Difference between pages "Zones" and "Quests"

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'''UNDER CONSTRUCTION'''
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There are currently over 130 quests listed within the game, and hundreds of other unlisted or hidden quests all over the dimensions.
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The lettered quests below are collection quests requiring a vast knowledge of all the realms.  The numbered quests vary by dimension and by difficulty.  Click a quest to see more details.
  
== The Different Dimensions ==
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{| class="wikitable sortable"
 +
!style="text-align:left;"| Letter
 +
!Treasure Hunt
 +
!Location
 +
|-
 +
| A || [[#QUESTCARD_A|Wolf's and robber's ears]] || Interdimensional
 +
|-
 +
| B || [[#QUESTCARD_B|Snowbird's Sewing]] || Interdimensional
 +
|-
 +
| C || [[#QUESTCARD_C|Molly's Clothes]] || Interdimensional
 +
|-
 +
| D || [[#QUESTCARD_D|Garion's House]] || Interdimensional
 +
|-
 +
| E || [[#QUESTCARD_E|Imm's Games]] || Interdimensional
 +
|-
 +
| F || [[#QUESTCARD_F|Wynter's Jewellery]] || Interdimensional
 +
|-
 +
| G || [[#QUESTCARD_G|Liathia's Laundry]] || Interdimensional
 +
|-
 +
| H || [[#QUESTCARD_H|Circe's Herbs]] || Interdimensional
 +
|-
 +
| I || [[#QUESTCARD_I|Kalten's Clothes]] || Interdimensional
 +
|-
 +
| J || [[#QUESTCARD_J|Shorty's Cowboy outfit]] || Interdimensional
 +
|-
 +
| K || [[#QUESTCARD_K|Sonya's Flowers]] || Interdimensional
 +
|-
 +
| L || [[#QUESTCARD_L|Mordecai's Feathers]] || Interdimensional
 +
|-
 +
| M || [[#QUESTCARD_M|The Imm Library]] || Interdimensional
 +
|}
  
4D exist out of 4 Dimensions. Each Dimension consists out of different zones, which its own quests, adventures and secrets. To have a closer look at the different zones, just click on the dimension you're interested in, and you'll get a more detailed look of how the dimension is setup. Next to those 4 Dimension there's also a Central part, where people can gather, and talk about things, or find information concerning other areas in the game.
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(Cards B, D, E, and J are bugged and under construction.)<br />
  
=== The Central Area ===
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{| class="wikitable sortable"
 +
!style="text-align:left;"| Number
 +
!Quest
 +
!Location
 +
!Difficulty
 +
|-
 +
| 1 || [[#QUESTCARD_1|Wanted  Poster I]] || Old West || Easy
 +
|-
 +
| 2 || [[#QUESTCARD_2|Wanted Poster II]] || Old West || Medium
 +
|-
 +
| 3 || [[#QUESTCARD_3|Cyrene's Lover]] || Prehistoric || Medium
 +
|-
 +
| 4 || [[#QUESTCARD_4|Robber Baron's Prisoners]] || Medieval || Easy
 +
|-
 +
| 5 || [[#QUESTCARD_5|The Enchanted Frogs]] || Medieval || Easy
 +
|-
 +
| 6 || [[#QUESTCARD_6|Thetis' Lover]] || Prehistoric || Medium
 +
|-
 +
| 7 || [[#QUESTCARD_7|The Viking Quarrel]] || Medieval || Easy
 +
|-
 +
| 8 || [[#QUESTCARD_8|The Lady in the Lake]] || Medieval || Medium
 +
|-
 +
| 9 || [[#QUESTCARD_9|Nimue's Quest]] || Medieval || Medium
 +
|-
 +
| 10 || [[#QUESTCARD_10|The Tower of Rapunzel]] || Medieval || Medium
 +
|-
 +
| 11 || [[#QUESTCARD_11|The Bereaved Woman]] || Medieval || Easy
 +
|-
 +
| 12 || [[#QUESTCARD_12|Chief Arapahoola's Snake Elixir]] || Old West || Medium
 +
|-
 +
| 13 || [[#QUESTCARD_13|The Secret Sword]] || Old West || Medium
 +
|-
 +
| 14 || [[#QUESTCARD_14|Llano Estacado]] || Medieval || Hard
 +
|-
 +
| 15 || [[#QUESTCARD_15|Exoliath's Armor]] || Future || Very Hard
 +
|-
 +
| 16 || [[#QUESTCARD_16|Grishknash' Weapons]] || Future || Very Hard
 +
|-
 +
| 17 || [[#QUESTCARD_17|Climb the Mountain]] || Medieval || Medium
 +
|-
 +
| 18 || [[#QUESTCARD_18|The Outlaw's Gun]] || Old West || Medium
 +
|-
 +
| 19 || [[#QUESTCARD_19|The Riddle Book]] || Medieval || Medium
 +
|-
 +
| 20 || [[#QUESTCARD_20|The Bull Girl in Crete]] || Prehistoric || Easy
 +
|-
 +
| 21 || [[#QUESTCARD_21|The Serf Woman's Baby]] || Medieval || Easy
 +
|-
 +
| 22 || [[#QUESTCARD_22|The French Knight]] || Medieval || Easy
 +
|-
 +
| 23 || [[#QUESTCARD_23|The Mysteries of Fenizia]] || Medieval || Hard
 +
|-
 +
| 24 || [[#QUESTCARD_24|The Seven Dwarves]] || Medieval || Hard
 +
|-
 +
| 25 || [[#QUESTCARD_25|The Three Sisters]] || Future || Hard
 +
|-
 +
| 26 || [[#QUESTCARD_26|The Mardi Gras Parade]] || Future || Hard
 +
|-
 +
| 27 || [[#QUESTCARD_27|The Lovers of the Range]] || Old West || Medium
 +
|-
 +
| 28 || [[#QUESTCARD_28|The Bank Robbers]] || Old West || Easy
 +
|-
 +
| 29 || [[#QUESTCARD_29|The Odessin Quest]] || Medieval || Easy
 +
|-
 +
| 30 || [[#QUESTCARD_30|The Scottish Witches]] || Medieval || Easy
 +
|-
 +
| 31 || [[#QUESTCARD_31|The Animals in Redwall Abbey]] || Future || Medium
 +
|-
 +
| 32 || [[#QUESTCARD_32|The Castle of Riddles]] || Medieval || Medium
 +
|-
 +
| 33 || [[#QUESTCARD_33|The Lost Cro Magnon child]] || Prehistoric || Easy
 +
|-
 +
| 34 || [[#QUESTCARD_34|The Love Potion]] || Prehistoric || Medium
 +
|-
 +
| 35 || [[#QUESTCARD_35|The Dinosaur skeleton]] || Prehistoric || Medium
 +
|-
 +
| 36 || [[#QUESTCARD_36|Isis and Osiris]] || Prehistoric || Hard
 +
|-
 +
| 37 || [[#QUESTCARD_37|The lost Ka]] || Prehistoric || Medium
 +
|-
 +
| 38 || [[#QUESTCARD_38|The sick baby]] || Prehistoric || Easy
 +
|-
 +
| 39 || [[#QUESTCARD_39|Professor Botta's Dilemma]] || Interdimensional || Medium
 +
|-
 +
| 40 || [[#QUESTCARD_40|The Quests in Midlands]] || Medieval || Medium-Hard
 +
|-
 +
| 41 || [[#QUESTCARD_41|The Temple treasure]] || Prehistoric || Medium-Hard
 +
|-
 +
| 42 || [[#QUESTCARD_42|The Egyptian Graverobbers]] || Prehistoric || Very Hard
 +
|-
 +
| 43 || [[#QUESTCARD_43|The Outback Quests]] || Future || Easy-Hard
 +
|-
 +
| 44 || [[#QUESTCARD_44|The Robin Hood Quests]] || Medieval || Medium
 +
|-
 +
| 45 || [[#QUESTCARD_45|The Leprechaun]] || Medieval || Easy-Medium
 +
|-
 +
| 46 || [[#QUESTCARD_46|The Newbie Zones]] || Interdimensional || Easy
 +
|-
 +
| 47 || [[#QUESTCARD_47|The Great Circus]] || Old West || Easy-Medium
 +
|-
 +
| 48 || [[#QUESTCARD_48|The Zone flags]] || Interdimensional || Easy-Hard
 +
|-
 +
| 49 || [[#QUESTCARD_49|The Diplomats on Poon]] || Future || Easy-Medium
 +
|-
 +
| 50 || [[#QUESTCARD_50|The Alpha Centauri Planets]] || Future || Medium-Hard
 +
|-
 +
| 51 || [[#QUESTCARD_51|The Quixotica Quests]] || Future || Medium-Hard
 +
|-
 +
| 52 || [[#QUESTCARD_52|The Newbie Arena]] || Interdimensional || Easy
 +
|-
 +
| 53 || [[#QUESTCARD_53|The Mine]] || Interdimensional || Medium-Hard
 +
|-
 +
| 54 || [[#QUESTCARD_54|The Trades]] || Interdimensional || Easy-Medium
 +
|-
 +
| 55 || [[#QUESTCARD_55|The Odyssey Quests]] || Prehistoric || Medium
 +
|-
 +
| 56 || [[#QUESTCARD_56|The Dead Heroes]] || Prehistoric || Hard
 +
|-
 +
| 57 || [[#QUESTCARD_57|The Unhappy Souls]] || Prehistoric || Medium
 +
|-
 +
| 58 || [[#QUESTCARD_58|The Lovesick Poet]] || Medieval || Medium
 +
|-
 +
| 59 || [[#QUESTCARD_59|The Trapped Miner]] || Old West || Medium (but risky!)
 +
|-
 +
| 60 || [[#QUESTCARD_60|The Legend of the Deamon]] || Old West || Medium-Hard
 +
|-
 +
| 61 || [[#QUESTCARD_61|The Necromunda Gang Wars]] || Future || Medium
 +
|-
 +
| 62 || [[#QUESTCARD_62|The Threat Tver Hayholt City]] || Medieval || Medium-Hard
 +
|-
 +
| 63 || [[#QUESTCARD_63|Rescue the Virgin!]] || Medieval || Medium
 +
|-
 +
| 64 || [[#QUESTCARD_64|Protection of the Angels]] || Medieval || Medium
 +
|-
 +
| 65 || [[#QUESTCARD_65|The Poisoned Unicorn]] || Medieval || Medium
 +
|-
 +
| 66 || [[#QUESTCARD_66|The Tupilak Treasures]] || Medieval || Medium
 +
|-
 +
| 67 || [[#QUESTCARD_67|Cosmo Canyon]] || Future || Medium
 +
|-
 +
| 68 || [[#QUESTCARD_68|Goofy Golfers]] || Future || Medium-Hard
 +
|-
 +
| 69 || [[#QUESTCARD_69|The Citadel of Thandar]] || Medieval || Easy
 +
|-
 +
| 70 || [[#QUESTCARD_70|Adventures in Punt]] || Prehistoric || Easy
 +
|-
 +
| 71 || [[#QUESTCARD_71|The Olympic Games]] || Prehistoric || Medium.Hard
 +
|-
 +
| 72 || [[#QUESTCARD_72|The Calydon Boar Hunt]] || Prehistoric || Medium
 +
|-
 +
| 73 || [[#QUESTCARD_73|The Twelve Deeds of Heracles]] || Prehistoric || Hard
 +
|-
 +
| 74 || [[#QUESTCARD_74|Greek Adventures]] || Prehistoric || Medium-Hard
 +
|-
 +
| 75 || [[#QUESTCARD_75|Trading in California]] || Old West || Easy
 +
|-
 +
| 76 || [[#QUESTCARD_76|Digging for Gold in California]] || Old West || Medium
 +
|-
 +
| 77 || [[#QUESTCARD_77|The Whotvar Quests]] || Future || Medium
 +
|-
 +
| 78 || [[#QUESTCARD_78|Whotvar II Quests]] || Future || Medium
 +
|-
 +
| 79 || [[#QUESTCARD_79|Trading in the Greek Islands]] || Prehistoric || Easy-Medium
 +
|-
 +
| 80 || [[#QUESTCARD_80|Aegean Island Quests]] || Prehistoric || Easy-Hard
 +
|-
 +
| 81 || [[#QUESTCARD_81|Archaeology in Carthage Bay]] || Prehistoric || Easy-Medium
 +
|-
 +
| 82 || [[#QUESTCARD_82|Trading in Egypt, Kush and Punt]] || Prehistoric || Easy-Medium
 +
|-
 +
| 83 || [[#QUESTCARD_83|The Bored Ttatues]] || Prehistoric || Easy
 +
|-
 +
| 84 || [[#QUESTCARD_84|The Living and the Dead]] || Prehistoric || Medium
 +
|-
 +
| 85 || [[#QUESTCARD_85|The Nomads of Wawat]] || Prehistoric || Medium
 +
|-
 +
| 86 || [[#QUESTCARD_86|Archaeology in Wawat]] || Prehistoric || Medium
 +
|-
 +
| 87 || [[#QUESTCARD_87|Kerma Politics]] || Prehistoric || Medium
 +
|-
 +
| 88 || [[#QUESTCARD_88|The Amun Priest conspiracy]] || Prehistoric || Medium
 +
|-
 +
| 89 || [[#QUESTCARD_89|The Army Needs YOU!]] || Medieval || Medium
 +
|-
 +
| 90 || [[#QUESTCARD_90|Victorian London]] || Old West || Medium-Hard
 +
|-
 +
| 91 || [[#QUESTCARD_91|The Elven Bards]] || Medieval || Medium
 +
|-
 +
| 92 || [[#QUESTCARD_92|The Prize Bull]] || Old West || Medium-Hard
 +
|-
 +
| 93 || [[#QUESTCARD_93|Castle Case]] || Medieval || Medium
 +
|-
 +
| 94 || [[#QUESTCARD_94|Fishermen Stories]] || Medieval || Medium-Hard
 +
|-
 +
| 95 || [[#QUESTCARD_95|The Call of the Sea]] || Medieval || Easy-Medium
 +
|-
 +
| 96 || [[#QUESTCARD_96|More Fenizian Secrets]] || Medieval || Medium-Hard
 +
|-
 +
| 97 || [[#QUESTCARD_97|Golems Galore!]] || Medieval || Easy-Medium
 +
|-
 +
| 98 || [[#QUESTCARD_98|The Quest for Best of the Best]] || Future || Very Hard
 +
|-
 +
| 99 || [[#QUESTCARD_99|The Curse Of The Gypsy]] || Medieval || Medium-Hard
 +
|-
 +
| 100 || [[#QUESTCARD_100|The Dwarven Treasure]] || Medieval || Medium-Hard
 +
|-
 +
| 101 || [[#QUESTCARD_101|The Cardinal's Sin]] || Medieval || Easy-Medium
 +
|-
 +
| 102 || [[#QUESTCARD_102|The Holy Grail]] || Medieval || Hard
 +
|-
 +
| 103 || [[#QUESTCARD_103|Rebellion against Arthur!]] || Medieval || Medium-Hard
 +
|-
 +
| 104 || [[#QUESTCARD_104|The Druids and the Moon]] || Medieval || Hard
 +
|-
 +
| 105 || [[#QUESTCARD_105|Avalon Adventures]] || Medieval || Easy to Hard
 +
|-
 +
| 106 || [[#QUESTCARD_106|The Philandering Knight]] || Medieval || Medium
 +
|-
 +
| 107 || [[#QUESTCARD_107|The Secrets of Utopia]] || Future || Hard
 +
|-
 +
| 108 || [[#QUESTCARD_108|Tourist Tasks in Utopia]] || Future || Medium-Hard
 +
|-
 +
| 109 || [[#QUESTCARD_109|Trading in Medieval]] || Medieval || Easy
 +
|-
 +
| 110 || [[#QUESTCARD_110|The Fight Against Evil]] || Medieval || Hard
 +
|-
 +
| 111 || [[#QUESTCARD_111|Help the Gellindril villagers]] || Medieval || Hard
 +
|-
 +
| 112 || [[#QUESTCARD_112|Killer Klown Quests]] || Future || Easy-Hard
 +
|-
 +
| 113 || [[#QUESTCARD_113|Save the Dragon Forest]] || Medieval || Medium
 +
|-
 +
| 114 || [[#QUESTCARD_114|Trading in the Old West]] || Old West || Easy
 +
|-
 +
| 115 || [[#QUESTCARD_115|Quests out West]] || Old West || Easy-Hard
 +
|-
 +
| 116 || [[#QUESTCARD_116|More Quests further West]] || Old West || Medium-Hard
 +
|-
 +
| 117 || [[#QUESTCARD_117|Chinese Business]] || Old West || Medium
 +
|-
 +
| 118 || [[#QUESTCARD_118|Ali Baba's hidden Cavern]] || Prehistoric || Medium
 +
|-
 +
| 119 || [[#QUESTCARD_119|Pix's Puzzle Zone]] || Future || Hard
 +
|-
 +
| 120 || [[#QUESTCARD_120|The Game Grid]] || Future || Medium
 +
|-
 +
| 121 || [[#QUESTCARD_121|The Arabian Desert]] || Prehistoric || Medium
 +
|-
 +
| 122 || [[#QUESTCARD_122|Criminal Masterminds Of Victorian England]] || Old West || Hard
 +
|-
 +
| 123 || [[#QUESTCARD_123|Victorian Citizens In Need]] || Old West || Hard
 +
|-
 +
| 124 || [[#QUESTCARD_124|Newbie Royal Forest]] || Medieval || Easy
 +
|-
 +
| 125 || [[#QUESTCARD_125|The Path Of Awakening]] || Future || Medium
 +
|-
 +
| 126 || [[#QUESTCARD_126|The Orc Uprising]] || Medieval || Hard
 +
|-
 +
| 127 || [[#QUESTCARD_127|The Mysteries of the Southern Range]] || Medieval || Hard
 +
|-
 +
| 128 || [[#QUESTCARD_128|The Kingdom Of Xanth]] || Medieval || Hard
 +
|}
  
The central zones are not connected to any Dimension. They consist of Recall and Travel Agency, Mud School, the 4 Newbie zones and the Newbie arena and 'special' PK zones that need imm help to access, like the Battlefield and the Gladiator Arena.
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[[#TOP|Back to top]]
  
Recall is the place where people hangout when they're not exploring one of our 4 Dimensions. The area is not really part of any of the other Dimension. Recall provides lots of information about features that can be found or done throughout the game.
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<span id="QUESTCARD_A">'''QUESTCARD A'''</span>
  
Recently there's also been made a new expansion to the Recall Area, namely the Gladiator Arena. The Arena itself is only accessible by a certain type of players, namely the Gladiators. Though there's a public Gallery for everyone else where you can support for your favorite Gladiator or maybe throw some rotten tomatoes towards them.
+
The authorities have decided to rid the forests of some vermin. So for every 10 wolf's ears that you turn in, you'll get one bronze token in reward. The same goes for the robbers that infest the forests and the mountains. Each ten robber's ears will be exchanged for a bronze token. The ears must all be of the same kind however. So no 5 wolf''s ear and 5 robber's ears, this doesn't count.  <br />
 +
Also the ears you get in the Royal Forest don't count, they must be turned in separately.<br />
 +
As opposed to most of the Quests on these Cards this one is unlimited. A player is allowed to carry it out as many time as he/she wishes. <br />
 +
This Quest is for New players only, however. Also the reward will be smaller after the first time you do the quest. After that you will only get a brass token for your trouble. <br />
 +
Turn your ears in at the Quest Machine, north of Recall. <br />
  
THE 4D CENTER AREA This realm, which is rather small, contains the Healer, the main Donation Pit, Mud School, the Time Warp, from which all the 4 Dimensions can be reached, and the 4D Travel Agency, where you can learn a bit about the special options presented in our unique Mud.
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[[#TOP|Back to top]]
  
Last but not least the Center Area contains 4 Newbie zones for the levels 1-10 - (one for each Dimension) - plus the Newbie Arena and some shortcuts to some more easy zones.
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<span id="QUESTCARD_B">'''QUESTCARD B'''</span>
  
Levels Zone Name Builder Size
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Snowbird wants to take up sewing as a hobby, so she'd appreciate it if you guys could fetch her some stuff to get her started.<br />
(all) Recall and 4D Travel Agency Molly 20 rooms
+
This is what she needs:<br />
 +
* an embroidery
 +
* a needle
 +
* a thread or a piece of string
 +
* a golden thimble
 +
* a pair of golden scissors
 +
Anybody who can deliver these five items will receive 3 bronze tokens in reward.<br />
  
(1-5) Mud school and Quest Academy Molly 100 rooms
+
[[#TOP|Back to top]]
  
(1-10) Stone Age I Molly 50 rooms
+
<span id="QUESTCARD_C">'''QUESTCARD C'''</span>
(1-10 Robber Baron Castle I Molly 60 rooms
 
  
(1-10) Dry Gulch Nave 50 rooms
+
Molly is planning to go to a large party next month, and really has NOTHING to wear.  She'd appreciate some help from you guys to collect some nice garments for her.  <br />
 +
Find her all the right items and receive 3 bronze tokens.  <br />
 +
What shee needs is this:<br />
 +
* a pair of thin silk stockings
 +
* a pair of long silk gloves
 +
* a pair of crystal slippers
 +
* a low cut red satin dress
 +
* a full length mink coat
  
(1-10) Android Factory Flyte 50 rooms
+
[[#TOP|Back to top]]
  
(51-56) God Rooms Immortals 50 rooms
+
<span id="QUESTCARD_D">'''QUESTCARD D'''</span>
  
(10-50) Battle Field Molly 65 rooms
+
Garion is planning to build himself a new house, and the imms want to surprise him with a present of some things he'll need to do it. <br />
 +
So if you deliver the following five items it will earn you 3 bronze tokens:<br />
 +
* a lumber axe
 +
* a pickaxe
 +
* a screwdriver
 +
* a nail gun
 +
* a roof-beam
  
(all) The Chicken Casino Molly 60 rooms
+
[[#TOP|Back to top]]
  
(1-15) The Newbie Arena Lonewolf 100 rooms
+
<span id="QUESTCARD_E">'''QUESTCARD E'''</span> 
  
(1-50) Realms of the Traders Molly 100 rooms
+
Sometimes us imms get VERY bored, sitting up here twiddling our thumbs and just watching the mortals play.  Naturally we never work on the mud.  That would be WAY beneath our dignity.  So we'd like some games to help us pass the time.  <br />
 +
Anybody who can bring us the following 5 items will receive 3 bronze tokens.  <br />
 +
Also it will give the imms something to do, so there is less risk of them starting to zap players with thunderbolts out of sheer boredom.  <br />
 +
We want:<br />
 +
* a chessboard
 +
* a set of chessmen
 +
* a deck of tarot cards
 +
* a Shent gameboard
 +
* the game of tabula
  
(all) The Colosseum Molly 100 rooms
+
[[#TOP|Back to top]]
  
==== Recall and 4D Travel Agency ====
+
<span id="QUESTCARD_F">'''QUESTCARD F'''</span>
  
This Realm is the starting point of your character's life. This is where you enter the game as a newbie, and where all the necessary things for the starting mudder are gathered along Adventure Avenue and venture Way. Here you find Recall Point with the Healer, the Guildmaster, the Donation Pit, a small Bar where you can buy a few necessities, the mortal Post Office, the entrance to 4D Mud School, the 4 Newbie zones, the Newbie Training Arena and last but not least the 4D Travel Agency. The Travel Agency is the place to get information about the special features of this mud. Want to buy yourself a crash-proof private player house? Want a personalized weapon or piece of armour? Want to buy a personal pet or mount or spaceship or Recall item? The Travel Agency is where you find out the price and conditions for all those extra features.
+
A thief broke into Wynter's house and stole all her jewelery. Naturally she is devastated. She is also pretty lazy, so she won't take the trouble of getting some new trinkets herself.  So to stop her complaining we, the other imms, are willing to pay you 3 bronze tokens for the following items:<br />
This is also where you can find the 4D Map room, with descriptions of all the zones in the 4 Realms, the Building Department, with lists of all Builders in 4D and the conditions to become one yourself, the Crypt for the Craven, where you can retrieve your corpse for gold, if you were killed in a distant or dangerous place, the Clan Office with information about the Clans in 4D and the 4D Hall of Fame, where remarkable players in 4D acquire everlasting fame. Maybe one day you will get your own statue in this Hall...
+
* a huge sapphire ring
And one step up from Recall is the Time Guardian, who on request will take you to the Main Game Realm, for players from level 10 upwards.
+
* a sparkling diamond tiara
 +
* a necklace of ruby hearts
 +
* a dazzling emerald bracelet
 +
* an anklet of jeweled hummingbirds
  
==== The 4D Mud School and Quest Academy ====
+
[[#TOP|Back to top]]
  
The Mud school of 4D is not the usual Mud School with chained mobs in cages that you meet in most muds. This School is totally customized to 4D, and it is also a playable area, full of mobs of a suitable strength for your level and some decent equipment that you can't get anywhere else. It has 4 Classes or Grades - one for each Dimension - and you can drop out of School or skip a class at your own will. The 1st grade teaches the basics about moving about, surviving and killing, the 2nd is devoted to communication and the use of magic, the 3rd teaches you how to use firearms, mounts and vehicles and how to form groups, and the 4th gives you some "special" tips about the secrets of the game. And at the top of the fourth grade is the unique Questor's Academy, where you can learn some of the tricks that usually only very seasoned players know about. Mud School is restricted to the levels 1-5, and it is highly recommended for new players to go through it, before venturing into the world of 4 Dimensions.
+
<span id="QUESTCARD_G">'''QUESTCARD G'''</span>
  
==== Stone Age 1 ====
+
You just wouldn't believe how low some people can get! Liathia had hung out her washings on the line, and some dishonest idiot went and nicked her underwear! <br />
 +
She is a very busy woman, so if you could get her some new things, it would be worth 3 bronze tokens. <br />
 +
This is what she needs:<br />
 +
* a pair of shimmering, black fishnet stockings
 +
* some heart-shaped thong panties
 +
* a silk corset
 +
* a tight red silk bra
 +
* a mauve mini baby doll slip
  
This is the first of the four Newbie zones for level 1-10, set in Stone Age, where the Neanderthal and the Cro Magnon tribes fight each other, while at the same time fighting Nature for survival. Apart from the Stone Age people, you'll meet mammoths, sabre-toothed tigers and a lot of less dangerous animals that inhabit the forests and steppe at about 9000 years BC. You will find this and the other Newbie zones on both sides of Venture Way west of Elementary Square and north of Recall Point. After you've remorted, you will no longer be able to enter these zones.
+
[[#TOP|Back to top]]
The Central Area  - The Prehistoric Dimension -  The Medieval Dimension  - The Old West Dimension  - The Future Dimension - Back to top
 
  
==== The Robber Baron Castle 1 ====
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<span id="QUESTCARD_H">'''QUESTCARD H'''</span>     
  
This castle may be rather small, and the robber Baron may not be the most powerful man in the Realms, but he is a pretty nasty customer nonetheless. And so are his ill-bred offspring and his snotty wife, so nobody would object if you raided this castle to rid him of some of his excessive goods and gold. He does have a dungeon though, and if you get thrown into that, it might not be very easy to get out again...
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Circe, Molly's friend, and fellow witch has recently lost her handmaid, due to some raving lunatic, who came to her house and slaughtered all her servants with an axe. It is naturally beneath her position to collect the herbs for her potions personally, so until her staff problem has been solved, she'd appreciate some help, and it will be worth 3 bronze tokens. <br />
You will find this and the other Newbie zones on both sides of Venture Way west of Elementary Square and north of Recall Point. After you've remorted, you will no longer be able to enter these zones.
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This is what she needs for her famous polymorph potion:<br />
The Central Area  - The Prehistoric Dimension -  The Medieval Dimension  - The Old West Dimension  - The Future Dimension - Back to top
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* a datura flower
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* a stem of lavender
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* a golden apple
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* a herb called Henbane
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* a black rose
  
==== Dry Gulch ====
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[[#TOP|Back to top]]
  
It's just a small outback town, but it does have some shops and of course a saloon, where you can get yourself a drink. I'm told even the great Shorty himself still buys his shots in this saloon. Apart from that there is not much of interest in this small outback town, just the usual towns people, mongrel dogs, Indians, tumbleweeds and dust, dust, dust...
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<span id="QUESTCARD_I">'''QUESTCARD I'''</span> 
It has been months since it last rained in Dry Gulch.
 
You will find this and the other Newbie zones on both sides of Venture Way west of Elementary Square and north of Recall Point. After you've remorted, you will no longer be able to enter these zones.
 
  
==== The Android Factory ====
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Kalten is a real slob, who usually runs around almost naked or wearing a pair of dirty blue jeans. Since this is embarrassing for us other imms, we'd like you to put together a neat outfit for him, more fitting his high position. We're even willing to pay 3 bronze tokens for your trouble. <br />
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This is what we'd like him to wear to look a bit more dignified:<br />
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* a black suit
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* a white shirt
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* a silk top hat
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* a pair of black boots
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* a black string tie
  
This is where all the androids that overrun the planets in the Future Dimension are manufactured. The androids are of course supposed to help Mankind, in doing many of the menial tasks that Man thinks below himself. Only lately it seems that they don't quite get the message. In fact lately they seem to have grown uppity, lazy, defiant - even hostile at times. Maybe something went wrong at the conveyor belts? Or maybe it's a bug in the programming itself...
 
You will find this and the other Newbie zones on both sides of Venture Way west of Elementary Square and north of Recall Point. After you've remorted, you will no longer be able to enter these zones.
 
  
==== The God Rooms ====
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[[#TOP|Back to top]]
  
These are for the Immortals exclusively, you're only chance to get there would be by "special invitation" - or if you get yourself in major trouble, which would be a wise choice to avoid...
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<span id="QUESTCARD_J">'''QUESTCARD J'''</span>
  
==== The Battlefield ====
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Lately Shorty has been into the Wild West Dimension - he thinks he looks SOOO cool in cowboy outfit. However he lost all his equip walking into a Deathtrap in the Gold Mine, and like most players he is to lazy to gather that equip back again. <br />
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So this is what he'd need to set him up: (worth 3 bronze tokens)<br />
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* a cowboy leisure suit
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* a black leather gunbelt
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* a pair of sharp spurs
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* a gold handled colt 45
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* a pair of cowhide chaps
  
This is the "Battlefield" or Arena of 4 Dimensions, where you can meet other players in mortal combat, regardless of whether you are registered as a "pkiller" or not. When you die in the Battlefield, you do not lose exp or equipment like you risk to do in the normal game. All you lose is your pride, since this is the place to determine who is the best pkiller in the mud. Only one player can win, but all levels can participate, and you can place bets on the Winner. The way to do this is to type 'PLACE Playername'. You need an imm to start up the Battlefield however. Type ARENA to listen to the special Battlefield channel, and HELP ARENA to see the rules for the tournaments.
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<span id="QUESTCARD_K">'''QUESTCARD K'''</span>
  
==== The Chicken Casino ====
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Sonya loves fresh flowers.  She has a special vase in her sanctum that can hold hundreds of flowers at a time.  As you might guess, it's hard to keep that thing stocked.  If you would like to help her, you will be nicely rewarded.  Collect all the following flowers for 2 silver tokens.  <br />
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This quest can only be turned in once and must be turned in to a high level imm.<br />
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This is what she wants:<br />
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* a lotus blossom
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* a golden parijat
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* an ice blue crystal flower
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* an apricot-colored flower
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* a small bouquet of bluebells
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* a bunch of wild daisies
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* an iris
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* the flower of Pharaoh
  
Like a game of old fashioned Poker? Well, you can get that here too, although it is a wee bit different from the usual. We don't have a dealer here, instead all the players are let into a large chicken pen, full of chicken and hens.
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<span id="QUESTCARD_L">'''QUESTCARD L'''</span>
Each of these fowl have a card, so you kill as many as you can and collect the cards. Then you put together the best poker hand you can from what you have got, junk the rest of the cards and return to the Casino, where each in turn gives his hand to the Poker Master, who looks at them and decides who the winner is. The Poker rules are the same as always, and there is a list of winning hands posted in the room in case you forgot the rules.
 
You will need an imm/hero/helper to open the door to the chicken pen and supervise the game, and it won't be started up unless there are at least 3 players.
 
  
==== The Newbie Training Arena ====
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Mordecai, that crazy guy, maybe all the coding he's done has made him a bit... peculiar, but he would like a bunch of feathers.  What does he want them for?  <br />
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Well, nobody knows and he's not telling. But if you collect 8 different feathers for him, you will be nicely rewarded.  How much?  2 lovely silver tokens.  <br />
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Which feathers?  Well, any 8 you can find.  But they all have to be different and things like feather pens, quills, etc. do NOT count They also cannot be things like a cape of feathers, band of feather, etc.  <br />
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This quest can only be turned in once and must be turned in to a high level imm only.<br />
  
Like most things in 4D, the Newbie Training Arena has four parts, one for each Dimension. You can start in any of them, but the easiest is Pre Historic, and then they gradually get harder. Built by Lonewolf, one of the most experienced players of 4D, this zone not only provides good hunting grounds for low levels, but also a good introduction to the special culture of 4D, with several easy Quests where you can train your brain for larger challenges to come. Also this zone holds some special equipment for Newbies, with rather good stats. If you start your career in 4D with the Quest Academy and this zone, you stand a better chance than most Newbies of mastering the Game.
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<span id="QUESTCARD_M">'''QUESTCARD M'''</span>
  
==== Realms of the Traders ====
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After a hard day slaving away for you mortals, sometimes nothing could be nicer than settling down in front of a nice cozy volcano and reading a good book.  <br />
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But after a long hard day, who wants to go looking for something to read?  Not us.  <br />
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So if you want to help us out and earn 3 bronze tokens for doing so, collect the following:<br />
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* a book with the title Iching and Chinese Mythology
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* a Hitchhiker's Guide to the Galaxy
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* a romance novel
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* the procrastinator's handbook
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* a slim poem book<br />
  
Tired of hack and slash? Want to do something more creative with your spare time? Learn a useful trade, perhaps? The Realms of the Traders will provide you with these options. They are spread over the 4 Dimensions, but with the main centerpoint in the Medieval Dimension.
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[[#TOP|Back to top]]
The Trader's Office in the 4D Traveling Agency will provide more information.
 
