******************************************************************************* Guild Wars FAQ/Walkthrough Copyright 2005, Apathetic Aardvark Email: sinenomine@gmail.com All rights reserved Version .99c I am also known as SineNomine 11/28/05 ******************************************************************************* Index/Table of Contents ******************************************************************************* Disclaimer.........................................................i Basics.............................................................ii Walkthrough........................................................iii Professions........................................................iv Collector List.....................................................v FAQ & Misc.........................................................vi Version History....................................................vii Credits............................................................viii ******************************************************************************* i) Disclaimer (Legal stuff) ******************************************************************************* Copyright 2005, Apathetic Aardvark All rights reserved. You are allowed to do the following: - Make copies for your own, personal use. - Post this FAQ on a non-commercial, freely accessible web site. My permission is NOT required. However, the FAQ must be posted in its full, ORIGINAL FORM, including THIS disclaimer in full, and credited to Apathetic Aardvark. What you can't do: - Posting this FAQ on a commercial site, or requiring payment for its access, is not permitted under ANY circumstances. - Using this FAQ (or any part of it) on a commercial site, or in a magazine, guide, book etc. without my explicit written permission is a copyright infringement. Editing this FAQ in any way, using it as a basis for your own FAQ, or posting it without giving proper credit is plagiarism. Both are violations of international copyright law and will result in legal prosecution. ******************************************************************************* ii) Basics ******************************************************************************* For the most part, I'm going to assume you read the instruction booklet which came with the game, or in the event you downloaded it, you at least read something similar. This section is merely going to clarify or emphasize certain points of the basics. I've tried to break it up into the categories below, but some parts do not fit in too well, so if you are going to read this section, just read the entire thing. Bare Basics Experience and Levels Conditions Armor Terminology ---- Bare Basics ---- Movement is very important in Guild Wars. The WASD and the arrow keys will move your character in the respective direction when pressed. Q and E will strafe you left or right. Strafing is a great way to dodge most incoming missile projectiles. If you have no reason to be standing still during battle, always be strafing in a random pattern. Different projectiles do have different movement rates and arcs, I will leave it to you to get a feel for these. Practice strafing early on enemies which do lousy damage, so when you reach those who hit hard, you are not always getting hit. The space bar doubles as the left click button of a mouse. It will attack whatever target is active, or talk to whatever NPCs is selected. Tab, [, and ] will scroll through targets. C will target the closest enemy, f will target yourself, and v any nearby NPCs. T will target a called target, more on this in a moment. Calling targets is an integral part of Guild Wars. It allows one party member to display which enemy he or she is attacking to the entire party. Generally, a healer is called first so that it can be taken out quickly. To call a target, hold control whenever you hit it with an action [control double click would say "I'm attacking blah blah blah". When a party member hits T, they will also target blah blah blah. It is best to only have one assigned caller in a party. Multiple people calling is usually confusing and annoying. You can also use control to "say" just about anything. Control + clicking on virtually anything on your display interface will result in some sort of statement. You can inform healers what conditions you have on yourself, to state you have low energy, or low health. In Guild Wars, all characters start at level 1 with 100 health. Like many RPGs, Guild Wars is to some extent based on level. Each time you level your maximum health increases by 20. In addition, you get attribute points, which are used to improve the quality of your skills by boosting the corresponding attribute. ---- Experience and Levels ---- There is a level maximum of 20 in Guild Wars. Each level is based on experience. Here is the amount of experience needed to level: Level Total XP Reward Level 01 - 0 Level 02 - 2000 - 5 Attribute Points, 1 Skill Point Level 03 - 4600 - 5 Attribute Points, 1 Skill Point Level 04 - 7800 - 5 Attribute Points, 1 Skill Point Level 05 - 11600 - 5 Attribute Points, 1 Skill Point Level 06 - 16000 - 5 Attribute Points, 1 Skill Point Level 07 - 21000 - 5 Attribute Points, 1 Skill Point Level 08 - 27600 - 5 Attribute Points, 1 