Difference between revisions of "Quests"
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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. | ||
+ | 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. | ||
+ | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
!style="text-align:left;"| Letter | !style="text-align:left;"| Letter | ||
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!Location | !Location | ||
|- | |- | ||
− | | A || [[#QUESTCARD_A|Wolf's and robber's ears]] || | + | | A || [[#QUESTCARD_A|Wolf's and robber's ears]] || Interdimensional |
|- | |- | ||
− | | B || [[#QUESTCARD_B|Snowbird's | + | | B || [[#QUESTCARD_B|Snowbird's Sewing]] || Interdimensional |
|- | |- | ||
− | | C || [[#QUESTCARD_C|Molly's | + | | C || [[#QUESTCARD_C|Molly's Clothes]] || Interdimensional |
|- | |- | ||
− | | D || [[#QUESTCARD_D|Garion's House]] || | + | | D || [[#QUESTCARD_D|Garion's House]] || Interdimensional |
|- | |- | ||
− | | E || [[#QUESTCARD_E|Imm's | + | | E || [[#QUESTCARD_E|Imm's Games]] || Interdimensional |
|- | |- | ||
− | | F || [[#QUESTCARD_F|Wynter's | + | | F || [[#QUESTCARD_F|Wynter's Jewellery]] || Interdimensional |
|- | |- | ||
− | | G || [[#QUESTCARD_G|Liathia's | + | | G || [[#QUESTCARD_G|Liathia's Laundry]] || Interdimensional |
|- | |- | ||
− | | H || [[#QUESTCARD_H|Circe's | + | | H || [[#QUESTCARD_H|Circe's Herbs]] || Interdimensional |
|- | |- | ||
− | | I || [[#QUESTCARD_I|Kalten's | + | | I || [[#QUESTCARD_I|Kalten's Clothes]] || Interdimensional |
|- | |- | ||
− | | J || [[#QUESTCARD_J|Shorty's Cowboy outfit]] || | + | | J || [[#QUESTCARD_J|Shorty's Cowboy outfit]] || Interdimensional |
|- | |- | ||
− | | K || [[#QUESTCARD_K|Sonya's | + | | K || [[#QUESTCARD_K|Sonya's Flowers]] || Interdimensional |
|- | |- | ||
− | | L || [[#QUESTCARD_L|Mordecai's | + | | L || [[#QUESTCARD_L|Mordecai's Feathers]] || Interdimensional |
|- | |- | ||
− | | M || [[#QUESTCARD_M|The Imm Library]] || | + | | M || [[#QUESTCARD_M|The Imm Library]] || Interdimensional |
|} | |} | ||
− | ( | + | (Cards B, D, E, and J are bugged and under construction.)<br /> |
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
Line 39: | Line 42: | ||
!Difficulty | !Difficulty | ||
|- | |- | ||
− | | 1 || [[#QUESTCARD_1|Wanted Poster I]] || | + | | 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 | ||
|} | |} | ||
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<span id="QUESTCARD_H">'''QUESTCARD H'''</span> | <span id="QUESTCARD_H">'''QUESTCARD H'''</span> | ||
− | 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 /> | + | 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 /> |
This is what she needs for her famous polymorph potion:<br /> | This is what she needs for her famous polymorph potion:<br /> | ||
* a datura flower | * a datura flower | ||
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* a pair of cowhide chaps | * a pair of cowhide chaps | ||
− | + | <span id="QUESTCARD_K">'''QUESTCARD K'''</span> | |
+ | |||
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 /> | 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 /> | ||
This quest can only be turned in once and must be turned in to a high level imm.<br /> | This quest can only be turned in once and must be turned in to a high level imm.<br /> | ||
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* the flower of Pharaoh | * the flower of Pharaoh | ||
− | + | <span id="QUESTCARD_L">'''QUESTCARD L'''</span> | |
+ | |||
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 /> | 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 /> | ||
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 /> | 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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This quest can only be turned in once and must be turned in to a high level imm only.<br /> | This quest can only be turned in once and must be turned in to a high level imm only.<br /> | ||
− | + | <span id="QUESTCARD_M">'''QUESTCARD M'''</span> | |
+ | |||
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 /> | 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 /> | ||
But after a long hard day, who wants to go looking for something to read? Not us. <br /> | But after a long hard day, who wants to go looking for something to read? Not us. <br /> | ||
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* a romance novel | * a romance novel | ||
* the procrastinator's handbook | * the procrastinator's handbook | ||
− | a slim poem book<br /> | + | * a slim poem book<br /> |
[[#TOP|Back to top]] | [[#TOP|Back to top]] | ||
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<span id="QUESTCARD_1">'''QUESTCARD 1'''</span> | <span id="QUESTCARD_1">'''QUESTCARD 1'''</span> | ||
− | + | .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..<br /> | |
: WANTED :<br /> | : WANTED :<br /> | ||
: FOR BANK ROBBERY AND MURDER :<br /> | : FOR BANK ROBBERY AND MURDER :<br /> | ||
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<span id="QUESTCARD_62">'''QUESTCARD 62'''</span> The threat over Hayholt City | <span id="QUESTCARD_62">'''QUESTCARD 62'''</span> 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. | + | 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 | + | 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 /> |
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 /> | 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 /> | ||
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<span id="QUESTCARD_64">'''QUESTCARD 64'''</span> Protection of the Angels | <span id="QUESTCARD_64">'''QUESTCARD 64'''</span> 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 | + | 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 /> |
[[#TOP|Back to top]] | [[#TOP|Back to top]] | ||
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<span id="QUESTCARD_70">'''QUESTCARD 70'''</span> Adventures in Punt | <span id="QUESTCARD_70">'''QUESTCARD 70'''</span> 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, | + | 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 /> |
(Incidently you need a Babel fish to even speak with those natives). <br /> | (Incidently you need a Babel fish to even speak with those natives). <br /> | ||
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 /> | 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 /> | ||
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<span id="QUESTCARD_72">'''QUESTCARD 72'''</span> The Calydon Boar Hunt | <span id="QUESTCARD_72">'''QUESTCARD 72'''</span> The Calydon Boar Hunt | ||
− | Each year a great | + | 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 /> |
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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 /> | 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 /> | ||
− | 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 | + | 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 /> |
− | 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 /> | ||
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 /> | 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 /> | ||
(More info in Questcards 50, 79, 82, 109 and 114).<br /> | (More info in Questcards 50, 79, 82, 109 and 114).<br /> | ||