  
Around Old Yorke, you'll find:
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<span id="QUESTCARD_1">'''QUESTCARD 1'''</span>
  
8 fields for Farming
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.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..<br />
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:                      WANTED                      :<br />
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:            FOR BANK ROBBERY AND MURDER            :<br />
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:          Oliver Wilmore, also known as            :<br />
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:                      CURLY                        :<br />
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:  Age 33, totally bald, medium height, brown eyes  :<br />
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:      No special distinguishing marks.            :<br />
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:                                                  :<br />
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:  The marshal of Dodge City will pay 100$ for the  :<br />
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:      delivery of this man, dead or alive.        :<br />
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:                                                  :<br />
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:. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .:<br />
  
8 plots for Gardening West Trade Road
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[[#TOP|Back to top]]
  
Crafter's Alley Northeast of Old Yorke
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<span id="QUESTCARD_2">'''QUESTCARD 2'''</span>
  
The Chicken Farm North Wall Road
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.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..<br />
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:                                                  :<br />
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:                      WANTED                      :<br />
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:      FOR THE RAPE AND MURDER OF ANNIE HILL        :<br />
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:          Danny Donegan, also known as            :<br />
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:                    DANNY BOY                      :<br />
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:                      ***                        :<br />
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:  Age 21, fair hair, blue eyes, tanned complexion  :<br />
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:      No special distinguishing marks.            :<br />
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:                                                  :<br />
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The marshal of Tombstone will pay 100$ for the  :<br />
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:      delivery of this man, dead or alive.        :<br />
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:                                                  :<br />
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:. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .:<br />
  
The Orchard and the Dairy South Wall Road
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[[#TOP|Back to top]]
  
Several sub-contractors To help develop the products.
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<span id="QUESTCARD_3">'''QUESTCARD 3'''</span>  Cyrene's lover
  
In Old West, you'll find:
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From what is told on the islands of the Greek Archipelago, there is a nymph called Cyrene, who would be happy if someone would help to free her lost lover. People say that she'd pay most generously for the help.<br />
  
The Ranch - raise your own herd! South of The Range, west of Dodge City
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[[#TOP|Back to top]]
  
The Old Gold Mine West of the Range
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<span id="QUESTCARD_4">'''QUESTCARD 4'''</span>  Robber Baron's prisoners
  
Main entrance to the big Mine Type 'help Mine' to get directions
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Rumour has it that the Robber Baron is holding some prisoners for ransom in his dark castle. Since this Robber Baron is the scum of earth, it would be much appreciated if someone would take the trouble of freeing these poor prisoners, and take them back to their loving relatives.<br />
  
Prospecting and gold panning Stake your own claim!
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[[#TOP|Back to top]]
  
The GoldMiners Office Dry Gulch
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<span id="QUESTCARD_5">'''QUESTCARD 5'''</span>  The enchanted frogs
3 Trading Posts and 3 Cattle Pens Main trail between Dodge and Tombstone
 
  
Goldmining and Farming Fort Sutter, in California
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According to the tales told by the fireside, the two frogs in Sherwood Forest are not really frogs, but an enchanted prince and princess. Some evil witch is supposed to have cast this spell upon them. Hmmmm. So, what do you normally do to break the spell? Easy - you kiss the frog.<br />
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Yuk! But it might help. And then again it might not. Muhahaha! What would your friends say if they caught you kissing frogs anyhow?<br />
  
Goldpanning and Prospecting Creeks and rocky terrain everywhere
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[[#TOP|Back to top]]
  
Trapping and skinning In The Wild, south and east of Legend
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<span id="QUESTCARD_6">'''QUESTCARD 6'''</span>  Thetis' lover
  
In Future, you'll find:
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The Sea Nymph Thetis is looking for her lover, who seems to have vanished completely. From what they say in the Taverns along the Mediterranean coast, she is paying rather handsomely for any conclusive proof of what happened to him.<br />
  
A well developed trading system Alpha Centauri and Whotvar System
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[[#TOP|Back to top]]
  
An Alchemy feature Whotvar System
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<span id="QUESTCARD_7">'''QUESTCARD 7'''</span>  The Viking Quarrel
  
A Mine for alien Minerals Whotvar System
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They say in the taverns of Green Fen, that Ragnar Lodbrok has put a price on the Head of Red Adder. However, Ragnar is said to be a jerk and a real skinflint, so maybe carrying out this quest isn't quite as rewarding as it should be. There might be better choices...<br />
  
Different natural assets Alpha Centauri and Whotvar System
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[[#TOP|Back to top]]
  
2 IGTC's to trade the assets Outer Space Grid
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<span id="QUESTCARD_8">'''QUESTCARD 8'''</span>  The Lady in the Lake
  
Reptile skins to trade Planet Reptilia
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There is a lady in a lake somewhere in the Western Realms, who is looking for a lost item. Her reward is rather generous, but it must be said that not all can use it.<br />
  
In Prehistoric, you'll find:
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[[#TOP|Back to top]]
  
A well developed trading system Greek Islands, Mainland, Egypt, Kush
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<span id="QUESTCARD_9">'''QUESTCARD 9'''</span>  Nimue's quest
  
Exotic fruits, herbs and spices Greek Mainland, Islands and Egypt
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Somewhere in the western Realms is the cave to which Merlin has retired, when he got tired of the World of the Living. If you manage to find that cave and the way into it, which might not be <br />
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too easy, there is a quest connected to it...<br />
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A good way to start would be to seek out King Arthur in the Castle of Camelot. If you greet him politely, he might confide some of his worries to you. And in the extension, this could lead you into a much larger and harder Quest - but that is yet another story...<br />
  
Silk cocoons Greek Mainland, Islands and Egypt
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[[#TOP|Back to top]]
  
Animal skins, ivory, rhino horns Greek Mainland, Islands, Punt
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<span id="QUESTCARD_10">'''QUESTCARD 10'''</span>  The Tower of Rapunzel
  
Large forests, exotic logs Greek Mainland, some Islands, Punt
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In the high mountains north of Olde Yorke stands a lonely tower. There is a sad story connected to that tower, and a handsome reward to the person who can help the unhappy lady imprisoned in it by an evil mage.<br />
  
Natural assets and local products Greek Mainland and all Islands
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[[#TOP|Back to top]]
  
Gold-carrying streams Find out where yourself!
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<span id="QUESTCARD_11">'''QUESTCARD 11'''</span>  The bereaved woman
  
2 Greek Trading Centres The islands Carpathos and Cyprus
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There are rumours about a poor bereaved woman, named Anita Oleros. She was last seen somewhere east of the Nunnery of the Little Sisters, crying and lamenting about her murdered husband. Any help would be much appreciated, since her whining is disturbing the wayfarers. <br />
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This quest is worth a silver token if you complete it. <br />
  
5 African Trading Markets Aswan, Kerma, Napata, Meroe, Khartoum
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[[#TOP|Back to top]]
  
African trading opportunities Egypt, Kush and Punt
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<span id="QUESTCARD_12">'''QUESTCARD 12'''</span>  Chief Arapahoola's Snake Elixir
  
Exotic native treasures Land of Punt
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Somewhere on the road between Dodge City and Tombstone is a painted wagon. It belongs to Dr. Angus Mc Neil, who among other things sells a very good healing potion, called Chief Arapahoola's Potent SNAKE OIL ELIXIR (which incidentally is about the best healing potion available in all four Dimensions). Unfortunately Dr. Mc Neil recently has run out of ingredients for this potion, and since he just broke a leg too, he is unable to collect them himself either. The player who brings him all the ingredients for the potion, will not only receive 10 bottles of it, but a Token reward as well. We have to support the free enterprise, and Dr. Mac Neil will no doubt be very grateful.<br />
  
==== The Gladiator Arena ====
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[[#TOP|Back to top]]
  
The Colosseum This is the zone that was made for the PK feature The Gladiator Arena. The Colosseum Arena has two parts. The upper, outdoors part is a plain 7x5 grid. Under this arena is a cellar, accessed by two stairs. The cellar is a bit like a maze, with winding, narrow corridors, animal cages and some maintenance rooms. This part is good for ambush, and it also has some extra features and twists. There is a Gladiator School, which works a bit like a Clan hall, and has some supply shops. There is a Healer in one of the Cellar Rooms and another one in Gladiator School. And finally there is a public Area for spectators to view the fights and and get some info about the Gladiator Games. You will find the Public part of this zone west of the Map room, all south from Recall. The Arena itself is only accessible with assistance of an imm. For more info check out the link The Gladiator Arena.
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<span id="QUESTCARD_13">'''QUESTCARD 13'''</span>  The Secret Sword
  
=== The Prehistoric Dimension ===
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The Secret Sword that was hidden in the Convent might be gone by now, but the cache is still there, and still pretty hard to find. So just for this achievement, we're willing to pay you one silver token for the note placed in the cache. Only once per player, mind you. Also a condition is, that you don't reveal the secret to others, once you've found it out. Anybody who presents this note to Joanie, the Imm secretary, will get a Silver Token.<br />
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And, who knows, one day you might actually find the real Secret Sword.<br />
  
This dimension is mostly centred around the Mediterranean sea basin, at approximately 1500 BC, and featuring countries like ancient Greece, Egypt, Kush and Punt. The Pre Historic areas can all be reached from the Old Carthage Archaeological Excavation Camp, which is extremely loaded with TimeTraps.
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[[#TOP|Back to top]]
  
As you enter the different excavation trenches, you will be transported to different places within a wide rage of time. You can also access the Mediterranean Sea directly from the harbour of Old Carthage or Carthage Bay.
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<span id="QUESTCARD_14">'''QUESTCARD 14'''</span>  Llano Estacado
  
The best way to travel in the PreHistoric World is by ship. You'll find large concentrations of ships near Cape Aulis and at the island Carpathos in the Aegean Sea.
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Llano Estacado is hard to traverse, and many have perished on the way. Some of those have at least been lucky enough to be buried there, albeit in a shallow grave. Should you venture into this harsh desert, there are three different quest to be solved there. Each one is very rewarding, since they are all pretty hard, and sometimes require you to broaden your search outside the desert. And even finding the way out of that confusing desert might be a quest in itself.<br />
  
Click any of the below zone names for more information.
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[[#TOP|Back to top]]
  
Levels Zone Name Builder Size
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<span id="QUESTCARD_15">'''QUESTCARD 15'''</span>  Exoliath's armor
  
(10-30) Old Carthage Molly 100 rooms
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While travelling from one of his private asteroids to another, Lord Exoliath's luxurious star cruiser was accidentally hit by a stray missile from an Imperial starfighter and more or less disintegrated.  Exoliath and his crew are by now reduced to molecules of blood, flesh and bone.  The spaceship, and parts of their armor, although being broken into small pieces and scattered over a large part of the Galaxy, is still more or less intact.  If you could find and reassemble those pieces (five for each set of armor) you'd get yourself some real good armor. Be careful however, for if you assemble the wrong pieces, the armor will still work, but be a lot less effective.  It stands to reason that Exoliath's own armor would be a lot better than that of his Captain, let alone ordinary crew members.<br />
 +
This Quest was designed by Inque.<br />
  
(50-150) Prehistoric Forest Snowbird/Sonya 100 rooms
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[[#TOP|Back to top]]
  
(30-50) Stone Age II Molly 100 rooms
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<span id="QUESTCARD_16">'''QUESTCARD 16'''</span>  Grishknash' weapons
  
(10-50) Crete Molly 100 rooms
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The somewhat mad scientist Grishknash had just completed his latest invention, the "ultimate" weapon, when a large meteorite struck his laboratory on an isolated asteroid. In the violent decompression that followed, Grishknash and everything else in the laboratory were sucked through the hole in the shell and scattered in small parts all over the Universe. Rumour has it that parts of the three prototype weapons he was working on can be found on several distant planets where gravitation finally made the debris settle after the long journey in space. He who can find and reassemble the pieces (5 for each prototype) would be getting himself a really awesome weapon. It may be worth the effort to search for the right pieces, because only one of the three prototypes possessed full power in all five parts. <br />
 +
This Quest was designed by Inque.<br />
  
(30-50) Labyrinth of Knossos Molly 100 rooms
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[[#TOP|Back to top]]
  
(10-30) Greek Archipelago Molly 300 rooms
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<span id="QUESTCARD_17">'''QUESTCARD 17'''</span>  Climb The Mountain
  
(20-40) Trojan War Molly (under planning)
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Once it was a pretty easy task to climb Mount Winter. But not any more. Avalanches, erosion and snowstorms have partly washed away the track that once lead to the top. And the climate seems to have become a lot harsher lately. So, climbing that mountain now is no task for sissies. And the rewards have consequently improved quite a bit. But expect to do some work for them.<br />
  
(40-50) Kolchis and The Amazons Molly (under planning)
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[[#TOP|Back to top]]
  
(40-50) Realms of Thetis Molly 100 rooms
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<span id="QUESTCARD_18">'''QUESTCARD 18'''</span>  The Outlaw's Gun
  
(40-50) West Mediterranean Sea Molly 300 rooms (grid)
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Even in the Old West there are ghosts. Empty saddles in the old Corral... Empty boots walking around... Really spooky... And of course, many of those ghosts have gathered in Tombstone's Boot Hill. One of them has a grievance - somebody stole his gun from the tomb, it seems. Maybe that is the reason why this young outlaw cannot rest peacefully in his grave?<br />
  
(40-50) The Odyssey Molly 100 rooms
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[[#TOP|Back to top]]
  
(40-50) The River Nile Emory 100 rooms
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<span id="QUESTCARD_19">'''QUESTCARD 19'''</span>  The Riddle Book
  
(40-50) The Egyptian Desert Emory 100 rooms
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Care for some Riddles? The riddle Book in the Library of Olde Yorke will provide you with some pastime, and the reward of 3 bronze tokens if you solve all the riddles - but only once in a lifetime, mind you. :-) <br />
  
(40-50) Temple of Hatshepsut Emory 100 rooms
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[[#TOP|Back to top]]
  
(30-50) Lower Egypt Molly 100 rooms
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<span id="QUESTCARD_20">'''QUESTCARD 20'''</span>  The Bullgirl of Crete
  
(40-50) The Valley of Kings Molly 100 rooms
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Each year seven maidens and seven youths from Athens are sent as a tribute to dance before the Cretan bulls and to die there eventually. Still, life goes on almost as usual, and one of the girls has lost her key to the chest with her belongings. She would appreciate your help in retrieving it.<br />
  
(40-50) The Realms of Hades Molly 100 rooms
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[[#TOP|Back to top]]
  
(20-50) The Greek Mainland Molly 900 rooms (grid)
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<span id="QUESTCARD_21">'''QUESTCARD 21'''</span>  The Serf Woman's baby
  
(20-50) The Aegean Sea Molly 500 rooms (grid)
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A young girl in the Serf village south of The Tournament Place is very unhappy. Sure, being a serf could make everyone unhappy, but she seems to be more miserable than most. Perhaps you could help her?<br />
  
(20-50) Greek Cities I Molly 100 rooms
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[[#TOP|Back to top]]
  
(30-50) Mount Olympus Shartrance (under planning)
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<span id="QUESTCARD_22">'''QUESTCARD 22'''</span>  The French Knight
  
(40-50) Mediterranean Sea Molly 500 rooms (grid)
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The gallant knight Maurice de la Couer cannot seem to concentrate on the Tournament at hand, since a friend of his has wandered off and gone missing. So - can't that friend take care of himself? Well, his problem is that he speaks nothing but French...<br />
  
(10-30) Carthage Bay Molly 100 rooms (grid)
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[[#TOP|Back to top]]
  
(30-50) Aegean Islands Molly 500 rooms
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<span id="QUESTCARD_23">'''QUESTCARD 23'''</span>  The Mysteries of Fenizia
  
(10-20) Ali Baba's Cave Phantom 60 rooms
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Have you heard of Fenizia? That legendary city, situated south of Green Fen, somewhere on the other side of the Lostlands? There is a mystery in Fenizia that needs solving - in fact there are several... But the main one is: Where did Enrico d'Abruzzi go? <br />
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More than one person in Fenizia wants to know. But for different reasons.<br />
  
(40-50) Arabian Desert Echin 100 rooms
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[[#TOP|Back to top]]
  
(40-50) The Land of Punt Mireille 200 rooms
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<span id="QUESTCARD_24">'''QUESTCARD 24'''</span>  The Seven Dwarves
  
(30-50) Upper Nile Molly 100 rooms
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Do you love puzzles and quests and challenges? Then Mother Goose is the book to read in the Library! You will find more quests in that book than you ever bargained for - at least one for each one of Snow White's seven dwarves. <br />
 +
A good place to start out would be the cottage where they live.<br />
  
(30-50) The Desert of Wawat Molly 200 rooms
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[[#TOP|Back to top]]
  
(30-50) The Land of Kush Molly 100 rooms
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<span id="QUESTCARD_25">'''QUESTCARD 25'''</span>  The Three Sisters
  
==== Old Carthage ====
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One of the famous natural monuments outside Sydney is the three large rocks, known as the Three Sisters. They are hidden deep in the forests, so even locating them will be an achievement. But once you do, there is a Quest connected to them as well. Just be careful so that you don't get lost in that forest...<br />
  
When you take the Time Warp to the Pre Historic Dimension you are going to land at the gate of the archaeological excavation camp of Old Carthage.
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[[#TOP|Back to top]]
This city, that was once the centre of all known world, is now practically loaded with Time Traps. Almost every excavation trench that you enter might land you in distant places and ancient times.
 
And since the harbour of Carthage was the meeting place for ships from all over the antique world, the finding places under water in that harbour are not exactly safe either.
 
Already several of the archaeologists have mysteriously disappeared. So don't be surprised if the remaining crew treat you with suspicion and distrust.
 
  
==== The Prehistoric Forest ====
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<span id="QUESTCARD_26">'''QUESTCARD 26'''</span>  The Mardi Gras Parade
  
The dense, luxuriant jungle is vibrant with life and simmering with moist, steaming heat. Enormous but peaceful Brontosaurs feed from the tops of the trees, and smaller dinosaurs dart in and out between the undergrowth. From the almost impenetrable foliage you hear strange and mysterious sounds, some of them faint - a mere rustle of leaves - but every now and then an ear-shattering roar echoes through the forest, and the earth trembles under the steps of the Tyrannosaurus Rex and the Giganotosaurus. Large flying Pteranodons sail majestically through the air and even the watering hole is teeming with life.
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The most spectacular event in Sydney is the Mardi Gras Parade. Only this year the Parade seems to be cancelled. Why? Well there is a reason of course and if you manage to find out, maybe the parade can take place after all, with you in the middle of the action.<br />
*** WARNING! ***
 
This forest is a VERY dangerous place. If you are not a very powerful traveller who has defeated the toughest of creatures to be found in the 4 Dimensions, fighting the Dinosaurs in this forest is NOT for you... yet.
 
You will find the entrance to this zone in an excavation trench in the western parts of Old Cartage archeological excavation camp.
 
  
==== Stone Age II ====
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In the south European mountains about 9000 years BC two tribes of pre historic men are engaged in a life and death struggle. The Cro Magnon Man, in every way as intelligent and resourceful as modern man, is fighting the older and more primitive race of Neanderthal Man, and step by step the Neanderthal tribe is driven to retreat. In just a few more centuries the Neanderthals will be totally extinct and no more will remain of them than legends of Goblins and Trolls, still lingering until modern time. But the shaman of the Neanderthals has planned a gruesome revenge - and in the very heart of the deep caverns under the Cro Magnon home cave too...
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<span id="QUESTCARD_27">'''QUESTCARD 27'''</span>  The Lovers of the Range
You will find the entrance to this zone in an excavation trench in the eastern parts of Old Cartage archeological excavation camp.
 
  
==== Crete ====
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A pretty Swedish waitress in Dodge City has some love problems. She is not the only one in the vicinity. In fact there are some real Romeo and Juliet stories going on in the range, due to ununderstanding parents. Perhaps you could help those young couples a bit?<br />
  
The island of Crete has a dominant position during the antique period. The rulers of Crete also rule the sea, and since the water ways are the main transportation during this era, they rule the earth. All known countries with the exception of Egypt pay tribute to Crete. And since the Cretans are a decadent people with peculiar and cruel tastes, the main part of that tribute consists of slaves - young men and women destined to dance and die before the Cretan bulls on the bloody sand in the arena. But - at long last there is a faint gleam of hope. Theseus has come to Crete, to organize the Bull Dancers in rebellion against the King Minos, and the monster Minotaurus.
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You will find the entrance to this zone in the harbor, situated in the northern parts of Old Cartage archeological excavation camp.
 
  
==== Labyrinth of Knossos ====
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<span id="QUESTCARD_28">'''QUESTCARD 28'''</span>  The Bank Robbers
  
Under the Palace of Knossos lies the famous Labyrinth, once created by the celebrated architect Daidalos. It was built by order of King Minos of Crete, to contain and hide the monster Minotauros, the unfortunate offspring of an unnatural intercourse between Queen Pasiphae and a bull. - (Talk about family skeletons!) - Minotauros has the head, neck and shoulders of a bull and the body of a man, he is uncommonly strong and feeds on human flesh. Only the brave and strong should venture into the Labyrinth, since once in there it may not be so easy to find your way out again. There IS a way out though - in fact there are even two...
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There is some trouble in Dry Gulch, that small outback town west of Dodge City. A wanted poster in the Sheriff's office might tell you more, but there might be some trouble closer to home as well, that the good people of that town aren't even aware of yet...<br />
How do you enter this Labyrinth? Well, how do you think? From the cellar vaults of the Palace of Knossos of course...
 
  
==== Greek Archipelago ====
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The Greek Archipelago consists of:
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<span id="QUESTCARD_29">'''QUESTCARD 29'''</span>  The Odessin Quest
  
(10-20) Aegean Sea - 120 rooms (grid)
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The parson in Odessin is a forgetful man. If you help him with his lost umbrella, that might send you on a long errand chain. One good turn deserves another, and in the end you will be rewarded for your trouble.<br />
  
(10-30) Northwest Cyklades - 100 rooms
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(40-50) Southeast Cyklades - 80 rooms
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<span id="QUESTCARD_30">'''QUESTCARD 30'''</span>  The Scottish Witches
  
North of the island of Crete lies the Cyclade archipelago, with all the famous classical islands, Thera, Naxos, Paros, Ios, Andros, Mykonos, Delos, where the twins Apollo and Artemis were born, and many many more. On these islands you will meet mythical creatures like titans, fauns, nymphs, centaurs, satyrs, dryads and oreads. The sea too is inhabited by strange beings, like tritons, naiads, sirens and halkyons. Occasionally even some of the Greek Gods descend from heaven, mostly to pursue human youths and maidens - the Greek Gods are infamous for their sexual appetite. Don't anger the Gods though, unless you are prepared to take the consequences - the Greek Gods are infamous for their short temper and long memory too. So worshipping them might be a better choice than attacking them, unless you are very strong and bold. Beware also of the Southeast Cyklades - many perils await the adventurer on those islands - but also rich rewards.
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There are some Witches and Warlocks around. Often the locals hunt them down to burn them at the stake, which is very unfair, because they are in effect doing some good in their own way, with the potions they brew. Since it is risky for them to venture out of their hideouts, they could often use some help in collecting the ingredients.<br />
You will find the entrance to this archipelago in the harbour in the north part of old Carthage; find the wreck of a Greek ship and enter that. You can also get there by sailing east and then north and west from Crete.
 
  
==== Trojan Wars ====
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The siege has lasted for nine years and tension is building up in both sides. Achilleus is sulking in his tenth after a quarrel with the commanding officer, Agamamnon, over a woman captive, Briseis. Without their main warrior, the Greeks aren't doing too good, and there has been some talk among the men about breaking the siege and going home. On the other hand, supplies are getting scarse in the besieged city, and after the long siege many citizens are losing heart. The main thing that is still keeping the defense up is the knowledge of what would happen if the city fell. There would be no end to the looting, killing and raping, since the victors would be merciless, after this long wait. So Troja still stands, but the cunning Odysseus has a plan. Ever heard of the Trojan horse?
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<span id="QUESTCARD_31">'''QUESTCARD 31'''</span>  The Animals in Redwall Abbey
You will find this legendary City east of the Greek Archipelago, on the mainland of Asia Minor. The best way to get there would be to catch one of the ships with reinforcements, that are gathering at the Cape of Aulis. Although the city of Troy is not yet in the game, the Aegean Sea, with all its many islands are.
 
  
==== Kolchis and the Amazons ====
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The good animals in Redwall Abbey are fighting for their survival after the third Apocalypse. Maybe you can help them out? And maybe one day you might even venture on the Grand Quest - the Quest for Terramort, of which the animals speak with awe and terror...<br />
  
Far east of the Hellespont Strait lies the mythical Kolchis, also called Phrygia, where the Amazons live and where the rivers are said to be filled with gold. This is where Iason went to capture the Golden Fleece. And this is where the chaste Moon Maidens worship the Goddess Artemis, who is known as Bendis in these parts of the world. The Amazons are a folk of women exclusively, they are female warriors that frequently raid the neighbouring countries to get fathers for their children. After performing their task - which they usually do quite willingly - the studs are killed off by the Amazons to keep their race clean.
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According to the myth the Amazons cut off their right breast to be able to draw their bow more easily. Wouldn't you like to know if the myth is true?
 
Well - you'll have to wait a bit. This zone is in advanced planning, but not yet in the game.
 
  
==== Realms Of Thetis ====
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<span id="QUESTCARD_32">'''QUESTCARD 32'''</span>  The Castle of Riddles
  
If you succeed in escaping the bulls in the island of Crete, the Mediterranean Sea lies before you, stretching all the way south to the African coast, where countries like Egypt and Arabia are situated, east to the coast of Asia, with countries like Assyria, Babylon, Persia and Palestine and west to the Garden of the Hesperides and the Statues of Heracles (which is now known as the Straits of Gibraltar). And under the surface lies a world of its own, ruled by the mighty Poseidon and his spouse Amphitrite. Rich bounty may await you here, but also sharks an innumerable other dangers. And since the Mediterranean Sea is so vast and perilous, it might be a better idea to head north instead, to the Greek Archipelago, where the dangers of getting lost in a storm or eaten by a shark aren't nearly as great. But then again - the skilled sailor can avoid many of the dangers in his fast ship...
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Far up in Scotland lies the Castle of Riddles, and the road there is long and full of perils. Only once in your lifetime will you be allowed to go through that castle. But if you manage to solve all the riddles, you will be greatly rewarded for your trouble.<br />
  
==== West Mediterranean Sea ====
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When Odysseus was on his way back to his home island, Ithaka, after the Trojan War, he was wind-driven and lost his way. And like Odysseus you will be a play-thing for the capricious winds, if you manage to pass the ten-headed monster Skylla to enter these vast and perilous waters. You cannot map the open sea and the winds will blow you any way they like. It took Odysseus ten years to return to his native home - how long will it take you? There are 11 islands in this zone, each presenting its own challenges and its own rewards.
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<span id="QUESTCARD_33">'''QUESTCARD 33'''</span>  The Lost Cro Magnon child
How many of them will you be able to find? And will you be able to make your way to the island of Ithaka, which is the only way you can leave this maze? One way to enter this part of the sea would be through the strait of Scylla and Charybdis, which you will find west of the rock of Lorelei on the African coast. And that straight isn't exactly safe...
 
  
==== The Odyssey ====
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Life is full of perils during Stone Age. A small child has wandered off from the cave. His mother believes the 'Trolls' took him. Maybe they did? Or maybe he was devoured by a wolf? In any case, the poor, bereaved woman is devastated. Mothers have feelings even in the Stone Age.<br />
  
This zone is recreating the wanderings of Odysseus; sailing from island to island, trying to find his way home from the Trojan War. Each island presents a challenge of its own, and on most of them you will find a choice item, making the efforts well worth while. Here is a list of all the islands:
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Island of Aeolus, where the Master of all Winds resides.
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<span id="QUESTCARD_34">'''QUESTCARD 34'''</span>  The Love Potion
  
Island of the Lotophags, where the inhabitants are lost in dizzy drug dreams.
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The Egyptian magicians brew some strong potions. There is even said to be a 'Love potion', which will hold any man enthralled if administered regularly. True or false? Well, if you listen to the gossip and ask around a bit, you might find out.<br />
  
Island Of The Cyclopes, inhabited by titans with a single eye in the forehead.
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Island Of The Laistrygons, man-eating giants with a very nasty temper.
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<span id="QUESTCARD_35">'''QUESTCARD 35'''</span>  The Dinosaur skeleton
  
The Statues Of Heracles, also the entrance to Oceanus and the Island Erythia.
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The archeologists of Old Carthage have succeeded in putting a nearly complete dinosaur skeleton together. They only lack 10 bones, and the triumph will be total. So naturally they are prepared to pay quite handsomely for anyone who could bring them these ten bones...<br />
  
Island of Aeaea, the home of Circe the sorceress and also the entrance to Hades.
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Island Of The Sirens, who trap unlucky seamen with their irresistible song.
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<span id="QUESTCARD_36">'''QUESTCARD 36'''</span>  Isis and Osiris
  
Island of Thrinakia, where the fat cattle of the Sun God Helios graze.
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The yearly flooding of the Nile is closely connected to the myth about Isis and Osiris. Without the life-giving power of Osiris, the Nile might not rise again, and without the nutritious mud brought by the flooding, next year's crop will be a failure. But Osiris has been killed by his evil brother Seth, and his corpse cannot be found. Unless it is recovered, so that the funeral rites can be administered, famine and disaster might strike the land. His wife Isis is searching for the corpse in vain, the priests are worried and time is running short...<br />
  
Island of Ogygia, where the lovesick nymph Calypso will smother you in love.
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Island of Scheria, home of the friendly and hospitable Phaeacians.
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<span id="QUESTCARD_37">'''QUESTCARD 37'''</span>  The lost Ka
  
Ithaka, Odysseus' home island, where his wife Penelope is besieged by suitors.
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If an Egyptian is not buried with the proper rites, it is believed that the soul, the Ka, will not be allowed in the Land of Amenti. This is about the worst that could happen to any Egyptian. Imagine a woman, evil and greedy enough to sell her husband's grave for money...<br />
  
How many of these islands in West Mediterranean Sea will you be able to find?
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==== The River Nile ====
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<span id="QUESTCARD_38">'''QUESTCARD 38'''</span>  The sick baby
  
Broad and majestic the River Nile floats on its way to the Mediterranean Sea. It is the main artery of life for Egypt, the yearly flooding bringing its gift of nutritious mud to fertilise the fields. But it is also the main transport route, even large ships can sail all the way up to Thebes, where the famous necropolis 'The Valley of Kings' is situated. If you venture up this river you should know that it has its perils of its own - huge and aggressive crocodiles and riverhorses, that can overturn a small boat easily. Which is why using a larger ship for your travel would be a good idea.
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The worst thing that could happen to a woman is if her baby dies. In the Temple of Abydos a brokenhearted woman has sought the help of the Gods, because it seems that no physician can cure her baby. But maybe there is more to this sad story than meets the eye at first? Maybe the woman herself has wronged a God?<br />
The River Nile is reached from the south-eastern part of the Mediterranean Sea and is the entrance to all Egyptian zones. You can also get here from a Time Trap in Old Carthage. Which one should be pretty obvious.
 
  
==== The Egyptian Desert ====
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The south part of Egypt, known as Upper Egypt or the Red Land, is a barren land. Apart from a narrow stripe along the Nile it consists mostly of desert. Harsh and forbidding is this desert; very few creatures can survive the heat of the day and the cold of the night, and you might find it a deadly task just to traverse it. Yet it is the only way to get to the famous Temple of Hatshetshup, which is situated beyond the Valley of Kings. On your way there you might be lucky enough to find the small shop in the middle of the desert.
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<span id="QUESTCARD_39">'''QUESTCARD 39'''</span>  Professor Botta's Dilemma
  
And talking to the people you will meet by the riverside before venturing into the desert might provide you with some valuable information - if you know how to use it.
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The very nearsighted archeologist, Professor Botta, has gone missing from the excavation camp of Old Chartage. The general belief is that he stumbled into one of the numerous Timetraps in that camp. All that is left of him is his spectacles, and without them he is as blind as a bat. Most likely he is wandering about in one or other of the Dimensions, without being able to take care of himself. Anybody who succeeds in bringing him back to the camp will receive a nice reward.<br />
  
==== The Temple of Hatshetsup ====
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This great female Pharaoh, who was more successful than many of her male counterparts, made Egypt more prosperous than in many centuries. Her ships sailed all the way to the land of Punt, bringing back immense riches; gold, myrrh and rare and valuable kinds of wood, like the black ebony and the red mahogany. To manifest her many deeds Hatshepsut built this great temple in the desert, where it would be hard to find for those that bear ill will. The temple is truly grand, few have seen the likes of this building or of the treasures harboured behind the pillared walls. But bad men and robbers go everywhere, and it is rumoured that some of the most valuable items have been stolen from the temple...
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<span id="QUESTCARD_40">'''QUESTCARD 40'''</span>  The secrests of Midlands
The entrance to this zone is from the Egyptian Desert. Good luck in finding it... Muhahaha!
 
  
==== Lower Egypt ====
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There are several Quests that you can do in this zone. Some of them are big, others small, and the rewards are of course in proportion. They range all the way from helping some of the people in the Mud Village and around other parts of Midlands with minor things, to the huge task of Saving the World, by retrieving the three Boxes of Orden. But perhaps you are going to find that the greater task will be a lot easier to perform, if you have been reasonably helpful to the 'little people' first...<br />
  
The north part of Egypt, where the soil is dark and fertile, is known as the Black Land or Lower Egypt. It is a land of agriculture, where the people are totally dependent on the river for survival. It is a land of great social contrast, where the rich people are more prosperous than in most other countries, while the fishermen and the farmers are as poor and insignificant as the dirt on the ground. It is a land of religion, where the Priests hold much of the power and wealth and the Temples hold many of the secrets. It is a land of perils, like the great swamps east of the Nile estuary that only few dare to enter. And it is the land of myths, like the story about Isis and Osiris and the evil Seth, a legend that is a personification of the annual flooding of the river Nile. Perhaps you will become a part of this ancient legend during your travels through the land.
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You will find several entrances to this zone along the River Nile.
 
  
==== The Valley of Kings ====
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<span id="QUESTCARD_41">'''QUESTCARD 41'''</span>  The Temple treasures
  
The Pharaohs of the Old Kingdom built the vast pyramids to contain their mummies, so that they would live for ever. The Pharaoh was buried deep inside the pyramid, surrounded by all the things he would need for the next life. The pyramids could be seen from great distances and were an easy target for thieves, who could break into them at night. The later Pharaohs wanted their burials to be safer, so they cut their tombs deep into rocks in this remote valley, but even so the grave robbers found ways of breaking into them. The passages were filled with enormous stone blocks, the doors were barred and sealed, dire threats were written on the walls to scare off any intruders, the graves were turned into mazes, full of deathtraps. And still the tombs were robbed...
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Even though the temple of Hatshetsup was erected far out in the desert, the robbers still found their way there. The Temple Priests could use some help in retrieving the stolen object. Of course - even FINDING the Temple might be a hard task. But after all - if the robbers could find their way there, so could you.<br />
The burial place of the Pharaos, known as the Valley of Kings, was once the home of a Bedouin tribe, and the members of that tribe didn't take kindly to being forcibly evicted from their ancestral home. They are set on revenge. The entrance to the Valley of Kings lies in the barren desert west of the River Nile, opposite the city known as Thebes in Old Egypt.
 
  
==== The Realms of Hades ====
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When the ancient Greeks die, this is where they end up, in the dark Realms, where Hades is King and Persephone Queen. You have to be ferried over the River of Styx to enter this dark land, but if no burial rites have been performed over your corpse, you won't even be allowed in. If you cannot pay the obol that Charon will ask for the passage, you are doomed to wander for ever on the Fields of Shadow, near the groves of Persephone. But once past the Styx, you will reach the Asphodel Fields, the Vales of Mourning and the Plain of Judgement, where the good will be separated from the evil. If you have lead a good life, you will be sent to the Elysean Fields, the land of the happy dead. But the evil souls will be thrown into the pits of Tartaros, where they will be tortured by fire, until they repent and are given a second chance.
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<span id="QUESTCARD_42">'''QUESTCARD 42'''</span>  The Egyptian Graverobbers
There are several backdoors to the Realms of Hades, but the main entrance is from Circe's island in the West Mediterranean Sea. But you might also end up there if you throw yourself over a precipice somewhere in the Cyclades... or do some other foolish action leading to your untimely death.
 
  
==== The Greek Mainland ====
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Once the Valley of Kings was known as Red Valley and the home of a small Bedouin Tribe, calling themselves 'The Chosen'. When the Pharaohs decided to make the remote valley into their new burial place, the Bedouins were forcibly evicted. Naturally they resented this, and most of them turned into Grave robbers, not just for profit, but for revenge as well. Maybe you too will have a go at finding the treasures beyond belief that are said to be hidden in the tombs of the Pharaohs. But you might discover, that even finding the cunningly hidden entrances to the tombs might be quite a task. And once in, the tombs are full of perils, even deathtraps. So seeking the help of the Bedouins might not be a bad idea...<br />
  
Ancient Greece, the cradle of civilization and of democracy. There is an old saying; 'Even the ancient Greek...' illustrating how Greece has influenced modern man in many different ways. Warriors, demagogues, athletes, scientists, philosophers, poets, playwrights - the ancient Greeks had many strings on their lyre. You have probably read many of the myths; part history, part fiction. Heracles, Bellerophon, Agamemnon and Clytaimnestra in Mycenae, Helen of Troy, Achilleus and Ajax, Iason and Medea, Theseus and the Minotaur, Orfeus and Euridice, Oedipus of Thebes, Socrates and Platon, Archimedes - real or mythical persons, who have in many different ways influenced our litterature and our science. This is where they all lived, loved, fought and died - Ancient Greece.
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This large zone, 800 rooms big, is mostly a grid, a 'travel zone', which can be regarded as a map over Greece. And it holds the entrances to many of the 'real' zones. However, this 'map' is inhabited with Gods and mortals, beasts and mythical creatures, some peaceful, some aggressive. So don't stray too far off the main track or the more densely populated areas in Argolis, Attica and Boetia, if you want to be reasonably safe from robbers and predators.
 
  
==== The Aegan Sea ====
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<span id="QUESTCARD_43">'''QUESTCARD 43'''</span>  The Outback Quests
  
Many great seafarers have traversed the Aegean Sea. Among the more famous were Jason and the Argonauts, setting out to capture the Golden Fleece; Theseus and Pirithoos, roving adventurers; the Achean fleet, setting out to conquer Troy under the leadership of Agamemnon; home-turning heroes like Odysseus, returning to Ithaka after the siege, and also some of the defeated Trojans like Aneas, who was looking for a new home and found it in Rome. All these famous heroes have sailed in these waters, and also innumerable others, who shall remain nameless. Because during the antique period the sea was the main route of communication, full of perils, but still faster and safer than traveling over land.
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This large continent is full of Quests. You'll meet aborigine youngsters, village elders, jolly swagmen, Crocodile Dundee and many many more, and quite a few of them might ask for your help. So be polite and attentive, and you might have a lot more fun with the locals. A good way to strike up a conversation in the Outback is usually to just say, 'G'day'. The rewards will vary, but most of them are definitely original. Didn't you always want a boomerang? Or a didgeridoo? Well, perhaps not, but that might just be because you don't yet know what it is... or does...<br />
This zone is a travel zone, a 500 room large grid, which will connect you to Crete, the Greek Mainland and the Cyclades Archipelago, Asia Minor with Troy and the land of the Amazons, Macedonia and Thrace in the north, and all the Islands along the coasts. It is not a 'safe' travel zone however, sharks and other large sea creatures may attack and overturn a small boat, so it is best traversed by ship. You will find a small fleet of ships gathered at the cape of Aulis, and the fastest way to get there is by finding the right Time Trap in Old Carthage. Unless of course you want to do it the hard way, and sail there on your own.
 
  
==== Greek Cities I ====
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Some of the cities of Peleponnesos in antique times come to life in this zone.
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<span id="QUESTCARD_44">'''QUESTCARD 44'''</span>  Robin Hood
  
- Olympia, where the Olympiad was born, and where the Games are held each fourth year. A prospering city, rich from all the visitors for the Games.
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Robin Hood and his merry men carry on their fight against the Sheriff of Nottingham and the usurper, Prince John. Every now and then a member gets captured, but so far they have been able to get them out of prison again. But what if Maid Marion herself, the sweetheart of Robin Hood would be held hostage by the corrupt 'Law'? You will have to find the keys to the prison cells, and these might be anywhere. Searching in Sherwood forest may be perilous - and watch out for the Green Dragon! But if you succeed, you'll be made an honorary member of the Merry Men.<br />
  
- Pisa, the small neighbour city, envious of the prosperity of Olympia, but with a great history of its own. Pelops, who gave his name to the entire peninsula, lived, died and was buried in this city.
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- Argos, ruled by a tyrant, and with a dark past. Its history is a part of the blood feud between Atreus and Thyestes, sons of Pelops.
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<span id="QUESTCARD_45">'''QUESTCARD 45'''</span>  The Leprechaun's Pot of Gold
  
- Tiryns, the city of Heracles, dedicated to the name of the great Hero, and making a hefty profit from exploiting it to Time Tourists.
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The leprechaun is an impish creature, living in Sherwood Forest. They say that he lost his pot of gold and is looking for it eternally. If you are below level 25, you might be allowed to help him find it. And perhaps the old druid in the same forest will give you some tips about where to look. <br />
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But watch out for the Green Dragon! He doesn't like visitors! <br />
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The reward will not only be gold, it will give good experience too.<br />
  
Olympia and Pisa are situated in the west part of Peloponnesos, Argos and Tiryns in the east.
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More Greek cities are in planning: Sparta, Mycenae, Athens, Thebes and Delphi.
 
  
==== Mount Olympus ====
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<span id="QUESTCARD_46">'''QUESTCARD 46'''</span>  The Newbie Zones
  
The Greek Gods were infamous for their adultery, temper tantrums, jealousy and vindictiveness. In fact, the Greek Mythology is like one endless Soap Opera - or even worse, because the Gods, with their immortal powers had options that few mortals enjoy. One of the most notorious was the King of the Olymp, Zeus himself, who had innumerable affairs with different women. He used to pursue them in different disguises; a bull, a swan, a cloud, a fire flame, a shower of gold... And then his jealous spouse, Hera, in turn used to pursue his mistresses and their offspring relentlessly...
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There are four newbie zones on Adventure Avenue, each with its own quest. You can help find a lost child, save a prisoner, try your hand as a bounty hunter or retrieve a lost item. Which one is which? Well, I won't tell you THAT, but they are all pretty easy, and they each pay a bronze token - but only once.<br />
Mount Olympus is where most of the Gods live in comfort and luxury, dining on Nectar and Ambrosia, plotting and scheming, quarrelling and having love affairs.
 
Those of you that know Shartrance also know that she is the right person to do justice to a scenario like this.
 
You will find the entrance to Mount Olympus in the Northeastern parts of the Greek Mainland, the region known as Pieria.
 
When the zone is completed, that is.
 
If you see Shartrance around, remind her of it.
 
  
==== The Mediterranean Sea Grid ====
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All in all the Mediterranean Sea Grid with its groups of islands now contains ca 1300 rooms. Most of the islands can be entered and are smaller or larger zones of their own, an additional 400 rooms.
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<span id="QUESTCARD_47">'''QUESTCARD 47'''</span>  The Great Circus
The grid may be expanded westwards later, as the known world grows.
 
For now the sea Grid consists of the following parts:
 
  
North Aegean Sea (North Sporades) (400 Rooms - level 50-60)
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Don't you love to go to the Circus? And god knows what interesting things you might find, left by other happy visitors. You're gonna need some keys however. Perhaps Johnny the Horse could help you? Or perhaps YOU could help HIM?<br />
  
Southwest Aegean Sea (Cyclades) (120 rooms - level 10-20)
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Southeast Aegean Sea (South Sporades) (105 rooms - level 50-60)
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<span id="QUESTCARD_48">'''QUESTCARD 48'''</span>  The Zone flags
  
Ionian Sea (Ionian Islands) (300 rooms - level 40-60)
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In the center of each zone there is a zone flag. These flags will be put in as new zones are made or the older zones get updated to the new standard. As of now 100 of them are in, and sooner or later a new batch of 10 flags will be put in to hunt for. The Zone Flag Hunt is mainly a Clan Quest, and there is a big reward for the clan that reports the most flags in each new batch that is released.<br />
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But there are individual rewards too; each batch of 10 different flags that you collect yourself is worth three bronze token, and a certificate, that will help you keep track of the ones that you've already reported. Talk to a high level imm about receiving the flags and updating the certificate. <br />
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And check the Board east of Recall for a list of which zones that have got a flag to hunt for. The list will be updated continuously. <br />
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And the day you manage to collect and turn in 100 different zoneflags, you'll receive a nice extra reward. So far few players suceeded in that.<br />
  
East Central Mediterranean Sea (Crete) (185 rooms - level 30-50)
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East Mediterranean Sea (Cyprus) (200 rooms - level 50-60)
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<span id="QUESTCARD_49">'''QUESTCARD 49'''</span>  The Diplomats on Poon
  
West Mediterranean Sea (The Odyssey) (200 rooms - level 40-60)
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The main planet in the Alpha Centauri Sector is Poon, which mostly consists of ocean. The natives evolved in the seaweed, and they still make their living in and from the seaweed. But rumour has it that the bottom of the ocean is sprinkled with gold nuggets, not to mention the valuable Angel <br />
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Stones. Maybe this is the reason why so many diplomats from many different worlds gather on Poon. Maybe some of them have other and darker motives than diplomacy? There is indeed a very solid threat hanging over Poon - maybe you can help lifting it? <br />
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In any case, Poon is the diplomatic center of the Alpha Centauri sector and several quests on the other five planets start or end on Poon. There are also several smaller mysteries on Poon itself. <br />
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A young diplomat named Retief seems to be in possession of a lot of information, and maybe he and his drinking mates at the Diplomat's Rest will share some of it. The trick is of course how to start them talking...<br />
  
The entire sea grid is accessible with ships. There are 33 ships available in different locations along the Greek coast, most of them outside Aulis. And an additional 25 are located in harbours around the South Sporades, with Carpathos as the centre point.
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As a general rule the sea is a rather dangerous place, with roaming flocks of sharks, so using a ship when venturing outside the shallow coastal waters is highly recommended.
 