Skill Point Level 09 - 32800 - 5 Attribute Points, 1 Skill Point Level 10 - 39600 - 5 Attribute Points, 1 Skill Point Level 11 - 47000 - 10 Attribute Points, 1 Skill Point Level 12 - 55000 - 10 Attribute Points, 1 Skill Point Level 13 - 63600 - 10 Attribute Points, 1 Skill Point Level 14 - 72800 - 10 Attribute Points, 1 Skill Point Level 15 - 82600 - 10 Attribute Points, 1 Skill Point Level 16 - 93000 - 15 Attribute Points, 1 Skill Point Level 17 -104000 - 15 Attribute Points, 1 Skill Point Level 18 -115600 - 15 Attribute Points, 1 Skill Point Level 19 -127800 - 15 Attribute Points, 1 Skill Point Level 20 -140600 - 15 Attribute Points, 1 Skill Point You still continue to "level" beyond Level 20, but your level will remain at 20. Also, you will not get attribute points anymore, but you will still get a skill point. All levels after level 20 are 20000 experience apart. The attribute points gained from above [170], are all but 30 attribute points. There are two quests which each give 15 attribute points. This adds up to 200 total attribute points. Now, a table showing how attribute points work Attribute Level | Points Needed | Total Points ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 1 | 1 | 1 2 | 2 | 3 3 | 3 | 6 4 | 4 | 10 5 | 5 | 15 6 | 6 | 21 7 | 7 | 28 8 | 9 | 37 9 | 11 | 48 10 | 13 | 61 11 | 16 | 77 12 | 20 | 97 As you can see, as your attribute gets pumped higher and higher, the amount of points becomes steeper and steeper. Because of this, not all attribute can be maxed. I would recommend using three attributes on your character. There are many way you can divide up the 200 total attribute points should you choose to do this. The most common is 11-11-8. Another common is 11-10-10. If you intend to only use two attributes, you have it easy, 12-12 with a few leftovers. If you wish to do four or more attributes, your character will be extremely weak in the long run. The only real option for this are 9-9-9-9 and it is a very poor option at that. Do not fret though, if you do not like how your attribute points are spread out, you can use your refund points. You get 1 refund point for every 250 experience you earn. There is a maximum of 24 refund points at a time, so if you are experimenting with new ideas, make sure you still have a method to earn experience to change them back in the even you are not satisfied. ---This has changed, you now get unlimited refunds while in town, but none while not in town, the above paragraph is for nostalgia--- All of these attributes are used to boost your skills. To access the skills menu, press K by default. You can have eight skills loaded at a time. They correspond with numbers 1-8 on the number row [above qwerty]. These skills can only be changed while in towns. Eight seems like a constricting number at times, so you will have to choose wisely. Most skills require energy to use, though some require adrenaline. Others require nothing at all. Energy is stat which does not increase with level and can only be boosted with items. Elementalists, Necromancers, Mesmers and Monks all start with 30 energy and 4 arrows of energy regeneration. Each arrow represents .33 energy regained per second. Rangers start with 25 energy and 3 arrows of energy regeneration. Warriors with 20 and 2 arrows. The extra arrows on the non-warrior classes come from their armor. So unless you are not wearing armor, your energy regeneration will always be this. Maximum energy can be increased or decreased by certain armors. I will have a detailed list of this in the professions section of the guide. Adrenaline on the other hand, is gained by hitting an enemy. This is the way most warrior skills charge up for use. There are other skills which can increase or decrease adrenaline gains. ---- Conditions ---- There are three basic types of long term spells in the game. Ones which create enchantments, hexes and conditions. Enchantments are friendly spells with a lasting duration. They often heal or protect you in some capacity, but can have other uses. Hexes are usually put on you by enemies and have one harmful effect or another. Conditions are the easiest to describe. They usually cause health degeneration, but here is a list. Health Degenerating Conditions: Bleeding - 3 arrows. Most skills which cause bleeding have a long duration. Burning - 7 arrows. Burning is far more painful than bleeding, but shorter. Diseased - 4 arrows. Medium duration, spreads to nearby creatures of the same type. Poison - 4 arrows. Poison has a rather long duration. It can is most commonly seen with 4 arrows, but certain types of swamp areas inflict a type of poison which is less potent. Swamp Water I believe is the name. Non-Health Degenerating Conditions Blind - You will "miss" with 90% of your physical attacks. Also increases the rate of "stray" shots from ranged weapons. Crippled - You move a great deal slower. Dazed - All of your spells are interrupted from any physical damage. Casting times are increased by 100%. Deep Wound- You maximum health is reduced by 20%. All forms of regaining life other than regeneration is reduced by 20% as well. Exhaustion- Caused by yourself on several high powered skills, particularly Elementalist ones, Exhaustion greatly reduces energy regeneration of depleted energy. I