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<span id="QUESTCARD_77">'''QUESTCARD 77'''</span> Whotvar Quests | <span id="QUESTCARD_77">'''QUESTCARD 77'''</span> 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 | + | 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 /> |
77A THE NATIVE GIRL<br /> | 77A THE NATIVE GIRL<br /> | ||
A young native has lost her earring and is too small to go and find it. Helping her just might make her smile. <br /> | 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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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 /> | 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 /> | ||
78E WHO TOOK HER CLOTHES?<br /> | 78E WHO TOOK HER CLOTHES?<br /> | ||
− | A girl just wants to dance and who can blame her? But doing it naked can be | + | 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 /> |
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Just be careful, so you don't get to share her destiny...<br /> | Just be careful, so you don't get to share her destiny...<br /> | ||
80B THE RESISTANCE ON TENEDOS<br /> | 80B THE RESISTANCE ON TENEDOS<br /> | ||
− | On the island Tenedos a | + | 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 /> |
− | make sure that he is safe and sound...<br /> | ||
80C THE HOMESICK SETTLERS<br /> | 80C THE HOMESICK SETTLERS<br /> | ||
On the island Anaphe the settlers are longing for their old homes in Attica and Euboea, and for their families left behind...<br /> | On the island Anaphe the settlers are longing for their old homes in Attica and Euboea, and for their families left behind...<br /> | ||
80D THE LEBINTHOS MYSTERY<br /> | 80D THE LEBINTHOS MYSTERY<br /> | ||
− | 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 | + | 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 /> |
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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 /> | 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 /> | ||
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 /> | 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 /> | ||
− | (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 | + | (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 /> |
Backside:<br /> | Backside:<br /> | ||
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<span id="QUESTCARD_83">'''QUESTCARD 83'''</span> THE BORED STATUES | <span id="QUESTCARD_83">'''QUESTCARD 83'''</span> 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. | + | 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 /> |
− | 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 /> | ||
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<span id="QUESTCARD_86">'''QUESTCARD 86'''</span> ARCHAEOLOGY IN WAWAT | <span id="QUESTCARD_86">'''QUESTCARD 86'''</span> 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 | + | 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 /> |
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<span id="QUESTCARD_87">'''QUESTCARD 87'''</span> KERMA POLITICS | <span id="QUESTCARD_87">'''QUESTCARD 87'''</span> 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 | + | 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 /> |
− | 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 | + | 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 /> |
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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 /> | 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 /> | ||
− | So the Priests have concocted a plot, to have him removed from power and replaced with his feeble-minded younger brother. The | + | 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 /> |
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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 /> | 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 /> | ||
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 /> | 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 /> | ||
− | (But their distress is so great that you must give them the lines in the correct order, or they will not | + | (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 /> |
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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 /> | 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 /> | ||
− | 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 | + | 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 /> |
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 /> | 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 /> | ||
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 /> | 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 /> | ||
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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 /> | 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 /> | ||
− | QUESTCARD | + | [[#TOP|Back to top]] |
+ | |||
+ | <span id="QUESTCARD_96>'''QUESTCARD 96'''</span> : MORE FENIZIAN SECRETS | ||
Fenizia is known as the City of the Poison and the Dagger. <br /> | 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 /> | 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 /> | ||
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<span id="QUESTCARD_99">'''QUESTCARD 99'''</span> THE CURSE OF THE GYPSY | <span id="QUESTCARD_99">'''QUESTCARD 99'''</span> THE CURSE OF THE GYPSY | ||
− | No Dwarf or Gypsy is welcome in Fenizia, and the reason for that can be found in the | + | 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 /> |
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 /> | 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 /> | ||
But there is also another side to the story. <br /> | But there is also another side to the story. <br /> | ||
− | The gypsy dancer, Esmeralda, who was defiled and | + | 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 /> |
And sooner or later, she is going to get it. Maybe with your help?<br /> | And sooner or later, she is going to get it. Maybe with your help?<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 /> | 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 /> | ||
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 /> | 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 /> | ||
− | 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 | + | 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 /> |
Be prepared for a long and hard quest...<br /> | Be prepared for a long and hard quest...<br /> | ||
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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 /> | 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 /> | ||
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 /> | 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 /> | ||
− | 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 | + | 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 /> |
− | Maybe it's a bit naive of the Captain to assume that someone fairly unknown to himself could be trusted. But Time | + | 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 /> |