Small parts of the sea (the Cyclades and the central sea between Crete and Carthage) are also guarded by the Sacred Shield of Thetis, making these parts reasonably safe from the most aggressives shark flocks.
 
If you venture outside the safe parts in a small boat - prepare to die!
 
  
==== Carthage Bay ====
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<span id="QUESTCARD_50">'''QUESTCARD 50'''</span>  The Alpha Centauri Planets
  
Situated in the northeast part of the Archeological Excavation Camp of Old Carthage is Carthage Bay, a large bay sheltered by a coral reef - and a fence. The archeologists of Old Carthage have decided that they need some help from the visitors in their work, since the native workers have started to desert the Camp in superstitious fear of the Timetraps. So, Time Tourists are allowed to search for artifacts in the Bay. And if you find all the parts of an old item and turn them in to the right expert, you will be well rewarded.
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There are 6 planets in the Alpha Centauri sector. They all have their own natural assets that can be exploited and traded in the two IGTCs. Each of them presents a major quest, and some of them have several smaller ones. Most of them are in some way connected to the central planet, POON.<br />
And if you succeed in assembling them yourself, you'll be even better rewarded. Carthage Bay probably has the best fishing waters in the Realms, with plenty of easy and non-aggressive fish and other sea creatures to hunt. And since the bay is secured from large and aggressive sharks by a fence, many Time Tourists go there just for the safe and abundant fishing.
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50A LOVENBROY: <br />
For the Questor, this is a very good place to get adjusted to the way questing usually works in 4D. The zone has all the tricks and treats of the high level zones, but without the dangers.
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Helping with the wine harvest can be very rewarding. Helping one of  the grape pickers to find his long lost brother is another task. <br />
And it has these features to a much higher degree. While in a hard Quest zone you might have to search around 50 rooms before you find anything interesting, in Carthage Bay there is something hidden in almost every room. But HIDDEN is of course the key word, don't expect the pieces to lie out in the open.
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50B SLUNCH: <br />
You'll find the entrance to Carthage Bay if you go all north and then follow the fence east in Old Carthage Excavation Camp. Or you can use the shortcut at the west end of Venture Way.
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Saving the main city from the volcano eruption is the main Quest, getting the locals interested in trading is another challenge. Both hang together...<br />
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50C YALC: <br />
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The Voom Festival is of course the main feature - but it has its perils... And the notorious Groaci have kidnapped the Ambassador...<br />
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50D YUDORE: <br />
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Is there intelligent life on the planet? That's the main question. But a more acute problem might be to figure out how to get yourself and poor Mr. Magnan out of the planet, once you've landed there. <br />
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50E ASTEROID 95739-A: <br />
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Two firms have filed claims to exploit the collapsed crystal on this asteroid. Both might ask you for help. But perhaps you'd prefer to keep the valuable crystal all for yourself?<br />
  
==== Aegan Islands ====
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[[#TOP|Back to top]]
  
There are 4 Main Island Groups in the Aegean Sea:
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<span id="QUESTCARD_51">'''QUESTCARD 51'''</span>  Quixotica Quests
  
- The Cyclades (which form zone 6P called Greek Archipelago).
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There are several small quests in Quixotica, mostly for experience.<br />
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In most Amusement Parks and Zoos there are large signs: 'Don't feed the animals!' But in Quixotica feeding the Jester (or even a hungry lady) might become quite an experience. And talking to the Mynah bird can be such fun!<br />
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But there is also the Big Quest, to defeat the Prize Boxer Jaal'ker. This is quite profitable, both in money and equipment. But beware – if you fail, you may end up with a KILLER flag instead.<br />
  
- The North Sporades, with the islands Euboea, Sciathus, Parapethus and Scyros.
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- The Thracian Archipelago, with the islands Thasos, Imbros, Lemnos, Tenedos, the somewhat isolated island Lesbos and the peninsula Athos.
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<span id="QUESTCARD_52">'''QUESTCARD 52'''</span>  The Newbie Arena
  
- The South Sporades or Dodecanese, with the islands Chios, Samos, Icaria, Calydnos, Calymne, Lebinthos, Astypalea, Cos, Anaphe, Nisyrus, Syme, Carpathos and Rhodes.
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This zone is created mainly to help Newbies level, and get a feeling for the game in the process. Consequently it has several small quests that you can carry out, some for equipment, others for money, experience or even tokens. None of them are very hard, and some of the equipment you win will actually helps you gain some knowledge about the nature of our world. There are Quests in all 4 parts of the zone.<br />
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The best way to find the Quest Mobs is usually to greet them, or just look at them to figure out what to say.<br />
  
- And far to the east in the Mediterranean Sea lies the isolated island Cyprus.
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[[#TOP|Back to top]]
  
Trading is abundant in all the Greek islands, and almost every island has some valuable asset that can be traded somewhere else. It is possible to travel among the islands in a small boat, but if you leave the coastal waters or the archipelagos a ship is recommended, due to the flocks of sharks. Apart from the perils of the sea, most of the islands are comparatively safe, as long as you don't break the peace yourself. The exceptions from this rule are Tenedos, where a guerilla war is raging, and Icaria, which is possessed by pirates.
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<span id="QUESTCARD_53">'''QUESTCARD 53'''</span>  The Mine
The enterprising Trader would be advised to start out on Carpathos, northeast of Crete, where you can get access to Sea Charts and Trading Charts.
 
  
==== Ali Baba's Cave ====
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The entire mine is a Quest, and it takes some hard work. You dig your own TUNNELS, you MINE for metal ore, and you can also search for gold nuggets, precious stones and other treasures. If you are lucky you might even mine yourself into the Dwarf Treasury. Or the legendary Mines of Moria - but then again that might turn up to be your bad luck instead.<br />
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The more you mine the more your mining skills improve. Some equipment that you come across in the mine will improve your mining abilities too. Only, you may not be able to use some of it, before you reach a certain lavel of mining skill.<br />
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What you definitely need is a shovel or a pickaxe, to get yourself started. You can buy them in Mine Shop by the Gold Mine in Old West - or maybe a wandering dwarf might sell them to you.<br />
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To learn more about mining, type HELP MINING, this will give you an index of the help files for it.<br />
  
You have probably heard about Ali Baba and the 40 thieves, and the hidden cave with all the legendary treasures they collected on their raids to the Sultan's palace. Now is your chance to find out if these legends are true.
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Of course, you need to get through the desert to find the cave first...
 
And then figure out how to get into the cave...
 
But that shouldn't be too hard for a smart guy like you.
 
This zone is mainly for those who just left the Newbie zones, and are looking for something a bit more challenging, but still not too hard. It was created by one of the Helpers, so it has some easy quests, designed to teach you some of the things that are special for this Mud. Things like listening, smelling, looking behind and under things and so on...
 
You will find the zone just east of the Gate that leads to the Old Carthage Excavation Camp. Or you can use the shortcut at the west end of Venture Way.
 
  
==== Arabian Desert ====
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<span id="QUESTCARD_54">'''QUESTCARD 54'''</span>  The Trades
  
This is the link between Europe, Africa and the Orient. Situated east of Egypt, this vast and arid desert is a dangerous place, and most people crossing it prefer to travel in groups or caravans. The heat alone could kill you, but there are also raiders, poisonous snakes, locust and other plagues. And yet people manage to live in this desert, nomad tribes, living in tents made of Oryx hide. There are a few oasises, where you can find shadow and water. And also there are some tales of a mysterious forest in the heart of the desert.
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There are several trades that you can try around the Realms, apart from the obvious ones as a hunter or soldier. You can for instance try your hand as a farmer, gardener, fisher, grape picker, egg collector, lumberjack, miner, golddigger, rancher, trapper or cook. <br />
Is it just a mirage? Is it the confused ramblings of exhausted travelers on the verge of heat stroke? What is the truth about the mysterious forest?
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With most of the trades you produce raw material or items that can be traded directly for Tradepoints or Tokens, or developed for a better reward. The Trader's Office, south of Recall will give you more detailed info about how to pursue a trade.<br />
You can enter this desert from the southeast corner of the Mediterranean Sea.
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The way to trade is to GIVE the item to the Trader mob, who will then give you tradepoints or tokens back. Usually the Trader mobs have a sign in the room, or some other way to tell you which items they are interested in. <br />
Or from the time trap in the northernmost excavation trench on West Path in Old Carthage.
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(More trading info in Questcards 50, 79, 82, 109 and 114).<br />
  
==== The Land of Punt ====
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The legendary Land of Punt... This is the place where Queen Hatshepsut sent her famous expedition that brought exotic and rare treasures back to Egypt.
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<span id="QUESTCARD_55">'''QUESTCARD 55'''</span>  The Odyssey Quests
Since then others have followed in her footsteps, but few have returned. The way to Punt is long and full of perils, and once there you might find that the land itself is equally perilous. Even though the natives are mostly friendly, you'll have to deal with the large animals of the jungle and the savannah - lions, leopards, elephants, giraffes, not to mention several breeds of poisonous snakes... And if you think that the jungle is perilous, this is nothing compared to the limestone caves that you will find in another part of Punt. There are also mythical creatures, of which even the natives speak with fear and awe, like the Dzunkwa, who is said to feed on small children.
 
And still many people find it worth while braving the hardships and perils, just for the exotic treasures and the trading opportunities. To find the Land of Punt, you need to travel up the Nile, past the Land of Kush and the swamp where the pygmies live. But if you expect to have any success in trading with the natives, you'd better learn the language or find some kind of translating device that works.
 
  
==== The Upper Nile ====
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The entire zone is a Quest in itself. Since this is the ultimate travelling adventure, you get rewarded even for exploring. But there are several other challenges too, and of course most of them have to do with Odysseus in one way or another. That's all I am going to tell you about it – except that you may have to extend your voyage outside the West Mediterranean Sea. And that the rewards will be well worth the efforts...<br />
  
While the Lower Nile flows broad and lazy through a fertile cultivated valley, the Upper Nile has a different character. The current is swifter, the river is much narrower, and the surrounding landscape, with the exception of a narrow green basin along the river shores, is much harsher. Through a long part of its course, the Upper Nile flows through the vast and inhospitable Sahara desert, where not many life forms can survive. But along the river basin civilization has developed, and the cities, temples and graveyards of Kush are just as amazing as those of Egypt.
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Situated along the upper Nile are also the famous temples of Philae and Abu Simbel, which were erected by the Egyptians.
 
There are six cataracts between Aswan and Khartoum, and these make sailing more difficult, since you have to drag the ships past the rapids. At Khartoum the Nile splits in two arms, one emanating from the Abyssinian highlands, the other from the steaming jungles and swamps of Central Africa. And somewhere along its course you'll find the legendary Land of Punt.
 
The Upper Nile is mainly a Travel zone, which connects Egypt with the Land of Kush, and beyond that the legendary Land of Punt, but it also has its own challenges and quests. Above all it is a Trading zone, and you'll find Trading Markets in several places along its course. And if you are headed for Punt, it might be a good idea to keep your eyes and ears open along the way, because both the Egyptians and the Kushites seem fascinated by that country. To get to the Upper Nile zone you need to travel upstream from the estuary, through the lower Nile and past Aswan.
 
  
==== The Desert of Wawat ====
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<span id="QUESTCARD_56">'''QUESTCARD 56'''</span>  The Dead Heroes
  
The northern parts of the vast Sahara desert is known as Wawat, or Lower Kush. It is an arid, desolate country, where only a few nomad tribes can survive with their herds. No wonder that the Egyptians mostly refer to Kush as 'The wretched Lands'. But Wawat also has a very strategic location, and several goldmines.
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When Achilleus died, the other Greek heroes competed for his armor. Ajax, the strongest of them all, was convinced that he'd win it, but instead it was awarded to the cunning Odysseus, as a reward for coming up with the idea of the Trojan Horse (which eventually finished the war in favour of the Greeks). Ajax was so dismayed, that he threw himself on his sword. And consequently ended up in Tartarus, with other suiciders. And can you believe it? - he is STILL whining about it. Why not put him out of his misery once and for all? And hey - what about Achilleus? He must be in the Realms of Hades too...<br />
The Egyptians and the Kushites constantly fight for power over the territory, although the two countries officially are at peace and have close and frequent trading contacts.
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But the dead are dead, so they cannot communicate with the living...<br />
Wawat is also a place that attracts archaeologists, because of the many nomad graves, and because of the treasures lost by caravans and other travellers that have perished in the sand and the heat.
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Perhaps. But there is a way to make them gain enough strength to respond, at least for a short while. Odysseus knew what to do. You could try the same method.<br />
This 200 room grid zone should be a good levelling place for reasonably strong players, because it has the unique feature of loading mobs that are adapted to your level and tier when you enter 6 special rooms.
 
It also has several quests, some pretty easy, some very hard. Helping the nomad people of Wawat could be one vocation, but you might instead prefer to assist the Egyptian garrisons in the forts along the Nile.
 
The Desert of Wawat is situated at the northern part of the Upper Nile, between Aswan and Kerma.
 
  
==== The Land of Kush ====
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Few people know about it today, but the civilization in Kush, which is also known as Nubia, is the oldest one in Africa, and just as advanced as that of ancient Egypt. There are in fact more pyramids in the Land of Kush than you can find in all Egypt. Names like Kerma, Napata, Meroe and Khartoum are well known to both travellers and historians.
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<span id="QUESTCARD_57">'''QUESTCARD 57'''</span>  The Unhappy Souls
Religion and the belief in a Life after Death was as important to the Kushites as to the Egyptians, and they shared many of the deities. The Kushites were known for their exquisite handicraft, in particular pottery, patterned cloth and bronze weapons. But most of the artwork was created as grave goods, and was buried in the tombs to make life on the other side easier for the dead.
 
The main city, Kerma, is actually two cities, where The City of the Dead is a mirror of The City of the Living. At Napata, where the Kings of Kerma are crowned and buried, you'll find not only the large burial ground of Nuri, but also the famous mountain Gebel Barkal, with its row of temples hewn into the rock proper.
 
  
=== The Medieval Dimension ===
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There are several parts of The Realms of Hades and none of them is a very happy place. Naturally the souls tortured in the depth of Tartarus, the Greek equivalent of Hell, would rather be somewhere else. But even most of the souls in the Elysean Field, which is the Greek version of Heaven, seem strangely discontent. Several souls in the Realms of Hades may ask you for help in their misery. Some of them were famous heroes in life, others are just ordinary people, who were given a bad turn in life. Did you know that you aren't even allowed to ENTER the Realms of Hades, unless the correct funeral rites were performed over your body? <br />
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And once in, you may find it a bit hard to get out again, muhaha...<br />
  
Levels Zone Name Builder Size
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(10-50) Olde Yorke Molly 250 rooms
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<span id="QUESTCARD_58">'''QUESTCARD 58'''</span>  The lovesick poet
  
(10-20) Tournament Place Molly 50 rooms
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A young poet is madly in love with Queen Adia, but she scorns him and he is thrown out of the Ice castle. So he wanders in the icy forest, writing poems to his beloved, then tearing them up in despair. Later he regrets this, but the pieces of paper have been scattered by the wind... <br />
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Maybe if Queen Adia were to read his poem, her heart of ice would melt? <br />
  
(20-40) Robber Baron Castle II Molly 100 rooms
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(10-50) Sherwood Forest Molly 200 rooms
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<span id="QUESTCARD_59">'''QUESTCARD 59'''</span>  The trapped miner
  
(20-50) Viking Ship Molly 100 rooms
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The Goldmine is a pretty risky place to visit, mainly because the miners don't really like visitors. But there are other perils, and the greatest of them all is the dreaded cave-in. Only, in their lust for gold, the miners ignore the perils, they even forget to shore the tunnels. So now one of them is trapped behind masses of earth. And his comrades don't even care about it, they are too busy excavating more gold. So this poor man would be doomed to a slow and painful death, if it weren't for his best - and only - friend. And maybe you as well. But beware, or a new cave-in might bury you both... AND your equipment... For good this time.<br />
  
(10-50) Pirate Galley Molly 100 rooms
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(40-50) Convent and Nunnery Molly 100 rooms
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<span id="QUESTCARD_60">'''QUESTCARD 60'''</span>  The Legend of the Deamon
  
(30-50) Camelot Molly 190 rooms
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Somewhere in Llano Estacado is an inscription, which tells the legend of the Deamon from Hell. This Deamon can be appeased with the right offerings - at least for a while. It might even reward you - in a way. But beware! Gifts from a Deamon usually have their drawbacks...<br />
  
(30-50) Castle of Mirkheim Lanseril 85 rooms
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(30-50) Elven Forest Malfeasor/Sonya 100 rooms
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<span id="QUESTCARD_61">'''QUESTCARD 61'''</span>  The Necromunda Gang Wars
  
(30-45) Metropolis of the Elves Fallacy/Sonya 100 rooms
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The north-western parts of Necromunda have long been the haunt of a couple of youth gangs. This makes these alleys a risky place to enter for anybody, but most of all for the gang members themselves, who are constantly fighting one another and marking their territory with grafitti. Lately the Goliath gang seems to have got the upper hand for some reason, and a member of the Escher gang might ask you for assistance. Maybe you don't like to help scum like that? Maybe you think they should be left to exterminate themselves? Fine by me, but in case you do decide to take part in the fights after all, you should know that the Goliath Leader has got himself a fancy electronic shield that makes him all but invulverable, unless maybe if you blow up the entire building...<br />
  
(10-30) Sanctuary Haze Kelixa/Sonya 100 rooms
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(10-50) Tower of Rapunzel Molly 100 rooms
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<span id="QUESTCARD_62">'''QUESTCARD 62'''</span>  The threat over Hayholt City
  
(30-50) Troll Forest Zsijn 100 rooms
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Since the Good King John died, nothing has been the same in Hayholt City. The true heir, Prince Josua, has mysteriously disappeared, and some say that he killed his own father. Currently the King's brother, Elias, is in power, but the city is not a happy one. Rumors are spreading, people are
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afraid, and it is whispered in the street that the REAL ruler is Pyrates, the magician, who is said to use deformed humans and political prisoners as slave labor for his workshops in the dungeon. Naturally nobody speaks these things out loudly, who wants to end up in the Dungeon himself? <br />
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It is said in a prophecy that a Stranger will be the one to save the city, and perhaps you are going to be that person. Or perhaps you'll decide to join the dark forces instead? Two great swords are at stake in this Quest, one for the good, the other for the evil. The choice is yours. <br />
  
(30-50) Osten Ard Moonstar/Molly 100 rooms
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(20-40) Ice Palace Niketh/Molly 100 rooms
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<span id="QUESTCARD_63">'''QUESTCARD 63'''</span>  Rescue the Virgin
  
(30-50) Mount Winter Kristen/Molly 100 rooms
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The Ancient Cult of the Temple Of The Damned is an evil one, which includes the sacrifice of innocent young virgins. Maybe there is still time to save the life of the young maid that they recently captured, and bring her safely back to her father who lives near Hayholt City.<br />
  
(40-50) The Temple of the Damned Nicoli/Lonewolf 100 rooms
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(30-50) Dun-Shivaar Remington 100 rooms
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<span id="QUESTCARD_64">'''QUESTCARD 64'''</span>  Protection of the Angels
  
(10-20) The Serf Village Molly 100 rooms
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Deep within the Enchanted Lands is a secret past of affliction where a new hero is destined to rise.  It is said that the lands, forests and valleys are protected by angelic beings with weapons of light.  One wishes to help you face your fears and defeat the evil within.  Another tells of an escaped foe from the black stone terrain of Mt. Kuromeru, attempting to unleash the hoards against the world once more.  Is it possible to bypass the glowing shield and dark army surrounding the black mountain?<br />
  
(30-50) The Township of Odessin Crystal 200 rooms
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(50-60) The Lostlands Molly 80 rooms
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<span id="QUESTCARD_65">'''QUESTCARD 65'''</span>  The Poisoned Unicorn
  
(40-50) Fenezia Molly 80 rooms
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Somewhere safe in the Enchanted Lands a small unicorn lies ill, poisoned and confused.  There are still so many items needed for his remedy - and they are incredibly rare.  If you find them all, his caretaker would no doubt give you a token of his esteem.<br />
  
(30-50) A Rip in Time Crystal 400 rooms
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(30-50) Mother Goose Shartrance 180 rooms
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<span id="QUESTCARD_66">'''QUESTCARD 66'''</span>  The Tulipek Treasures
  
(40-50) The Midlands Soulstar 150 rooms
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The Tulipek people have a long past of heroism in the wars against Mt. Kuromeru.  They still keep tokens of their assistance and of friends they lost.  One piece very close to the people's hearts has been missing ever since the great war in Arkenlan, it would be a good deed to return it to them.<br />
  
(30-50) Dragon Island Lonewolf 100 rooms
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(30-50) Enchanted Lands Seraphine 200 rooms
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<span id="QUESTCARD_67">'''QUESTCARD 67'''</span>  Cosmo Canyon
  
(30-50) City of the Tulipek Seraphine 55 rooms
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There are more things to do in Cosmo Canyon than just fighting in the famous Hologram Arena. Below are a couple of suggestions:<br />
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67A The Missing Manager<br />
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A lot of folks in Cosmo Canyon seem quite wary about the arrival of TWO managers from Shinra Inc.  How many employees on vacation travel together?  And if there really are two, why can you only spot one of them?  They're not up to something fishy, are they?<br />
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67B The Miserable Moggles<br />
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In Cosmo Canyon, two Moggles of the opposite sex waddle aimlessly about and hardly talk to anyone these days, let alone each other. Maybe an outsider can figure out what's wrong with them. <br />
  
(45-50) Mount Kuromeru Seraphine 55 rooms
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(10-50) The Citadel of Thandar Durgan 100 rooms
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<span id="QUESTCARD_68">'''QUESTCARD 68'''</span>  Goofy Golfers
  
(30-50) The Town of Ta-Beneth Durgan 70 rooms
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The golf course is a great place for people fresh out of the newbie arena. There are many small quests throughout the course. People are always losing things when they go out on the golf course. You could probably make a small fortune in returning lost objects. And who knows what you'll find out there that is just too good to return. After all, possession is 9/10 of the law. <br />
  
(50-150) The Dragon Caves Sonya 100 rooms
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(10-30) The Royal Forest Alabastor 100 rooms
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<span id="QUESTCARD_69">'''QUESTCARD 69'''</span>  The Citadel of Thandar
  
(25-40) The NightDragon Realms Kvetch 200 rooms
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Things are unquiet in the realms of Thandar.  A wild beast is terrorizing the upper mines, a rash of thefts in the Citadel itself has left the citizens unable to perform their daily duties, a recent murder has the guards perplexed, and somebody keeps sneaking into the cook's garden and making off with his mushrooms. Oh, and it's also the king's birthday, so if you visit you'd better bring him something he'll like. (And here is a problem, what kind of gift could possibly please someone who already has everything)?<br />
  
(25-50) The Land of Avalon Molly 65 rooms
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(40-150) The Village of Gelindril Tocharaeh 100 rooms
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<span id="QUESTCARD_70">'''QUESTCARD 70'''</span>  Adventures in Punt
  
(50-150) The Flying Fortress Tocharaeh 100 rooms
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Queen Hatshepsut of Egypt sent an expedition to Punt, and they returned with treasures beyond belief. Nowadays most explorers also go there for the profitable bartering with the natives. The Trading Stations along the Nile pay extremely well for exotic items like ivory, exotic animal skins, myrrh, frankincense, monkeys and timber. <br />
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(Incidently you need a Babel fish to even speak with those natives). <br />
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But you can also help the natives in various ways, especially their kids. Because they all live under a great peril - the evil Dzunkwa, who eats children alive...<br />
  
(25-50) The Dragon Forest Angel/Kvetch 100 rooms
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==== Olde Yorke City ====
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<span id="QUESTCARD_71">'''QUESTCARD 71'''</span>  The Olympic Games
  
This large town with narrow and winding streets is the first that meets you when you take the Time Warp to the Medieval Dimension. Surrounded by its broad moat and protecting town wall, guarded by archers from the ten defence towers, the City of Olde Yorke is the natural centre of the blooming eastern parts of medieval England. Here you will find shops, banks, Inns and Pubs, to fulfil all your needs, here also the Administration and Law of the Eastern Realms is situated in the impressive Town Hall. And the Cathedral is said to be the largest and most beautiful in all England. You will be quite safe in this city as long as you don't break the peace. But if you do - beware of the Cityguards...
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Traditionally the Olympic Games are held each four years in a little city near the west coast of Peloponnesos. And from all over Greece young athletes gather there to compete with one another in fair fight. <br />
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Only this year there are some problems.<br />
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The Officials are incompetent, the Judges are corrupt, and the crooked Trainer is running out of ingredients for the most popular doping pill. So maybe the fights aren't all that fair after all. <br />
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All in all this opens some profitable opportunities for the resourceful Traveller...<br />
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And you can even bet on the outcome of the games. Who said that doping and bookmaking were modern inventions?<br />
  
==== The Tournament Place ====
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Situated just east of Olde Yorke, the Tournament Arena offers the most popular form of divertissement during Medieval time. Almost every day the gallant knights of the country encounter each other in mortal combat or playful joust in this Arena, while the nobles of the country watch the games from the gallery, and the peasants and sundry mill and throng outside the fence to catch a glimpse of their favourite knight. The first Sunday of every month the famous "Knight of the Month" Tournament is held, to decide who is the most powerful knight of the Realms. If you want to measure your strength against other players without registering as PKiller, you can go one step down from the center of this arena, to the Gladiator Pit, where you can fight without risking to lose your corpse or get a KILLER Flag. You could also go to the the "Arena" of 4 Dimensions, another place where you can meet other players in mortal combat, regardless of whether you are registered as a "Pkiller" or not. You need an imm to start the Arena, whereas the much smaller Gladiator Pit is accessable at all time.
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<span id="QUESTCARD_72">'''QUESTCARD 72'''</span>  The Calydon Boar Hunt
  
==== The Robber Baron Castle ====
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Each year a great boar hunt is held in Calydon, and adventurers and heroes from all over Greece go there to take part in the risky sport. They compete among each other about who can kill the most boars, and every day a new 'Hunter of the Day' is appointed. This is not only a very prestigious title, it also means a quite substantial reward - at least the first time you win the title.<br />
  
The Robber Barons are the disgrace of feudal England. Oppressing and abusing their unfortunate tenants, ambushing innocent travellers, taking hostages and claiming enormous ransoms from their poor relatives, they gather their illegitimate riches, always expanding their powers to add more land and properties to their already enormous domains. The walls of their castles are thick and impenetrable, the dungeons deep and dark - he who dares enter this castle does so at his own peril. You will find the Robber Baron's castle in the eastern Realms, just east of the Tournament Place.
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==== Sherwood Forest and Nottingham City ====
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<span id="QUESTCARD_73">'''QUESTCARD 73'''</span>  The Twelve deeds of Heracles
  
The Road to Nottingham passes through the infamous Sherwood Forest, where Robin Hood and his merry men defy the Law of feudal England. As soon as you leave the comparatively safe road and venture into the woods, a green-coated archer may lurch behind every tree. You may risk your purse, if not your life, when you enter this forest, and it isn't necessarily the green-coats that present the greatest peril. The Sheriff's men have been known to attack innocent travellers too. But if you make it safely to the small town of Nottingham, some of the best shops in the territory await you there. Sherwood Forest is situated in the eastern Realms, east of the Tournament Place and the Robber Baron's castle. Just follow Tournament Road, Dirt Road and Nottingham Road, and you will soon be there.
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Although the great hero Heracles is dead and gone, his two cousins, Iolaos and Eurystes, are still alive. They both live in the city Tiryns, where Eurysthes is king. For those of you that wish to repeat the twelve deeds of Heracles, Eurystes is the person to see. He is a vain and stupid man, so he might just get a kick out of sending a new person out to repeat those dangerous tasks. And as for Iolaos - well, he has his own opinions about Heracles. <br />
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A warning: Heracles may not have been very bright, but he sure was strong. So this Quest is for high tier players mostly, even though some of the deeds are easier than others. The problem is: YOU do not decide in what order you want to do the deeds, Eurysthes does.<br />
  
==== The Viking Ship and Green Fen Village ====
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The rough and uncouth warriors from the distant Northern countries regard the eastern coast of England as their own private playground. Every year a Viking Ship hits the lush and marshy coast near the small village Green Fen. But while the farmers of the coastal area complain bitterly about the ravaging Vikings, the resourceful villagers have adjusted to the situation.
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<span id="QUESTCARD_74">'''QUESTCARD 74'''</span>  More Greek Adventures
Green Fen has developed from a poor fisherman's village, to a prospering Tourist Centre, offering the visiting Vikings all sorts of accommodation and services - mostly in the form of licensed houses (the Vikings like to hit the booze between battles). To find Green Fen, just follow the road leading eastwards from Olde Yorke until you reach the east coast.
 
  
==== Pirate Galley ====
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There are many adventures awaiting the traveller in the ancient Greece, many people that you could help and many Quests to pursue. <br />
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74A The Lapith Queen is troubled over the King's illness and her son's absence. She could do with some help from a Traveller.<br />
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74B The Moonspinners have lost their magic distaff and spinning hook. They lent them out as a good deed, but were repaid ill for good.<br />
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74C The nymph Moria mourns her dead lover, who got bit by a snake.  Maybe there is a way to revive him.<br />
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74D A young recruit wants to join the Achaean fleet in Aulis, to go  to the Trojan war. But since he's never been out of his home village before, he is a bit lost and needs guidance.<br />
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74E A dangerous bull is loose on the plain of Marathon. It was meant as a gift for the King of Athens, and that's where it should be brought, to be sacrificed at the altar of Athena. Only, not all  people have the knowledge and courage to catch a raging bull...<br />
  
If The Vikings are a pain in the butt to the coastal inhabitants, the Pirates from the Mediterranean sea are an even worse plague. In a small, natural harbour on the east coast a Pirate Galley Ship is hiding, while the crew raids the neighbourhood. Having gathered priceless treasures in several countries before arriving at this remote coast, the Galley Ship presents a rich prize for an enterprising adventurer, who has the timing of hitting it while the main part of the crew is ashore looting the countryside.
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The easiest way to find the Pirate galley might be to follow the river Tain north- and eastwards from the bridge of Nottingham, and then go north at the estuary.
 
  
==== The Convent and Nunnery ====
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<span id="QUESTCARD_75">'''QUESTCARD 75'''</span>  Farming and Lumberjacking in California
  
Surrounded by impenetrable high walls, the adjacent Monastery and Nunnery present a sanctuary as well as a challenge. Somewhere inside those walls a very powerful item has been hidden - hidden so well that so far nobody has succeeded in finding it. The two convent orders share the same church - and as the attentive explorer will discover, they also have a lot of other things in common. In fact there are more secret passages between those two convents than you would ever dream of. Oh well, even monks and nuns are entitled to some fun, aren't they? The twin Convents are situated just northeast of the Tournament Place in the Eastern Realms.
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Out in sunny California, John Sutter has set up a lucrative agricultural and lumbering company, but he can use some help. You see, he’s severely shorthanded with all his field hands running off to the hills in search for gold. <br />
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75A: South of Sutter’s fort, the fields roll, gleaming brightly in the sunshine. They are just waiting for a little help to finish the harvest. To reap the rewards, carry your crops to the Fort where several people are more than happy to take them off your hands and reward you... especially if you find a way to help THEM.<br />
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75B: If it’s lumbering you’re after, there are forests to be had up in the mountains north of the fort, and if you make your way to the Coloma mining town, look up James Marshall at the Mill and he’ll see your lumber cut for you.<br />
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(More info in Questcards 50, 79, 82, 109 and 114).<br />
  
==== Camelot and Durmandle ====
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The West Trade Road that leads from Olde Yorke To Camelot is long and full of perils. But once you get your first glimpse of that golden citadel from the rolling hills east of Durmandle, you realise that the road is well worth travelling. Don't forget to actually LOOK at the castle, to behold its true grandeur. The gallant knights of King Arthur's Round Table await you there. And further west, past the Crystal Mountains and the elven forests maybe a ship will be waiting one day at Land's End, to take you to new and unexplored continents...
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<span id="QUESTCARD_76">'''QUESTCARD 76'''</span>  Digging for Gold in California
You will find Camelot far off in the Western realms,but beware! - Only the truly good are allowed to enter Camelot Castle.
 
  
==== Castle of Mirkheim ====
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76A: Up in the hills and on the rivers in California, something near and dear to everyone’s heart has been discovered!  GOLD!!!  Ask around up there and maybe someone will be more than happy to show you how to go about panning for gold!  <br />
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76B: Or, if even more entrepreneurial, there’s mining up in Sutter’s Mines, but beware... mining has its hazards.<br />
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76C: In Sutter’s Mines, it’s been rumored that a mad inventor is toiling away and he’s lost his parts.  Find them and return them to him and he will reward you accordingly.<br />
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76D: Mining is a hazardous profession, and some are often buried under the rubble. In Sutter’s Mines, a father has lost his son to the hazards of mining.  He asks that you try to find him and return him to his worried father.<br />
  
West of Olde Yorke loom the Svalich woods, dark and dangerous. And hidden in these dark woods sits the even darker castle of Mirkheim. The rumour has it, that the inhabitants of that castle are all vampires. And very few of those that dared enter this castle of death ever came out alive again. But those that did, tell about a rich loot, that made up for the perils and horrors of this infamous castle. If you are strong enough and brave enough to defy the dangers, maybe you'll even encounter and defeat the dreaded Lord Mirkheim himself.
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==== The Elven Forest ====
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<span id="QUESTCARD_77">'''QUESTCARD 77'''</span>  Whotvar Quests
  
Even though most of the elves have left England by now, there still are some elven strongholds far off in the western parts of the country. This majestic Beech forest may look like an ordinary wood to those that are not attentive of their surroundings. But high over the ground, in the dense and mysterious crowns of the trees, there is a secret world of its own, where the elves lead their lives hidden from all human eyes. To get to the elven countries, just follow West Trade Road past Durmandle. But if you dare enter it - beware! The elves object to intrusion and they are aggressive and formidable warriors when riled. And finding the key to their Realms might not be so easy...
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The planet Whotvar is part of a newly discovered system in the upper parts of our Galaxy. Although the planet is sparsely populated, the natives certainly could do with some help from resourceful Travelers.<br />
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77A THE NATIVE GIRL<br />
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A young native has lost her earring and is too small to go and find it. Helping her just might make her smile. <br />
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77B THE DEMON'S CURSE<br />
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Ridding Whotvar of its ancient curse, and the demon who spawned it, just might cause an old woman to sweep you off your feet. Be careful, demons are tough.<br />
  
==== Metropolis of the Elves ====
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In the northern parts of the Elven Forests, the lucky wanderer may find the secret portal, which will take him to the hidden and almost forgotten Metropolis of the Elves. The very few that have found the way to this grand city speak with awe of the many mysterious and powerful items you can find in the shops of this magnificent metropolis. Here also the great elven Poet Taliesin resides, a man known and respected by bards all over the country for his sonnets. You might want to join in the yearly Poet Contest, where Bards from every part of the land congregate to test their skills with the feather pen against each other.
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<span id="QUESTCARD_78">'''QUESTCARD 78'''</span>  Whotvar 2 II Quests
But once again - take care... The elves are not particularly fond of visitors of foreign races, and natural enemies like Dwarves and Drows they may attack on sight.
 
  
==== Sanctuary Haze ====
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A couple of asteroids circle the same sun as Whotvar. They are the centre of some Space Opera like  plots that will need the help of outsiders to be resolved.<br />
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78A THE HOT DATE<br />
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Mrs. Bitters wants to have a hot date with a friendly space captain, but her husband keeps here practically chained to the kitchen. Helping her find some things to wear can be a rewarding experience.<br />
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78B THE PHILOSOPHER'S STONE<br />
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Mr. Bitters is looking for a certain stone that can turn any item into gold. He is offering an item that he stole... err, received for his good works on a far away planet.<br />
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78C BABY BITTER'S BLOCKS<br />
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Baby Bitters wants to play with her blocks again, but she gave them to a kindly old dwarf - *snicker* - in exchange for a magical stone. Finding the blocks will lead to getting what the blocks spell.<br />
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78D MAVRA CHANG'S SECRET<br />
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Mavra Chang is a space captain with the hots for Mrs. Bitters and a need to punish Mr. Bitters. She has some information that can lead to getting lots of gold. Can anyone help her out?<br />
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78E WHO TOOK HER CLOTHES?<br />
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A girl just wants to dance and who can blame her? But doing it naked can be embarrassing. Anyone that can help her find her clothes will be rewarded by Dr. Bitters.<br />
  
Under the floor of the magnificent Yorke Cathedral lies a secret world of its own. Dark and mysterious crypts await you, an eerie and dark graveyard, haunted by the ghosts of long time gone inhabitants of a once grand and luxurious manor. In this world of darkness all your worst nightmares may spring into reality and the fiends and imaginations of some sick and feverish mind spring to life to plague and torture your body and soul. Enter this dark world, and you may loose your own mind...
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==== The High Mountains and the Tower of Rapunzel ====
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<span id="QUESTCARD_79">'''QUESTCARD 79'''</span>  Trading in the Greek Islands
  
North of Olde Yorke some high and perilous mountains tower over the plains. The north Trade Road passes through those mountains, but the merchants using it tend to stick together in large caravans, and make the passage as quickly as possible, for fear of the wolves and highway robbers that infest those desolate places. So even if many of the travellers wonder about the high, lonely tower, that you can discern from the distance, not many have dared to explore it. And very few of those that did have lived to tell the story. For there IS a story about that old tower - and a secret. And there are treasures beyond your imagination to win for anybody who succeeds to solve the mystery of the Tower of Rapunzel...
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During the antique era Trading is mostly done by bartering and based on trust. You GIVE a person something they desire, and in return you RECEIVE something else. This could be a more developed item that you can trade elsewhere. But it can also be the Currency known as Trading Points, which will eventually allow you to buy some cool stuff, or be exchanged for EXP. <br />
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Just remember that if you give someone an item that they didn't ask for, they will be a lot less willing to pay,<br />
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Most of the 40 islands in the different archipelagos, and many places on the mainland too, have their own natural assets that can be traded in some other places. Possibly the most valuable of all assets are the Silk Cocoons, but these may be hard to get at. <br />
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There are two main centerpoints for the trading, each with its own large marketplace; the island Carpathos in the South Sporades, and the island Cyprus in the far east part of the Mediterranean Sea. Usually you can get a better price if you find the right buyer somewhere else, however. <br />
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The prospective Trader would be advised to start on Carpathos, where you can acquire Nautical charts and Trading charts listing Sellers, Buyers and the current prices of some items.<br />
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(More Trading info in Questcards 50, 75, 82, 109 and 114).<br />
  
==== Troll Forest ====
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This is a pretty nasty zone, designed by one of our strongest and most evil players to be a challenge to all the best characters in the game. You should not even THINK of going there if you are below level 50. And even at that level, trying to mess with the one called Jaih would probably give you nothing but grief. And if you think Jaih is a tough cookie - try the Dreadlord...
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<span id="QUESTCARD_80">'''QUESTCARD 80'''</span>  Aegean Island Quests
Perhaps you think the equipment is worth all the effort and dangers? Well, in the Troll Forest you might very likely ending up LOSING all your equipment, instead of gaining it. And the perils in Dunshade Manors ar no less.
 
You will find the entrance to this zone somewhere along the West Trade Road, near the Halfway House. But be warned: This is not a zone for the weak or craven or feeble-minded.
 
Watch out for Jaih - and the deathtraps...
 