am not yet sure exactly what the rate is, or when it wears off, but this is annoying. Weakness - Your base damage is reduced by 66.6%. This goes directly off of your real damage, before enemy armor is factored in. Because of this, you will do even less damage than this. ---- Armor ---- Speaking of armor, it is needed. There are five pieces of armor: Head, Chest, Hands, Legs, and Feet. Characters can also carry a shield. Armor ONLY protects the area of the body it logically covers, though shields have their armor added to all parts. Thus, you must always try to keep yourself completely armored. Hit ratio's, however, are larger on some areas than others. Head - takes 12.5% of all physical attacks. Percentage goes up if enemy is on higher ground than you. The arcs of some bows have an easier time of headshotting than others. As headgear does not have a "special" armor bonus, like most armors do, you will often take more damage here. Others have suggested that in addition to this, a headshot from an arrow is an auto- critical. Chest - takes 37.5% of all physical attacks. As you can see, the chest takes more physical attacks than any other area of the body. The chest also takes all of the direct damage spells. These are spells which have no projectile animation and which do not cause damage over time. Spells like this would include Inferno and Deathly swarm. Hands - takes 12.5% of all physical attacks. Legs - takes 25% of all physical attacks. Feet - takes 12.5% of all physical attacks. Perhaps more important than where you get hit, is how much protection armor gives. At Armor Level [AL] 60, you take the "real" damage of what someone attacks for. You take more than that if you have less AL, and less than that if you have more AL. Here are a few samples of how much damage you will take based on a percentage in terms of the real damage. AL Damage % -------------- 0 283% 5 260% 20 200% 30 168% 40 141% 50 119% 60 100% 70 84% 75 77% 80 71% 85 64% 100 50% 110 42% 120 35% As you can see, ten armor can make a huge difference in this game. Monk, Mesmer and Elementalist armor cap out at 60, though they can have minor bonuses against a particular type of damage as well. Necromancers cap out at 70, Rangers at 75 [or is it 70, I'll have to level my ranger ;P] and Warriors at 85. On top of this, shields max out at 16 defense. So the maximum defense which can be reached without the aid of any skills is 101. With skills, you could easily surpass 200 AL, although, I am at this time uncertain if there is a point where defense stops adding up. --- Terminology --- Aggro - Aggravation range. The smaller circle on your compass. Most enemies which get in this circle will attack you. AL - Armor Level. This is the defense on your armor. AoE - Area of Effect, this usually refers to Elementalist skills which effect a large area. Body Blocking - Standing in front of something so it can not get around you, and eventually attack you, so that it doesn't attack someone else. DoT - Damage over time, often refers to Mesmer or Necromancer skills which cause health degeneration. Conjure Phantasm is the typical example of this. Ecto - Refers to a Glob of Ectoplasm, a material for Fissure armor which falls in the underworld Farm - To kill the same monsters over and over, in hopes of getting good items, money, or experience. FoW - Fissure of Woe, accessed from the Balthazar Statue in the Temple of the Ages when your country has the favor of the gods. HoH - Hall of Heroes, a place you get to after winning several consecutive battles in the Tomb of Primeval Kings. Should you win, you might get a Celestial Sigil. This place determines the favor of the gods. LFG - Looking for Group LFP - Looking for Party Nerf - To make a skill [or build] less effective by patching the game in an update. Not frequently done in Guild Wars, but overly done in say, Diablo II. Nuker - Someone who can deal a large amount of damage, often to large groups. Usually an Elementalist, but can be a Mesmer or Necromancer or well. PUG - Pick up group. Something to avoid at all costs if you can. There seems to be a rule that any random group needs one complete jerk in it. PvE - Player vs Environment/Enemy - The cooperative areas of the game all fall under this category. PvP - Player vs Player. Runner - Someone who runs other players from on town to another, often for a fee. Shard - Refers to an Obsidian Shard, a material for Fissure armor which falls in the Fissure of Woe Shutdown - A Mesmer, or on rare occasions a Necromancer, who specializes in preventing enemies from casting spells. Sigil - Celestial Sigil. You need this to purchase a guild hall, they can be bought from Sigil Traders, or won in the hall of heroes. Spike[r] - Spikers are generally air Elementalists or fragility Mesmers. The concept involves doing huge damage to one target rapidly, in hopes that the target is unable to get healing fast enough to recover. Tank - Someone who gets hit a lot, generally a warrior, sometimes a ranger. ToA - Temple of the ages. When a country has the favor of the gods, the underworld and fissure of woe can be accessed from here. UW - Underworld, accessed from the Grenth Statue in the Temple of the Ages when your country has the favor of the gods. WTB - Want to buy WTS - Want