There is after all two sides to most conflicts. <br /> | There is after all two sides to most conflicts. <br /> | ||
And maybe both sides would be willing to pay well for the assistance.<br /> | And maybe both sides would be willing to pay well for the assistance.<br /> | ||
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More about this in Questcard 111.<br /> | More about this in Questcard 111.<br /> | ||
− | + | <span id="QUESTCARD_111">'''QUESTCARD 111'''</span> HELP THE GELINDRIL VILLAGERS | |
− | + | ||
− | The villagers of Gelindril need the help of a strong and resourceful Time | + | 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 /> |
111A FIND THE MISSING DAUGHTER<br /> | 111A FIND THE MISSING DAUGHTER<br /> | ||
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 /> | 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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112D PIES OR KLOWNS? - JOIN THE FRACAS (Easy-Medium)<br /> | 112D PIES OR KLOWNS? - JOIN THE FRACAS (Easy-Medium)<br /> | ||
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 /> | 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 /> | ||
− | So the High Pie | + | 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 /> |
112E SAVE THE FUN FAIR OWNER (Hard)<br /> | 112E SAVE THE FUN FAIR OWNER (Hard)<br /> | ||
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 /> | 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 /> | ||
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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 /> | 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 /> | 114D LUMBERJACKING <br /> | ||
− | Become a Lumberjack; There are large forests out west, and some customers pay a better price than the | + | 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 /> |
114D FARMING<br /> | 114D FARMING<br /> | ||
There are large farming fields around Sutter's Fort on the California Trail, and several receivers of the crops inside the Fort.<br /> | There are large farming fields around Sutter's Fort on the California Trail, and several receivers of the crops inside the Fort.<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 /> | The TRAPPER in the forest south of Legend has hurt his leg in one of his own traps. Embarrassing, right?<br /> | ||
115E FERRETING (easy) <br /> | 115E FERRETING (easy) <br /> | ||
− | 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 | + | 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 /> |
+ | |||
+ | [[#TOP|Back to top]] | ||
− | QUESTCARD 116 More Quests Further West <br /> | + | <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 /> | 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 /> | 116A BUTCH CASSIDY IS BORED (medium)<br /> | ||
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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 /> | 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 /> | 116C INDIAN INVASION (medium) <br /> | ||
− | There are | + | 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 /> |
116D INDIAN LOVE (very hard)<br /> | 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 /> | 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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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 /> | 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 /> | ||
− | QUESTCARD 117 Chinese Business<br /> | + | [[#TOP|Back to top]] |
+ | |||
+ | <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 /> | 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 /> | 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 /> | ||
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Happy puzzling, and enjoy the zone!<br /> | Happy puzzling, and enjoy the zone!<br /> | ||
And for those needing an extra hint, look at the back of this questcard.<br /> | And for those needing an extra hint, look at the back of this questcard.<br /> | ||
− | + | ||
back <br /> | back <br /> | ||
There's this horizontal stretch 2s from the sign, and here are some hints for that stretch:<br /> | There's this horizontal stretch 2s from the sign, and here are some hints for that stretch:<br /> | ||
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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 /> | 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 /> | 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 /> | ||
+ | |||
+ | [[#TOP|Back to top]] | ||
+ | |||
+ | <span id="QUESTCARD_122">'''QUESTCARD 122'''</span> CRIMINAL MASTERMINDS OF VICTORIAN ENGLAND | ||
+ | |||
+ | 1) The Ticking Tower<br /> | ||
+ | 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 /> | ||
+ | |||
+ | 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 /> | ||
+ | |||
+ | 3) Reanimation<br /> | ||
+ | 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 /> | ||
+ | |||
+ | 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 /> | ||
+ | |||
+ | [[#TOP|Back to top]] | ||
+ | |||
+ | <span id="QUESTCARD_123">'''QUESTCARD 123'''</span> VICTORIAN CITIZENS IN NEED | ||
+ | |||
+ | 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 /> | ||
+ | |||
+ | 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 /> | ||
+ | |||
+ | 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 /> | ||
+ | |||
+ | 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 /> | ||
+ | |||
+ | [[#TOP|Back to top]] | ||
+ | |||
+ | <span id="QUESTCARD_124">'''QUESTCARD 124'''</span> 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.<br/> | ||
+ | |||
+ | - 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/> | ||
+ | |||
+ | [[#TOP|Back to top]] | ||
+ | |||
+ | <span id="QUESTCARD_125">'''QUESTCARD 125'''</span> 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.<br/> | ||
+ | |||
+ | [[#TOP|Back to top]] | ||
+ | |||
+ | <span id="QUESTCARD_126">'''QUESTCARD 126'''</span> THE ORC UPRISING | ||
+ | |||
+ | 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/> | ||
+ | goblins.<br/> | ||
+ | [[#TOP|Back to top]] | ||
+ | |||
+ | <span id="QUESTCARD_127">'''QUESTCARD 127'''</span> 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.<br/> | ||
+ | |||
+ | [[#TOP|Back to top]] | ||
+ | |||
+ | <span id="QUESTCARD_128>'''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.<br/> | ||
+ | |||
+ | [[#TOP|Back to top]] |
Latest revision as of 20:49, 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 |
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.
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.
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
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
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
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
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
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
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
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
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. :
- :
- . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .:
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. :
- :
- . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .:
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.
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.
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?
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.
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...
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.
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...
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.
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.
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.
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.
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.
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.
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.
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.
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?
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. :-)
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.
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?
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...
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.
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.
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...
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.
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?
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...
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.
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.
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...
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.
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.
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.
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...
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...
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...
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?
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.
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...
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.
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...
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...
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.
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.
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.
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?
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.
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...
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?
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.
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.
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.
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).
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...
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.
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...
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?
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.
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...
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...
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.
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.
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?
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.
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.
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.
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.
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)?
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...
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?
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.
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.
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...
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).
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.
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.
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.
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).
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.
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.
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).
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?
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.
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.
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.
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...
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...
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.
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...
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).
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...
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.
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?
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.
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...
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.
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.
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?
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.
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?
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...
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.
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...
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.
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.
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!
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).
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.
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!!!
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...
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).
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.
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.
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.
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.
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:
- 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:
- 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!
And for those needing an extra hint, look at the back of this questcard.
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There's this horizontal stretch 2s from the sign, and here are some hints for that stretch:
- 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?
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?
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.
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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.
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?
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?
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?
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.
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.
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.