  
==== Osten Ard ====
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Apart from the lucrative Trading, there are also some more traditional Quests you could do in the Aegean Islands.<br />
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80A THE LOST BRIDE<br />
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A young man named Spiros on the island Samos, is grieving his lost bride, Calinia. But maybe she isn't lost forever? According to the talk in the harbour taverns, her ship was taken by Icarian <br />
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pirates. Asking around a bit might help in finding the lost bride. <br />
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Just be careful, so you don't get to share her destiny...<br />
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80B THE RESISTANCE ON TENEDOS<br />
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On the island Tenedos a guerrilla war is raging. A young woman is longing for her fiancee, who has taken to the mountains with the rest of the young men. If she could just see him once again, to make sure that he is safe and sound...<br />
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80C THE HOMESICK SETTLERS<br />
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On the island Anaphe the settlers are longing for their old homes in Attica and Euboea, and for their families left behind...<br />
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80D THE LEBINTHOS MYSTERY<br />
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There is a mystery on the seemingly uninhabitated island Lebinthos. The seamen talk about an ancient curse of Zeus, and avoid the island as much as possible. But for an adventurous Time Traveler this could be the start of a challenging Quest, in search not only of a lost people, but of a sculptor, who is as famous as he is elusive. <br />
  
The realms of Osten Ard are large, and many adventures await a visitor to this distant part of Old England. In the city of Hayholt a struggle between good and evil goes on, after the good King John died. On the surface all may seem calm and peaceful, but in the deep and dark dungeons and mines underneath the castle dark forces rule. West of the little city of Hayholt lies the Aldehorte Forest, where the proud and beautiful Sithi people reside, and if you choose to travel eastwards you will pass a small Troll Village, the Keep of Naglimund and eventually reach the cold and desolate country around the StormSpike, where the evil Norns reside.
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The legends say that a Stranger will save the City of Hayholt in its greatest hour of need. Perhaps you are that stranger?
 
To get to Osten Ard you must travel northwards from Olde Yorke, past the High Mountains and the Gypsy Camp.
 
  
==== The Ice Castle ====
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<span id="QUESTCARD_81">'''QUESTCARD 81'''</span>  ARCHAEOLOGY IN CARTHAGE BAY
  
Way up north in the Northern realms, where the snow never melts, you will find this magnificent castle, built entirely of snow and ice. Here reside King Lachdanan and Queen Adia, guarded by Snowman Guards and ruling a land of eternal winter. Their hearts are as cold and cruel as ice too, and they show little mercy to any travellers that break the peace in their ice cold domains. But still warm love and hot feelings exist in this land of eternal cold and snow, an unexpected romance between a poor and humble poet and the richest and most powerful woman in the Realms.
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Northeast of the archaeological camp in Old Carthage lies the secluded and fenced in Carthage Bay. Here the visitors are allowed to try their hand at some archaeology themselves, since the staff is so overworked. <br />
You will find the road leading north to this castle in the eastern part of Osten Ard past the City of Hayholt and the Keep of Naglimund, so even getting here will take some effort.
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Everywhere in and around the shores of the bay, and sometimes also spreading into the excavation camp, you can find shards, pieces of pottery and even parts of ancient weapons. Some of them are just stone shards, and some of the pieces can be pretty hard to find. Don't expect them to lie around in the open - if they did, someone would have found them already.<br />
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You need to find all the parts of an item and then turn those in to one of the archaeologists of Camp Carthage, who will put the pieces together and reward you, provided you have found ALL the pieces. <br />
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(You'd better make sure that you have, before turning them in, since otherwise those pesky scientists might just keep the pieces and all your hard work will be in vain). If you want some more hints, have a look at the backside of the card too.<br />
  
==== Mount Winter ====
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Backside:<br />
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There are 6 different items: two slates, two ceramic items and two weapons.<br />
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The descriptions of the pieces are 'graphic', but there is some info about the texture that might be helpful too.<br />
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All items have a different number of pieces, so you need to 'puzzle' them together, if you want to make sure that you have all the parts. This shouldn't be too hard, since the pieces fit nicely.<br />
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The Archaeologists that will receive the different items are:<br />
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* Marie Lefarge, the expert on antique pottery
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* Greta Hummerlein, the expert on ancient inscriptions
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* Mike Donovan, the expert on old weapons
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You could also try to place the pieces on an archaeologist's tray and then GLUE them together yourself. A complete item is of course much more valuable than shards and pieces, and the archaeologists are likely to go ballistic over then. But there is also a pretty large risk that you might destroy the items in the process, so maybe this tricky task is better left to the experts after all.<br />
  
A gigantic mountain, covered with eternal snow, towers ominously over the town of Winterville. In spite of the always present threat of avalanches, the citicens of this small town spend their lives quite happily, skating on the icerink and making a good profit from selling supplies to those that come here with the sole purpose of climbing that high mountain. Maybe you are one of those brave mountaineers too? If so, beware, the paths leading up the mountain are icy and treacherous - one false step and you are a gonner...
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And what if you meet Big Foot up there?
 
You will find this mountain in the Northern realms, east and north of Osten Ard, and north of the large forest where the Ice Castle is situated.
 
  
==== Temple of the Damned ====
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<span id="QUESTCARD_82">'''QUESTCARD 82'''</span>  TRADING IN EGYPT, KUSH AND PUNT
  
Buried deep in unfamiliar woods lies an unknown entrance to a long-forgotten temple of a legendary cult, once known for its vile and horrific human sacrifices. Ancient tomes that have long ago fallen to dust, once spoke about an evilness that lives - nay thrives - upon the evil of all creatures.
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The Nile has always been the main Trade route of northeastern Africa, much more important than the caravan trails that traverse the vast Sahara desert. All kinds of goods are shipped along the Nile, downstream in the summertime during the flood season, upstream in wintertime when the prevalent northern winds facilitate sailing against the current.<br />
Innumerable adventurers have lost their souls trying in vain to rid the realm of this evil presence. Ever-growing, ever-feeding upon evil deeds and thoughts, this temple will continue spreading its influence till all creatures submit... or die. Be forewarned: None who have entered has ever returned from where upon they left. You will find the entrance to this temple in the dark and dangerous Svalich Woods.
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The trade between the three countries Egypt, Kush and Punt is lively, with Kush in a strategic position between the other two. There are Trading Markets in several places along the course of the river; - Aswan, Elephantine Island, Kerma, Napata, Meroe and Khartoum, which all sell and buy a number of the most common trading articles for TradePoints. But you'll find that the prices vary a bit with the location.<br />
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Mostly you'll be paid in TradePoints but in the Land of Punt trading with the natives is traditionally done by bartering, item per item. The determined Trader can make a good living from it.<br />
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(More trading info in Questcards 50, 75, 79, 109 and 114).<br />
  
==== Dun-Shivaar ====
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Once this was a great and prosperous merchant city, famous for its Elf "Academet" and its grand Park of the Golden Bunny. But lately some dark and mysterious curse seems to have crept in on the city, draining the life and willpower from its citizens, spreading like the black plague in wider and wider circles. Already travellers are avoiding the city, giving it a wide berth rather than entering the tall gates. Already rumours and strange tales are being spread in taverns and inns all over the Eastern Realms. Few people dare visit Dun-Shivaar today - even fewer return from the visit to tell their story. The city is still there, at the end of the trail leading south through Sherwood Forest. But only the strongest and bravest - or the most foolhardy? - travel there now, in search of the vast treasures that also are said to be found there. And since few ever return, maybe the time soon will come, when Dun-Shivaar sinks into total oblivion?
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<span id="QUESTCARD_83">'''QUESTCARD 83'''</span>  THE BORED STATUES 
  
==== The Serf Village ====
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The Sun Phenomenon of the Abu Simbel temple is famous. It's not quite clear whether it appears by pure chance, or whether it is a very clever design of the architect of the temple. What happens is that the first rays of the rising sun will illuminate the four statues set at the back wall, almost 50 m inside the mountain.  As the sun moves, the small illuminated area will move too, from statue to statue. Only during a short period of the year, around the vernal and autumnal equinox, this area will be large enough to illuminate all four statues at the same time. But this is not all. When the rays of the sun hits a statue during this period, it will spring to life - that is, a certain amount of life - allowing the statues to talk to one another for a short while. And what would four statues have to talk about? Well, the truth is, statues trapped 50 m inside a rock temple don't get a lot of excitement. So, what they mainly talk about is how bored they are. Perhaps YOU could relieve their boredom a bit?<br />
  
In a small miserable village the serfs lead their miserable lives, crammed into small ramshackle huts, working 18 hours a day to keep starvation from the door. The serf village is situated south of the Tournament Place, among small and meagre fields, yielding sparse crops of barley, oats and potatoes. A curious detail that a visitor can observe is, that almost all the serf children show an amazing likeness to the Robber Baron Rudolf von Dummkopf, who resides in the large castle nearby. This is due to a medieval custom called 'Droit de Seigneur', which means that the feudal lord has the right to the first night with any young woman among his tenants. In fact the Baron is the father of every single child in that village - except one. And as for that child, there is a secret about his heritage, a scandal that might rock the walls of another great castle once it gets known...
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To get to the Serf village follow River Walk west of the Tournament Place southwards. Or you can use the shortcut at the west end of Venture Way.
 
  
==== The Township of Odessin ====
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<span id="QUESTCARD_84">'''QUESTCARD 84'''</span>  THE LIVING AND THE DEAD
  
The zone contains not only the Town of Odessin with its famous shops, but the surrounding countryside as well, with large forests and trackless swamps, haunted by trolls and dark fiends. There is a built-in quest, where you can earn tokens. There is some rather special equip, and no less than four artifacts - if only you can find them. To get to this zone, just follow the Southern Trade Route, from the south gates of Olde Yorke. Some dangers may await you along that road, but they are nothing compared to the perils that you will encounter in the Realms of Odessin - where the name of Alacaurde, the Evil incarnated, is still vividly alive, although he himself is dead...
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Life after Death plays an enormous role in both Egypt and Kush, to the point where each city in Kush has a mirror city for the dead. A large part of Life in those countries is to prepare for Death - your own or that of your beloved ones.<br />
Or is he really...? And, if you get to the Keep of Odessin, watch out for Mistress Lydia, the Demoniac. Rumour has it that her tastes are twisted and peculiar, and you might end up as the latest victim of her pleasure...
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The Kings and Pharaohs build impressive Mastaba tombs and Pyramids, where the walls are decorated with amazing murals, and the chambers are filled with grave-goods - and often also with the sacrificed bodies of their servants, concubines, guards and slaves. The ordinary people have fewer resources, but even for them it is important to be sent off in style, and an entire industry has developed in Kerma, focused on grave-goods, mostly ceramics and cloth. To be buried in style in Kerma, the body has to be wrapped in at least 5 pieces of the famous Kerman cloth, and since this is very expensive, families often leave their mummified dead above ground until they can afford a decent burial. <br />
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You'll find several Quests connected to the burial rituals of Kush. But beware - the Dead don't always appreciate being disturbed, and although the Bas can be quite talkative, they can also be very vindictive. And although you may be lucky enough to find some extremely valuable object among the linen wrappings of a mummy, you might also be slain on the spot for the sacrilege.<br />
  
==== The Lostlands ====
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South of the little fishing village Green Fen on the east coast of old England lies the vast and trackless swamp, locally known as the Lostlands. The name has two meanings. The villagers believe that the souls of sailors perished at sea have drifted in with the wind and are now lost for ever in the dense mists that perpetually cover the swamp. Some people even believe that the mists are FORMED by all those unhappy souls, trapped for ever by a strong spell that prevents them from crossing the river Main to the north. But there is another and more sinister meaning of the name too. Very few people who enter that swamp are ever heard of again. Stories are told about the monstrous swamp goblins and trolls that roam the area, and of their lust for human blood. Stories are told about the ghosts, who also yearn to suck the blood of the living in an attempt to acquire some of that warmth and life for themselves. And often during still nights bloodcurdling screams can be heard from inside the dense mists...
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<span id="QUESTCARD_85">'''QUESTCARD 85'''</span>  THE NOMADS OF WAWAT
  
==== Fenizia ====
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Nomads have a hard life in this arid desert. Their only fortune is their cattle, but the herds need to move constantly, to find fresh grazing and water. There are some campsites in oases with wells that provide enough water for both people and animals, but the nomads can never stay very long in either of those, because the herds will soon have devoured every green straw on the ground. So they are always on the move, always living on the marginal. <br />
 +
Perhaps you could make their life easier in some little ways? <br />
 +
But then again, there are also Egyptians in Wawat, and they tend to regard all Nubians, including the nomads, in the same way; 'The only good Nubian is a dead Nubian'. So maybe you will choose to help the Egyptians instead. It's a free world, after all.<br />
  
The legendary Fenizia, the City of Light and Darkness, is also known as the city of the Poison and the Dagger. It is ruled by six families of nobles, each of them at each other's throat. Superficially it is a city of beauty, with stately palaces lining picturesque canals. But if you are able to penetrate below the bland tourist surface, you will find many a dark secret. Most people visit Fenizia just to view the sights and to acquire the poisons and antidotes available there. But Fenizia is so much more. It's a city full of plots and revenge and murder and hired assassins.
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It is a place where you could just as easily lose your life as your purse.
 
So if you really want to know Fenizia, you must dig a lot deeper. You must listen at doors and look under beds and behind paintings, in the search for secret passages and hidden caches. You must use all five senses, and maybe a sixth sense would not be out of place, if you want to unravel all the mysteries of this grand City.
 
  
==== A Rip In Time ====
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<span id="QUESTCARD_86">'''QUESTCARD 86'''</span>  ARCHAEOLOGY IN WAWAT
  
This area has the feeling of Scotland in the ancient times, but there is also a mystery edge to it. No less than seven castles awaits you to be explored in the vast and perilous Highlands, each with its own mysteries and challenges. Travel the Sea of Illusions and fight against mythical sea monsters - maybe even the legendary Loch Ness monster might find its way here through secret, underground rivers. Take a ferry ride to the mainland and wander the highlands, battling the aggressive creatures that inhabit them. Seek out the castle of riddles and try to solve the puzzles there.
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You wouldn't believe it at first sight, but this inhospitable desert is filled with buried treasures. The tombs of the nomads, objects dropped by passing caravans, the belongings of travelers that died in the desert, all are soon covered by the drifting sand. But sometimes the ever blowing winds will shift the sand again, and uncover an old skeleton, a decorated tomb, or just an object dropped by mistake - and to modern Time Travelers these objects are archaeological artifacts of great value. There is even a Trader, Kabeebi, who has set up shop in the desert just to trade these artifacts. You need patience and a keen eye to be good at archaeology, but once you get the hang of it, you can scrape a good living from the trade.<br />
Or you can soar among the clouds with the creatures of the air and go shopping in a small town located in the sky. You will of course need wings to go there, but those will be provided, if you keep your eyes open.
 
Witchcraft rules in the Highlands, but the witches are not all evil, some of them you might find rather helpful - or at least the potions they brew will be.
 
  
==== Mother Goose ====
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This is the story of Snow White and the Seven Dwarves, but told like you have never heard that story being told before. Actually the zone contains 7 stories, one for each of the dwarves. In this zone you will learn some new things about Little Red Riding Hood and the Big Bad Wolf, about the Beauty and the Beast, Cinderella and Prince Charming, and some other well known story book characters. But don't expect these tales to be anywhere near those that your mother used to tell you. This version of the good old Mother Goose Bedtime Stories is definitely not for children. You will get lost in dungeons and forests, learn why Happy is so uncommonly happy, find out if Bashful is really as shy as he looks, and hopefully help a few separated couples to get back together - that is IF you are able to solve the pretty nasty problems that Shartrance put in the way of True Love. You will find the entrance to this zone in the Library of Olde Yorke. (The Adult Department). And remember that you have to be above 18 to enter that Department. This story is definitely not for kids!
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<span id="QUESTCARD_87">'''QUESTCARD 87'''</span>  KERMA POLITICS
  
==== The Midlands ====
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The land of Kush has a strategic location, not only between Egypt and the Land of Punt, but also at the crossing of the two main Trading routes of Africa, the Nile and the Caravan trail between Carthage and the Red Sea. The Kushites are traders by nature, and make a good profit on both ends of the Egyptian-Puntian trade. But the Kushites are also fighters by nature, and quite often find themselves in more or less open conflict with Egypt. Keeping up the Power Balance, without jeopardizing the profitable Trade, is like a tricky game of chess, one that needs foresight, cunning, courage and patience. <br />
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You too can be a part of the Top Politics of Kush, if only mainly as a courier, a carrier of dispatches. This may seem just like some sort of glorified 'errand boy', but there is more to being a courier than meets the eye at first. If you fulfill your task faithfully, never straying from the path, you'll build up a trust, and the final reward may exceed your expectations. Delivering a dispatch to the wrong recipient, can be extremely embarrassing and even dangerous, for both the sender and yourself. Remember that the bearer of bad tidings often gets the blame... On the other hand, delivering a dispatch to someone other than the original addressee can also have interesting - even profitable - results sometimes... It is your own choice how to carry out your tasks... <br />
  
There is a dark threat looming over the Realms. Some evil force is sucking all the magic out of the World into the Underworld. The people in Midlands are worried - even the first Wizard is at a loss about what to do. Maybe you could help? While traveling over the Midlands you'll meet many perils, but also ordinary, friendly people in need of help. The main Quest of this zone is of course to save the World! But you may find that this won't be an easy task. Not much is what it seems to be in this zone. There are many wicked secrets and surprises, so you'll have to watch your step. This is not the place for the weak - or the slow-witted. The rewards may also be great... But remember - illusions can be deadly!
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You will find the entrance to the Midlands somewhere near the Halfway House on West Trade Road - at least that is what the rumour says...
 
  
==== Dragon Island ====
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<span id="QUESTCARD_88">'''QUESTCARD 88'''</span>  THE AMUN PRIEST CONSPIRACY
  
On the eastern coast of old England lies this small island, where the Dragons still rule. In fact the Mayor and the citizens of the small city known as Grumville are really worried that one day the dragons will invade the city and kill all the inhabitants. The city is strongly fortified, but will that really help against flying dragons? The Mayor might ask you for help to defend the city, by finding an object of protection that was lost long ago. But to find this object you must pass the Unforgiving Forest, and venture into the Realms controlled by the dragons. Maybe even enter the dreaded Dragon Tower. Of course - as everybody knows, dragons like to collect treasures of gold and jewels, so it might well be worth your time.
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The Amun Priests wield great power in both Egypt and Kush. Too much, many think. The temples of Amun hold enormous treasures, and the Priests of Amun form a Brotherhood - a web that covers both countries. Only one Pharaoh ever managed to challenge their power, Akhenaton, who tried to establish monotheism in Egypt, the worship of the God Aton instead of Amun. For a while he was successful, but in the end the Amun Priests prevailed. Akhenaton was murdered, and the weak young successor, Tutankhamon, reinstalled the worship of Amun. Since then the Amun Priests have gained even more power, more or less eliminating all the other Gods, reducing them to becoming different aspects of Amun and Mut. And yet the Priests crave even more power, and they do not only rule in matters of religion. By pretending to forward messages from the God Amun himself, they can heavily influence the choice of a new Pharaoh or King. And naturally they prefer a ruler that is weak, someone they can manipulate easily. The present King of Kerma is too strong-willed to suit their agenda. <br />
You will find the Dragon Island near the village Green Fen, outside the estuary of the River Tain, on the east coast.
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So the Priests have concocted a plot, to have him removed from power and replaced with his feeble-minded younger brother. The Traveler can choose to assist either side...<br />
  
==== Enchanted Lands ====
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More than five centuries ago the Lands of Shetreleigh were sealed off, after a great and evil peril had been warded off. Now these once grand lands lie almost deserted, although the observant adventurer might discover traces of civilizations long lost, and battles once fought. But there is still hope.
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<span id="QUESTCARD_89">'''QUESTCARD 89'''</span>  THE ARMY NEEDS YOU!
Though the defenders all perished - well at least ALMOST all - a small group of their descendants has lately returned, mainly to find out what happened to their ancestors, and how the even greater threat still lurking might be averted. The final battle has yet to come. Perhaps with your help the good forces might finally triumph over the evil that lurks beyound Mount Kuromeru.
 
  
==== City of the Tulipek ====
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The kobolds and goblins of NightDragon Realms have been at war for centuries - it's time for this bloody battle to end. Choose a side and join the army - will you work your way up to Dragonrider for the kobolds or Worgrider for the goblins? Either way, loyalty has its rewards, while betrayal will have its punishments.<br />
  
Hidden high and deep in the trees of the Mystical Rainforest lies a village of free, powerful fairy people called the Tulipek. Turned tiny, you fly through the village harmoniously in the trees. Shops and homes lie both inside and on platforms built around the gigantic rainforest trees. Fairies of all colors whisk about you, leaving trails of musty light. Meet Sentries, the rainbow family, and the wise ancient elders of Floreidellis.
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It is peaceful and enchanted, but a sickly tree infested with mysterious rainforest insects threatens the village. What is causing this sudden menace?
 
  
==== Mount Kuromeru ====
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<span id="QUESTCARD_90">'''QUESTCARD 90'''</span>  VICTORIAN LONDON
  
Dare you enter the rift that stands between you and the barrier before the sinister Black Mountain? Indescribable fiendish creatures prepare for battle against all that exists in this world. The threat of Shetreleigh attempts to be unleashed again, waiting for the entire shield to drop.
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90A  Sherlock Holmes and Jack the Ripper<br />
Atop the mountain of pure shadow stands a tall black tower - The Tower of Abyss, named for the bottomless Abyss that surrounds it, a pit of eternal anguish. The tower reaches high into the red storm clouds, many floors of trick and temptation. Do not be too anxious to enter, a safer road must be available. Find the secret of the shield, the cause of the rift within it, and perhaps you could be the destined mortal to at last avenge the scourge of the Enchanted Lands.
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The citizens of Victorian London are depending upon Sherlock's legendary sleuthing skills to apprehend the monster known as Jack the Ripper. Unfortunately, Sherlock is having problems and needs help. Visit him to find out what he needs and join the hunt for the Ripper. Be warned, the hunt is long and arduous and not for the faint-hearted.<br />
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90B The Wayward Poet<br />
 +
Mary Shelley is fed up with her husband disappearing off to poke around in old ruined Greek temples. Talk to her and undertake her quest to bring him home.<br />
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90C Bedlam asylum<br />
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Bedlam Asylum, the hellhole where the deranged and insane are sent for 'treatment'. Not everyone incarcerated within its walls deserves to be there however. Meet with a mother and help her recover her daughter. She will be indebted to you and a nice reward awaits those who succeed. By the way, guess who also is incarcerated there?<br />
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90D Dr Jekyll and Mr Hyde<br />
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Dr Jekyll is becoming increasingly more worried; his latest batch of potion was too strong and Mr Hyde is taking over control more and more. Unless somebody stops him, Mr Hyde will soon be completely dominant and Dr Jekyll will cease to exist. Help Dr Jekyll find the items he needs for his antidote and banish Mr Hyde for good.<br />
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90E Help the Londoners<br />
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There are also some smaller Quests, to help various citizens in need.<br />
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But look out for Sweeny Todd, the Mad Barber...<br />
  
==== The Citadel of Thandar ====
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South of Yorke, somewhere in the Dwarven Mountains, lies one of the doorways into the deep Dwarven mines and the shining citadel known as Thandar. The dwarves welcome the other races with open arms, except for those cursed dark elves, whose city is even further underground. Many of the citizens of Thandar need a little help with some problems and you might get the chance to try your hand at some underground mushroom farming - that is, if the Cook doesn't discover your trespassing and throws you out.
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<span id="QUESTCARD_91">'''QUESTCARD 91'''</span>  THE ELVEN BARDS 
And it's the King's birthday too, so make sure and get him something he'll like. Oh, and watch out for that dragon, he's a might bit upset right now...
 
  
==== The Town of Ta-Beneth ====
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The great Master Bard, Taliesin, has come to the Metropolis of the Elves, and from near and far the bards gather for the yearly Contest, where he will be the Supreme Judge. There are two main rules for the contest: The poems must be 6 lines long and they have to be in rhymed verse. <br />
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The prize is very prestigious, and the winning bard gets to perform before the Elven King. Four of the local bards have registered for the contest; Mendel Caladron, Valith Chanderell, Isidia Sungold and Amalith Starglance. Each of them very much wants to win, and they wish almost as much that their main rival will NOT win. <br />
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So naturally everybody is getting very tense, and in a moment's despair all four of our local bards have torn up their efforts and thrown the pieces away, fearing that they are not talented enough to win. The next moment they regretted it, but by then it was too late - the wind had already blown the pieces away... <br />
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Each of the bards would pay a lot to have their poem restored, for they can no longer remember what they once wrote, and their inspiration has drained...<br />
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(But their distress is so great that you must give them the lines in the correct order, or they will not recognize their own poem, and might just throw the scraps away again).<br />
  
The Town of Ta-Beneth is the home of evil folk known as dark elves. They glory in their vile ways and serve a lich queen who worships a dark Goddess. The town is at war with the Citadel of Thandar, whose goody-goody ways run counter to everything the dark elves believe in.
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But someone has stole the deck of Tarot cards, a very magical source of power, from the Seer of Ta-Beneth. The vile thieves have seperated the deck and hidden each card in a secret place. Finding the cards is only half the battle, for not even the Seer herself can put them back into a whole deck.
 
To get to the new zone you need to find the hidden entrance, somewhere in the dwarven tunnels. If you have trouble in finding it, a visit to the girl who runs the New Age Shop in Pleasure Planet might be of assistance. Just don't ask me how. These seers and witches have their own mysterious ways...
 
  
==== The Dragon Caves ====
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<span id="QUESTCARD_92">'''QUESTCARD 92'''</span>  THE PRIZE BULL
  
Somewhere far out in the Sea of Illusions that flows through the Rip in Time is an island where dragons go to rest. There is a warren of tunnels and caves that riddle the ground under the mountain that covers the entire island. Dragon guardians, an elite group of highly skilled warriors, patrol the caves and watch over the dragons while they sleep. The dragons come in many colors, but only one size, HUGE, each with its own set of unique magic or skills. There are rumors that the scales of some of the dragons can be used to enhance mortal items... but rumor is all it is, since so few who go into the caves ever come back out.
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Old McDonald has a farm, with a load of animals on it.<br />
This area is only meant for the strongest of Time Travellers that have defeated the toughest of creatures found throughout the 4 Dimensions.
+
So has farmer Joe. He's also got a wife and two kids.<br />
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But the thing that he cares for most of all in this world is his prize <br />
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bull, Old Red. He's so crazy about that old bull that the ring in its <br />
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nose is made of pure gold.<br />
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Ain't that ridiculous? Wouldn't that old ring look a lot better on you?<br />
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Especially if you could find someone who would adapt it to a better size...<br />
  
==== The Royal Forest ====
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The Royal Forest, situated northeast of Olde Yorke, is surrounded by a high wall, to keep the King's deer and sheep that graze there in, and predators and trespassers out. Unfortunately some vermin have been able to slip in anyhow, through cracks in the walls, and there even are rumours about a band of robbers using the forest as a base. The King graciously allows the citizens of Olde Yorke to enter the forest and even forage for berries and nuts, as long as they leave the deer alone and donate to the upkeep of the forest.
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<span id="QUESTCARD_93">'''QUESTCARD 93'''</span>  CASTLE CASE
This is a nice hunting ground for new players, who can also help the Game Warden by killing some pests. There's also a mystery about a missing Warden that you might be able to solve, to great advantage for yourself.
 
You will find the entrance to this forest at the intersection of North and East Wall Road, just outside the walls of Olde Yorke. Or you can use the shortcut at the west end of Venture Way.
 
  
==== NightDragon Realms ====
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Did you ever want to try your hand as a private detective? <br />
 +
Now, here's your chance. Lady Anne, the wife of the well known Robber Baron, has lost the key to her jewel case. She's convinced that one of the servants has nicked it, and has turned to the 4D Travel Agency, with the request that they send a detective to her to solve the mystery. <br />
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Should be a piece of cake for a smart hotshot like you. All you need to do is talk to Lady Anne, and all the other inhabitants of the castle, and then draw your own conclusions about whodunnit. It should be pretty obvious in the end, at least to someone with normal intelligence and an open mind. <br />
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And if during your investigations you should happen to come across the key to the Robber Baron's own treasure chest... who would blame you, if you... <br />
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Because after all, the Baron is a brute and Lady Anne is a bitch. And I can promise you that you'd really like to get your hands on what's in that chest.<br />
  
For centuries the Kobolds and Goblins of the NightDragon realms have been at war. Their blood-soaked battlefield can't take any more. Traverse in the caves of the kobold, or check out the village of the goblins, either way you'll have to go through centuries of war on the battlefield. To get to the NightDragon Realms, head south on South Trade road just past the Dwarven mountains by Golden Bridge Inn.
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==== The Land of Avalon ====
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<span id="QUESTCARD_94">'''QUESTCARD 94'''</span>  FISHERMEN STORIES
  
Avalon is the mysterious land where King Arthur's sword Excalibur was forged.
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Almost all fishermen tell those very long and boring stories, usually about the hardships they endured at sea, or the really fantastic fish that they caught - or failed to catch - at one time or another. Naturally the fish gets bigger and the hardships more dramatic for each time they tell their story.<br />
For many years the path there has been lost to mankind. The Fairies and Pixies that inhabit the land, have concealed the entrance in swirling mists.
+
The fishermen in Green Fen are no exception to this rule, and by now the people of that village - inhabitants and visitors alike - are getting so tired of their long winded tales that they have a hard time keeping their audience.<br />
By now most people have forgotten that the Land of Avalon even existed.
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But if a listener actually managed to stay awake during the entire story, they might - just MIGHT - get to know something that could lead to... who knows what...<br />
Only the Druids remember, since Avalon is their home Land.
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An exciting adventure? A hidden treasure? A tale about a lost child that reveals a dark family secret? Or just a very boring story about a very big fish that got lost?<br />
Maybe this is just as well. Because although Fairies and Pixies can be very entertaining, they also can be extremely annoying. Sometimes their main purpose in life seems to be to annoy humans.
 
But this cannot be all there is to it. In fact, when someone makes a lot of precautions to hide something, it usually means that they have something valuable to hide.
 
If you really want to seek out the Land of Avalon, you should perhaps start at the old Cairn, southeast of Durmandle. Some of the locals claim that this is the entrance to Avalon.
 
Of course most of the locals also claim that the cairn is haunted and avoid it like the plague. Especially at midnight, and when the moon is full...
 
  
==== The Mountain Village of Gelindril ====
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A secluded mountain village, where the old Dane blood still runs cold and fierce. A place for hunters and loggers to call home, and a place for the hearty adventurer to test their limits.
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<span id="QUESTCARD_95">'''QUESTCARD 95'''</span>  THE CALL OF THE SEA
A great evil has befallen the proud people of Gelindril, to a degree so great that it has almost brought them to their knees. And now they need a hero to their rescue more than ever before.
 
You will find the entrance to this village somewhere on the West Trade Road, near the Halfway House. It may be a bit hard to locate, so you might have to search a bit for it. Just as well. This is not a zone for the young or weak.
 
  
==== The Flying Fortress ====
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Did you ever dream of going to sea? Becoming a Pirate, or maybe a Viking? Travels, adventure, rich loot, treasure chests buried on desert shores...<br />
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Then maybe you should seek out Mate Hook on the Pirate Galley north of Green Fen, and apply as a crew member. Now Mate Hook may treat you as a simple cabin boy - or girl - but there might be others more willing to pay well for some help. <br />
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For instance the Pirate Captain, missing his Pet Pirate Parrot Polly. <br />
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Or the Pirate cook, always out of ingredients for his not-so-tasty stews. <br />
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Or the poor galley slaves, yearning for freedom - or at least a drink. <br />
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And of course, everyone knows that where there are Pirates or Vikings, there are also buried treasures. All that you need to do is probably to find the four pieces of the treasure map that some pirates divided among themselves in the past...<br />
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Then again, engaging in some simple trading with the good merchants of Green Fen might be a faster and easier way to make a buck.<br />
  
This is a place where great darkness and horror take place to a truly frightening degree. Long damp corridors, teaming with palatable evil, prove to be a true test to any brave soul that might test their fate, and seek out the source of all things unholy there, so that the head of the snake might be severed... For good.
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The Flying Fortress is said to have been sighted somewhere west of Olde Yorke, and is advancing slowly, while threatening all life in its way.
 
At present the village of Gellindril is under attack, and you need to help the villagers and gain their trust, if you want a way to enter the Flying Fortress and join the battle between Good and Evil.
 
But don't expect that battle to be won easily. Better bring some of your strongest friends...
 
  
==== The Dragon Forest ====
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<span id="QUESTCARD_96>'''QUESTCARD 96'''</span> : MORE FENIZIAN SECRETS
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Fenizia is known as the City of the Poison and the Dagger. <br />
 +
But there are other sides to that famous city as well. Life goes on, as in any city. People fall in and out of love, and sometimes the love is not popular with their relatives.<br />
 +
96A  Like Oscar de la Renta, who loves boys... but loves opium even more...<br />
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96B  Or the lusty Lucretia Fellini, who loves the pieous Mario Donatello. Neither her brother Cesare nor Mario's brother Don Giovanni approve of their liaison. There is no love lost between the two men otherwise, but in this matter they are totally in agreement. <br />
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And Lucretia has secrets, which can be used to keep her in line...<br />
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96C  In fact everyone in Fenizia has secrets. People say that the Orsinis are the only exception to this rule, since they boldly flaunt their occupation as hired assassins. But maybe even the Orsinis have their secrets? And maybe some competition in their chosen trade might be profitable...<br />
  
The Dragon Forest is a beautiful and peaceful place, where the majestic dragons have found a safe haven to raise their young and hide from the rest of the world. But all of that peace came at a price, a price that was paid many years ago in the battle that became known as the Dragon Wars. It was a time when Dragons and Dragon Slayers fought for their lives on an immense Battle Field.
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There is a way to get back to those times and perhaps this time you can help in the Dragon's fight for survival and become part of their lore. Or perhaps you would like to change the history and fight with the Slayers to remove the Dragons from the realms.
 
  
=== The Old West Dimension ===
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<span id="QUESTCARD_97">'''QUESTCARD 97'''</span>  GOLEMS GALORE!
  
In 2014 Molly did a major update of the Old West Dimension. Introducing Tradepoints, more quests and three new zones.
+
No doubt you have heard of the Golems? <br />
 +
Those nifty trainable pets, who will stay loyally with their master in any situation? The pets that you can pick up and carry around? The pets that will gradually grow stronger as they fight with you? The ultimate pets, actually. Sold by Ferdinand Lilliput, the famous Golem maker of Fenizia.<br />
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Now there is one small problem with them.<br />
 +
To perform at their best, they need to be cared for - in particular they need to be treated regularly with Ferdinand's famous Golem Ointment.<br />
 +
And lately word has it that Ferdinand has run out of ingredients for this ointment.<br />
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Being so small, Ferdinand cannot easily travel around the country to collect what he needs. But he'll give a sizeable discount to whoever helps him.<br />
  
But also three new features:
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- Ranching (Raise, drive and sell your own herd of animals on the Cattle Market)
 
  
- Trapping (Trap and skin animals, trade skins in the Hudson's Bay Trading Posts)
+
<span id="QUESTCARD_98">'''QUESTCARD 98'''</span>  THE QUEST FOR THE BEST OF THE BEST
  
- Goldpanning and Prospecting (can now be done in many places all over the west)
+
To join the Roger Young Space Cadets, you need a number of qualifications. This Quest is to determine who is the most worthy to be their next recruit.<br />
 +
You need to locate Roger Young and apply to him for a position among his Cadets. He usually can be found in one or the other of ten bars, located on different planets in the Galaxy. (After all, he does get around a lot, and a man needs some relaxation time, doesn't he)? <br />
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If you have trouble finding him, perhaps talking to one of his Space Cadets might help a bit.<br />
 +
When you've found Roger Young, say: "I want to apply as a space cadet" to him. He will then give you a note with the first part of the test. <br />
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After you finished one assignment, and provided the proof, you will get the next one. (You always need to complete one assignment before Roger Young will hand out a new task).<br />
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If at any time you lose the current note, you can always get a new one, by asking Roger Young for the latest assignment.<br />
  
Levels Zone Name Builder Size
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(10-50) Dodge City Ladyhawk/Molly 100 rooms
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<span id="QUESTCARD_99">'''QUESTCARD 99'''</span>  THE CURSE OF THE GYPSY
  
(20-50) The Range Molly 100 rooms
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No Dwarf or Gypsy is welcome in Fenizia, and the reason for that can be found in the Chronicles of Fenizia that are kept in the famous Library of Light.<br />
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Some say that Fenizia's decline was caused by the curse of the Gypsy. Others discard the thought as superstition. So maybe the curse worked, or maybe it didn't. <br />
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But there is also another side to the story. <br />
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The gypsy dancer, Esmeralda, who was defiled and dishonored by the Fenizians, is an old woman now, but still alive.So a woman wronged needs revenge.<br />
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And sooner or later, she is going to get it. Maybe with your help?<br />
  
(20-40) Legend Kalliste and Diandra 100 rooms
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[[#TOP|Back to top]]
  
(20-40) The Gold Mine Persuter 100 rooms
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<span id="QUESTCARD_100">'''QUESTCARD 100'''</span>  THE DWARVEN TREASURE
  
(10-40) Pueblo Liathia (not finished)
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Centuries ago a group of Fenizian adventurers raided the Dwarven caverns, and got away with a huge treasure. The welth of Fenizia is mostly founded on that loot.The dwarves of Thandar have neither forgiven nor forgotten. Almost every year bands of dwarves attack the city, hoping to catch the inhabitants off guard.<br />
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So far their raids haven't been successful. The walls of Fenizia are too strong and too well defended. But the dwarves haven't given up. They are firmly resolved to one day conquer the city and get back what is rightfully theirs. And until that day, there are other means and methods of getting their revenge.<br />
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Talking to the King of Thandar, might result in a very profitable assignment.<br />
  
(40-50) Hole In The Wall Molly 100 rooms
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[[#TOP|Back to top]]
  
(40-50) The Prairie Molly 100 rooms
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<span id="QUESTCARD_101">'''QUESTCARD 101'''</span>  THE CARDINAL'S SIN
  
(10-50) Tombstone Molly 100 rooms
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We are all sinners... <br />
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But luckily the Church makes it easy for us to be absolved. All you need to do is to confess your sins to a Cardinal. Just say 'Forgive me father for I have sinned', and he will give you absolution, and possibly even sell you a letter of Indulgence.<br />
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But when the Cardinal of Yorke, the Head of the English Church, has sinned... Who will absolve HIS sins?<br />
  
(25-50) The Dirt Farm Hugh/Sonya 100 rooms
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[[#TOP|Back to top]]
  
(10-50) Westward Ho! Molly 100 rooms
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<span id="QUESTCARD_102">'''QUESTCARD 102'''</span>  THE HOLY GRAIL
  
(40-50) Llano Estacado Molly 100 rooms
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It has been over two years since young Galahad left on his Quest to find the Holy Grail, and hardly a word has been heard of him since. <br />
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Galahad is deeply loved by everyone who met him, from the King to the humblest peasant. He is considered to be the greatest of all the Knights of the Round Table, even greater than his father Lancelot. By now everyone is extremely worried about his absence. King Arthur <br />
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is particularly unhappy, since he feels guilty about sending the young knight on the Quest in the first place. He doesn't really care about the Grail any more, he just wants Galahad back. <br />
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The young knight must have left some sort of trail behind, and the ones most likely to hold some information would be the clerics all over the realms - monks, priests, abbots and cardinals. But the best way to start the search is probably to talk to King Arthur himself, who may be worried enough to confide in a Time Traveler. He might give you some lesser assignment at first; after all, trust has to be earned. But as soon as you've proved your value, he might send you in the tracks of Galahad. <br />
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Be prepared for a long and hard quest...<br />
  
(20-40) Dry Gulch II Nave/Molly 100 rooms
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[[#TOP|Back to top]]
  
(10-30) Buffalo Bill's Circus Gilgamesh 70 rooms
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<span id="QUESTCARD_103">'''QUESTCARD 103'''</span>  REBELLION AGAINST ARTHUR!
  