to sell WTT - Want to trade [for an item, as opposed to money] Zone - Zoning is when a person enters the next area, which pulls your entire party into it. Often phrase as "Can I zone" or "I'm going to zone us" which usually means, grab any items you want right now. ******************************************************************************* iii) Walkthrough ******************************************************************************* All quests will be divided first by general area, then by the town you get them in. I will also label which quests are for all classes and which ones are for only certain classes, but will no longer separate them. I will lay these out in an order which makes sense, but there are potentially faster orders to do them in, and this particular order may prove too difficult for some builds early on. I will no longer be listing items received from completing a quest for a couple of reasons. The first, they generally stink. The second, it seems they constantly get changed every patch. Also, for most missions I have submitted maps to GameFAQs as well. These are designed to supplement the guide, more so than be a stand alone. I expect that people will use these maps rather than send me an email of "OMG I AM SO LOST WHERE DO I GO". Presently, I have most of the missions up, the later ones I hope to have submitted by July 7th. Here is a quick table of contents for the main area. -Pre-Searing Ascalon -Normal Quests Message From a Friend [ps1] War Preparations [ps2] [Your Class Here] Test [ps3] Gwen's Flute [ps4] Further Adventures [ps5] Unsettling Rumors [ps6] Adventure with an Ally [ps7] Second Profession [ps8] Bandit Raid [ps9] The Poisonous Devourer [ps10] Charr in the Catacombs [ps11] Charr at the Gate [ps12] The Wayward Wizard [ps13] Poor Tenet [ps14] Trouble in the Woods [ps15] A New [Your Class] Skill Trainer [ps16] A Gift for Althea [ps17] Rites of Remembrance [ps18] Little Thom's Big Cloak [ps19] The Hunter's Horn [ps20] The Worm Problem [ps21] Tithe for Ashford Abbey [ps22] Opposition to the King [ps23] The True King [ps24] The Orchard [ps25] The Prize Moa Bird [ps26] The Egg Hunter [ps27] The Rogue's Replacement [ps28] Across the Wall [ps29] Path To Glory [ps30] Ascalon Academy [Mission] [ps31] -Profession Sampler Quests Grawl Invasion [psst1] A Mesmer's Burden [psst2] The Ranger's Companion [psst3] Elementalist Experiment [psst4] A Monk's Mission [psst5] The Necromancer's Novice [psst6] -Primary and Secondary Professions Skill Trainer Quests Supremacy of Air [psps1] [Elementalist Only] Domination Magic [psps2] [Mesmer Only] Blessings of Balthazar [psps3] [Monk Only] Protection Prayers [psps4] [Monk Only] The Accursed Path [psps5] [Necromancer Only] Power of Blood [psps6] [Necromancer Only] Test of Marksmanship [psps7] [Ranger Only] Unnatural Growth [psps8] [Ranger Only] Warrior's Challenge [psps9] [Warrior Only] The Vineyard Problem [psps10] [Warrior Only] -Quests which are not really quests The Bear Hunters [psq1] Farmer Dirk's Prize Winning Hogs [psq2] Dress up Gwen! [psq3] -Ruins of Ascalon -Missions The Great Northern Wall [mis1] Fort Ranik [mis2] Ruins of Surmia [mis3] Nolani Academy [mis4] -Ascalon City The Krytan Ambassador [roa1] The King's Message [roa2] Helping the People of Ascalon [roa3] The Ambassador's Quandary [roa4] Rastin's Ritual [roa5] Defend the Wall [roa6] Cities of Ascalon [roa7] Counting the Fallen [roa8] Scavengers in Old Ascalon [roa9] Vanguard Equipment [roa10] Barradin's Advance [roa11] A Mission of Peace [roa12] The Troublesome Artifact [roa13] Fires in the East [roa14] Symon's History of Ascalon [roa15] Scorched Earth [Elementalist Only] [roa16] Elemental Knowledge [Elementalist Only] [roa17] Recruits for Hollis [roa18] Gargoyle Trouble [Warrior Only] [roa19] Military Matters [Warrior Only] [roa20] To the Breach [Warrior Only] [roa21] Endangered Species [Ranger Only] [roa22] The Charr Patrol [Ranger Only] [roa23] The Charr Staging Area [Ranger Only] [roa24] -Sardelac Sanitarium Supplies for the Duke [ros1] Barradin's Stand [ros2] Sowing Seeds [Monk only] [ros3] Protecting Ascalon [Monk only] [ros4] In Memory of Paulus [Monk only] [ros5] Mesmerizing the Enemy [Mesmer only] [ros6] Trying Times [Mesmer only] [ros7] A Cure for Ralena [ros8] [Mesmer only] The Stolen Artifact [Necromancer Only] [ros9] Death in the Ruins [Necromancer Only] [ros10] Oberan's Rage [Necromancer Only] [ros11] Shalev's Task [Elementalist Only] [ros12] Family Ties [ros13] -Piken Square The Siege of Piken Square [rop1] Casualty Report [rop2] The Duke's Daughter [rop3] Fires in the North [rop4] Red-Cloaked Deserter [rop5] Hammer and Anvil [rop6] Garfazz Bloodfang [rop7] Althea's Ashes [rop8] Fallen Soldiers [Necromancer Only] [rop9] Army Life [Warrior Only] [rop10] Charr Reinforcements [Ranger Only] [rop11] -Fort Ranik / Frontier Gate / Serenity Temple The Regent Valley Defense [rof1] Deliver a Message to my Wife [rof2] Frontier Gate Fugitives [rof3] Ruins of Surmia [rof4] Replacement Healers [Monk only] [rof5] Unnatural Creatures [Mesmer only] [rof6] Experimental Elixir [Mesmer only] [rof7] The Way of the Geomancer [Elementalist Only] [rof8] The Geomancer's Test [Elementalist Only] [rof9] Caravan in Trouble [rof10] -Northern Shiverpeaks -Missions Borlis Pass [mis5] Frost Gate [mis6] -Yak's Bend The Way is Blocked [nspy1] The Road to Borlis Pass [nspy2] The Shiverpeak Stragglers [nspy3] The Missing Artisan [nspy4] Helping the Dwarfs [nspy5] Oswalt's Epitaph [nspy6] Minaar's Trouble [nspy7] Minaar's Worry [nspy8] Iron Horse War Machine [nspy9] The Wayward Monk [Monk Only] [nspy10] The Stone Summit Champion [Mesmer Only] [nspy11] Renegade Necromancer [Necromancer Only] [nspy12] A Heart of Ice [Elementalist Only] [nspy13] Securing the Vale [Warrior Only] [nspy14] Stone Summit Beastmasters [Ranger Only] [nspy15] -Beacon's Perch Hungry Devourer [nspb1] The Deserters [nspb2] To Kryta: Refugees [nspb3] To Kryta: The Ice Cave [nsbp4] To Kryta: Journey's End [nsbp5] -Kryta -Missions Gates of Kryta [mis7] D'Alessio Seaboard [mis8] Divinity Coast [mis9] -Lion's Arch/North Kryta Province Quests Report to the White Mantle [kla1] The Villainy of Galrath [kla2] Orrian Excavation [kla3] Merchant's Plea [kla4] The Weaver of Nebo [kla5] Duties of a Lionguard [kla6] The Ascalon Settlement [kla7] The Last Hog [kla8] Reversing the Skales [kla9] Blankets for the Settlers [kla10] Bandit Trouble [kla11] Graven Images [kla12] Malaquire's Test [kla13] -Beetletun/Bergen Hot Springs/Nebo Village Quests The Hot Springs Murders [kbb1] The Undead Hordes [kbb2] -Maguuma Jungle -Missions The Wilds [mis10] Bloodstone Fen [mis11] Aurora Glade [mis12] -Druid's Overlook Quests A Brother's Fury [mjdo1] Eye for Profit [mjdo2] Mysterious Message [mjdo3] Wisdom of the Druids [mjdo4] -Quarrel Falls Quests The Price of Steel [mjqf1] White Mantle Wrath: Demagogue's Vanguard [mjqf2] -Ventari's Refuge Quests White Mantle Wrath: A Helping Hand [mjvr1] Urgent Warning [mjvr2] Dropping Eaves [mjvr3] Blood and Smoke [mjvr4] -Henge of Denravi Quests Passage through the Dark River [mjhd1] -Return to Kryta -Missions Riverside Province [mis13] Sanctum Cay [mis14] -Fisherman's Haven Quests The Royal Papers [rkfh1] The Lost Princess [rkfh2] -Temple of the Ages Quests The False Gods [rkta1] -Crystal Desert -Missions Thirsty River [mis15] Dunes of Despair [mis16] Elona Reach [mis17] Doppelganger [mirror] Dragon's Lair [mis18] -Amnoon Oasis Quests Sands of Souls [cdao1] Ancient Secrets [cdao2] -Augury Rock Quests Into the Unknown [cdar1] Ghostly Vengeance [cdar2] -Seeker's Passage Quests A Belated Betrothal [cdsp1] The Monk's Path [cdsp2] The Ranger's Path [cdsp3] -Destiny's Gorge Quests The Forgotten Ones [cddg1] Forgotten Wisdom [cddg2] The Mesmer's Path [cddg3] The Warrior's Path [cddg4] -Hero's Audience Quests The Misplaced Sword [cdha1] The Elementalist's Path [cdha2] The Necromancer's Path [cdha3] -Southern Shiverpeaks -Missions Ice Caves of Sorrow [mis19] Iron Mines of Moladune [mis20] Thunderhead Keep [mis21] -Droknar's Forge Hero's Journey [ssdf1] Hero's Challenge [ssdf2] Seeking the Seer [ssdf3] -Ring of Fire -Missions Ring of Fire [mis22] Abaddon's Mouth [mis23] Hell's Precipice [mis24] -Ember Light Camp Quests Final Blow [elc1] -Fissure of Woe Tower of Courage [FOW1] The Wailing Lord [FOW2] A Gift of Griffons [FOW3] Army of Darkness [FOW4] The Eternal Forgemaster [FOW5] Defending the Temple of War [FOW6] Restore the Temple of War [FOW7] Khobay the Betrayer [FOW8] Tower of Strength [FOW9] -Underworld Clearing the Chamber [UW1] Restore the Monuments of Grenth [UW2] Escort the Souls [UW3] Unwanted Guests [UW4] Wrathful Spirits [UW5] Demon Assassins [UW6] The Ice King[UW7] ----- [four more not yet listed] -Sorrow's Furnace/Grenth's Footprint To Sorrow's Furnace [SF1] Summit Slaves [SF2] Cold One [SF3] Gathering Resources [SF4] Wrenches in The Gears [SF5] Fire in the Hole [SF6] Unruly Slaves [SF7] Kilroy Stoneskin [SF8] Unspeakable, Unknowable [SF9] Noble Intentions [SF10] Noble Intentions, Plan B [SF11] Final Assault [SF12] The Forge Heart [SF13] [four more quests not yet listed] -Titan Quests Defend Droknar's Forge [TQ1] Last Day Dawns [TQ2] Defend North Kryta Province [TQ3] Defend Denravi [TQ4] The Titan Source [TQ5] ------------------------------------------------------------------------------- Pre-Searing ------------------------------------------------------------------------------- Note: This section is more or less pasted from my Pre-Searing Guide. For more things to do in pre-searing, please refer to that guide. 1. Normal Quests Message From a Friend [ps1] War Preparations [ps2] [Your Class Here] Test [ps3] Gwen's Flute [ps4] Further Adventures [ps5] Unsettling Rumors [ps6] Adventure with an Ally [ps7] Second Profession [ps8] Bandit Raid [ps9] The Poisonous Devourer [ps10] Charr in the Catacombs [ps11] Charr at the Gate [ps12] The Wayward Wizard [ps13] Poor Tenet [ps14] Trouble in the Woods [ps15] A New [Your Class] Skill Trainer [ps16] A Gift for Althea [ps17] Rites of Remembrance [ps18] Little Thom's Big Cloak [ps19] The Hunter's Horn [ps20] The Worm Problem [ps21] Tithe for Ashford Abbey [ps22] Opposition to the King [ps23] The True King [ps24] The Orchard [ps25] The Prize Moa Bird [ps26] The Egg Hunter [ps27] The Rogue's Replacement [ps28] Across the Wall [ps29] Path To Glory [ps30] Ascalon Academy [Mission] [ps31] 2. Profession Sampler Quests Grawl Invasion [psst1] A Mesmer's Burden [psst2] The Ranger's Companion [psst3] Elementalist Experiment [psst4] A Monk's Mission [psst5] The