(20-40) The Racecourse Molly 100 rooms
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Poor King Arthur! Not only is he worried about young Galahad's long absence, he is also struggling to keep things together, after the scandals, first with his illegitimate son Mordred and then with Lancelot and the Queen.<br />
(10-50) The mine Molly & Mordecai 1000 rooms
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But Arthur actually has bigger problems than this. There is a rebellion brewing against him in his own city, Durmandle, started by a bunch of disgruntled merchants.<br />
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While Arthur still is blissfully unaware of this new threat, everyone else in the city seems to have an opinion both about the many scandals and about the budding rebellion. There is a lot of gossip all over town, which is how the Captain of the King's Guard managed to get wind of the conspiracy. <br />
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Being one hundred percent loyal to his ruler, and knowing about his many worries, the Captain is equally determined to stamp out this fire, and to keep Arthur unknowing of the planned treason.So the entire affair has to be handled with the utmost delicacy and care. And since the Captain is a bit too well known in the city to go undercover himself, he might assign the task of investigation to a Time Traveler. <br />
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Maybe it's a bit naive of the Captain to assume that someone fairly unknown to himself could be trusted. But Time Travelers have earned the reputation of being both resourceful and smart. Whether they also deserve a reputation of being trustworthy is perhaps up to you to decide.<br />
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There is after all two sides to most conflicts. <br />
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And maybe both sides would be willing to pay well for the assistance.<br />
  
(10-50) The 4D Ranch Molly & Rynald 400 rooms
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[[#TOP|Back to top]]
  
(30-50) Fort Sutter and Mills Solana 100 rooms
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<span id="QUESTCARD_104">'''QUESTCARD 104'''</span>  THE DRUIDS AND THE MOON
  
(30-50) Sutter's Mines Solana 400 rooms
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Southwest of Durmandle is an ancient cairn, situated on a hill in the rural landscape. The locals tell all sorts of strange stories about this landmark.<br />
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It's supposed to be a tomb, in some way connected to the ancient Druids. And many of the locals swear that the place is haunted. Strange lights and sounds have been observed around midnight. And they also claim that when the moon is full, the ghost of an old Druid Priest returns to claim a treasure once stolen from the tomb.<br />
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If you decide to seek out the truth behind the stories, be warned that the Quest will be long and hard. Moon phases play a big role in Druid religion, and since rituals have to be done at the right moonphase, some patience will be required. <br />
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But if you persevere, you might find the path to the lost and legendary Land of Avalon, which is said to have been hidden by the Fairies long ago. <br />
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And if you succeed in bringing the lost artefact back to its rightful owner, you'll be richly rewarded.<br />
  
(10-50) The California Trails Solana 100 rooms
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QUESTCARD  105 AVALON ADVENTURES<br />
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The Main Quest in Avalon is of course to find and retrieve the Sacred Sickle of the Druids, (see Questcard 104). In fact just finding the way into Avalon is a Quest in itself. <br />
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But there are other adventures in Avalon...<br />
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105A  THE GUARDIAN OF GLASTONBURY TOR<br />
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Gwyn app Nupp not only lost the love of his life, one of his dogs ran away chasing rabbits. Since Gwyn guards the access to the top of Glastonbury Tor, it would be a good idea to keep on good terms with him.<br />
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105B  THE CHANGELING<br />
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A Pixie stole Amelia Brittle's baby, and put her own child in its place. Can you help Amelia to exchange the changeling back again?<br />
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105C  ELVEN BREAD<br />
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The famous Elven bread can only be baked on meal from the Durum wheat that grows on the plains of Avalon. Last year's harvest was a disaster, so the Baker in Elven Metropolis is waiting eagerly for this year's harvest. But the miller of Glastonbury isn't about to give it out for free...<br />
  
(10-50) San Francisco Harbour Solana 80 rooms
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[[#TOP|Back to top]]
  
(30-50) Victorian England Amber 230 rooms
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<span id="QUESTCARD_106">'''QUESTCARD 106'''</span>  THE PHILANDERING KNIGHT
  
(30-50) In The Wild Molly 400 rooms
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At the Crystal Castle way up in the northern sky, a young knight has a bit of a problem.  He is due at Camelot to face King Arthur for a promotion, but it seems he has lost his vestments during a party that somehow went a bit... wild...  <br />
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Apparently some of the young ladies involved took advantage of his incapacitated condition afterwards, and decided to play a practical joke on him.  <br />
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Now he cannot face the King without his knightly vestments.  He has a vague idea about what happened, but it would be embarrassing if he had to face those that took his vestments himself. Embarrassing and perhaps a bit awkward for a man that wishes to become a Knight of the Round Table.<br />
  
(30-50) The Railroad Molly 100 rooms
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[[#TOP|Back to top]]
  
==== Dodge City ====
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<span id="QUESTCARD_107">'''QUESTCARD 107'''</span>  THE SECRETS OF UTOPIA
  
This is the centre town of the Old West Dimension. In this typical western cattle town you will find the usual population of cowboys, cattle barons, shopkeepers, saloon girls, rustlers and drunkards. You will also find the usual supply of shops, saloons and other accommodations. The Sheriff in town, the legendary Matt Dillon, has a hard time keeping pace with the outlaw gangs, that seem to regard the local Bank as their private enterprise. From Dodge City a railway will take you to most of the western areas and towns.
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Is Utopia really the model society that it claims to be? On the surface everything may look fine, but there are hidden problems and a growing discontent among the citizens, even a Resistance movement...<br />
To get to Dodge City, just go to the Time Guardian and say "Old West".
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107A  THE SECRETS ARCHIVES<br />
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The main Quest is to help the journalist Josh Bannerford unveil the true history of Utopia, by finding the secret files in the City Archive. A good way to start, beside talking to Bannerford, would be to find the Meeting Room of the City Council, and eavesdrop on their sessions. <br />
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Other good places to gather info might be the Hair Saloon in the Shopping Mall, or the Southsider Pub, where the Resistance members usually meet. <br />
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It would also be a good idea to make friends with the members of the City Council, who naturally hold a lot of information.<br />
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107B  THE SOUTHSIDE PROBLEM<br />
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The City Council wants to renovate the Southside District, the oldest part of the city. The area is rather run down, so the plan is to level it with the ground, and rebuild it completely.<br />
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The Southsiders on the other hand like their area exactly as it is. They want to keep the character and just have the old houses carefully restored. They even want the entire area to be declared 'Cultural Heritage', since it was the first place the immigrants settled in when arriving on the planet.<br />
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Talk to Alicia Lovecraft, the leader of the Resistance, if you want to help them in their struggle.<br />
  
==== The Range ====
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[[#TOP|Back to top]]
  
In this rich grazing land there is a range war going on. Two large cattle barons, Mr. Greenhorne and Mr. Tinhorne, fight not only each other, but the small homesteaders and farmers in the neighbourhood as well. Much blood has been spilled already, homes have been burnt and gunmen from large parts of the West flock to the Powder River County to earn a fast buck on their gun. But the teenaged offspring of the rivalling ranchers have their own tastes and preferances. Young Love doesn't heed parentage or blood feuds, so there are several "Romeo and Juliet" affairs complicating life for the older generation. If you wish to join in the gunfights you can get there by going west from Dodge City - or, if you are lazy, just take the train and get off at the first watering place.
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<span id="QUESTCARD_108">'''QUESTCARD 108'''</span>  TOURIST TASKS IN UTOPIA
  
==== Legend ====
+
As a Tourist in Utopia there are several Quests that you can do to finance your stay:<br />
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108A  THE CENTENNIAL CELEBRATION<br />
 +
In the year to come, the Utopians will celebrate the City's 100th birthday, and the preparations are in full swing. Part of the celebrations is a big exhibition with items from other worlds and time periods. Each of the five Council members has got a list of six items that they need to collect. Naturally they'd appreciate the help of a seasoned Time Traveller like you.<br />
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108B  THE BIG GAME HUNT<br />
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Every month a Big Game Hunt is held outside the dome. To partake you need a special invitation, but the prey is said to be challenging and unusual, and there is a nice reward for whoever wins the Hunter of the Month title. <br />
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108C  THE CENTENNIAL DIAMOND<br />
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As a part of the centennial Celebration a diamond will be hidden somewhere in Utopia every day. The Citizens and visitors are encouraged to try to find it, and give it to Mz. Amy Vine, who will hand out a reward.<br />
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108D  SPECIAL PURVEYOR OF SHROOMS<br />
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Even though there are machines to harvest the pink moss and shrooms that are essential to the economy of Utopia, an enterprising visitor can make a good buck by collecting shrooms and trading them to Mr. Greaves of the UFF, who will also pay a good price for a beetle that eats the shrooms.<br />
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There might even be other buyers in the city willing to pay a bit more than he does. Also the intelligent harvesting machines tend to pick up other stuff from the ground, and may occasionally drop interesting things when killed. But there are many dangers outside the Dome, so watch out!<br />
  
This small mining town owes its existence not only to the railway but to the silver mines that were discovered north of the once very insignificant settlement. Now it has grown to a flourishing mining town and the owner of the silver mines has earned a small fortune and lives in luxury in a large and vulgar mansion, built from imported Italian Carrara marble. Needless to say the miners, who risk their health and lives extracting the ore from the mines, lead a life in poverty and squalor. Legend is the first real station on the railway between Dodge City and Tombstone.
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[[#TOP|Back to top]]
  
==== The Gold Mine ====
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<span id="QUESTCARD_109">'''QUESTCARD 109'''</span>  Trading in the Medieval Dimension
  
The gold rush of 1849 was followed by many others, in different places and at different times, but all fueled by poor laborers who saw a chance to get rich.
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Trading can be done in all Dimensions. But it's probably easiest in Medieval, since so many facilities, and so many Trading shops are gathered there. <br />
Most of these gold rushes occurred in the West, whether in California or Alaska, and mostly around the foothills of mountains. This mine is a typical successful gold mine, with about twenty to thirty miners, a cook, a foreman, a few dogs, and a lot of gold. It is deep in the outback, and these men are survivalists, who will do anything to protect their gold from thieves, even killing them... ESPECIALLY killing them... To get to this mine either follow the trail westwards from Dodge City, or if you want to do it the easy way; take the train in Dodge and get off it at the watering place in the hills (this will be the next stop after Legend).
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109A  FARMING<br />
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There are the 8 farming fields north of Olde Yorke, each yielding a different crop.<br />
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109B  GARDENING <br />
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There are also 8 Gardening facilites west of the city, where you can test your green fingers. <br />
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109C  LUMBERJACKING<br />
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You can lumberjack in the forests, (Talk to Jack the Lumberjack). <br />
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109D  COLLECTING BIRD'S EGGS<br />
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You can also collect bird's eggs, which several innkeepers and bakers will pay tradepoints for.<br />
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109E  COOKING AND CATERING<br />
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Eggs are also needed for Cooking/catering, as well as fresh fruits from the Orchard south of Olde Yorke, and milk products, which can be processed in the Dairy north of the city.<br />
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109F  CRAFTING<br />
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Northeast of Olde Yorke you'll find the Crafter's Alley, which holds the facilities for Textileworkers and many other crafts, that are yet still under development.<br />
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(More info in Questcards 50, 54, 75, 79, 82, and 114).<br />
  
==== Pueblo ====
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[[#TOP|Back to top]]
  
This mountain town is not yet finished.
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<span id="QUESTCARD_110">'''QUESTCARD 110'''</span>  THE FIGHT AGAINST EVIL
  
==== The Hole In The Wall ====
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The Counsel of the Beasthall has seen more death than victory over the last weeks. But with a recent discovery of a possible way to bring the fight to the enemy, now they need the help of a strong cunning hero to lead the way into the depths of horror itself. But to get to the entrance to the stronghold of evil, you need to first gain the trust of the inhabitants of the village Gelindril.<br />
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More about this in Questcard 111.<br />
  
In the wild and distant mountains west of Powder River County lies the famous stronghold of the outlaws, the Hole in the Wall. This remote valley can only be entered by a narrow and well guarded ravine, and men of the Law rarely venture in this direction. If you get off the railroad at the deserted watering place in these mountains, you do so at your own peril.
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<span id="QUESTCARD_111">'''QUESTCARD 111'''</span>  HELP THE GELINDRIL VILLAGERS
Butch Cassidy and the Sundance Kid and other members of the Wild Bunch are not men to be trifled with, and even though the pretty Etta Place and Laura Bullion might welcome some company in the lonely huts, they too know how to handle a gun.
 
If you REALLY wish to visit these outlaws, get off the train when it stops to fill water after Pueblo.
 
  
==== The Prairie ====
+
The villagers of Gelindril need the help of a strong and resourceful Time Traveler. By helping these people and earning their trust, you will eventually gain access to the Flying Fortress, where unspeakable evil resides.<br />
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111A  FIND THE MISSING DAUGHTER<br />
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The number of missing persons has steadily risen since the coming of the great war. One such person is the daughter of the city's steward, who would grant a great boon to whoever finds and rescues his daughter.<br />
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111B  HELP THE TRADESMEN<br />
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The recent and nearly endless war has stretched supplies thin, and the local tradesman of Gelindril are eager to take assistance from whomever they can. Beware, the people have grown to distrust strangers however, since the war has brought many a false "helper". Too often have they found themselves being betrayed by clever spies for the enemy.<br />
  
In this remote and wild part of the country, which is traversed by the Dodge City - Tombstone railway, two rivalling Indian tribes live their parallel lives, hunting buffalo and deer and fighting each other. The Apaches and the Comanches are both equestrian folks, superb riders and daring and skilled fighters on horseback. The tribes are natural enemies, and an Apache can rarely encounter a Comanche on the prairie without a fight breaking loose.
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[[#TOP|Back to top]]
However, they have a common and much more dangerous enemy - the White Man...
 
So if you chose to get off the train where it stops to fill water on the prairie, be prepared for some fighting.
 
  
==== Tombstone ====
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<span id="QUESTCARD_112">'''QUESTCARD 112'''</span>  Killer Klown Quests
  
Situated at the far south-east end of the railway, this Arizona outback town is the last frontier of civilisation. The veneer of civilisation is very thin however, the main part of the population consisting of outlaws, prospectors and rustlers. The Citizen's Committee have engaged the famous Wyatt Earp to clean up in town, and the Official Marshal, John Behan, who generally sides with the local Mafia, the Clanton Gang, isn't too happy about this situation. Nor are the Clantons - the Gunfight at O. K. Corral isn't far away. And with crack shots like the Earp brothers and Doc Holiday on one side of that fight, the local cemetery Boot Hill is likely to get some more inhabitants.
+
There are several quests, both easy or hard, that can be done in the Fun Fair.<br />
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112A  COLLECT COUPONS (Easy)<br />
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Look for coupons and win one of four cool prizes. <br />
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112B  THE LOST DAYCARE KIDS (Easy)<br />
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A Daycare Teacher has lost two of the kids in her group. She is naturally very worried, and the kids must be scared stiff. <br />
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112C  THE RUNAWAY MARSIPULAMI (Medium)<br />
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The male Marsipulami has run off too. His mate is unhappy, and Agatha, the bearded lady, is missing her pet. <br />
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112D  PIES OR KLOWNS? - JOIN THE FRACAS (Easy-Medium)<br />
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Even though the Killer Klowns and the Pie Monsters once were best buddies, they had a fallout, and are now mortal enemies. This may have something to do with both species having as their ultimate goal to rule the Universe. <br />
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So the High Pie Councillor might ask you to kill the klowns, and the Klown Kaptain might ask you to kill the Pie monsters, and you can choose to help either of them. Or maybe both, since people who want to rule the universe are usually best dead. <br />
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112E  SAVE THE FUN FAIR OWNER (Hard)<br />
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But the main Quest is of course to help the unlucky Fun Fair Owner to get rid of the Killer Klowns once and for all, by blowing up the spaceship that they came in. KABOOM!!! <br />
  
==== The Dirt Farm ====
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[[#TOP|Back to top]]
  
Directly east of Dodge City lies this small dirt farm. The road leading to it is not without its perils. And some might think that a small dirt farm isn't really worth the visit, only those who think so will be mistaken.
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<span id="QUESTCARD_113">'''QUESTCARD 113'''</span>  Save the Dragon Forest
This is not one of those ordinary dirt farms. Somehere inside it a rift in the Time Warp will throw you from the nineteenth century right into the twentieth. The farm may still look very much the same - the pigs wallowing in the mud are just as dirty. But somehow there is a difference all the same. And it's not just the television set in the living room. Maybe this is also why some of the stuff you'll find in this farm is better than you'd have expected from the humble surroundings?
 
  
==== Westward HO! ====
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It was said that the Dragon Queen's son, Angel was to be the savior of the Dragon Forest. But he hasn't been seen since the time of the Dragon Wars, which was centuries ago.  If only there was a way to get back to that time and save him...<br />
  
Westward ho! is the call of the Wagon Master, as the covered wagons set out on their long journey to the Promised Land. And westwards is where this trail is going to take you, along with all the other hopeful adventurers.
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[[#TOP|Back to top]]
The trail, known as the Peacemaker Trail, is leading from Dodge City in the east to Tombstone in the west, connecting all the Western zones along the route. It will be a rough and dangerous journey, the dangers increasing as you get further west - and further away from civilization. You are going to encounter wild animals, outlaws and savage Indians, gamblers, cowpunchers, gold-diggers and gunslingers, but also honest and hardworking farmers, trappers and prospectors. At times you may think that you lost the trail, in the wilderness, but there will always be a way to pick it up again. The journey will be a lot safer if you join a wagon train and go in one of the covered wagons called prairie ship. The safest way of all would of course be to go by train - but wouldn't it be a pity to miss all the adventures?
 
  
==== Llano Estacado ====
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<span id="QUESTCARD_114">'''QUESTCARD 114'''</span>  Trading in the Old West
  
This desert is not for the weak or the craven. The sun alone can kill you if you move along during daytime. And even if many desert animals are small, an astonishing amount are poisonous too. Then of course there are the Indians, fierce warriors, who guard the Holy Land of their ancestors.
+
There are many professions that you can earn TradePoints and Tokens from, while travelling in the Old West.<br />
And last but not least you'll have to deal with the bands of outlaws that pester this desert on the border between Mexico and Arizona. Many have ventured into Llano Estacado only to find their grave out there. They say there are treasures to be found in the burning sand, perhaps treasures buried by dying men. But to find those treasures you first need to find your way through the desert. And that may not ne so easy, since the stakes that gave the desert its name perpetually get moved by robber bands or indians, to lead the travelers astray. Beware! Once you enter the desert it may be hard to get out, so bring plenty of water and food along. They say that Llano Estacado separates the boys from the men...
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114A  RANCHING<br />
You will find the entrance to this desert in the Badlands east of Tombstone.
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Become a Rancher, in the 4D Ranch south of Dodge City. Raise your own herds of cattle, sheep or horses, and drive them to the Market.<br />
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114B  TRAPPING <br />
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Become a Trapper; trap, catch and skin fur animals and trade the skins in any of the Trading Posts - or develop them further. The Train Company also pays for dead buffalos - and Indians.<br />
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114C  GOLDMINING<br />
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Become a Prospector; pan for gold in the streams and rivers, use a cradle or sluicing box, or pry the ore directly from the bedrock. The Trading Posts may pay a better price than the Dry Gulch Office.<br />
 +
114D  LUMBERJACKING <br />
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Become a Lumberjack; There are large forests out west, and some customers pay a better price than the lumber mill near Olde Yorke. You'll find one lumbermill close to Legend and another near Coloma on the California trails.<br />
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114D  FARMING<br />
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There are large farming fields around Sutter's Fort on the California Trail, and several receivers of the crops inside the Fort.<br />
 +
A good way to start your career as a Rancher, Trapper or Prospector would be to visit one of the three Trading Posts along the Westward Ho Trail. Not only can you buy all the tools you need there, you can also trade most of your products to them. Not to mention that they are selling three very <br />
 +
useful MANUALS, about how to become a TRAPPER, a GOLDMINER or a RANCHER.<br />
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(More trading info in Questcards 50, 75, 79, 82 and 109).<br />
  
==== Dry Gulch II ====
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[[#TOP|Back to top]]
  
Situated off the beaten track in the northern parts of Powder Valley, there is little distinguishing Dry Gulch from dozens of other cattle towns strewn all over the grazing lands. It has the usual population of thirsty cowboys and ranch-owners, saloon girls, gamblers and badmen. It hasn't got a railroad station, so the cattle have to be driven from here to the track, far off to the south. But the grazing is good here, and some gold has been found in the nearby hills to the southwest. There is a new Gold-miners' Office opened in town. It even has a small newspaper of its own. The town is prospering in spite of the drought. It has been months since it last rained in Dry Gulch...
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<span id="QUESTCARD_115">'''QUESTCARD 115'''</span>  Quests out West
To get to this outback town, follow the dirt road from Dodge City until you pass the BAR-X Ranch to the north. Just after the ranch turn north at the road crossing, and you will be there in a few hundred miles.
 
  
==== Buffalo Bill's Great Circus ====
+
Apart from the numerous ways of earning Tradepoints and Tokens as a Trapper, Goldminer, Rancher or Lumberjack, there are also a number of more traditional quests that you could try out, as you travel from Dodge City to Tombstone by foot or on horseback.<br />
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115A  BRONGBRAT IS IN TROUBLE  (easy)<br />
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Brongbrat, the Strong Man in Buffalo Bill's Circus apparently needs some help.<br />
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115B  YEEEHAW!    (easy)<br />
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Apply as a RANCHHAND with any of the Bar-X or Circle-Y ranches. Perhaps the FOREMEN will have a task for you. You might even become a bronco buster...<br />
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115C  ASSIST THE LEGEND CITIZENS  (medium)<br />
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It seems that several of the people in Legend would like to use you as an errand boy - (or girl) - to cover up their own, somewhat shady business. But as long as they pay you well... Who cares?<br />
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115D  HELP THE TRAPPER  (medium)<br />
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The TRAPPER in the forest south of Legend has hurt his leg in one of his own traps. Embarrassing, right?<br />
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115E  FERRETING  (easy) <br />
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There is a serious RAT PROBLEM, both in Dry Gulch and Legend. If you are the lucky owner of a tame ferret, you could make a buck or two, by getting rid of the pests. It's even rumored that the Chinese pay for dead rats - you probably don't want to know why.<br />
  
Don't you love the Circus too? The sawdust, the acrobats, the animals - and the clowns...
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[[#TOP|Back to top]]
So join the crowd at the ticket lines, buy some goodies before the show starts, find your seat in the great circus tent. The band strikes up and there they all are. The Fat Lady, the Strongest Man on Earth, the elephants, the horses, the monkeys - and the clowns...
 
This zone was built by a Jester so you can expect some jokes and surprises.
 
The circus is touring about a bit, so it might be in any of the bigger cities of the Old West. But its main home base is Dodge City, where it can be found at the south end of Main Street.
 
  
==== The Racecourse ====
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<span id="QUESTCARD_116">'''QUESTCARD  116'''</span> More Quests Further West <br />
 +
If you tire of earning Tradepoints and Tokens as a Trapper, Rancher, Goldminer or Lumberjacker, you'll find many other quests out there. <br />
 +
116A  BUTCH CASSIDY IS BORED  (medium)<br />
 +
Sitting out the winter in the Hole in the Wall is extremely... well... boring. Maybe you can assist?<br />
 +
116B  HELP THE SETTLERS (hard) <br />
 +
Not all travelling west are headed for the California gold fields. Some went out looking for free land to farm. But the life of the settlers is hard and some of them really need help.<br />
 +
116C  INDIAN INVASION  (medium) <br />
 +
There are rumors of a STRANGE INDIAN TRIBE threatening war on the Prairie. You may be able to stop an invasion - or start one.<br />
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116D  INDIAN LOVE (very hard)<br />
 +
AYANA, the daughter of the APACHE Chief fell in love with the wrong boy, a NAVAHO. Both the fathers are vehemently against the match, but young love will usually find a way. Perhaps you can help them?<br />
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116E  TOMBSTONE TROUBLE  (medium) <br />
 +
Everyone knows about the controversy between the EARP BROTHERS and the CLANTON GANG. Eventually there will be a shootout in the OK Corral. But until then, both sides might be in the market for a skilled gunman. Talk to Old man Clanton or Marshal Wyatt Earp.<br />
  
This is not a common hack'n'slash area, where you hunt and kill mobs.
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[[#TOP|Back to top]]
Like the Arena it's a zone for personal contests, to test your skills against other players. But what you test in the Race Course is not your skill as a fighter, but as a rider.
 
3-10 players can take part in each race. It is a cross country track, 9300 meters long, and with 12 hurdles that you have to jump.
 
Easy, you think? Perhaps not quite as easy as it might seem. Quite a few have ended up flying over the neck of a refusing horse, or jumping the fence by mistake, to end up in the inner field.
 
And there are stories going around the Realms about the Ghost at the 11th Hurdle, a horse that once got killed there...
 
You need an imm and a minimum of three contestants to start a race, but you can always ride around the race to train by yourself.
 
The races will be held regularly and there will be a Challenge Cup in the Hall of Fame, where the winners of each Racing season will have their names engraved.
 
You'll find the Racecourse north of where the Timewarp lands you in Dodge.
 
  
==== The Mine ====
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<span id="QUESTCARD_117">'''QUESTCARD  117'''</span> Chinese Business<br />
 +
The Chinese navvies were imported from China as cheap labour for the railroad between Dodge and Tombstone. Some of them stayed behind to work in the Legend Mines, and when they later were run out of both the mines and the city, they set up camp south of Legend. Chinese people are not allowed to own land or stake claims, so now they make their living in other ways, mostly by trading - they even deal in drugs. Truth is that they have some rather shady business going on, partly involving the Legend citizens and miners. This usually means a fair chance to make some profit for any enterprising travellers.<br />
 +
But the Chinese have a social life too, and even though the families are spread over half the west, they still manage to keep in contact with each other, using a courier service. And presently there is a wedding planned, between two families in the Legend camp. Rumour has it that they may need some help with the wedding preparations. <br />
  
This is the zone that becomes exactly what you yourself make it to be.
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[[#TOP|Back to top]]
The tunnels are all there already, but they get connected by the players tunneling. You can mine for gold or metal ore, search for jewel deposits in the wall and maybe, if you are lucky, you will one day find the Dwarven Treasury, or mine right into the caves of Moria, where the legendary sword Orcrist can be found - the sword that develops...
 
To start a Mine you need to find a room with any of the following words in the Room Name: rock, sand, earth, stone, mine, soft, hard, cave.
 
You also need a Mining TOOL; a shovel or a pickaxe - or both.
 
You can buy basic mining equipment in the Mining Shop at the already existing Gold Mine in Old West Dimension. Later you'll find several sub-terranean shops in the Mine itself. Type help mine_index for a list of all Mine helpfiles.
 
  
==== The Ranch ====
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<span id="QUESTCARD_118">'''QUESTCARD 118'''</span>  Ali Baba's hidden Cavern
  
Did you ever want to be a cowboy? Guard the herds on the range in the moonshine, round up the steers and mustangs and drive them to the cattle market, where beef and hide fetches a good price... Thanks to our humping cows, this can now be a profitable pastime. We've opened a zone south of Dodge City, where prospective homesteaders can set up their own ranch. There are some predators roaming the range, so to get a good result you should fence your area in, and clear it from vermin. Then you can just let nature take its course. The animals will breed freely, and your herds will grow from day to day. You can sell them in Tombstone where the price is good, or slaughter them yourself for the meat and the raw materials you use for different handicraft skills. Hides, fleece and wool can be worked into clothes and armor. The cows also yield milk, which you'll be needing for some of the cooking recipes.
+
You have probably heard about Ali Baba and the 40 thieves, and the hidden cave with all the legendary treasures they collected on their raids to the Sultan's palace.  <br />
You can find info about ranching and herding the animals in The Rancher's Manual, sold by the Trading Posts, and also from posters on the north and east fence.
+
Now is your chance to find out if these legends are true.  Of course, you need to find your way through the desert to find the cavern first... And then figure out how to get into the cave...  <br />
More info about all this is in the Trader's Office near Recall.
+
But that shouldn't be too hard for a smart guy like you. <br />
 +
This zone is mainly for those who just left the Newbie zones, and are looking for something a bit more challenging, but still not too hard. It was created by one of the Helpers, so it has some easy quests, designed to teach you some of the things that are special for this Mud. <br />
 +
Things like listening, smelling, looking behind and under things and so on... <br />
 +
You will find the zone just east of the Gate that leads to the Old Carthage Excavation Camp. Or you can use the shortcut at the west end of Venture Way.<br />
  
==== Fort Sutter and Sutter's Mill ====
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[[#TOP|Back to top]]
  
GOLD DISCOVERED IN CALIFORNIA!
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<span id="QUESTCARD_119">'''QUESTCARD 119'''</span>  Pix's Puzzle Zone
Go West Young Man! Go West... and keep on going till you hit the Coloma River Valley (otherwise known as Sacramento today) in California. They say you can literally pick the gold up off the streets there, and plentiful to be had in any riverbed, stream and hill!
 
Situated off the old California and Sacramento Trails, the Fort is Sutter's pride, a hub of bustling activity. Up north off the rivers in the mountains, he operates a functioning lumber mill and grist mill at the mining town of Coloma. Maybe if you ask right, someone might even teach you to pan for gold!
 
  
==== Sutter's Mine, Coloma River Valley, California ====
+
This zone follows a different concept from 4D zones, and can be considered a Puzzle Zone. Completing the crossword will net a silver token, plus a very special item. <br />
 +
Typing 'map' in the zone shows eight horizontal lines, and they correspond to eight different words. And like traditional crosswords, there are clues in all of these rooms for you to figure out what these words are.<br />
 +
The goal of this zone is:<br />
 +
# Find out what these clues mean, and deduce the eight words they correspond to.
 +
# Find a way to input these words, and complete the zone.
 +
To help players with this zone, here are some hints:<br />
 +
# The Control Room is the key to solving this zone.
 +
# Each 'line', or group of rooms corresponding to a word follow a certain theme. Finding the theme may make it easier to decipher these clues.
 +
Happy puzzling, and enjoy the zone!<br />
 +
And for those needing an extra hint, look at the back of this questcard.<br />
  
For the determined moneygrubber -cough- more entrepreneurial spirit, I hear that Sutter set him up some mines up further in the mountains above the Coloma mining town! But beware... while the mines can be extremely lucrative and rewarding, they are chock full of danger... Mining hazards are not uncommon, among them gas pockets, collapses, claim jumpers and explosions... you will most likely find them there! But if you persevere, the reward you can reap will be more than worth the thrill and danger within!
+
back <br />
So whatcha waitin' fer? Get off your tookus, get yer gear together and get ya a horse and head on out!
+
There's this horizontal stretch 2s from the sign, and here are some hints for that stretch:<br />
 +
# Remember the room echoes and the inscription at the control room.
 +
# At the US-Mexican Border, what are the guards doing?
 +
# At the Stage of the Opera Populaire, what is the old man doing?
 +
# What is the alternative name for the Zijin Cheng?
  
==== The California and Sacramento Trails ====
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[[#TOP|Back to top]]
  
Long and arduous is the overland track to California. Travelers have their choice of routes. They can either traverse the Sacramento Trail on foot or via stage from Tombstone, which passes through the hot Sonora Desert and Death Valley. Alternatively, they can take the northern route on the California Trail from Pueblo, which passes by Salt Lake City and cuts through the high, cold Sierra Nevada Mountains and onto the famed Donner's Pass.
+
<span id="QUESTCARD_120">'''QUESTCARD 120'''</span>  THE GAME GRID
Either way, the trip is long and tiring and is best to stock up on supplies and lots of water... you're not likely to find much along the way - at least none that would be safe to drink!
 
  
==== San Francisco Harbour ====
+
The Game Grid is in a computer world where the MCP rules supreme.  Few users<br />
 +
dare challenge the MCP, as he mercilessly deletes those who oppose him.  The<br />
 +
computer programs carry items that help in defeating the MCP, but are afraid to<br />
 +
use them.  Can you be the user to beat him, and then escape the Game Grid?<br />
  
Since gold was discovered in California the entire world seems to be traveling there. Not only the hopeful golddiggers, but also all the enterprising people who plan to relieve them of some of their gold. More people actually get rich on selling supplies and tools to the golddiggers than the average golddiggers do themselves.
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[[#TOP|Back to top]]
Shiploads of supplies arrive every day, and by now the San Francisco harbour has developed into a real hub for seafarers, and is bustling with life.
 
Unfortunately many of the ships never reach their intended destination. Storms, currents and the dreaded Bermuda Triangle take their toll. Some think that the Bermuda Triangle is another of these parts of the world that is positively riddled with Timetraps. But to the seasoned Time traveler, this is no big deal.
 
As long as you arrive SOMEWHERE, who cares if you suddenly find yourself in Medieval England or ancient Greece instead of the 19th century harbour you set out for?
 
  
==== Victorian England ====
+
<span id="QUESTCARD_121">'''QUESTCARD 121'''</span>  THE ARABIAN DESERT
  
Step back in time to Victorian England, a city living in the shadow of a killer.
+
The Arabian Desert is a harsh and dangerous place, with its inhabitants eking out their living one day at a time. Most of them refuse to talk to strangers, but there might be one or two people who might open up to you.<br />
It's London 1888 and a monster known only as the Ripper is on the loose. Women are being slaughtered by this cold blooded killer and the citizens are depending on the famous detective Sherlock Holmes to bring him to justice. Along with Sherlock, meet other famous (or infamous) Victorian characters, Sweeney Todd, Mary Shelley, Dr Jekyll and Mr Hyde amongst them.
+
Someone has a vision from the Gods..but needs help to realize it.<br />
Visit the horrors of a Victorian mental asylum, encounter the problems of being female in a society where women are treated as inferior to men, or stroll on down to Hyde Park and just chill out with your sweetheart on a rug beneath a tree. To enter this zone you can take a steamship from the Harbour of San Francisco. Or you might prefer a shortcut through the hologram version of Madame Tussaud's Wax Cabinet in the FutureMall, where you might be able to find a Timetrap in some of the Tableaux. So.... grab your nanny goat, put on your titfer and use some spit and polish on those yabba-dabba-doo's. Get your khyber pass on over to London and become part of the greatest mystery never to be solved!
+
Tales tell of a mysterious forest in the desert - perhaps someone dwelling there might need your assistance?<br />
 +
An ancient prophecy lies buried somewhere in the desert, foretelling the destruction of the earth. <br />
 +
You can look at the back of the card for more information.<br />
  
==== In The Wild ====
+
back<br />
 +
This Questcard doubles as a prototype Quest Journal for the Arabian Desert. To activate this card, HOLD it in your hands, and type questcheck.<br />
 +
If you think you have screwed up some quests in this zone, you can reset the questflags by HOLDing the card and typing questcheck reset.<br />
  
East of the Range and south of Legend city lies a relatively untouched wilderness. The east part consists of an open hilly landscape, while the west part is covered by a dense forest. The animal life is rich and varied, and both hunters and trappers frequent this area in their search for game. But this wilderness is not completely untouched. The railway between Dodge City and Tombstone cuts through it like an open wound. And since gold has recently been discovered in the little creek that winds its way through the forest, it has been invaded by golddiggers, who have set up camp beside the creek.
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[[#TOP|Back to top]]
There is another camp in the forest too, inhabited by a group of Chinese, who former worked as navvies on the railroad and in the Legend Mines.
 
But mostly this 400 room zone is populated by animals of all kinds. For those that like collecting tokens and tradepoints, it offers many new possibilities, with the new features; trapping, skinning, goldpanning and prospecting.
 
  
==== The Railway ====
+
<span id="QUESTCARD_122">'''QUESTCARD 122'''</span>  CRIMINAL MASTERMINDS OF VICTORIAN ENGLAND
  
It has taken many years to complete the railway between Dodge City and Tombstone, and many lives have been spilled during the hard and risky contruction work in trackless wilderness.
+
1) The Ticking Tower<br />
Many of the navvies were imported from China, as cheap labour, and after the project was finished, they found themselves stranded in a foreign land, where they had no rights and few friends. But the Chinese are an industrious people, and even though they are not allowed to own land, they have spread all over the west, always finding a way, not just to survive, but to prosper.
+
The criminal mastermind, Professor Moriarty, is running amok in south London, backing all manner of criminal activity. While Sherlock is laid up in his house at 221B Baker Street, he sent Watson to investigate the scene. But now Watson is missing and Chief Inspector Lestrade has no idea where to begin. The clues will take you far and wide, can you save Watson and defeat Moriarty?<br />
From the flat, grassy cattle land around Dodge, through the vast forests, over the great mountain range, and down into the wide prairie and badlands around Tombstone, runs the seemingly endless steal track. And with the railway came an equally endless stream of adventurers, fortune hunters, riff raff and scum, taking advantage of the new easy transportation from east to west.
 
Others prefer to walk the stretch, finding the railway track a safer and simpler path to follow, than venturing through the wilderness without visible directions. But beware! Even though the railway may seem safe, since it is avoided by most animals, you always run the risk of being run over by a train.
 
  
=== The Future Dimensions ===
+
2) Blood In The Streets<br />
 +
A foreign Count recently arrived in London and a sudden rash of bloodless corpses has littered the streets. Only Abraham Van Helsing has the experience necessary to end the terror, but the agents of darkness have scattered his weaponry to prevent the final showdown between good and evil.<br />
  
The Future Dimension is based on a large space grid, about 25000 rooms. In some places the grid is 3-dimensional. From this main grid you reach the different planets and spaceships, which are the actual zones.
+
3) Reanimation<br />
You cannot enter Outer Space without a spacesuit, because the lack of air will kill you in a few seconds. To move about in this vast universe, you also need either a spacebike or a spaceship. And even within a spaceship, it's better to keep the spacesuit on, in case the ship is damaged by a meteorite.
+
Strange things are happening in Castle Frankenstein, ghastly things involving bloody organs and fresh corpses. A visiting lecturer in the Royal College may have some important insight. While an angry mob attacks the gates, Victor Frankenstein frantically seeks to unlock the secrets of life and death.<br />
There are several sectors or planet systems, smaller grids that you reach by going down or up from the main grid, in total 800 more grid rooms. Also there are some space stations and spaceships in orbit, or drifting, abandoned.
 
Most of the areas in the Future Dimension can be reached by public Space Shuttles or Transporter from the Main Space Port. Here you can also usually buy a spacebike or 'borrow' a spaceship, if you want to explore Outer Space on your own. The best ships can be found on other planets however.
 
The Orientation Room, east of where you enter the Main Spaceport, will teach you all that you need about using the spaceships and navigating in open space. It is recommended that you check out the computer in that room, before venturing into space on your own, because there are numerous risks out there. (The main ones being the Suns, which will burn you to a crisp, if you fly your ship into one).
 
Some locations, like the Alpha Centauri Planets and the Intergalactic Trading Centers can only be reached using an individual spaceship or a spacebike. Some of the bigger Planets, like Pleasure Planet and Poon, also consist of several zones.
 
  
Levels Zone Name Builder Size
+
4) A Jolly Holiday<br />
 +
Mary Poppins just wants to take the lovely Banks children on a tour of London, maybe even visit her good friend Burt, the famous Chimneysweep. But Mr. Banks is a sourpuss and thinks children should be at study, not at play. Can you help the kids a little, maybe even give them the time of their lives?<br />
  
(10-50) Utopia Snowbird and Molly 300 rooms
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[[#TOP|Back to top]]
  
(10-30) Future Golf Course Kenneth/Sonya 100 rooms
+
<span id="QUESTCARD_123">'''QUESTCARD 123'''</span>  VICTORIAN CITIZENS IN NEED
  
(35-50) Android Punk Concert Kalsan/Sonya 90 rooms
+
1) A Scientific Breakthrough<br />
 +
Doctor Griffin has finally made a breakthrough in optical science, permanently altering the human body's refractive index. While us Time Travelers have already mastered these skills, he may have something else of great value... if you can find him.<br />
  
(30-50) Star Wars Palpatine/Sonya 210 rooms
+
2) The Fate Of An Overseer<br />
 +
The overseer of the London Steamworks ran a fierce workforce, taking no grief and offering no quarter. Did the boilermakers rise up and knock him down?<br />
  
(05-10) Planet Endor - 30 rooms
+
3) Brother Seeking Father<br />
 +
Father Francis has gone missing and is nowhere to be found. Brother Jonas has hunted high and low, but cannot seem to find him. Is it too late?<br />
  
(12-50) Planet Dagobah - 20 rooms
+
4) Great Expectations Thwarted<br />
 +
Edwin Drood, Abel Magwich and Phillip Pirrip are down on their luck and in need of assistance. Can you help them fulfill their great expectations?<br />
  
(05-50) Planet Tattoine - 60 rooms
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[[#TOP|Back to top]]
  
(10-50) Planet Hoth - 30 rooms
+
<span id="QUESTCARD_124">'''QUESTCARD 124'''</span>  NEWBIE ROYAL FOREST
  
(30-50) Death Star - 140 rooms
+
Just northeast of Olde York, the Royal Forest awaits young explorers.  Whether you uncover the
 +
various quests, discover hidden rewards, or collect animal skins for trading, there is much to do
 +
for the recent arrivals to 4D.<br/>
  
(30-50) Necromunda II Slaanesh/Molly 100 rooms
+
- A shepherd has lost his flock, can you help him out?<br/>
 +
- Pests are running rampant through the Royal Forest, and the warden will pay nicely for your
 +
assistance.<br/>
 +
- Wolves are a nuisance as well.  Their ears fetch a high price.<br/>
 +
- One of the game wardens has gone missing, his daughter needs your help to find him.<br/>
 +
- Legends tell of a gang of Irish robbers who stashed their treasure in the Royal Forest.  Can you
 +
locate the map?<br/>
  
(20-40) Spaceship Titanic Persuter 60 rooms
+
[[#TOP|Back to top]]
  
(30-50) Little Italy Darkwolf and Annie 100 rooms
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<span id="QUESTCARD_125">'''QUESTCARD 125'''</span>  THE PATH OF AWAKENING
  
(40-50) Queltorian Sector Darkwolf 130 rooms
+
The Force Awoke, but Rey and Fin have disappeared somewhere in the desert wastes of Jakku.  While the First Order hunts for a missing ball-droid, Poe Dameron could use a little help repairing his X-Wing fighter.  The desert sands are full of secrets and junk traders will pay handsomely for them.  Tread lightly, these are your first steps into a bigger world.<br/>
  
(10-50) The Space Harbour Palpatine 50 rooms
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[[#TOP|Back to top]]
  
(20-40) Jurassic Park Drake 70 rooms
+
<span id="QUESTCARD_126">'''QUESTCARD 126'''</span>  THE ORC UPRISING
  
(10-50) Pleasure Planet Molly 100 rooms
+
Calling all Worg Riders!!  Save Old Yorke!!<br/>
 +
Somewhere south of Yorke, the fragile peace between the goblins and the orcs has<br/>
 +
been shattered, and the goblins are the only thing left to prevent an all-out<br/>
 +
war between the humans and the orcs.  Though the goblins may be holding the orcs<br/>
 +
at bay, their reserves of combat-ready warriors wearing thin.  But, the fight<br/>
 +
against the orcs is fearsome, and only Worg Riders are welcome to join.  Find<br/>
 +
General Griel and enlist before it's too late.  Save Old Yorke by saving the<br/>
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goblins.<br/>
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[[#TOP|Back to top]]
  
(30-40) New Goznemia MaccabiTa 50 rooms
+
<span id="QUESTCARD_127">'''QUESTCARD 127'''</span> THE MYSTERIES OF THE SOUTHERN RANGE
  
(40-60) Down Under Cali 220 rooms
+
Only a few true seekers in the game have even discovered the Southern Bend.
 +
The realms continue beyond the simple trail that leads from Odessin to the
 +
eastern seas.  The mountains that loom above the Bend hold mysteries that await
 +
solving, if only to find the path to the City on the Sea far to the south.<br/>
  
(20-50) Terramort Martin 80 rooms
+
[[#TOP|Back to top]]
  
(30-50) The Outback Cali 400 rooms
+
<span id="QUESTCARD_128>'''QUESTCARD 128''' THE KINGDOM OF XANTH
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Before she retired years ago, Fenix left us an unfinished zone modeled after the
 +
Xanth series of books.  Now you can visit her re-mastered work and help King Dor
 +
lead the realms into peace and prosperity.  Complete with characters from the 47
 +
different books in the series, you'll be sure to bump into someone you know. 
 +
Check-in with Sorceress Iris to get an appointment to see the king.<br/>
  
(10-50) Outer Space Grid Kalten 2500 rooms
+
[[#TOP|Back to top]]
 
 
(10-50) Corellian Sector Grid Kalten 100 rooms
 
 
 
(10-50) Earth Atmosphere Grid Kalten 100 rooms
 
 
 
(30-50) Alpha Centauri Grid Molly 100 rooms
 
 
 
(30-50) Alpha Centauri Planets Molly 200 rooms
 
 
 
(10-40) Planet Lovenbroy - 35 rooms
 
 
 
(30-50) Planet Slunch - 30 rooms
 
 
 
(30-50) Planet Yalc - 40 rooms
 
 
 
(20-50) Planet Yudore - 20 rooms
 
 
 
(10-40) Asteroid 95739-A - 30 rooms
 
 
 
(10-50) Space Utilities - 45 rooms
 
 
 
(30-50) Planet Poon Molly 400 rooms
 
 
 
(20-50) Poon Towers 100 rooms
 
 
 
(30-40) Poon Oceanr 100 rooms
 
 
 
(40-50) Poon Underwater 200 rooms
 
 
 
(30-50) Quixotica Sonya 200 rooms
 
 
 
(30-50) Cosmo Canyon Seraphine 200 rooms
 
 
 
(10-30) The Game Grid Sonya 100 rooms
 
 
 
(20-40) Jurassic Ocean Sonya 100 rooms
 
 
 
(20-40) Planet Reptilia Gilthoniel 90 rooms
 
 
 
(10-30) The Orbiter Durgan 60 rooms
 
 
 
(50-70) The Dark Planet Sonya 100 rooms
 
 
 
(10-50) The Planet Whotvar Durgan 85 rooms
 
 
 
(30-50) Whotvar II Durgan 85 rooms
 
 
 
(10-50) The Spaceport Mall Sonya and Katriel 200 rooms
 
 
 
(40-60) Quix II Sonya and Kita 100 rooms
 
 
 
(10-50) The Fun Fair Gilgamesh, Molly and Diandra 100 rooms
 
 
 
(10-50) Killer Klowns Alabastor, Diandra and Jaros 100 rooms
 
 
 
==== Utopia ====
 
 
 
This large and very wonderful city is the centre of New Earth in the year of 3050. It is a vast and fantastic city, where you can have almost all your wishes fulfilled. Under the firm and enlightened rule of the beloved Leader, Big Brother, Utopia prospers and expands. The shops are well stocked, the hotels and restaurants are the best in known Universe. The streets and parks are clean and safe and everybody is happy as hell - or...? There seems to be a discord here somewhere. Maybe it is the bureaucracy, that seems to have grown out of hand? Maybe it's the taxes, that really ARE a bit high?
 
Or maybe it is something else... some deeper and more sinister rot...?
 
 
 
The Spaceship "UTOPIA'S PERFECTION" in Bay 1 on level 1 in the Space Harbour will take you to this magnificent and wondrous city.
 
 
 
==== The Future Golf Course ====
 
 
 
Isn't it fantastic how some things persist? The game of golf is said to have been invented by a bored Neanderthal man, who started hitting a round stone with a stick. And here you are, in the year of 3012, and there STILL is a golf course around! Of course all the caddies - and even some of the players - are androids from the Android Factory. And of course Man, who is always resourceful and inventive, has created a few ingenious means of assistance.
 
But basically the game is the same, only so much better. Didn't you always want a built-in corrector for your unfortunate hook? Well, here you can buy some useful things at the pro shop...
 
The space shuttle "Nine Iron" in Bay 2 on level 1 in the Space Harbour will take you to the part of the "Pleasure Planet" where you can get yourself a good old-fashioned game of golf.
 
 
 
==== The Android Punk Concert ====
 
 
 
They say androids are almost in every way impossible to separate from humans. They look, talk and act like humans. They even have the same interests in games, music and other pastimes. Of course, the android music taste tends to be a bit nostalgic, going back to the late nineties, when the first androids were created at the newly started Android Factory. So here the NOFX Punk Band of 1998 has been recreated in the year of 3012. The members of the band are all androids and so is most of the audience. Regretful to say, the android teenagers are not a bit better than some human adolescents. They act in a really immature way, shooting drugs, picking fights and generally being a nuisance. So this concert could be a deadly experience...
 
The spaceshuttle "The Wild Rush" in Bay 3 on level 1 of the Space Port will take you to the "Pleasure Planet" and the Android Punk Concert.
 
 
 
==== Star Wars ====
 
 
 
Join the Star Wars between the Empire and the Rebels! Search for the wise Master Yoda on the swamp planet Dagobah, to get the knowledge of how to become a Jedi Knight. Visit the cute Ewoks on the planet of Endor, or travel to the desert planet Tatooine, where Boba Fett awaits you, trapped in the cave guarded by the monstrous tentacles of sarlacc. Or try to rescue Princess Leia from her cruel fate, imprisoned by the monstrous Jabba the Hutt, who forces her to dance before him with the other unfortunate slaves.
 
And - if you are strong enough and dedicated enough - you may venture to the Death Star, where Darth Vader, the leader of the evil Jedi Knights, awaits you and young Luke Skywalker, who is the leader of the bright forces in this future World. And May the Force be with you! - You are going to need it!
 
Your journey starts at Bay 4 on level 2 in the Space Harbour, and from there you will have to choose different spaceships dependant on your destination.
 
 
 
==== Necromunda ====
 
 
 
After the apocalypse in 2509 Arconia was inhabitable for many years. The only way to survive was in hermetically closed cities under glass domes, where the atmosphere could be cleansed from radioactive particles and poisonous gas in special filters. Necromunda is one of those artificial towns, on the verge of extinction. It's a closed and confined world, and a hard and merciless world too, where the struggle for survival is what fills most of the time for its inhabitants. Still - there are some compensations. The shops of Necromunda have some of the best weapons in Universe, and there is also the universal famous Library of Necromunda. In it you can find books that give the background to Necromunda's foundation, and the dark threat that is still hanging over it - the Demonic Hordes, the Chaos Lords...
 
The space-shuttle "Chaos Lords" in Bay 5 on level 2 of the Space Port will take you to this domed - and doomed - city.
 
 
 
==== Spaceship Titanic ====
 
 
 
Drifting helplessly in outer space is this giant wreck of a spaceship, once the pride of the Cartesian space fleet, offering immense luxury to its passengers, now just a dead shell. Most of the levels are decompressed, and almost all life is extinct, except for the giant rats and other mutant creatures, that now present a threat to unsuspecting visitors. Some of the maintenance robots and androids are still working though - so watch out if you enter the Command Central. And some of the robots may be malfunctioning too - after all, what can you expect from a mere machine, after centuries and centuries without any care and maintenance?
 
The Space shuttle Explorer in Bay 7 on level 2 of the Space Port might take you to this ship, that is if you pay the captain enough for his trouble.
 
 
 
==== Little Italy ====
 
 
 
The "Pleasure Planet" is a small asteroid covered with a transparent dome to maintain a breathable atmosphere. This is the place where all space crews go to seek recreation and entertainment between the space voyages.
 
And since most spacemen for some reason like to wallow in Nostalgia, large areas of this asteroid have been recreated to resemble Old Earth in time periods long gone. So if you enter the Video Game Arcade on Nostalgia Street, you can indulge in a game that will send you back to the Mafia period of the 1930s, when the Mob were ruling the city and there was a speakeasy in almost every corner. USA during the Prohibition was a place of crime abundant, so expect to find some major trouble here. This is also the home territory of the Sicilian Clan, who tend to regard this city as their private territory. Only lately some competition has arrived - Don Meatballa, a rivalling Mafia Don with ambitions. All is set for a small Gangster war, in best Mafia traditions.
 
The spaceshuttle "The Wild Rush" in Bay 3 on level 1 of the Space Port will take you to the Pleasure Planet and Little Italy.
 
 
 
==== Queltorian Sector (former known as Outer Space) ====
 
 
 
"Have spacesuit, will travel"... This is the zone for all of you who think that regular space voyages are for sissies. This is the REAL thing, the endless Outer Space, with all its grandeur, majesty, perils and adventure. Of course you may have to steal a spacesuit in the Service Bay of the Space Port to get there, but since when did little details like that stop any resourceful adventurer? And once out there - the possibilities are almost endless. And so are the dangers. If you manage to stay clear of the dreaded BLACK HOLES there are several planets and asteroids waiting to be explored. And even if the spaceship that's drifting deserted in outer space seems quite a bit damaged, the driving devices are still intact and so is the central computer...
 
The ROGER YOUNG TRANSPORT 23 will take you there from the Central Space Harbor, for a modest fee.
 
 
 
==== The Space Harbour ====
 
 
 
This is where you start your journey into Outer Space. The Centerpoint Space Harbour on Old Earth has public space shuttles to most of the planet systems, except for the most remote parts of the Galaxy. It also has a small port for private space traffic, with a hangar, a maintenance room for spacecraft and above all a Briefing Room, where you can get all necessary information for trying your luck as your own space pilot. It also holds facilities such as the Esper Guild, the Space Bank and Palpatine's Bar. And the Wide Blue Yonder Bar, reserved for Roleplayers, is the main hangout for the infamous gossip journalist, known to the world only as Tabloid.
 
 
 
==== Jurassic Park ====
 
 
 
You have no doubt heard about Jurassic Park, that grand and exciting experiment in gene manipulation, which presented the Star attraction on the Pleasure Planet; a large and exciting Dinosaur Park open to visitors and one of the most popular Holiday destinations. Protected by super-reinforced steel cars the visitors could travel safely through the park, regarding the majestic Brontosaurus bathing in the sea, or the frightening Tyrannosaurus Rex on its hunt for prey. It was a thrilling experience, although totally without danger for the visitors, due to the extensive safety precautions.
 
And yet something went wrong. You have no doubt heard all about that too, since the media were filled with it for weeks after the disaster. Jurassic Park is still there. The Dinosaurs are still there. But no visitors go there any more, unless they are very foolish - or foolhardy...
 
The spaceshuttle "The Wild Rush" in Bay 3 on level 1 of the Space Port will take you there, in case you are one of those...
 
 
 
==== The Pleasure Planet ====
 
 
 
This small world, built on an asteroid without any natural atmosphere, has been created for two reasons only. The official reason is to offer all visitors and tourists a really good time, regardless of their tastes and preferences. The Pleasure Planet has something for everybody. But the more important - and secret - reason is for the owners to make as big a profit as possible. So everything on the Pleasure Planet is appallingly expensive. The Authorities claim that this is necessary, due to the high price of transporting supplies with hyperdrive spaceships, and the high maintenance cost of the airtight domes that are necessary to keep a breathable atmosphere. They may have a point there, but nevertheless they still make a good buck for themselves. The tourists all seem pretty much happy however. Only... Lately there has been some rumors. There is... something ... in the sewers of the asteroid, something that shouldn't really be there. Some mutant perhaps. Anyway, if you go there, better stay out of the sewers and stick to the Pleasure Quarters. Come to think about it, maybe better stay out of the east parts of Pleasure City too...
 
The spaceshuttle "The Wild Rush" in Bay 3 on level 1 of the Space Port will take you to this Asteroid. Have a fun time!
 
 
 
==== New Goznemia ====
 
 
 
The City of Gold and Lead should be perfect for players between level 30 and 40 and can probably be played from level 20 up, if you have decent equipment. It has a great storyline, and I am sure you'll all want to help those unfortunate young humans held enslaved by an alien and cruel race. Especially since these aliens really look repulsive - three eyes, three legs and three tentacles. YUK!
 
As you probably already figured out, it is a Future zone, and you will find the space shuttle taking you to it in Docking Bay 8, fourth level of The Space Harbour. Oh - and by the way, maybe it would be a good idea to be a bit careful about watching TV so much in the future, eh? Considering this was the way those Aliens enslaved the human youths of that city in the first place...
 
 
 
==== Down Under ====
 
 
 
Ever been to Australia? This zone will take you there - not to present day Australia, but to what it may look like in a not-so-far future...
 
This is the funniest zone I have seen for a long time, and the Builder, Cali, won the Builder of the Month award for it.
 
But I have to warn you, this is a hard one. And I don't mean hard just in the sense of tough mobs, it's tricky too. You won't be able to get through this zone by brawn alone, you've got to - *gasp* - use your brain too!
 
Sure you can have some fun, kill a few tourists and punks, maybe even fall into the odd DT, but to get to the REAL cool, kinky stuff that I know y'all yearn for, you will have to solve quite a few puzzles.
 
Yeah, it sucks doesn't it? And I guess you all know just how devious and evil Cali can be...
 
So take the jet from level 4 in the Spaceport, have fun and be sure not to miss the Mardi Grass Parade... *snicker*
 
 
 
==== Terramort ====
 
 
 
After the third apocalypse the planet lies barren and almost deserted. The human race that once ruled the Earth is extinct, and only a few hardy animal species have survived. Some of them are good and helpful, and have built a safe refuge in the Redwall Abbey in the middle of the large Mossflower Wood. But their sanctuary is threatened by the Vermin, evil and vicious animals - wolves, weasels, ferrets, and rats - who take a pleasure in killing the good and innocent. Which side will you take in this struggle?
 
The reward you can get may be dependant on your choice.
 
You can reach this world if you take the space shuttle from level 4 in the Space Port - but expect something bad to happen on the way...
 
 
 
==== The Outback ====
 
 
 
Australia is not just large cities, like Sydney and Melbourne. It's also the Outback, the home of the Aborigines, the trackless wilderness, where you can travel for days without encountering more than a few Kangaroos. It's a land of contrasts, vast eucalyptus forests, rocky mountains, seemingly endless swamps, but also grassland where sheep and cattle graze.
 
It's a land of perils, with several kinds of poisonous snakes, aggressive crocodiles - and even the cute Koalas are not as innocent as they look.
 
It's a land of legends, mostly unchanged since the Stone Age, legends like the one about the Rainbow Snake, carried from generation to generation by the aborigines and the paintings in caves and on perpendicular cliff faces. It's a land for tough and hardened men, like Crocodile Dundee.
 
Are you tough enough to venture out there? The only way to reach it is over Downunder, and you need to find the entrance yourself.
 
 
 
==== Outer Space Grid ====
 
 
 
This grid is enormous. Like Space itself it has no end. You must travel for years and years in your spaceship to reach the far out Galaxies where riches and adventures await you. Virgin planets and asteroids, ripe to explore and exploit. Galactic Trading Centers, where you can trade your goods. Black holes, blazing Suns, comets, meteors and meteorites are some of the hazards on the galactic odyssey. Fly your own spaceship, engage in fights with other pilots. Maybe you can blast their ship out of existence with your missile launchers and steal their cargo! Maybe the same thing will happen to you. So what? That's life in Outer Space.
 
This grid is the entrance to every planet in the future Dimension.
 
You can get a lot more information from the computers in the spaceships, or the Briefing Room, east of where you enter the Central Spaceport.
 
 
 
==== Corellian Sector Grid ====
 
 
 
This part of Outer Space holds the planets Endor, Dagobah, Tattooine and Hoth, known to space travel since ages. Around it the Death Star patrols, always on the lookout for the Rebel scum. Now this sector of Space can not only be reach by public transport. You can go their in your own spaceship, engage in real space fights.
 
Or a shuttle in Bay 4 on level 2 in the Space Harbour, will take you to the Corellian Centerpoint, and from there you will have to choose different spaceships dependant on your destination.
 
You can get a lot more information from the computers in the spaceships, or the Briefing Room, east of where you enter the Central Spaceport.
 
 
 
==== Earth Atmosphere Grid ====
 
 
 
Wrapped around the planet Earth, its atmosphere provides access to five space harbours and is fully accessible for spaceships of all kinds. We Terrans tend to regard us as the center of the Universe - how presumptuous we are! But in this case there is some truth to the belief. Old Earth is really as close to the center of the Space Grid that you can get and from there all the space jorneys start.
 
Currently there are 3 landing points on Earth, apart from the Centerpoint Space Harbour: Downunder, Terramort and Goznemia.
 
You can get a lot more information from the computers in the spaceships, or the Briefing Room, east of where you enter the Central Spaceport.
 
 
 
==== Alpha Centauri Sector Grid ====
 
 
 
Five planets and an Asteroid circle the Alpha Centauri Star. The planets all have different nature and different perils. But they also have their own natural assets, that can be exploited and sold at the Intergalacic Trading Centers.
 
The Alpha Centauri Planets are: Poon, Lovenbroy, Slunch, Yalc, Yudore and Asteroid 95739-A.
 
Currently there is no public space shuttle to this part of the galaxy. You will have to go by your own spaceship.
 
You can get a lot more information from the computers in the spaceships, or the Briefing Room, east of where you enter the Central Spaceport.
 
 
 
==== The Alpha Centauri Planets ====
 
 
 
The planets in the Alpha Centauri system have very different conditions.
 
LOVENBROY is a bucolic planet, mostly known for the famous Bacchus Wine. They say that anyone who ever tasted it, never drinks anything else. The planet has some mineral deposits, but the stubborn natives refuse to exploit them, preferring agriculture to mining. As a consequence Lovenbroy is a most attractive planet, with clean air and happy people.
 
SLUNCH is about the most dismal place you could imagine, The cinder storms, the daily mud eruptions, the mudcrabs that eat almost anything solid - the entire planet is grime, mud and slush. It has only one natural asset, the berp-nuts, but the natives are too lazy to grow them in any amounts.
 
YALC is known for two things, the Voom Festival and the fantastic glassware produced there. Since the planet's deposits of the silicon sand needed for the production are long since extinct, very small amounts of this glass is exported. All broken glass is recycled or used as decoration on the Temples.
 
YUDORE is a forest covered planet, not yet explored, and very little is known about its nature or whether there are any intelligent life forms. In spite of this, two different planets have claimed possession of the planet and an armed conflict is brewing.
 
ASTEROID 95739-A is almost completely covered in a deposit of the very valuable material known as collapsed crystal. But don't get your hopes up too high about exploiting it. Two different firms have already staked their claim and a litigation suit is in process.
 
 
 
==== Planet Poon ====
 
 
 
The Planet Poon is the center of the Alpha Centauri Sector, and by far the largest of the planets. 90 percent of the surface is covered with ocean, and the planet can best be described as underdeveloped. Still it is the centerpoint of the sector and the main focus of interest for all other planets in that part of the Galaxy. It is also the center of cosmic diplomacy and machiavellian intrigue. Why? The explanation is easy: GOLD!
 
There is only one snag; the stubborn locals refuse to exploit it, or to allow foreign interests to do so. They prefer fishing and weaving baskets!
 
Can you believe it?
 
 
 
==== Quixotica ====
 
 
 
Mass killings. Destruction. Anarchy. If that's your idea of fun, you'll have to go somewhere else, cause you wont find it here. What you will find among the trees and plants in this beautiful dome are showcases for things of a different nature from across the known, and some questionable, Dimensions. There are shops filled with fabulous finds, restaurants and bars stocked with tempting treats. There is gambling galore, a Lightcycle Racing Grid, you can even take a shot at the Intergalactic Heavyweight Champion, Jaal'ker. If you can't see or do it all in one day, stay overnight at the Shangri-La Hotel where you are sure to find our exclusive holosuites to your liking.
 
Not as accessible, but throughout the park, you may find portals to other worlds. Some of these are dangerous, others just strange. To make exploring these worlds and the main dome a bit easier, the management at Quixotica Inc. has made every effort to remove all Death Traps from the areas, so in that respect you may explore safely.
 
Quixotica, a place for the bizarre and unusual, can be found on Pleasure Planet, the entrance is from Fat Walk, in the west part of Pleasure City.
 
 
 
==== Cosmo Canyon ====
 
 
 
On a slowly dying planet, many journey to Cosmo Canyon to seek refuge and gain knowledge of Planet Life. Through ravines of red and gold dry earth many come by vehicle, airship or chocobo to seek the wisdom of the Elders or just be in a relaxing atmosphere. The people of Cosmo Canyon know the importance of Lifestream, the blood of the planet that feeds all living things and are starting to feel a weight of hopelessness as it diminishes.
 
On the canyon cliffs homes and buildings are built, and at the highest summit of the canyon is the Bugen Research Center - famous for its earth studying equipment and observatories.
 
You can reach Cosmo Canyon in the Sirius system (x;22, y;02), or catch a ride with Cid at the Future Space Harbor, (Docking Bay 12, level 0).
 
 
 
==== The Game Grid ====
 
 
 
Get pulled into a computer world where binary rules. Make your way through this game grid to eventually reach the MCP who has been taking programs captive as part of his actuarial program. There are a few users on the grid trying to get to him too. Maybe you can beat them there, or even kill them so the MCP can continue to take over the computer world. This low level zone is purely hack n' slash. You can get there by going to the Experience Room, 1 south of the entrance to the Future Spaceport and and entering the laser laboratory to the east there. Or use the shortcut in the east end of Venture Way.
 
 
 
==== Jurassic Ocean ====
 
 
 
The Jurassic Ocean is in the same dome as Jurassic Park of course. The same geneticists who created the land animals thought it would be interesting to create water animals too. What they were thinking, nobody will ever know since they were the first to die when the dinosaurs took over. The ocean is a dangerous place. So if you are foolish enough to go there, the Ambassador of Pleasure Planet has declared they are not responsible for anything that may happen to you.
 
The spaceshuttle "The Wild Rush" in Bay 3 on level 1 of the Space Port will take you there, in case you are one of those foolhardy people... You'll find the entrance to Jurassic Park from Fun Walk in the southwest part of Pleasure City.
 
 
 
==== Planet Reptila ====
 
 
 
Imagine a planet inhabited solely by reptiles. Slithery, cold, slimy, scaly or warty creatures like snakes, lizards, salamanders, crocodiles, Dragnars, toads and frogs. Well... on second thought there are some other creatures on the planet too, but the reptiles are the dominating species. The rest of the fauna is more or less reptile food. Of course even among the reptiles there are struggles for power too. The amphibians have been driven deep down into the depth of the mountains, where they plot their return and their revenge on the mysterious Reptile King, who few seem to have encountered. Does he even exist?
 
The enterprising Traveller could make a few bucks collecting reptile skins and trading them in the shady character Eatzabug's shop.
 
 
 
==== The Orbiter ====
 
 
 
The Orbiter has a crew of Scientists, from several different planet systems. Since their goal is to study, not to conquer, this ship is a friendly place, which welcomes all visitors, even the most inexperienced ones.
 
Due to the vastly different nature and life conditions of its multiplanetary crew, the different decks of the Orbiter offer interesting sites for the visitors.
 
The crew will also try to entertain the guests in various ways, since that gives them an extra chance to study their reactions.
 
The Orbiter, that circles Planet Earth, can be accessed directly from the Future Space Port, through the Transporter Room, directly south of the Entrance room to the Port.
 
 
 
==== The Dark Planet ====
 
 
 
This planet, situated in the twisted part of space known as the Queltorian Sector, is an extremely dangerous place. The dying sun hardly provides any light or warmth, and yet some extremely hardy species have adapted to the extreme conditions. Always forced to fight for their existence in the toughest of environments, only the the toughest of these monsters have managed to survive, and they are DEADLY. This planet can not be recommended for ordinary Time Tourists. Don't go there unless you are very strong and not afraid to die. The 4D Travel Agency will take absolutely responsibility if you disobey this warning.
 
 
 
==== The Planet Whotvar ====
 
 
 
Long ago, a rich civilization inhabited the planet Whotvar, but Mother Nature and a certain demon unfortunately had other plans. Now, all that is left are a few natives and some relics of the distant past. Danger, and perhaps rewards, awaits those strong enough to adventure on this lost world.
 
 
 
==== Whotvar II ====
 
 
 
Getting away with it all... err.. Getting away FROM it all should be the name given to the two planet/asteroids that circle the same star as Whotvar. A soap opera plot as complex as most seen on 4D TV, with everyone trying to find something to make their dreams come true. Can even a head shrinker help the people who live there? Who knows? But most certainly some brave adventurer can help them find the things that they are looking for.
 
 
 
==== The Spaceport Mall ====
 
 
 
This large Shopping Mall, situated on the level 0 of the Main Spaceport on Planet Earth, has almost anything that a Roleplayer could wish for. Here you'll not only find a Baby Center, complete with Childrens' Doctor, Baby Shop, and a top security Daycare, but also a Wedding Shop and a Luxury Hotel for the Honeymoon. Naturally you'll find lots of other shopping options too. Or you can visit the beauty Salon to get coloured streaks in your hair, have a manicure and painted nails, or maybe a piercing or a tattoo. This is really a Shopper's Paradise.
 
 
 
==== Quix II ====
 
 
 
Somewhere in Quixotica, in a field of grass, is a ring of mushrooms. Entering it will throw you into a Time and Matter Trap, which doesn't work like the ordinary TimeTraps. It won't transfer you in time or place, but it will shrink you to the size of a mouse, giving a totally different perspective on the world.
 
Naturally entering it will need some courage, since at that size you will be just a morsel for creatures that normally would be nothing but small prey to you. This is not a zone for low levels, and some of the Quests in it are not easy to find. But for those who like to get a feeling of what it might be like to be Alice in Wonderland or a pixie or maybe a bug, it will provide some new aspects of life at the grass roots.
 
 
 
==== Fun Fair ====
 
 
 
Some things never change. Even when placed in the Futuristic setting of the Pleasure Planet, this Fun Fair has the retro feeling of the nineteensixties. It has the usual attractions, like a Giant Ferris Wheel, a Roller Coaster, a Bouncing Castle and a Mirror Maze, and also various games, both skill and luck based. The main attraction is a Haunted House, set up like a giant Snakes and Ladder game.
 
In most of the games you can win Coupons, and if you collect enough of those, you can win some very cool prizes. The quickest way to collect the coupons is in the Haunted House, provided you are strong enough to defeat the undead monsters inside. But you can also win coupons in all the games, and if you are lucky, you might find some in the rides as well.
 
Even though the owners seem to have gone missing, the Fun Fair is a place where all players can have some fun, regardless of level and strength. So come and join the fun, but don't forget to bring your sunglasses. The zone was built by a bunch of Jesters, so it is colourful - to say the least.
 
To get to the Fun Fair, take the shuttle to Pleasure Planet, and go to the airlock to the Rigel Dome, in the north part of Pleasure City.
 
 
 
==== Killer Klowns ====
 
 
 
Douglas and Gwendolyn Crockerbone scraped and saved their whole life, until finally they had enough to buy their own Fun Fair. And now they have set up business in the former Rigel Dome on Pleasure Planet.
 
Unfortunately the Fun Fair has been invaded by a bunch of Space Klowns, and they have more or less taken over the place. People have started to complain about their pranks, even the Mayor is concerned and the owner... Well, he seems to have disappeared completely...
 
The Klowns, generally known as Killer Klowns, have a weird sense of humour, so be prepared for practical jokes and some nasty surprises. Still, in spite of their name, the Killer Klowns are more irritating than aggressive. So the Fun Fair should be pretty safe to visit, as long as you stay out of the Haunted House and the Dark Forest, if you are low level with few remorts.
 
You will find the Killer Klowns on Pleasure Planet, located in the former Rigel Dome, in the northern part of Pleasure City.
 

Latest revision as of 21:49, 7 October 2021

There are currently over 130 quests listed within the game, and hundreds of other unlisted or hidden quests all over the dimensions. The lettered quests below are collection quests requiring a vast knowledge of all the realms. The numbered quests vary by dimension and by difficulty. Click a quest to see more details.

Letter Treasure Hunt Location
A Wolf's and robber's ears Interdimensional
B Snowbird's Sewing Interdimensional
C Molly's Clothes Interdimensional
D Garion's House Interdimensional
E Imm's Games Interdimensional
F Wynter's Jewellery Interdimensional
G Liathia's Laundry Interdimensional
H Circe's Herbs Interdimensional
I Kalten's Clothes Interdimensional
J Shorty's Cowboy outfit Interdimensional
K Sonya's Flowers Interdimensional
L Mordecai's Feathers Interdimensional
M The Imm Library Interdimensional

(Cards B, D, E, and J are bugged and under construction.)

Number Quest Location Difficulty
1 Wanted Poster I Old West Easy
2 Wanted Poster II Old West Medium
3 Cyrene's Lover Prehistoric Medium
4 Robber Baron's Prisoners Medieval Easy
5 The Enchanted Frogs Medieval Easy
6 Thetis' Lover Prehistoric Medium
7 The Viking Quarrel Medieval Easy
8 The Lady in the Lake Medieval Medium
9 Nimue's Quest Medieval Medium
10 The Tower of Rapunzel Medieval Medium
11 The Bereaved Woman Medieval Easy
12 Chief Arapahoola's Snake Elixir Old West Medium
13 The Secret Sword Old West Medium
14 Llano Estacado Medieval Hard
15 Exoliath's Armor Future Very Hard
16 Grishknash' Weapons Future Very Hard
17 Climb the Mountain Medieval Medium
18 The Outlaw's Gun Old West Medium
19 The Riddle Book Medieval Medium
20 The Bull Girl in Crete Prehistoric Easy
21 The Serf Woman's Baby Medieval Easy
22 The French Knight Medieval Easy
23 The Mysteries of Fenizia Medieval Hard
24 The Seven Dwarves Medieval Hard
25 The Three Sisters Future Hard
26 The Mardi Gras Parade Future Hard
27 The Lovers of the Range Old West Medium
28 The Bank Robbers Old West Easy
29 The Odessin Quest Medieval Easy
30 The Scottish Witches Medieval Easy
31 The Animals in Redwall Abbey Future Medium
32 The Castle of Riddles Medieval Medium
33 The Lost Cro Magnon child Prehistoric Easy
34 The Love Potion Prehistoric Medium
35 The Dinosaur skeleton Prehistoric Medium
36 Isis and Osiris Prehistoric Hard
37 The lost Ka Prehistoric Medium
38 The sick baby Prehistoric Easy
39 Professor Botta's Dilemma Interdimensional Medium
40 The Quests in Midlands Medieval Medium-Hard
41 The Temple treasure Prehistoric Medium-Hard
42 The Egyptian Graverobbers Prehistoric Very Hard
43 The Outback Quests Future Easy-Hard
44 The Robin Hood Quests Medieval Medium
45 The Leprechaun Medieval Easy-Medium
46 The Newbie Zones Interdimensional Easy
47 The Great Circus Old West Easy-Medium
48 The Zone flags Interdimensional Easy-Hard
49 The Diplomats on Poon Future Easy-Medium
50 The Alpha Centauri Planets Future Medium-Hard
51 The Quixotica Quests Future Medium-Hard
52 The Newbie Arena Interdimensional Easy
53 The Mine Interdimensional Medium-Hard
54 The Trades Interdimensional Easy-Medium
55 The Odyssey Quests Prehistoric Medium
56 The Dead Heroes Prehistoric Hard
57 The Unhappy Souls Prehistoric Medium
58 The Lovesick Poet Medieval Medium
59 The Trapped Miner Old West Medium (but risky!)
60 The Legend of the Deamon Old West Medium-Hard
61 The Necromunda Gang Wars Future Medium
62 The Threat Tver Hayholt City Medieval Medium-Hard
63 Rescue the Virgin! Medieval Medium
64 Protection of the Angels Medieval Medium
65 The Poisoned Unicorn Medieval Medium
66 The Tupilak Treasures Medieval Medium
67 Cosmo Canyon Future Medium
68 Goofy Golfers Future Medium-Hard
69 The Citadel of Thandar Medieval Easy
70 Adventures in Punt Prehistoric Easy
71 The Olympic Games Prehistoric Medium.Hard
72 The Calydon Boar Hunt Prehistoric Medium
73 The Twelve Deeds of Heracles Prehistoric Hard
74 Greek Adventures Prehistoric Medium-Hard
75 Trading in California Old West Easy
76 Digging for Gold in California Old West Medium
77 The Whotvar Quests Future Medium
78 Whotvar II Quests Future Medium
79 Trading in the Greek Islands Prehistoric Easy-Medium
80 Aegean Island Quests Prehistoric Easy-Hard
81 Archaeology in Carthage Bay Prehistoric Easy-Medium
82 Trading in Egypt, Kush and Punt Prehistoric Easy-Medium
83 The Bored Ttatues Prehistoric Easy
84 The Living and the Dead Prehistoric Medium
85 The Nomads of Wawat Prehistoric Medium
86 Archaeology in Wawat Prehistoric Medium
87 Kerma Politics Prehistoric Medium
88 The Amun Priest conspiracy Prehistoric Medium
89 The Army Needs YOU! Medieval Medium
90 Victorian London Old West Medium-Hard
91 The Elven Bards Medieval Medium
92 The Prize Bull Old West Medium-Hard
93 Castle Case Medieval Medium
94 Fishermen Stories Medieval Medium-Hard
95 The Call of the Sea Medieval Easy-Medium
96 More Fenizian Secrets Medieval Medium-Hard
97 Golems Galore! Medieval Easy-Medium
98 The Quest for Best of the Best Future Very Hard
99 The Curse Of The Gypsy Medieval Medium-Hard
100 The Dwarven Treasure Medieval Medium-Hard
101 The Cardinal's Sin Medieval Easy-Medium
102 The Holy Grail Medieval Hard
103 Rebellion against Arthur! Medieval Medium-Hard
104 The Druids and the Moon Medieval Hard
105 Avalon Adventures Medieval Easy to Hard
106 The Philandering Knight Medieval Medium
107 The Secrets of Utopia Future Hard
108 Tourist Tasks in Utopia Future Medium-Hard
109 Trading in Medieval Medieval Easy
110 The Fight Against Evil Medieval Hard
111 Help the Gellindril villagers Medieval Hard
112 Killer Klown Quests Future Easy-Hard
113 Save the Dragon Forest Medieval Medium
114 Trading in the Old West Old West Easy
115 Quests out West Old West Easy-Hard
116 More Quests further West Old West Medium-Hard
117 Chinese Business Old West Medium
118 Ali Baba's hidden Cavern Prehistoric Medium
119 Pix's Puzzle Zone Future Hard
120 The Game Grid Future Medium
121 The Arabian Desert Prehistoric Medium
122 Criminal Masterminds Of Victorian England Old West Hard
123 Victorian Citizens In Need Old West Hard
124 Newbie Royal Forest Medieval Easy
125 The Path Of Awakening Future Medium
126 The Orc Uprising Medieval Hard
127 The Mysteries of the Southern Range Medieval Hard
128 The Kingdom Of Xanth Medieval Hard

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QUESTCARD A

The authorities have decided to rid the forests of some vermin. So for every 10 wolf's ears that you turn in, you'll get one bronze token in reward. The same goes for the robbers that infest the forests and the mountains. Each ten robber's ears will be exchanged for a bronze token. The ears must all be of the same kind however. So no 5 wolfs ear and 5 robber's ears, this doesn't count.
Also the ears you get in the Royal Forest don't count, they must be turned in separately.
As opposed to most of the Quests on these Cards this one is unlimited. A player is allowed to carry it out as many time as he/she wishes.
This Quest is for New players only, however. Also the reward will be smaller after the first time you do the quest. After that you will only get a brass token for your trouble.
Turn your ears in at the Quest Machine, north of Recall.

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QUESTCARD B

Snowbird wants to take up sewing as a hobby, so she'd appreciate it if you guys could fetch her some stuff to get her started.
This is what she needs:

  • an embroidery
  • a needle
  • a thread or a piece of string
  • a golden thimble
  • a pair of golden scissors

Anybody who can deliver these five items will receive 3 bronze tokens in reward.