Necromancer's Novice [psst6] 3. Primary and Secondary Professions Skill Trainer Quests Supremacy of Air [psps1] [Elementalist Only] Domination Magic [psps2] [Mesmer Only] Blessings of Balthazar [psps3] [Monk Only] Protection Prayers [psps4] [Monk Only] The Accursed Path [psps5] [Necromancer Only] Power of Blood [psps6] [Necromancer Only] Test of Marksmanship [psps7] [Ranger Only] Unnatural Growth [psps8] [Ranger Only] Warrior's Challenge [psps9] [Warrior Only] The Vineyard Problem [psps10] [Warrior Only] 4. Quests which are not really quests The Bear Hunters [psq1] Farmer Dirk's Prize Winning Hogs [psq2] Dress up Gwen! [psq3] ------------------- 1. Normal Quests ------------------- Normal quests are quests which all character classes get the exact same quest for. The first few are set in the particular order they must be done. Almost all of the quests in this category are available to try once you have completed the quest "Unsettling Rumors". I will make a note of any quest in this section which has a different requirement. ---- Message From a Friend [ps1] ---- Quest Starter: Town Crier [Ascalon City] Objective: Talk to Sir Tydus Reward: 100xp, 10 gold Reward Giver: Sir Tydus Difficulty and Comments: Easiest quest ever. Talk to the Town Crier right where your character appears after the opening movie. Sir Tydus is located near by across a bridge. Talk to him to receive your reward and again to activate the next quest. ---- War Preparations [ps2] ---- Quest Starter: Sir Tydus [Ascalon City] Objective: Talk to your primary skill trainer. The trainer's name is different depending on which class your character is. The trainer is located directly outside of Ascalon City. Reward: 250xp. Reward Giver: Primary Skill Trainer. Difficulty and Comments: Again, no difficulty what so ever. Talk to the Skill Trainer again to get the next quest. ---- [Your Class Here] Test [ps3] ---- Quest Starter: Primary Skill Trainer [Lake Side County, right outside of Ascalon City] Objective: *Varies. This quest is slightly different based on your class. It will involve either killing a few river skales or getting some shimmering scales, which are obtained from killing river skales. Reward: 500xp + skills for your primary class. - Elementalist - Flare, Aura of Restoration - Ranger - Power Shot, Troll Unguent - Warrior - Frenzy, Healing Signet - Necromancer - Vampiric Gaze, Deathly Swarm - Mesmer - Empathy, Ether Feast - Monk - Healing Breeze, Banish Reward Giver: Primary Skill Trainer Difficulty and Comments: Very little difficulty. Do this quest at the same time as the next quest, Gwen's Flute. ---- Gwen's Flute [ps4] ---- Quest Starter: Gwen Objective: Find Gwen's Missing flute. It is in fact broken and just south of where she is standing across the nearby river. Reward: 250xp Reward Giver: Gwen Difficulty and Comments: Alright. Gwen is a somewhat broken aspect of Pre- Searing. She is sad that her flute is broken, but will offer to follow you around anytime you leave Ascalon City on foot. You can make her happy by giving her flowers, a fixed flute or a cape. She will eventually give you a Tapestry Shred, which does not seem to have any use in the game presently. ---- Further Adventures [ps5] ---- Quest Starter: Haversdan [Lakeside County] Objective: Haversdan walks out of Ascalon City the moment you complete the Primary Skill Trainers first Test. He will speak of Devona, a warrior residing in Lake Side Village. Run to her for the reward. Reward: 250xp. Reward Giver: Devona Difficulty and Comments: Another simple quest. You may notice most of the monsters do not attack you on your way there. This is common in Pre-Searing, though there are some which will. Once you complete this quest, almost every other quest becomes available to start, so your order from here on out will certainly be different from my own. I will attempt to hint at which quests are done near each other, to help reduce your time spent running back and forth. ---- Unsettling Rumors [ps6] ---- Quest Starter: Devona [Lakeside County/Village] Objective: Speak to Meerak the Scribe regarding the Charr Threat. Once spoken too, speak to Armin Saberlin in Ascalon City. Reward: 250xp Reward Giver: Armin Saberlin Difficulty and Comments: This mission is designed to teach a player how to use the "M" button for quick travel. Any town, outpost, or area labeled on the map with a symbol can be instantly traveled to. If you are in a party when you do this, the party is disbanded. Talk to Armin again to start his next quest. Also, as you are back in Ascalon City and all of the Ascalon City quests are now open, run around and activate them all. ---- Adventure with an Ally [ps7] ---- Quest Starter: Lina [Lakeside County, just outside of Ascalon City] Objective: Party up with another player and return to her. Reward: 100xp and a resurrection signet. Reward Giver: Lina Difficulty and Comments: One of two quests pre-searing which must be done with another player. Make sure to get the signet from her, it is quite useful. ---- Second Profession [ps8] ---- Quest Starter: Armin Saberlin [Ascalon City] Objective: Learn a second profession. Reward: 250xp Reward Giver: Armin Saberlin Difficulty and Comments: I would suggest not doing this quest immediately if you are unsure of which