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QUESTCARD C

Molly is planning to go to a large party next month, and really has NOTHING to wear. She'd appreciate some help from you guys to collect some nice garments for her.
Find her all the right items and receive 3 bronze tokens.
What shee needs is this:

  • a pair of thin silk stockings
  • a pair of long silk gloves
  • a pair of crystal slippers
  • a low cut red satin dress
  • a full length mink coat

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QUESTCARD D

Garion is planning to build himself a new house, and the imms want to surprise him with a present of some things he'll need to do it.
So if you deliver the following five items it will earn you 3 bronze tokens:

  • a lumber axe
  • a pickaxe
  • a screwdriver
  • a nail gun
  • a roof-beam

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QUESTCARD E

Sometimes us imms get VERY bored, sitting up here twiddling our thumbs and just watching the mortals play. Naturally we never work on the mud. That would be WAY beneath our dignity. So we'd like some games to help us pass the time.
Anybody who can bring us the following 5 items will receive 3 bronze tokens.
Also it will give the imms something to do, so there is less risk of them starting to zap players with thunderbolts out of sheer boredom.
We want:

  • a chessboard
  • a set of chessmen
  • a deck of tarot cards
  • a Shent gameboard
  • the game of tabula

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QUESTCARD F

A thief broke into Wynter's house and stole all her jewelery. Naturally she is devastated. She is also pretty lazy, so she won't take the trouble of getting some new trinkets herself. So to stop her complaining we, the other imms, are willing to pay you 3 bronze tokens for the following items:

  • a huge sapphire ring
  • a sparkling diamond tiara
  • a necklace of ruby hearts
  • a dazzling emerald bracelet
  • an anklet of jeweled hummingbirds

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QUESTCARD G

You just wouldn't believe how low some people can get! Liathia had hung out her washings on the line, and some dishonest idiot went and nicked her underwear!
She is a very busy woman, so if you could get her some new things, it would be worth 3 bronze tokens.
This is what she needs:

  • a pair of shimmering, black fishnet stockings
  • some heart-shaped thong panties
  • a silk corset
  • a tight red silk bra
  • a mauve mini baby doll slip

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QUESTCARD H

Circe, Molly's friend, and fellow witch has recently lost her handmaid, due to some raving lunatic, who came to her house and slaughtered all her servants with an axe. It is naturally beneath her position to collect the herbs for her potions personally, so until her staff problem has been solved, she'd appreciate some help, and it will be worth 3 bronze tokens.
This is what she needs for her famous polymorph potion:

  • a datura flower
  • a stem of lavender
  • a golden apple
  • a herb called Henbane
  • a black rose

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QUESTCARD I

Kalten is a real slob, who usually runs around almost naked or wearing a pair of dirty blue jeans. Since this is embarrassing for us other imms, we'd like you to put together a neat outfit for him, more fitting his high position. We're even willing to pay 3 bronze tokens for your trouble.
This is what we'd like him to wear to look a bit more dignified:

  • a black suit
  • a white shirt
  • a silk top hat
  • a pair of black boots
  • a black string tie


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QUESTCARD J

Lately Shorty has been into the Wild West Dimension - he thinks he looks SOOO cool in cowboy outfit. However he lost all his equip walking into a Deathtrap in the Gold Mine, and like most players he is to lazy to gather that equip back again.
So this is what he'd need to set him up: (worth 3 bronze tokens)

  • a cowboy leisure suit
  • a black leather gunbelt
  • a pair of sharp spurs
  • a gold handled colt 45
  • a pair of cowhide chaps

QUESTCARD K

Sonya loves fresh flowers. She has a special vase in her sanctum that can hold hundreds of flowers at a time. As you might guess, it's hard to keep that thing stocked. If you would like to help her, you will be nicely rewarded. Collect all the following flowers for 2 silver tokens.
This quest can only be turned in once and must be turned in to a high level imm.
This is what she wants:

  • a lotus blossom
  • a golden parijat
  • an ice blue crystal flower
  • an apricot-colored flower
  • a small bouquet of bluebells
  • a bunch of wild daisies
  • an iris
  • the flower of Pharaoh

QUESTCARD L

Mordecai, that crazy guy, maybe all the coding he's done has made him a bit... peculiar, but he would like a bunch of feathers. What does he want them for?
Well, nobody knows and he's not telling. But if you collect 8 different feathers for him, you will be nicely rewarded. How much? 2 lovely silver tokens.
Which feathers? Well, any 8 you can find. But they all have to be different and things like feather pens, quills, etc. do NOT count They also cannot be things like a cape of feathers, band of feather, etc.
This quest can only be turned in once and must be turned in to a high level imm only.

QUESTCARD M

After a hard day slaving away for you mortals, sometimes nothing could be nicer than settling down in front of a nice cozy volcano and reading a good book.
But after a long hard day, who wants to go looking for something to read? Not us.
So if you want to help us out and earn 3 bronze tokens for doing so, collect the following:

  • a book with the title Iching and Chinese Mythology
  • a Hitchhiker's Guide to the Galaxy
  • a romance novel
  • the procrastinator's handbook
  • a slim poem book

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QUESTCARD 1

.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

WANTED  :
FOR BANK ROBBERY AND MURDER  :
Oliver Wilmore, also known as  :
CURLY  :
Age 33, totally bald, medium height, brown eyes  :
No special distinguishing marks.  :
 :
The marshal of Dodge City will pay 100$ for the  :
delivery of this man, dead or alive.  :
 :
. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .:

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QUESTCARD 2

.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

 :
WANTED  :
FOR THE RAPE AND MURDER OF ANNIE HILL  :
Danny Donegan, also known as  :
DANNY BOY  :
***  :
Age 21, fair hair, blue eyes, tanned complexion  :
No special distinguishing marks.  :
 :
The marshal of Tombstone will pay 100$ for the  :
delivery of this man, dead or alive.  :
 :
. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .:

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QUESTCARD 3 Cyrene's lover

From what is told on the islands of the Greek Archipelago, there is a nymph called Cyrene, who would be happy if someone would help to free her lost lover. People say that she'd pay most generously for the help.

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QUESTCARD 4 Robber Baron's prisoners

Rumour has it that the Robber Baron is holding some prisoners for ransom in his dark castle. Since this Robber Baron is the scum of earth, it would be much appreciated if someone would take the trouble of freeing these poor prisoners, and take them back to their loving relatives.

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QUESTCARD 5 The enchanted frogs

According to the tales told by the fireside, the two frogs in Sherwood Forest are not really frogs, but an enchanted prince and princess. Some evil witch is supposed to have cast this spell upon them. Hmmmm. So, what do you normally do to break the spell? Easy - you kiss the frog.
Yuk! But it might help. And then again it might not. Muhahaha! What would your friends say if they caught you kissing frogs anyhow?

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QUESTCARD 6 Thetis' lover

The Sea Nymph Thetis is looking for her lover, who seems to have vanished completely. From what they say in the Taverns along the Mediterranean coast, she is paying rather handsomely for any conclusive proof of what happened to him.

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QUESTCARD 7 The Viking Quarrel

They say in the taverns of Green Fen, that Ragnar Lodbrok has put a price on the Head of Red Adder. However, Ragnar is said to be a jerk and a real skinflint, so maybe carrying out this quest isn't quite as rewarding as it should be. There might be better choices...

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QUESTCARD 8 The Lady in the Lake

There is a lady in a lake somewhere in the Western Realms, who is looking for a lost item. Her reward is rather generous, but it must be said that not all can use it.

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QUESTCARD 9 Nimue's quest

Somewhere in the western Realms is the cave to which Merlin has retired, when he got tired of the World of the Living. If you manage to find that cave and the way into it, which might not be
too easy, there is a quest connected to it...
A good way to start would be to seek out King Arthur in the Castle of Camelot. If you greet him politely, he might confide some of his worries to you. And in the extension, this could lead you into a much larger and harder Quest - but that is yet another story...

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QUESTCARD 10 The Tower of Rapunzel

In the high mountains north of Olde Yorke stands a lonely tower. There is a sad story connected to that tower, and a handsome reward to the person who can help the unhappy lady imprisoned in it by an evil mage.

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QUESTCARD 11 The bereaved woman

There are rumours about a poor bereaved woman, named Anita Oleros. She was last seen somewhere east of the Nunnery of the Little Sisters, crying and lamenting about her murdered husband. Any help would be much appreciated, since her whining is disturbing the wayfarers.
This quest is worth a silver token if you complete it.

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QUESTCARD 12 Chief Arapahoola's Snake Elixir

Somewhere on the road between Dodge City and Tombstone is a painted wagon. It belongs to Dr. Angus Mc Neil, who among other things sells a very good healing potion, called Chief Arapahoola's Potent SNAKE OIL ELIXIR (which incidentally is about the best healing potion available in all four Dimensions). Unfortunately Dr. Mc Neil recently has run out of ingredients for this potion, and since he just broke a leg too, he is unable to collect them himself either. The player who brings him all the ingredients for the potion, will not only receive 10 bottles of it, but a Token reward as well. We have to support the free enterprise, and Dr. Mac Neil will no doubt be very grateful.

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QUESTCARD 13 The Secret Sword

The Secret Sword that was hidden in the Convent might be gone by now, but the cache is still there, and still pretty hard to find. So just for this achievement, we're willing to pay you one silver token for the note placed in the cache. Only once per player, mind you. Also a condition is, that you don't reveal the secret to others, once you've found it out. Anybody who presents this note to Joanie, the Imm secretary, will get a Silver Token.
And, who knows, one day you might actually find the real Secret Sword.

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QUESTCARD 14 Llano Estacado

Llano Estacado is hard to traverse, and many have perished on the way. Some of those have at least been lucky enough to be buried there, albeit in a shallow grave. Should you venture into this harsh desert, there are three different quest to be solved there. Each one is very rewarding, since they are all pretty hard, and sometimes require you to broaden your search outside the desert. And even finding the way out of that confusing desert might be a quest in itself.

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QUESTCARD 15 Exoliath's armor

While travelling from one of his private asteroids to another, Lord Exoliath's luxurious star cruiser was accidentally hit by a stray missile from an Imperial starfighter and more or less disintegrated. Exoliath and his crew are by now reduced to molecules of blood, flesh and bone. The spaceship, and parts of their armor, although being broken into small pieces and scattered over a large part of the Galaxy, is still more or less intact. If you could find and reassemble those pieces (five for each set of armor) you'd get yourself some real good armor. Be careful however, for if you assemble the wrong pieces, the armor will still work, but be a lot less effective. It stands to reason that Exoliath's own armor would be a lot better than that of his Captain, let alone ordinary crew members.
This Quest was designed by Inque.

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QUESTCARD 16 Grishknash' weapons

The somewhat mad scientist Grishknash had just completed his latest invention, the "ultimate" weapon, when a large meteorite struck his laboratory on an isolated asteroid. In the violent decompression that followed, Grishknash and everything else in the laboratory were sucked through the hole in the shell and scattered in small parts all over the Universe. Rumour has it that parts of the three prototype weapons he was working on can be found on several distant planets where gravitation finally made the debris settle after the long journey in space. He who can find and reassemble the pieces (5 for each prototype) would be getting himself a really awesome weapon. It may be worth the effort to search for the right pieces, because only one of the three prototypes possessed full power in all five parts.
This Quest was designed by Inque.

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QUESTCARD 17 Climb The Mountain

Once it was a pretty easy task to climb Mount Winter. But not any more. Avalanches, erosion and snowstorms have partly washed away the track that once lead to the top. And the climate seems to have become a lot harsher lately. So, climbing that mountain now is no task for sissies. And the rewards have consequently improved quite a bit. But expect to do some work for them.

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QUESTCARD 18 The Outlaw's Gun

Even in the Old West there are ghosts. Empty saddles in the old Corral... Empty boots walking around... Really spooky... And of course, many of those ghosts have gathered in Tombstone's Boot Hill. One of them has a grievance - somebody stole his gun from the tomb, it seems. Maybe that is the reason why this young outlaw cannot rest peacefully in his grave?

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QUESTCARD 19 The Riddle Book

Care for some Riddles? The riddle Book in the Library of Olde Yorke will provide you with some pastime, and the reward of 3 bronze tokens if you solve all the riddles - but only once in a lifetime, mind you. :-)

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QUESTCARD 20 The Bullgirl of Crete

Each year seven maidens and seven youths from Athens are sent as a tribute to dance before the Cretan bulls and to die there eventually. Still, life goes on almost as usual, and one of the girls has lost her key to the chest with her belongings. She would appreciate your help in retrieving it.

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QUESTCARD 21 The Serf Woman's baby

A young girl in the Serf village south of The Tournament Place is very unhappy. Sure, being a serf could make everyone unhappy, but she seems to be more miserable than most. Perhaps you could help her?

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QUESTCARD 22 The French Knight

The gallant knight Maurice de la Couer cannot seem to concentrate on the Tournament at hand, since a friend of his has wandered off and gone missing. So - can't that friend take care of himself? Well, his problem is that he speaks nothing but French...

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QUESTCARD 23 The Mysteries of Fenizia

Have you heard of Fenizia? That legendary city, situated south of Green Fen, somewhere on the other side of the Lostlands? There is a mystery in Fenizia that needs solving - in fact there are several... But the main one is: Where did Enrico d'Abruzzi go?
More than one person in Fenizia wants to know. But for different reasons.

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QUESTCARD 24 The Seven Dwarves

Do you love puzzles and quests and challenges? Then Mother Goose is the book to read in the Library! You will find more quests in that book than you ever bargained for - at least one for each one of Snow White's seven dwarves.
A good place to start out would be the cottage where they live.

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QUESTCARD 25 The Three Sisters

One of the famous natural monuments outside Sydney is the three large rocks, known as the Three Sisters. They are hidden deep in the forests, so even locating them will be an achievement. But once you do, there is a Quest connected to them as well. Just be careful so that you don't get lost in that forest...

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QUESTCARD 26 The Mardi Gras Parade

The most spectacular event in Sydney is the Mardi Gras Parade. Only this year the Parade seems to be cancelled. Why? Well there is a reason of course and if you manage to find out, maybe the parade can take place after all, with you in the middle of the action.

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QUESTCARD 27 The Lovers of the Range

A pretty Swedish waitress in Dodge City has some love problems. She is not the only one in the vicinity. In fact there are some real Romeo and Juliet stories going on in the range, due to ununderstanding parents. Perhaps you could help those young couples a bit?

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QUESTCARD 28 The Bank Robbers

There is some trouble in Dry Gulch, that small outback town west of Dodge City. A wanted poster in the Sheriff's office might tell you more, but there might be some trouble closer to home as well, that the good people of that town aren't even aware of yet...

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QUESTCARD 29 The Odessin Quest

The parson in Odessin is a forgetful man. If you help him with his lost umbrella, that might send you on a long errand chain. One good turn deserves another, and in the end you will be rewarded for your trouble.

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QUESTCARD 30 The Scottish Witches

There are some Witches and Warlocks around. Often the locals hunt them down to burn them at the stake, which is very unfair, because they are in effect doing some good in their own way, with the potions they brew. Since it is risky for them to venture out of their hideouts, they could often use some help in collecting the ingredients.

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QUESTCARD 31 The Animals in Redwall Abbey

The good animals in Redwall Abbey are fighting for their survival after the third Apocalypse. Maybe you can help them out? And maybe one day you might even venture on the Grand Quest - the Quest for Terramort, of which the animals speak with awe and terror...

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QUESTCARD 32 The Castle of Riddles

Far up in Scotland lies the Castle of Riddles, and the road there is long and full of perils. Only once in your lifetime will you be allowed to go through that castle. But if you manage to solve all the riddles, you will be greatly rewarded for your trouble.

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QUESTCARD 33 The Lost Cro Magnon child

Life is full of perils during Stone Age. A small child has wandered off from the cave. His mother believes the 'Trolls' took him. Maybe they did? Or maybe he was devoured by a wolf? In any case, the poor, bereaved woman is devastated. Mothers have feelings even in the Stone Age.

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QUESTCARD 34 The Love Potion

The Egyptian magicians brew some strong potions. There is even said to be a 'Love potion', which will hold any man enthralled if administered regularly. True or false? Well, if you listen to the gossip and ask around a bit, you might find out.

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QUESTCARD 35 The Dinosaur skeleton

The archeologists of Old Carthage have succeeded in putting a nearly complete dinosaur skeleton together. They only lack 10 bones, and the triumph will be total. So naturally they are prepared to pay quite handsomely for anyone who could bring them these ten bones...

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QUESTCARD 36 Isis and Osiris

The yearly flooding of the Nile is closely connected to the myth about Isis and Osiris. Without the life-giving power of Osiris, the Nile might not rise again, and without the nutritious mud brought by the flooding, next year's crop will be a failure. But Osiris has been killed by his evil brother Seth, and his corpse cannot be found. Unless it is recovered, so that the funeral rites can be administered, famine and disaster might strike the land. His wife Isis is searching for the corpse in vain, the priests are worried and time is running short...

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QUESTCARD 37 The lost Ka

If an Egyptian is not buried with the proper rites, it is believed that the soul, the Ka, will not be allowed in the Land of Amenti. This is about the worst that could happen to any Egyptian. Imagine a woman, evil and greedy enough to sell her husband's grave for money...

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QUESTCARD 38 The sick baby

The worst thing that could happen to a woman is if her baby dies. In the Temple of Abydos a brokenhearted woman has sought the help of the Gods, because it seems that no physician can cure her baby. But maybe there is more to this sad story than meets the eye at first? Maybe the woman herself has wronged a God?

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QUESTCARD 39 Professor Botta's Dilemma

The very nearsighted archeologist, Professor Botta, has gone missing from the excavation camp of Old Chartage. The general belief is that he stumbled into one of the numerous Timetraps in that camp. All that is left of him is his spectacles, and without them he is as blind as a bat. Most likely he is wandering about in one or other of the Dimensions, without being able to take care of himself. Anybody who succeeds in bringing him back to the camp will receive a nice reward.

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QUESTCARD 40 The secrests of Midlands

There are several Quests that you can do in this zone. Some of them are big, others small, and the rewards are of course in proportion. They range all the way from helping some of the people in the Mud Village and around other parts of Midlands with minor things, to the huge task of Saving the World, by retrieving the three Boxes of Orden. But perhaps you are going to find that the greater task will be a lot easier to perform, if you have been reasonably helpful to the 'little people' first...

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QUESTCARD 41 The Temple treasures

Even though the temple of Hatshetsup was erected far out in the desert, the robbers still found their way there. The Temple Priests could use some help in retrieving the stolen object. Of course - even FINDING the Temple might be a hard task. But after all - if the robbers could find their way there, so could you.

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QUESTCARD 42 The Egyptian Graverobbers

Once the Valley of Kings was known as Red Valley and the home of a small Bedouin Tribe, calling themselves 'The Chosen'. When the Pharaohs decided to make the remote valley into their new burial place, the Bedouins were forcibly evicted. Naturally they resented this, and most of them turned into Grave robbers, not just for profit, but for revenge as well. Maybe you too will have a go at finding the treasures beyond belief that are said to be hidden in the tombs of the Pharaohs. But you might discover, that even finding the cunningly hidden entrances to the tombs might be quite a task. And once in, the tombs are full of perils, even deathtraps. So seeking the help of the Bedouins might not be a bad idea...

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QUESTCARD 43 The Outback Quests

This large continent is full of Quests. You'll meet aborigine youngsters, village elders, jolly swagmen, Crocodile Dundee and many many more, and quite a few of them might ask for your help. So be polite and attentive, and you might have a lot more fun with the locals. A good way to strike up a conversation in the Outback is usually to just say, 'G'day'. The rewards will vary, but most of them are definitely original. Didn't you always want a boomerang? Or a didgeridoo? Well, perhaps not, but that might just be because you don't yet know what it is... or does...

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QUESTCARD 44 Robin Hood

Robin Hood and his merry men carry on their fight against the Sheriff of Nottingham and the usurper, Prince John. Every now and then a member gets captured, but so far they have been able to get them out of prison again. But what if Maid Marion herself, the sweetheart of Robin Hood would be held hostage by the corrupt 'Law'? You will have to find the keys to the prison cells, and these might be anywhere. Searching in Sherwood forest may be perilous - and watch out for the Green Dragon! But if you succeed, you'll be made an honorary member of the Merry Men.

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QUESTCARD 45 The Leprechaun's Pot of Gold

The leprechaun is an impish creature, living in Sherwood Forest. They say that he lost his pot of gold and is looking for it eternally. If you are below level 25, you might be allowed to help him find it. And perhaps the old druid in the same forest will give you some tips about where to look.
But watch out for the Green Dragon! He doesn't like visitors!
The reward will not only be gold, it will give good experience too.

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QUESTCARD 46 The Newbie Zones

There are four newbie zones on Adventure Avenue, each with its own quest. You can help find a lost child, save a prisoner, try your hand as a bounty hunter or retrieve a lost item. Which one is which? Well, I won't tell you THAT, but they are all pretty easy, and they each pay a bronze token - but only once.

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QUESTCARD 47 The Great Circus

Don't you love to go to the Circus? And god knows what interesting things you might find, left by other happy visitors. You're gonna need some keys however. Perhaps Johnny the Horse could help you? Or perhaps YOU could help HIM?

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QUESTCARD 48 The Zone flags

In the center of each zone there is a zone flag. These flags will be put in as new zones are made or the older zones get updated to the new standard. As of now 100 of them are in, and sooner or later a new batch of 10 flags will be put in to hunt for. The Zone Flag Hunt is mainly a Clan Quest, and there is a big reward for the clan that reports the most flags in each new batch that is released.
But there are individual rewards too; each batch of 10 different flags that you collect yourself is worth three bronze token, and a certificate, that will help you keep track of the ones that you've already reported. Talk to a high level imm about receiving the flags and updating the certificate.
And check the Board east of Recall for a list of which zones that have got a flag to hunt for. The list will be updated continuously.
And the day you manage to collect and turn in 100 different zoneflags, you'll receive a nice extra reward. So far few players suceeded in that.

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QUESTCARD 49 The Diplomats on Poon

The main planet in the Alpha Centauri Sector is Poon, which mostly consists of ocean. The natives evolved in the seaweed, and they still make their living in and from the seaweed. But rumour has it that the bottom of the ocean is sprinkled with gold nuggets, not to mention the valuable Angel
Stones. Maybe this is the reason why so many diplomats from many different worlds gather on Poon. Maybe some of them have other and darker motives than diplomacy? There is indeed a very solid threat hanging over Poon - maybe you can help lifting it?
In any case, Poon is the diplomatic center of the Alpha Centauri sector and several quests on the other five planets start or end on Poon. There are also several smaller mysteries on Poon itself.
A young diplomat named Retief seems to be in possession of a lot of information, and maybe he and his drinking mates at the Diplomat's Rest will share some of it. The trick is of course how to start them talking...

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QUESTCARD 50 The Alpha Centauri Planets

There are 6 planets in the Alpha Centauri sector. They all have their own natural assets that can be exploited and traded in the two IGTCs. Each of them presents a major quest, and some of them have several smaller ones. Most of them are in some way connected to the central planet, POON.
50A LOVENBROY:
Helping with the wine harvest can be very rewarding. Helping one of the grape pickers to find his long lost brother is another task.
50B SLUNCH:
Saving the main city from the volcano eruption is the main Quest, getting the locals interested in trading is another challenge. Both hang together...
50C YALC:
The Voom Festival is of course the main feature - but it has its perils... And the notorious Groaci have kidnapped the Ambassador...
50D YUDORE:
Is there intelligent life on the planet? That's the main question. But a more acute problem might be to figure out how to get yourself and poor Mr. Magnan out of the planet, once you've landed there.
50E ASTEROID 95739-A:
Two firms have filed claims to exploit the collapsed crystal on this asteroid. Both might ask you for help. But perhaps you'd prefer to keep the valuable crystal all for yourself?

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QUESTCARD 51 Quixotica Quests

There are several small quests in Quixotica, mostly for experience.
In most Amusement Parks and Zoos there are large signs: 'Don't feed the animals!' But in Quixotica feeding the Jester (or even a hungry lady) might become quite an experience. And talking to the Mynah bird can be such fun!
But there is also the Big Quest, to defeat the Prize Boxer Jaal'ker. This is quite profitable, both in money and equipment. But beware – if you fail, you may end up with a KILLER flag instead.

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QUESTCARD 52 The Newbie Arena

This zone is created mainly to help Newbies level, and get a feeling for the game in the process. Consequently it has several small quests that you can carry out, some for equipment, others for money, experience or even tokens. None of them are very hard, and some of the equipment you win will actually helps you gain some knowledge about the nature of our world. There are Quests in all 4 parts of the zone.
The best way to find the Quest Mobs is usually to greet them, or just look at them to figure out what to say.

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QUESTCARD 53 The Mine

The entire mine is a Quest, and it takes some hard work. You dig your own TUNNELS, you MINE for metal ore, and you can also search for gold nuggets, precious stones and other treasures. If you are lucky you might even mine yourself into the Dwarf Treasury. Or the legendary Mines of Moria - but then again that might turn up to be your bad luck instead.
The more you mine the more your mining skills improve. Some equipment that you come across in the mine will improve your mining abilities too. Only, you may not be able to use some of it, before you reach a certain lavel of mining skill.
What you definitely need is a shovel or a pickaxe, to get yourself started. You can buy them in Mine Shop by the Gold Mine in Old West - or maybe a wandering dwarf might sell them to you.
To learn more about mining, type HELP MINING, this will give you an index of the help files for it.

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QUESTCARD 54 The Trades

There are several trades that you can try around the Realms, apart from the obvious ones as a hunter or soldier. You can for instance try your hand as a farmer, gardener, fisher, grape picker, egg collector, lumberjack, miner, golddigger, rancher, trapper or cook.
With most of the trades you produce raw material or items that can be traded directly for Tradepoints or Tokens, or developed for a better reward. The Trader's Office, south of Recall will give you more detailed info about how to pursue a trade.
The way to trade is to GIVE the item to the Trader mob, who will then give you tradepoints or tokens back. Usually the Trader mobs have a sign in the room, or some other way to tell you which items they are interested in.
(More trading info in Questcards 50, 79, 82, 109 and 114).

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QUESTCARD 55 The Odyssey Quests

The entire zone is a Quest in itself. Since this is the ultimate travelling adventure, you get rewarded even for exploring. But there are several other challenges too, and of course most of them have to do with Odysseus in one way or another. That's all I am going to tell you about it – except that you may have to extend your voyage outside the West Mediterranean Sea. And that the rewards will be well worth the efforts...

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QUESTCARD 56 The Dead Heroes

When Achilleus died, the other Greek heroes competed for his armor. Ajax, the strongest of them all, was convinced that he'd win it, but instead it was awarded to the cunning Odysseus, as a reward for coming up with the idea of the Trojan Horse (which eventually finished the war in favour of the Greeks). Ajax was so dismayed, that he threw himself on his sword. And consequently ended up in Tartarus, with other suiciders. And can you believe it? - he is STILL whining about it. Why not put him out of his misery once and for all? And hey - what about Achilleus? He must be in the Realms of Hades too...
But the dead are dead, so they cannot communicate with the living...
Perhaps. But there is a way to make them gain enough strength to respond, at least for a short while. Odysseus knew what to do. You could try the same method.

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QUESTCARD 57 The Unhappy Souls

There are several parts of The Realms of Hades and none of them is a very happy place. Naturally the souls tortured in the depth of Tartarus, the Greek equivalent of Hell, would rather be somewhere else. But even most of the souls in the Elysean Field, which is the Greek version of Heaven, seem strangely discontent. Several souls in the Realms of Hades may ask you for help in their misery. Some of them were famous heroes in life, others are just ordinary people, who were given a bad turn in life. Did you know that you aren't even allowed to ENTER the Realms of Hades, unless the correct funeral rites were performed over your body?
And once in, you may find it a bit hard to get out again, muhaha...

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QUESTCARD 58 The lovesick poet

A young poet is madly in love with Queen Adia, but she scorns him and he is thrown out of the Ice castle. So he wanders in the icy forest, writing poems to his beloved, then tearing them up in despair. Later he regrets this, but the pieces of paper have been scattered by the wind...
Maybe if Queen Adia were to read his poem, her heart of ice would melt?

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QUESTCARD 59 The trapped miner

The Goldmine is a pretty risky place to visit, mainly because the miners don't really like visitors. But there are other perils, and the greatest of them all is the dreaded cave-in. Only, in their lust for gold, the miners ignore the perils, they even forget to shore the tunnels. So now one of them is trapped behind masses of earth. And his comrades don't even care about it, they are too busy excavating more gold. So this poor man would be doomed to a slow and painful death, if it weren't for his best - and only - friend. And maybe you as well. But beware, or a new cave-in might bury you both... AND your equipment... For good this time.

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QUESTCARD 60 The Legend of the Deamon

Somewhere in Llano Estacado is an inscription, which tells the legend of the Deamon from Hell. This Deamon can be appeased with the right offerings - at least for a while. It might even reward you - in a way. But beware! Gifts from a Deamon usually have their drawbacks...

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QUESTCARD 61 The Necromunda Gang Wars

The north-western parts of Necromunda have long been the haunt of a couple of youth gangs. This makes these alleys a risky place to enter for anybody, but most of all for the gang members themselves, who are constantly fighting one another and marking their territory with grafitti. Lately the Goliath gang seems to have got the upper hand for some reason, and a member of the Escher gang might ask you for assistance. Maybe you don't like to help scum like that? Maybe you think they should be left to exterminate themselves? Fine by me, but in case you do decide to take part in the fights after all, you should know that the Goliath Leader has got himself a fancy electronic shield that makes him all but invulverable, unless maybe if you blow up the entire building...

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QUESTCARD 62 The threat over Hayholt City

Since the Good King John died, nothing has been the same in Hayholt City. The true heir, Prince Josua, has mysteriously disappeared, and some say that he killed his own father. Currently the King's brother, Elias, is in power, but the city is not a happy one. Rumors are spreading, people are afraid, and it is whispered in the street that the REAL ruler is Pyrates, the magician, who is said to use deformed humans and political prisoners as slave labor for his workshops in the dungeon. Naturally nobody speaks these things out loudly, who wants to end up in the Dungeon himself?
It is said in a prophecy that a Stranger will be the one to save the city, and perhaps you are going to be that person. Or perhaps you'll decide to join the dark forces instead? Two great swords are at stake in this Quest, one for the good, the other for the evil. The choice is yours.

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QUESTCARD 63 Rescue the Virgin

The Ancient Cult of the Temple Of The Damned is an evil one, which includes the sacrifice of innocent young virgins. Maybe there is still time to save the life of the young maid that they recently captured, and bring her safely back to her father who lives near Hayholt City.

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QUESTCARD 64 Protection of the Angels

Deep within the Enchanted Lands is a secret past of affliction where a new hero is destined to rise. It is said that the lands, forests and valleys are protected by angelic beings with weapons of light. One wishes to help you face your fears and defeat the evil within. Another tells of an escaped foe from the black stone terrain of Mt. Kuromeru, attempting to unleash the hoards against the world once more. Is it possible to bypass the glowing shield and dark army surrounding the black mountain?

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QUESTCARD 65 The Poisoned Unicorn

Somewhere safe in the Enchanted Lands a small unicorn lies ill, poisoned and confused. There are still so many items needed for his remedy - and they are incredibly rare. If you find them all, his caretaker would no doubt give you a token of his esteem.

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QUESTCARD 66 The Tulipek Treasures

The Tulipek people have a long past of heroism in the wars against Mt. Kuromeru. They still keep tokens of their assistance and of friends they lost. One piece very close to the people's hearts has been missing ever since the great war in Arkenlan, it would be a good deed to return it to them.

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QUESTCARD 67 Cosmo Canyon

There are more things to do in Cosmo Canyon than just fighting in the famous Hologram Arena. Below are a couple of suggestions:
67A The Missing Manager
A lot of folks in Cosmo Canyon seem quite wary about the arrival of TWO managers from Shinra Inc. How many employees on vacation travel together? And if there really are two, why can you only spot one of them? They're not up to something fishy, are they?
67B The Miserable Moggles
In Cosmo Canyon, two Moggles of the opposite sex waddle aimlessly about and hardly talk to anyone these days, let alone each other. Maybe an outsider can figure out what's wrong with them.

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QUESTCARD 68 Goofy Golfers

The golf course is a great place for people fresh out of the newbie arena. There are many small quests throughout the course. People are always losing things when they go out on the golf course. You could probably make a small fortune in returning lost objects. And who knows what you'll find out there that is just too good to return. After all, possession is 9/10 of the law.

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QUESTCARD 69 The Citadel of Thandar

Things are unquiet in the realms of Thandar. A wild beast is terrorizing the upper mines, a rash of thefts in the Citadel itself has left the citizens unable to perform their daily duties, a recent murder has the guards perplexed, and somebody keeps sneaking into the cook's garden and making off with his mushrooms. Oh, and it's also the king's birthday, so if you visit you'd better bring him something he'll like. (And here is a problem, what kind of gift could possibly please someone who already has everything)?

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QUESTCARD 70 Adventures in Punt

Queen Hatshepsut of Egypt sent an expedition to Punt, and they returned with treasures beyond belief. Nowadays most explorers also go there for the profitable bartering with the natives. The Trading Stations along the Nile pay extremely well for exotic items like ivory, exotic animal skins, myrrh, frankincense, monkeys and timber.
(Incidently you need a Babel fish to even speak with those natives).
But you can also help the natives in various ways, especially their kids. Because they all live under a great peril - the evil Dzunkwa, who eats children alive...

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QUESTCARD 71 The Olympic Games

Traditionally the Olympic Games are held each four years in a little city near the west coast of Peloponnesos. And from all over Greece young athletes gather there to compete with one another in fair fight.
Only this year there are some problems.
The Officials are incompetent, the Judges are corrupt, and the crooked Trainer is running out of ingredients for the most popular doping pill. So maybe the fights aren't all that fair after all.
All in all this opens some profitable opportunities for the resourceful Traveller...
And you can even bet on the outcome of the games. Who said that doping and bookmaking were modern inventions?

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QUESTCARD 72 The Calydon Boar Hunt

Each year a great boar hunt is held in Calydon, and adventurers and heroes from all over Greece go there to take part in the risky sport. They compete among each other about who can kill the most boars, and every day a new 'Hunter of the Day' is appointed. This is not only a very prestigious title, it also means a quite substantial reward - at least the first time you win the title.

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QUESTCARD 73 The Twelve deeds of Heracles

Although the great hero Heracles is dead and gone, his two cousins, Iolaos and Eurystes, are still alive. They both live in the city Tiryns, where Eurysthes is king. For those of you that wish to repeat the twelve deeds of Heracles, Eurystes is the person to see. He is a vain and stupid man, so he might just get a kick out of sending a new person out to repeat those dangerous tasks. And as for Iolaos - well, he has his own opinions about Heracles.
A warning: Heracles may not have been very bright, but he sure was strong. So this Quest is for high tier players mostly, even though some of the deeds are easier than others. The problem is: YOU do not decide in what order you want to do the deeds, Eurysthes does.

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QUESTCARD 74 More Greek Adventures

There are many adventures awaiting the traveller in the ancient Greece, many people that you could help and many Quests to pursue.
74A The Lapith Queen is troubled over the King's illness and her son's absence. She could do with some help from a Traveller.
74B The Moonspinners have lost their magic distaff and spinning hook. They lent them out as a good deed, but were repaid ill for good.
74C The nymph Moria mourns her dead lover, who got bit by a snake. Maybe there is a way to revive him.
74D A young recruit wants to join the Achaean fleet in Aulis, to go to the Trojan war. But since he's never been out of his home village before, he is a bit lost and needs guidance.
74E A dangerous bull is loose on the plain of Marathon. It was meant as a gift for the King of Athens, and that's where it should be brought, to be sacrificed at the altar of Athena. Only, not all people have the knowledge and courage to catch a raging bull...

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QUESTCARD 75 Farming and Lumberjacking in California

Out in sunny California, John Sutter has set up a lucrative agricultural and lumbering company, but he can use some help. You see, he’s severely shorthanded with all his field hands running off to the hills in search for gold.
75A: South of Sutter’s fort, the fields roll, gleaming brightly in the sunshine. They are just waiting for a little help to finish the harvest. To reap the rewards, carry your crops to the Fort where several people are more than happy to take them off your hands and reward you... especially if you find a way to help THEM.
75B: If it’s lumbering you’re after, there are forests to be had up in the mountains north of the fort, and if you make your way to the Coloma mining town, look up James Marshall at the Mill and he’ll see your lumber cut for you.
(More info in Questcards 50, 79, 82, 109 and 114).

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QUESTCARD 76 Digging for Gold in California

76A: Up in the hills and on the rivers in California, something near and dear to everyone’s heart has been discovered! GOLD!!! Ask around up there and maybe someone will be more than happy to show you how to go about panning for gold!
76B: Or, if even more entrepreneurial, there’s mining up in Sutter’s Mines, but beware... mining has its hazards.
76C: In Sutter’s Mines, it’s been rumored that a mad inventor is toiling away and he’s lost his parts. Find them and return them to him and he will reward you accordingly.
76D: Mining is a hazardous profession, and some are often buried under the rubble. In Sutter’s Mines, a father has lost his son to the hazards of mining. He asks that you try to find him and return him to his worried father.

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QUESTCARD 77 Whotvar Quests

The planet Whotvar is part of a newly discovered system in the upper parts of our Galaxy. Although the planet is sparsely populated, the natives certainly could do with some help from resourceful Travelers.
77A THE NATIVE GIRL
A young native has lost her earring and is too small to go and find it. Helping her just might make her smile.
77B THE DEMON'S CURSE
Ridding Whotvar of its ancient curse, and the demon who spawned it, just might cause an old woman to sweep you off your feet. Be careful, demons are tough.

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QUESTCARD 78 Whotvar 2 II Quests

A couple of asteroids circle the same sun as Whotvar. They are the centre of some Space Opera like plots that will need the help of outsiders to be resolved.
78A THE HOT DATE
Mrs. Bitters wants to have a hot date with a friendly space captain, but her husband keeps here practically chained to the kitchen. Helping her find some things to wear can be a rewarding experience.
78B THE PHILOSOPHER'S STONE
Mr. Bitters is looking for a certain stone that can turn any item into gold. He is offering an item that he stole... err, received for his good works on a far away planet.
78C BABY BITTER'S BLOCKS
Baby Bitters wants to play with her blocks again, but she gave them to a kindly old dwarf - *snicker* - in exchange for a magical stone. Finding the blocks will lead to getting what the blocks spell.
78D MAVRA CHANG'S SECRET
Mavra Chang is a space captain with the hots for Mrs. Bitters and a need to punish Mr. Bitters. She has some information that can lead to getting lots of gold. Can anyone help her out?
78E WHO TOOK HER CLOTHES?
A girl just wants to dance and who can blame her? But doing it naked can be embarrassing. Anyone that can help her find her clothes will be rewarded by Dr. Bitters.

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QUESTCARD 79 Trading in the Greek Islands

During the antique era Trading is mostly done by bartering and based on trust. You GIVE a person something they desire, and in return you RECEIVE something else. This could be a more developed item that you can trade elsewhere. But it can also be the Currency known as Trading Points, which will eventually allow you to buy some cool stuff, or be exchanged for EXP.
Just remember that if you give someone an item that they didn't ask for, they will be a lot less willing to pay,
Most of the 40 islands in the different archipelagos, and many places on the mainland too, have their own natural assets that can be traded in some other places. Possibly the most valuable of all assets are the Silk Cocoons, but these may be hard to get at.
There are two main centerpoints for the trading, each with its own large marketplace; the island Carpathos in the South Sporades, and the island Cyprus in the far east part of the Mediterranean Sea. Usually you can get a better price if you find the right buyer somewhere else, however.
The prospective Trader would be advised to start on Carpathos, where you can acquire Nautical charts and Trading charts listing Sellers, Buyers and the current prices of some items.
(More Trading info in Questcards 50, 75, 82, 109 and 114).

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QUESTCARD 80 Aegean Island Quests

Apart from the lucrative Trading, there are also some more traditional Quests you could do in the Aegean Islands.
80A THE LOST BRIDE
A young man named Spiros on the island Samos, is grieving his lost bride, Calinia. But maybe she isn't lost forever? According to the talk in the harbour taverns, her ship was taken by Icarian
pirates. Asking around a bit might help in finding the lost bride.
Just be careful, so you don't get to share her destiny...
80B THE RESISTANCE ON TENEDOS
On the island Tenedos a guerrilla war is raging. A young woman is longing for her fiancee, who has taken to the mountains with the rest of the young men. If she could just see him once again, to make sure that he is safe and sound...
80C THE HOMESICK SETTLERS
On the island Anaphe the settlers are longing for their old homes in Attica and Euboea, and for their families left behind...
80D THE LEBINTHOS MYSTERY
There is a mystery on the seemingly uninhabitated island Lebinthos. The seamen talk about an ancient curse of Zeus, and avoid the island as much as possible. But for an adventurous Time Traveler this could be the start of a challenging Quest, in search not only of a lost people, but of a sculptor, who is as famous as he is elusive.