second profession you want. Once you decide on one, return to Armin for the reward. ---- Bandit Raid [ps9] ---- Quest Starter: Baron Egan [Ascalon City] Objective: Get the Ashford Strongbox which has been taken by bandits and return it to Devona. Reward: 250xp Reward Giver: Devona Difficulty and Comments: A fairly simple quest. Kill the bandits around the strongbox first. Once the area is secure, grab the box and run to Devona with it. You will run much slower with the box in hand, and will be unable to attack with a weapon, though you may still cast spells. The bandit camp is located just a bit northeast of Ashford Abbey. ---- The Poisonous Devourer [ps10] ---- Quest Starter: Baron Egan [Ascalon City] Objective: Hunt down a plague devourer and give the stinger to Brother Mhenlo. Reward: 250xp, +3 energy Focus Reward Giver: Brother Mhenlo Difficulty and Comments: Do this quest while you do the first part of Pitney's Worm Problem quest, as well as the same time you do the Egg Hunter Quest. In the cave where you do all of these, this devourer will pop out as you approach it. When it dies, it will drop a stinger. ---- Charr in the Catacombs [ps11] ---- Quest Starter: Prince Rurik [Ascalon City] Objective: Find out if there have been any Charr sightings in the Catacombs area. Reward: 250xp, 100 gold. Reward Giver: Prince Rurik Difficulty and Comments: You will first need to speak to Brother Mhenlo in Ashford Abbey, then Necromancer Munne [Catacombs] and finally Oberan the Reviled [Catacombs, closest to Greenhills County Entrance]. Return to the Prince for your reward. This quest represents the largest amount of gold you can easily obtain in Pre-Searing. *Note: This quest appears to have a trigger now, as it is no longer available immediately. I'm not yet sure what it is. ---- Charr at the Gate [ps12] ---- Quest Starter: Prince Rurik Objective: Kill the small Charr group near the northern gate. Reward: 200xp, Long Sword [5-7 damage] Reward Giver: Prince Rurik Difficulty and Comments: The next time you leave Ascalon City on Foot, Prince Rurik and a few guards will be waiting. Before long, they will run west to the northern gate. The Charr there are fairly difficult, but the Prince and his men will probably be able to complete the mission even if you do nothing but sit back and watch. ---- The Wayward Wizard [ps13] ---- Quest Starter: Sandre Elek [Ascalon City] Objective: Find Orion Elek. Relena Stormbringer in Foible's Fair knows where he is. Talk to her first. Once you have done this, run to Orion in Wizard's Folly. Reward: 250xp Reward Giver: Sandre Elek Difficulty and Comments: Make sure Orion does not get killed by anything chasing you. It is a rather long walk, you would not want to do it twice. *Note: after talking to Relena, it would be faster to leave from Barradin's estate and warp into the Wizard's Folley from there. Orion is very near the entrance. ---- Poor Tenet [ps14] ---- Quest Starter: Namar [Ascalon City] Objective: Namar can not pay his rent. His friend, Miller Upton, might give him some money though. Tell Miller of Namar's woes. Reward: 500xp Reward Giver: Miller Upton [Lakeside County/Village] Difficulty and Comments: Miller Upton can not concentrate with the bees flying around him. You will need to grab the nearby honeycomb and step near the swarms of bees. Once you have all three swarms [the last is near the river], run with the honeycomb across the nearby bridge. Once across, drop the honeycomb and return to Miller Upton. Quest Complete. ---- Trouble in the Woods [ps15] ---- Quest Starter: Town Crier [Ascalon City, near the gates to Lakeside County] Objective: Help Devona clear the Grawl who are threatening to attack Lakeside Village. Reward: 500xp Reward Giver: Devona Difficulty and Comments: This one can be a bit hard. Clear the nearby river skales and anything else along the path to the Regent Valley [from Lakeside Village] before consulting Devona. This will keep her from running off and getting killed. If you have a healing spell, sit back and heal her, she does a ton of damage. If not, try to kill what you can. ---- A New [Your Class] Skill Trainer [ps16] ---- Quest Starter: Haversdan [Lakeside County, just outside of Ascalon City] Objective: Find the Primary Skill trainer for your class. The one you want to find is the "Sample" skill trainer, as I have labeled them, of your class. Reward: 250xp Reward Giver: Skill Trainer of your Class Difficulty and Comments: The Hardest part of this quest is remembering to activate it. ---- A Gift for Althea [ps17] ---- Quest Starter: Captain Osric Objective: Find a suitable birthday gift for Lady Althea, Prince Rurik's Girlfriend. Reward: 250xp Reward Giver: Captain Osric Difficulty and Comments: This quest can not be done if Charr at the Gates is an active quest in your quest log. You must also have completed your skill trainer test. Walk outside of Ascalon City. Just to the West, Prince Rurik and Captain Osric are talking. When they are done talking, speak with the captain. He will give you this quest. You will need to get three items for this gift. The beautiful feather is located in the middle of Lakeside Village. The beautiful pearl is located inside of a beautiful shell, which is right next to Miller Upton's home. The final