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QUESTCARD 81 ARCHAEOLOGY IN CARTHAGE BAY

Northeast of the archaeological camp in Old Carthage lies the secluded and fenced in Carthage Bay. Here the visitors are allowed to try their hand at some archaeology themselves, since the staff is so overworked.
Everywhere in and around the shores of the bay, and sometimes also spreading into the excavation camp, you can find shards, pieces of pottery and even parts of ancient weapons. Some of them are just stone shards, and some of the pieces can be pretty hard to find. Don't expect them to lie around in the open - if they did, someone would have found them already.
You need to find all the parts of an item and then turn those in to one of the archaeologists of Camp Carthage, who will put the pieces together and reward you, provided you have found ALL the pieces.
(You'd better make sure that you have, before turning them in, since otherwise those pesky scientists might just keep the pieces and all your hard work will be in vain). If you want some more hints, have a look at the backside of the card too.

Backside:
There are 6 different items: two slates, two ceramic items and two weapons.
The descriptions of the pieces are 'graphic', but there is some info about the texture that might be helpful too.
All items have a different number of pieces, so you need to 'puzzle' them together, if you want to make sure that you have all the parts. This shouldn't be too hard, since the pieces fit nicely.
The Archaeologists that will receive the different items are:

  • Marie Lefarge, the expert on antique pottery
  • Greta Hummerlein, the expert on ancient inscriptions
  • Mike Donovan, the expert on old weapons

You could also try to place the pieces on an archaeologist's tray and then GLUE them together yourself. A complete item is of course much more valuable than shards and pieces, and the archaeologists are likely to go ballistic over then. But there is also a pretty large risk that you might destroy the items in the process, so maybe this tricky task is better left to the experts after all.

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QUESTCARD 82 TRADING IN EGYPT, KUSH AND PUNT

The Nile has always been the main Trade route of northeastern Africa, much more important than the caravan trails that traverse the vast Sahara desert. All kinds of goods are shipped along the Nile, downstream in the summertime during the flood season, upstream in wintertime when the prevalent northern winds facilitate sailing against the current.
The trade between the three countries Egypt, Kush and Punt is lively, with Kush in a strategic position between the other two. There are Trading Markets in several places along the course of the river; - Aswan, Elephantine Island, Kerma, Napata, Meroe and Khartoum, which all sell and buy a number of the most common trading articles for TradePoints. But you'll find that the prices vary a bit with the location.
Mostly you'll be paid in TradePoints but in the Land of Punt trading with the natives is traditionally done by bartering, item per item. The determined Trader can make a good living from it.
(More trading info in Questcards 50, 75, 79, 109 and 114).

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QUESTCARD 83 THE BORED STATUES

The Sun Phenomenon of the Abu Simbel temple is famous. It's not quite clear whether it appears by pure chance, or whether it is a very clever design of the architect of the temple. What happens is that the first rays of the rising sun will illuminate the four statues set at the back wall, almost 50 m inside the mountain. As the sun moves, the small illuminated area will move too, from statue to statue. Only during a short period of the year, around the vernal and autumnal equinox, this area will be large enough to illuminate all four statues at the same time. But this is not all. When the rays of the sun hits a statue during this period, it will spring to life - that is, a certain amount of life - allowing the statues to talk to one another for a short while. And what would four statues have to talk about? Well, the truth is, statues trapped 50 m inside a rock temple don't get a lot of excitement. So, what they mainly talk about is how bored they are. Perhaps YOU could relieve their boredom a bit?

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QUESTCARD 84 THE LIVING AND THE DEAD

Life after Death plays an enormous role in both Egypt and Kush, to the point where each city in Kush has a mirror city for the dead. A large part of Life in those countries is to prepare for Death - your own or that of your beloved ones.
The Kings and Pharaohs build impressive Mastaba tombs and Pyramids, where the walls are decorated with amazing murals, and the chambers are filled with grave-goods - and often also with the sacrificed bodies of their servants, concubines, guards and slaves. The ordinary people have fewer resources, but even for them it is important to be sent off in style, and an entire industry has developed in Kerma, focused on grave-goods, mostly ceramics and cloth. To be buried in style in Kerma, the body has to be wrapped in at least 5 pieces of the famous Kerman cloth, and since this is very expensive, families often leave their mummified dead above ground until they can afford a decent burial.
You'll find several Quests connected to the burial rituals of Kush. But beware - the Dead don't always appreciate being disturbed, and although the Bas can be quite talkative, they can also be very vindictive. And although you may be lucky enough to find some extremely valuable object among the linen wrappings of a mummy, you might also be slain on the spot for the sacrilege.

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QUESTCARD 85 THE NOMADS OF WAWAT

Nomads have a hard life in this arid desert. Their only fortune is their cattle, but the herds need to move constantly, to find fresh grazing and water. There are some campsites in oases with wells that provide enough water for both people and animals, but the nomads can never stay very long in either of those, because the herds will soon have devoured every green straw on the ground. So they are always on the move, always living on the marginal.
Perhaps you could make their life easier in some little ways?
But then again, there are also Egyptians in Wawat, and they tend to regard all Nubians, including the nomads, in the same way; 'The only good Nubian is a dead Nubian'. So maybe you will choose to help the Egyptians instead. It's a free world, after all.

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QUESTCARD 86 ARCHAEOLOGY IN WAWAT

You wouldn't believe it at first sight, but this inhospitable desert is filled with buried treasures. The tombs of the nomads, objects dropped by passing caravans, the belongings of travelers that died in the desert, all are soon covered by the drifting sand. But sometimes the ever blowing winds will shift the sand again, and uncover an old skeleton, a decorated tomb, or just an object dropped by mistake - and to modern Time Travelers these objects are archaeological artifacts of great value. There is even a Trader, Kabeebi, who has set up shop in the desert just to trade these artifacts. You need patience and a keen eye to be good at archaeology, but once you get the hang of it, you can scrape a good living from the trade.

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QUESTCARD 87 KERMA POLITICS

The land of Kush has a strategic location, not only between Egypt and the Land of Punt, but also at the crossing of the two main Trading routes of Africa, the Nile and the Caravan trail between Carthage and the Red Sea. The Kushites are traders by nature, and make a good profit on both ends of the Egyptian-Puntian trade. But the Kushites are also fighters by nature, and quite often find themselves in more or less open conflict with Egypt. Keeping up the Power Balance, without jeopardizing the profitable Trade, is like a tricky game of chess, one that needs foresight, cunning, courage and patience.
You too can be a part of the Top Politics of Kush, if only mainly as a courier, a carrier of dispatches. This may seem just like some sort of glorified 'errand boy', but there is more to being a courier than meets the eye at first. If you fulfill your task faithfully, never straying from the path, you'll build up a trust, and the final reward may exceed your expectations. Delivering a dispatch to the wrong recipient, can be extremely embarrassing and even dangerous, for both the sender and yourself. Remember that the bearer of bad tidings often gets the blame... On the other hand, delivering a dispatch to someone other than the original addressee can also have interesting - even profitable - results sometimes... It is your own choice how to carry out your tasks...

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QUESTCARD 88 THE AMUN PRIEST CONSPIRACY

The Amun Priests wield great power in both Egypt and Kush. Too much, many think. The temples of Amun hold enormous treasures, and the Priests of Amun form a Brotherhood - a web that covers both countries. Only one Pharaoh ever managed to challenge their power, Akhenaton, who tried to establish monotheism in Egypt, the worship of the God Aton instead of Amun. For a while he was successful, but in the end the Amun Priests prevailed. Akhenaton was murdered, and the weak young successor, Tutankhamon, reinstalled the worship of Amun. Since then the Amun Priests have gained even more power, more or less eliminating all the other Gods, reducing them to becoming different aspects of Amun and Mut. And yet the Priests crave even more power, and they do not only rule in matters of religion. By pretending to forward messages from the God Amun himself, they can heavily influence the choice of a new Pharaoh or King. And naturally they prefer a ruler that is weak, someone they can manipulate easily. The present King of Kerma is too strong-willed to suit their agenda.
So the Priests have concocted a plot, to have him removed from power and replaced with his feeble-minded younger brother. The Traveler can choose to assist either side...

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QUESTCARD 89 THE ARMY NEEDS YOU!

The kobolds and goblins of NightDragon Realms have been at war for centuries - it's time for this bloody battle to end. Choose a side and join the army - will you work your way up to Dragonrider for the kobolds or Worgrider for the goblins? Either way, loyalty has its rewards, while betrayal will have its punishments.

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QUESTCARD 90 VICTORIAN LONDON

90A Sherlock Holmes and Jack the Ripper
The citizens of Victorian London are depending upon Sherlock's legendary sleuthing skills to apprehend the monster known as Jack the Ripper. Unfortunately, Sherlock is having problems and needs help. Visit him to find out what he needs and join the hunt for the Ripper. Be warned, the hunt is long and arduous and not for the faint-hearted.
90B The Wayward Poet
Mary Shelley is fed up with her husband disappearing off to poke around in old ruined Greek temples. Talk to her and undertake her quest to bring him home.
90C Bedlam asylum
Bedlam Asylum, the hellhole where the deranged and insane are sent for 'treatment'. Not everyone incarcerated within its walls deserves to be there however. Meet with a mother and help her recover her daughter. She will be indebted to you and a nice reward awaits those who succeed. By the way, guess who also is incarcerated there?
90D Dr Jekyll and Mr Hyde
Dr Jekyll is becoming increasingly more worried; his latest batch of potion was too strong and Mr Hyde is taking over control more and more. Unless somebody stops him, Mr Hyde will soon be completely dominant and Dr Jekyll will cease to exist. Help Dr Jekyll find the items he needs for his antidote and banish Mr Hyde for good.
90E Help the Londoners
There are also some smaller Quests, to help various citizens in need.
But look out for Sweeny Todd, the Mad Barber...

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QUESTCARD 91 THE ELVEN BARDS

The great Master Bard, Taliesin, has come to the Metropolis of the Elves, and from near and far the bards gather for the yearly Contest, where he will be the Supreme Judge. There are two main rules for the contest: The poems must be 6 lines long and they have to be in rhymed verse.
The prize is very prestigious, and the winning bard gets to perform before the Elven King. Four of the local bards have registered for the contest; Mendel Caladron, Valith Chanderell, Isidia Sungold and Amalith Starglance. Each of them very much wants to win, and they wish almost as much that their main rival will NOT win.
So naturally everybody is getting very tense, and in a moment's despair all four of our local bards have torn up their efforts and thrown the pieces away, fearing that they are not talented enough to win. The next moment they regretted it, but by then it was too late - the wind had already blown the pieces away...
Each of the bards would pay a lot to have their poem restored, for they can no longer remember what they once wrote, and their inspiration has drained...
(But their distress is so great that you must give them the lines in the correct order, or they will not recognize their own poem, and might just throw the scraps away again).

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QUESTCARD 92 THE PRIZE BULL

Old McDonald has a farm, with a load of animals on it.
So has farmer Joe. He's also got a wife and two kids.
But the thing that he cares for most of all in this world is his prize
bull, Old Red. He's so crazy about that old bull that the ring in its
nose is made of pure gold.
Ain't that ridiculous? Wouldn't that old ring look a lot better on you?
Especially if you could find someone who would adapt it to a better size...

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QUESTCARD 93 CASTLE CASE

Did you ever want to try your hand as a private detective?
Now, here's your chance. Lady Anne, the wife of the well known Robber Baron, has lost the key to her jewel case. She's convinced that one of the servants has nicked it, and has turned to the 4D Travel Agency, with the request that they send a detective to her to solve the mystery.
Should be a piece of cake for a smart hotshot like you. All you need to do is talk to Lady Anne, and all the other inhabitants of the castle, and then draw your own conclusions about whodunnit. It should be pretty obvious in the end, at least to someone with normal intelligence and an open mind.
And if during your investigations you should happen to come across the key to the Robber Baron's own treasure chest... who would blame you, if you...
Because after all, the Baron is a brute and Lady Anne is a bitch. And I can promise you that you'd really like to get your hands on what's in that chest.

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QUESTCARD 94 FISHERMEN STORIES

Almost all fishermen tell those very long and boring stories, usually about the hardships they endured at sea, or the really fantastic fish that they caught - or failed to catch - at one time or another. Naturally the fish gets bigger and the hardships more dramatic for each time they tell their story.
The fishermen in Green Fen are no exception to this rule, and by now the people of that village - inhabitants and visitors alike - are getting so tired of their long winded tales that they have a hard time keeping their audience.
But if a listener actually managed to stay awake during the entire story, they might - just MIGHT - get to know something that could lead to... who knows what...
An exciting adventure? A hidden treasure? A tale about a lost child that reveals a dark family secret? Or just a very boring story about a very big fish that got lost?

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QUESTCARD 95 THE CALL OF THE SEA

Did you ever dream of going to sea? Becoming a Pirate, or maybe a Viking? Travels, adventure, rich loot, treasure chests buried on desert shores...
Then maybe you should seek out Mate Hook on the Pirate Galley north of Green Fen, and apply as a crew member. Now Mate Hook may treat you as a simple cabin boy - or girl - but there might be others more willing to pay well for some help.
For instance the Pirate Captain, missing his Pet Pirate Parrot Polly.
Or the Pirate cook, always out of ingredients for his not-so-tasty stews.
Or the poor galley slaves, yearning for freedom - or at least a drink.
And of course, everyone knows that where there are Pirates or Vikings, there are also buried treasures. All that you need to do is probably to find the four pieces of the treasure map that some pirates divided among themselves in the past...
Then again, engaging in some simple trading with the good merchants of Green Fen might be a faster and easier way to make a buck.

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QUESTCARD 96 : MORE FENIZIAN SECRETS Fenizia is known as the City of the Poison and the Dagger.
But there are other sides to that famous city as well. Life goes on, as in any city. People fall in and out of love, and sometimes the love is not popular with their relatives.
96A Like Oscar de la Renta, who loves boys... but loves opium even more...
96B Or the lusty Lucretia Fellini, who loves the pieous Mario Donatello. Neither her brother Cesare nor Mario's brother Don Giovanni approve of their liaison. There is no love lost between the two men otherwise, but in this matter they are totally in agreement.
And Lucretia has secrets, which can be used to keep her in line...
96C In fact everyone in Fenizia has secrets. People say that the Orsinis are the only exception to this rule, since they boldly flaunt their occupation as hired assassins. But maybe even the Orsinis have their secrets? And maybe some competition in their chosen trade might be profitable...

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QUESTCARD 97 GOLEMS GALORE!

No doubt you have heard of the Golems?
Those nifty trainable pets, who will stay loyally with their master in any situation? The pets that you can pick up and carry around? The pets that will gradually grow stronger as they fight with you? The ultimate pets, actually. Sold by Ferdinand Lilliput, the famous Golem maker of Fenizia.
Now there is one small problem with them.
To perform at their best, they need to be cared for - in particular they need to be treated regularly with Ferdinand's famous Golem Ointment.
And lately word has it that Ferdinand has run out of ingredients for this ointment.
Being so small, Ferdinand cannot easily travel around the country to collect what he needs. But he'll give a sizeable discount to whoever helps him.

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QUESTCARD 98 THE QUEST FOR THE BEST OF THE BEST

To join the Roger Young Space Cadets, you need a number of qualifications. This Quest is to determine who is the most worthy to be their next recruit.
You need to locate Roger Young and apply to him for a position among his Cadets. He usually can be found in one or the other of ten bars, located on different planets in the Galaxy. (After all, he does get around a lot, and a man needs some relaxation time, doesn't he)?
If you have trouble finding him, perhaps talking to one of his Space Cadets might help a bit.
When you've found Roger Young, say: "I want to apply as a space cadet" to him. He will then give you a note with the first part of the test.
After you finished one assignment, and provided the proof, you will get the next one. (You always need to complete one assignment before Roger Young will hand out a new task).
If at any time you lose the current note, you can always get a new one, by asking Roger Young for the latest assignment.

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QUESTCARD 99 THE CURSE OF THE GYPSY

No Dwarf or Gypsy is welcome in Fenizia, and the reason for that can be found in the Chronicles of Fenizia that are kept in the famous Library of Light.
Some say that Fenizia's decline was caused by the curse of the Gypsy. Others discard the thought as superstition. So maybe the curse worked, or maybe it didn't.
But there is also another side to the story.
The gypsy dancer, Esmeralda, who was defiled and dishonored by the Fenizians, is an old woman now, but still alive.So a woman wronged needs revenge.
And sooner or later, she is going to get it. Maybe with your help?

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QUESTCARD 100 THE DWARVEN TREASURE

Centuries ago a group of Fenizian adventurers raided the Dwarven caverns, and got away with a huge treasure. The welth of Fenizia is mostly founded on that loot.The dwarves of Thandar have neither forgiven nor forgotten. Almost every year bands of dwarves attack the city, hoping to catch the inhabitants off guard.
So far their raids haven't been successful. The walls of Fenizia are too strong and too well defended. But the dwarves haven't given up. They are firmly resolved to one day conquer the city and get back what is rightfully theirs. And until that day, there are other means and methods of getting their revenge.
Talking to the King of Thandar, might result in a very profitable assignment.

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QUESTCARD 101 THE CARDINAL'S SIN

We are all sinners...
But luckily the Church makes it easy for us to be absolved. All you need to do is to confess your sins to a Cardinal. Just say 'Forgive me father for I have sinned', and he will give you absolution, and possibly even sell you a letter of Indulgence.
But when the Cardinal of Yorke, the Head of the English Church, has sinned... Who will absolve HIS sins?

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QUESTCARD 102 THE HOLY GRAIL

It has been over two years since young Galahad left on his Quest to find the Holy Grail, and hardly a word has been heard of him since.
Galahad is deeply loved by everyone who met him, from the King to the humblest peasant. He is considered to be the greatest of all the Knights of the Round Table, even greater than his father Lancelot. By now everyone is extremely worried about his absence. King Arthur
is particularly unhappy, since he feels guilty about sending the young knight on the Quest in the first place. He doesn't really care about the Grail any more, he just wants Galahad back.
The young knight must have left some sort of trail behind, and the ones most likely to hold some information would be the clerics all over the realms - monks, priests, abbots and cardinals. But the best way to start the search is probably to talk to King Arthur himself, who may be worried enough to confide in a Time Traveler. He might give you some lesser assignment at first; after all, trust has to be earned. But as soon as you've proved your value, he might send you in the tracks of Galahad.
Be prepared for a long and hard quest...

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QUESTCARD 103 REBELLION AGAINST ARTHUR!

Poor King Arthur! Not only is he worried about young Galahad's long absence, he is also struggling to keep things together, after the scandals, first with his illegitimate son Mordred and then with Lancelot and the Queen.
But Arthur actually has bigger problems than this. There is a rebellion brewing against him in his own city, Durmandle, started by a bunch of disgruntled merchants.
While Arthur still is blissfully unaware of this new threat, everyone else in the city seems to have an opinion both about the many scandals and about the budding rebellion. There is a lot of gossip all over town, which is how the Captain of the King's Guard managed to get wind of the conspiracy.
Being one hundred percent loyal to his ruler, and knowing about his many worries, the Captain is equally determined to stamp out this fire, and to keep Arthur unknowing of the planned treason.So the entire affair has to be handled with the utmost delicacy and care. And since the Captain is a bit too well known in the city to go undercover himself, he might assign the task of investigation to a Time Traveler.
Maybe it's a bit naive of the Captain to assume that someone fairly unknown to himself could be trusted. But Time Travelers have earned the reputation of being both resourceful and smart. Whether they also deserve a reputation of being trustworthy is perhaps up to you to decide.
There is after all two sides to most conflicts.
And maybe both sides would be willing to pay well for the assistance.

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QUESTCARD 104 THE DRUIDS AND THE MOON

Southwest of Durmandle is an ancient cairn, situated on a hill in the rural landscape. The locals tell all sorts of strange stories about this landmark.
It's supposed to be a tomb, in some way connected to the ancient Druids. And many of the locals swear that the place is haunted. Strange lights and sounds have been observed around midnight. And they also claim that when the moon is full, the ghost of an old Druid Priest returns to claim a treasure once stolen from the tomb.
If you decide to seek out the truth behind the stories, be warned that the Quest will be long and hard. Moon phases play a big role in Druid religion, and since rituals have to be done at the right moonphase, some patience will be required.
But if you persevere, you might find the path to the lost and legendary Land of Avalon, which is said to have been hidden by the Fairies long ago.
And if you succeed in bringing the lost artefact back to its rightful owner, you'll be richly rewarded.

QUESTCARD 105 AVALON ADVENTURES
The Main Quest in Avalon is of course to find and retrieve the Sacred Sickle of the Druids, (see Questcard 104). In fact just finding the way into Avalon is a Quest in itself.
But there are other adventures in Avalon...
105A THE GUARDIAN OF GLASTONBURY TOR
Gwyn app Nupp not only lost the love of his life, one of his dogs ran away chasing rabbits. Since Gwyn guards the access to the top of Glastonbury Tor, it would be a good idea to keep on good terms with him.
105B THE CHANGELING
A Pixie stole Amelia Brittle's baby, and put her own child in its place. Can you help Amelia to exchange the changeling back again?
105C ELVEN BREAD
The famous Elven bread can only be baked on meal from the Durum wheat that grows on the plains of Avalon. Last year's harvest was a disaster, so the Baker in Elven Metropolis is waiting eagerly for this year's harvest. But the miller of Glastonbury isn't about to give it out for free...

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QUESTCARD 106 THE PHILANDERING KNIGHT

At the Crystal Castle way up in the northern sky, a young knight has a bit of a problem. He is due at Camelot to face King Arthur for a promotion, but it seems he has lost his vestments during a party that somehow went a bit... wild...
Apparently some of the young ladies involved took advantage of his incapacitated condition afterwards, and decided to play a practical joke on him.
Now he cannot face the King without his knightly vestments. He has a vague idea about what happened, but it would be embarrassing if he had to face those that took his vestments himself. Embarrassing and perhaps a bit awkward for a man that wishes to become a Knight of the Round Table.

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QUESTCARD 107 THE SECRETS OF UTOPIA

Is Utopia really the model society that it claims to be? On the surface everything may look fine, but there are hidden problems and a growing discontent among the citizens, even a Resistance movement...
107A THE SECRETS ARCHIVES
The main Quest is to help the journalist Josh Bannerford unveil the true history of Utopia, by finding the secret files in the City Archive. A good way to start, beside talking to Bannerford, would be to find the Meeting Room of the City Council, and eavesdrop on their sessions.
Other good places to gather info might be the Hair Saloon in the Shopping Mall, or the Southsider Pub, where the Resistance members usually meet.
It would also be a good idea to make friends with the members of the City Council, who naturally hold a lot of information.
107B THE SOUTHSIDE PROBLEM
The City Council wants to renovate the Southside District, the oldest part of the city. The area is rather run down, so the plan is to level it with the ground, and rebuild it completely.
The Southsiders on the other hand like their area exactly as it is. They want to keep the character and just have the old houses carefully restored. They even want the entire area to be declared 'Cultural Heritage', since it was the first place the immigrants settled in when arriving on the planet.
Talk to Alicia Lovecraft, the leader of the Resistance, if you want to help them in their struggle.

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QUESTCARD 108 TOURIST TASKS IN UTOPIA

As a Tourist in Utopia there are several Quests that you can do to finance your stay:
108A THE CENTENNIAL CELEBRATION
In the year to come, the Utopians will celebrate the City's 100th birthday, and the preparations are in full swing. Part of the celebrations is a big exhibition with items from other worlds and time periods. Each of the five Council members has got a list of six items that they need to collect. Naturally they'd appreciate the help of a seasoned Time Traveller like you.
108B THE BIG GAME HUNT
Every month a Big Game Hunt is held outside the dome. To partake you need a special invitation, but the prey is said to be challenging and unusual, and there is a nice reward for whoever wins the Hunter of the Month title.
108C THE CENTENNIAL DIAMOND
As a part of the centennial Celebration a diamond will be hidden somewhere in Utopia every day. The Citizens and visitors are encouraged to try to find it, and give it to Mz. Amy Vine, who will hand out a reward.
108D SPECIAL PURVEYOR OF SHROOMS
Even though there are machines to harvest the pink moss and shrooms that are essential to the economy of Utopia, an enterprising visitor can make a good buck by collecting shrooms and trading them to Mr. Greaves of the UFF, who will also pay a good price for a beetle that eats the shrooms.
There might even be other buyers in the city willing to pay a bit more than he does. Also the intelligent harvesting machines tend to pick up other stuff from the ground, and may occasionally drop interesting things when killed. But there are many dangers outside the Dome, so watch out!

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QUESTCARD 109 Trading in the Medieval Dimension

Trading can be done in all Dimensions. But it's probably easiest in Medieval, since so many facilities, and so many Trading shops are gathered there.
109A FARMING
There are the 8 farming fields north of Olde Yorke, each yielding a different crop.
109B GARDENING
There are also 8 Gardening facilites west of the city, where you can test your green fingers.
109C LUMBERJACKING
You can lumberjack in the forests, (Talk to Jack the Lumberjack).
109D COLLECTING BIRD'S EGGS
You can also collect bird's eggs, which several innkeepers and bakers will pay tradepoints for.
109E COOKING AND CATERING
Eggs are also needed for Cooking/catering, as well as fresh fruits from the Orchard south of Olde Yorke, and milk products, which can be processed in the Dairy north of the city.
109F CRAFTING
Northeast of Olde Yorke you'll find the Crafter's Alley, which holds the facilities for Textileworkers and many other crafts, that are yet still under development.
(More info in Questcards 50, 54, 75, 79, 82, and 114).

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QUESTCARD 110 THE FIGHT AGAINST EVIL

The Counsel of the Beasthall has seen more death than victory over the last weeks. But with a recent discovery of a possible way to bring the fight to the enemy, now they need the help of a strong cunning hero to lead the way into the depths of horror itself. But to get to the entrance to the stronghold of evil, you need to first gain the trust of the inhabitants of the village Gelindril.
More about this in Questcard 111.

QUESTCARD 111 HELP THE GELINDRIL VILLAGERS

The villagers of Gelindril need the help of a strong and resourceful Time Traveler. By helping these people and earning their trust, you will eventually gain access to the Flying Fortress, where unspeakable evil resides.
111A FIND THE MISSING DAUGHTER
The number of missing persons has steadily risen since the coming of the great war. One such person is the daughter of the city's steward, who would grant a great boon to whoever finds and rescues his daughter.
111B HELP THE TRADESMEN
The recent and nearly endless war has stretched supplies thin, and the local tradesman of Gelindril are eager to take assistance from whomever they can. Beware, the people have grown to distrust strangers however, since the war has brought many a false "helper". Too often have they found themselves being betrayed by clever spies for the enemy.

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QUESTCARD 112 Killer Klown Quests

There are several quests, both easy or hard, that can be done in the Fun Fair.
112A COLLECT COUPONS (Easy)
Look for coupons and win one of four cool prizes.
112B THE LOST DAYCARE KIDS (Easy)
A Daycare Teacher has lost two of the kids in her group. She is naturally very worried, and the kids must be scared stiff.
112C THE RUNAWAY MARSIPULAMI (Medium)
The male Marsipulami has run off too. His mate is unhappy, and Agatha, the bearded lady, is missing her pet.
112D PIES OR KLOWNS? - JOIN THE FRACAS (Easy-Medium)
Even though the Killer Klowns and the Pie Monsters once were best buddies, they had a fallout, and are now mortal enemies. This may have something to do with both species having as their ultimate goal to rule the Universe.
So the High Pie Councillor might ask you to kill the klowns, and the Klown Kaptain might ask you to kill the Pie monsters, and you can choose to help either of them. Or maybe both, since people who want to rule the universe are usually best dead.
112E SAVE THE FUN FAIR OWNER (Hard)
But the main Quest is of course to help the unlucky Fun Fair Owner to get rid of the Killer Klowns once and for all, by blowing up the spaceship that they came in. KABOOM!!!

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QUESTCARD 113 Save the Dragon Forest

It was said that the Dragon Queen's son, Angel was to be the savior of the Dragon Forest. But he hasn't been seen since the time of the Dragon Wars, which was centuries ago. If only there was a way to get back to that time and save him...

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QUESTCARD 114 Trading in the Old West

There are many professions that you can earn TradePoints and Tokens from, while travelling in the Old West.
114A RANCHING
Become a Rancher, in the 4D Ranch south of Dodge City. Raise your own herds of cattle, sheep or horses, and drive them to the Market.
114B TRAPPING
Become a Trapper; trap, catch and skin fur animals and trade the skins in any of the Trading Posts - or develop them further. The Train Company also pays for dead buffalos - and Indians.
114C GOLDMINING
Become a Prospector; pan for gold in the streams and rivers, use a cradle or sluicing box, or pry the ore directly from the bedrock. The Trading Posts may pay a better price than the Dry Gulch Office.
114D LUMBERJACKING
Become a Lumberjack; There are large forests out west, and some customers pay a better price than the lumber mill near Olde Yorke. You'll find one lumbermill close to Legend and another near Coloma on the California trails.
114D FARMING
There are large farming fields around Sutter's Fort on the California Trail, and several receivers of the crops inside the Fort.
A good way to start your career as a Rancher, Trapper or Prospector would be to visit one of the three Trading Posts along the Westward Ho Trail. Not only can you buy all the tools you need there, you can also trade most of your products to them. Not to mention that they are selling three very
useful MANUALS, about how to become a TRAPPER, a GOLDMINER or a RANCHER.
(More trading info in Questcards 50, 75, 79, 82 and 109).

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QUESTCARD 115 Quests out West

Apart from the numerous ways of earning Tradepoints and Tokens as a Trapper, Goldminer, Rancher or Lumberjack, there are also a number of more traditional quests that you could try out, as you travel from Dodge City to Tombstone by foot or on horseback.
115A BRONGBRAT IS IN TROUBLE (easy)
Brongbrat, the Strong Man in Buffalo Bill's Circus apparently needs some help.
115B YEEEHAW! (easy)
Apply as a RANCHHAND with any of the Bar-X or Circle-Y ranches. Perhaps the FOREMEN will have a task for you. You might even become a bronco buster...
115C ASSIST THE LEGEND CITIZENS (medium)
It seems that several of the people in Legend would like to use you as an errand boy - (or girl) - to cover up their own, somewhat shady business. But as long as they pay you well... Who cares?
115D HELP THE TRAPPER (medium)
The TRAPPER in the forest south of Legend has hurt his leg in one of his own traps. Embarrassing, right?
115E FERRETING (easy)
There is a serious RAT PROBLEM, both in Dry Gulch and Legend. If you are the lucky owner of a tame ferret, you could make a buck or two, by getting rid of the pests. It's even rumored that the Chinese pay for dead rats - you probably don't want to know why.

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QUESTCARD 116 More Quests Further West
If you tire of earning Tradepoints and Tokens as a Trapper, Rancher, Goldminer or Lumberjacker, you'll find many other quests out there.
116A BUTCH CASSIDY IS BORED (medium)
Sitting out the winter in the Hole in the Wall is extremely... well... boring. Maybe you can assist?
116B HELP THE SETTLERS (hard)
Not all travelling west are headed for the California gold fields. Some went out looking for free land to farm. But the life of the settlers is hard and some of them really need help.
116C INDIAN INVASION (medium)
There are rumors of a STRANGE INDIAN TRIBE threatening war on the Prairie. You may be able to stop an invasion - or start one.
116D INDIAN LOVE (very hard)
AYANA, the daughter of the APACHE Chief fell in love with the wrong boy, a NAVAHO. Both the fathers are vehemently against the match, but young love will usually find a way. Perhaps you can help them?
116E TOMBSTONE TROUBLE (medium)
Everyone knows about the controversy between the EARP BROTHERS and the CLANTON GANG. Eventually there will be a shootout in the OK Corral. But until then, both sides might be in the market for a skilled gunman. Talk to Old man Clanton or Marshal Wyatt Earp.

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QUESTCARD 117 Chinese Business
The Chinese navvies were imported from China as cheap labour for the railroad between Dodge and Tombstone. Some of them stayed behind to work in the Legend Mines, and when they later were run out of both the mines and the city, they set up camp south of Legend. Chinese people are not allowed to own land or stake claims, so now they make their living in other ways, mostly by trading - they even deal in drugs. Truth is that they have some rather shady business going on, partly involving the Legend citizens and miners. This usually means a fair chance to make some profit for any enterprising travellers.
But the Chinese have a social life too, and even though the families are spread over half the west, they still manage to keep in contact with each other, using a courier service. And presently there is a wedding planned, between two families in the Legend camp. Rumour has it that they may need some help with the wedding preparations.

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QUESTCARD 118 Ali Baba's hidden Cavern

You have probably heard about Ali Baba and the 40 thieves, and the hidden cave with all the legendary treasures they collected on their raids to the Sultan's palace.
Now is your chance to find out if these legends are true. Of course, you need to find your way through the desert to find the cavern first... And then figure out how to get into the cave...
But that shouldn't be too hard for a smart guy like you.
This zone is mainly for those who just left the Newbie zones, and are looking for something a bit more challenging, but still not too hard. It was created by one of the Helpers, so it has some easy quests, designed to teach you some of the things that are special for this Mud.
Things like listening, smelling, looking behind and under things and so on...
You will find the zone just east of the Gate that leads to the Old Carthage Excavation Camp. Or you can use the shortcut at the west end of Venture Way.

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QUESTCARD 119 Pix's Puzzle Zone

This zone follows a different concept from 4D zones, and can be considered a Puzzle Zone. Completing the crossword will net a silver token, plus a very special item.
Typing 'map' in the zone shows eight horizontal lines, and they correspond to eight different words. And like traditional crosswords, there are clues in all of these rooms for you to figure out what these words are.
The goal of this zone is:

  1. Find out what these clues mean, and deduce the eight words they correspond to.
  2. Find a way to input these words, and complete the zone.

To help players with this zone, here are some hints:

  1. The Control Room is the key to solving this zone.
  2. Each 'line', or group of rooms corresponding to a word follow a certain theme. Finding the theme may make it easier to decipher these clues.

Happy puzzling, and enjoy the zone!
And for those needing an extra hint, look at the back of this questcard.

back
There's this horizontal stretch 2s from the sign, and here are some hints for that stretch:

  1. Remember the room echoes and the inscription at the control room.
  2. At the US-Mexican Border, what are the guards doing?
  3. At the Stage of the Opera Populaire, what is the old man doing?
  4. What is the alternative name for the Zijin Cheng?

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QUESTCARD 120 THE GAME GRID

The Game Grid is in a computer world where the MCP rules supreme. Few users
dare challenge the MCP, as he mercilessly deletes those who oppose him. The
computer programs carry items that help in defeating the MCP, but are afraid to
use them. Can you be the user to beat him, and then escape the Game Grid?

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QUESTCARD 121 THE ARABIAN DESERT

The Arabian Desert is a harsh and dangerous place, with its inhabitants eking out their living one day at a time. Most of them refuse to talk to strangers, but there might be one or two people who might open up to you.
Someone has a vision from the Gods..but needs help to realize it.
Tales tell of a mysterious forest in the desert - perhaps someone dwelling there might need your assistance?
An ancient prophecy lies buried somewhere in the desert, foretelling the destruction of the earth.
You can look at the back of the card for more information.

back
This Questcard doubles as a prototype Quest Journal for the Arabian Desert. To activate this card, HOLD it in your hands, and type questcheck.
If you think you have screwed up some quests in this zone, you can reset the questflags by HOLDing the card and typing questcheck reset.

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QUESTCARD 122 CRIMINAL MASTERMINDS OF VICTORIAN ENGLAND

1) The Ticking Tower
The criminal mastermind, Professor Moriarty, is running amok in south London, backing all manner of criminal activity. While Sherlock is laid up in his house at 221B Baker Street, he sent Watson to investigate the scene. But now Watson is missing and Chief Inspector Lestrade has no idea where to begin. The clues will take you far and wide, can you save Watson and defeat Moriarty?

2) Blood In The Streets
A foreign Count recently arrived in London and a sudden rash of bloodless corpses has littered the streets. Only Abraham Van Helsing has the experience necessary to end the terror, but the agents of darkness have scattered his weaponry to prevent the final showdown between good and evil.

3) Reanimation
Strange things are happening in Castle Frankenstein, ghastly things involving bloody organs and fresh corpses. A visiting lecturer in the Royal College may have some important insight. While an angry mob attacks the gates, Victor Frankenstein frantically seeks to unlock the secrets of life and death.

4) A Jolly Holiday
Mary Poppins just wants to take the lovely Banks children on a tour of London, maybe even visit her good friend Burt, the famous Chimneysweep. But Mr. Banks is a sourpuss and thinks children should be at study, not at play. Can you help the kids a little, maybe even give them the time of their lives?

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QUESTCARD 123 VICTORIAN CITIZENS IN NEED

1) A Scientific Breakthrough
Doctor Griffin has finally made a breakthrough in optical science, permanently altering the human body's refractive index. While us Time Travelers have already mastered these skills, he may have something else of great value... if you can find him.

2) The Fate Of An Overseer
The overseer of the London Steamworks ran a fierce workforce, taking no grief and offering no quarter. Did the boilermakers rise up and knock him down?

3) Brother Seeking Father
Father Francis has gone missing and is nowhere to be found. Brother Jonas has hunted high and low, but cannot seem to find him. Is it too late?

4) Great Expectations Thwarted
Edwin Drood, Abel Magwich and Phillip Pirrip are down on their luck and in need of assistance. Can you help them fulfill their great expectations?

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QUESTCARD 124 NEWBIE ROYAL FOREST

Just northeast of Olde York, the Royal Forest awaits young explorers. Whether you uncover the various quests, discover hidden rewards, or collect animal skins for trading, there is much to do for the recent arrivals to 4D.

- A shepherd has lost his flock, can you help him out?
- Pests are running rampant through the Royal Forest, and the warden will pay nicely for your assistance.
- Wolves are a nuisance as well. Their ears fetch a high price.
- One of the game wardens has gone missing, his daughter needs your help to find him.
- Legends tell of a gang of Irish robbers who stashed their treasure in the Royal Forest. Can you locate the map?

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QUESTCARD 125 THE PATH OF AWAKENING

The Force Awoke, but Rey and Fin have disappeared somewhere in the desert wastes of Jakku. While the First Order hunts for a missing ball-droid, Poe Dameron could use a little help repairing his X-Wing fighter. The desert sands are full of secrets and junk traders will pay handsomely for them. Tread lightly, these are your first steps into a bigger world.

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QUESTCARD 126 THE ORC UPRISING

Calling all Worg Riders!! Save Old Yorke!!
Somewhere south of Yorke, the fragile peace between the goblins and the orcs has
been shattered, and the goblins are the only thing left to prevent an all-out
war between the humans and the orcs. Though the goblins may be holding the orcs
at bay, their reserves of combat-ready warriors wearing thin. But, the fight
against the orcs is fearsome, and only Worg Riders are welcome to join. Find
General Griel and enlist before it's too late. Save Old Yorke by saving the
goblins.
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QUESTCARD 127 THE MYSTERIES OF THE SOUTHERN RANGE

Only a few true seekers in the game have even discovered the Southern Bend. The realms continue beyond the simple trail that leads from Odessin to the eastern seas. The mountains that loom above the Bend hold mysteries that await solving, if only to find the path to the City on the Sea far to the south.

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QUESTCARD 128 THE KINGDOM OF XANTH Before she retired years ago, Fenix left us an unfinished zone modeled after the Xanth series of books. Now you can visit her re-mastered work and help King Dor lead the realms into peace and prosperity. Complete with characters from the 47 different books in the series, you'll be sure to bump into someone you know. Check-in with Sorceress Iris to get an appointment to see the king.

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