object, the beautiful pendant, is in a chest slightly northeast of where the Bandit Camp is. Return all three items to Captain Osric for the reward. Note: This quest is rather buggy if done in a party. Just do it alone. Alternate Method: [I would like to thank "Greg" for this method] Once you have any one of the three pieces, take that piece to Lady Althea. She will be annoyed that Rurik is unable to get her a gift on his own and someone else is doing it. She will give you the same quest reward as Osric does for doing this. ---- Rites of Remembrance [ps18] ---- Quest Starter: Necromancer Munne [Catacombs] Objective: Light four remembrance braziers with the magical candles she gives you. Reward: 250xp Reward Giver: Necromancer Munne Difficulty and Comments: This quest takes you along the exact same path as Brother Mhenlo's "A Monk's Mission". Do them together. All you need to do is touch the brazier. This quest is sometimes glitched and she only gives three candles. Make sure you have four before starting. ---- Little Thom's Big Cloak [ps19] ---- Quest Starter: Allison the Tanner [Lakeside County/Village] Objective: Find a bear pelt from a black bear. Return the pelt to her. She will make it into a cloak. Give the cloak to Little Thom in Barradin's Estate. Reward: 250xp Reward Giver: Little Thom Difficulty and Comments: The game, I believe, tells you to get the Bear Pelt from the Regent Valley. It is both more likely, and closer, to get one from the Wizard's Folly. Once you have it, bring it to her. Then just teleport [or walk] to Barradin's Estate and give the cloak to Little Thom. ---- The Hunter's Horn [ps20] ---- Quest Starter: Chantalle the Troubadour [Lakeside County/Village] Objective: Cleanse the Hunter's Horn and give it to Aidan Reward: 500xp Reward Giver: Aidan Difficulty and Comments: The healing spring to clean the horn is deep into the Regent Valley. About the point at which you get to the Melandru Stalker Shrine, enemies will be aggressive with you. You can do this first half of the quest with the Sample Ranger Skill Trainer quest. Once you have cleaned the horn, you need to give it to Aidan. Aidan is in Wizard's Folly in about the furthest place from anywhere. Luckily, the healing spring you cleansed the horn in is very nearby. Simply follow the river a bit further, and you'll enter the Wizard's Folly ---- The Worm Problem [ps21] ---- Quest Starter: Pitney [Lakeside County/Village] Objective: Give a devourer Egg to Pitney so that he may be able to lure the Worm Queen to surface. Kill the Worm Queen. Reward: 250xp Reward Giver: Pitney [who will be standing in the field where you kill the Worm Queen] Difficulty and Comments: Easy enough. You can either trade an egg off of a collector or use one from a cave. If you snag them from the cave, make sure to do the poisonous stinger quest at the same time. Doing the cave will also let you do the Egg Hunter quest. ---- Tithe for Ashford Abbey [ps22] ---- Quest Starter: Devona [Lakeside County/Village] Objective: Collect Duke Barradin's Tithe from Garzden the Protector in Green Hills County. Reward: 250xp, 1 Skill point Reward Giver: Devona Difficulty and Comments: If you only do one quest you do not have to in pre- searing, make in this one. Once you have done all the missions in post- searing, getting skill points takes some time [by leveling up, even when you level beyond 20]. This is such an easy point to get. Also, while you do this quest, do the Opposition to the King quest with the three nearby NPCs. Just a note, make sure you have a free square in your inventory. ---- Opposition to the King [ps23] ---- Quest Starter: Devona [Lakeside County/Village] Objective: Talk to three people in Green Hills County [Not Warmaster Grast], concerning their feelings about the King. Reward: 500xp Reward Giver: Devona Difficulty and Comments: Do this with the above quest. You might actually want to read what the NPC's reply with. Some of it explains why they and others do particular things later in the game. ---- The True King [ps24] ---- Quest Starter: Duke Barradin [Barradin's Estate] Objective: Take a message to Lord Darrin in Fort Ranik Reward: 750xp Reward Giver: Lord Darrin Difficulty and Comments: This quest opens up after the Opposition to the King quest is done. It is the biggest reward for a quest in pre-searing in terms of experience. This mission can be done in about ten seconds if you use the "M" map feature travel button, provided you have both towns. Otherwise it is a reasonably long walk. ---- The Orchard [ps25] ---- Quest Starter: Mary Malone [Regent Valley, just outside of Fort Ranik] Objective: Find her basket of missing apples and return them to her. Reward: 250xp, Battle Axe [4-8 damage], Focus [+3] Reward Giver: Mary Malone Difficulty and Comments: Spiders here do only a few damage to you. However, kill as many as you can before grabbing the basket, because two damage does add up after a while. The basket of apples will cause you to run extremely slow on the way back to her, as well. ---- The Prize Moa Bird [ps26] ---- Quest Starter: Pitney [Lakeside County/Village] Objective: Find out what happened to Pitney's Prized Moa Bird. Last he heard it was taken into the catacombs Reward: 250xp Reward Giver: Pitney Difficulty and Comments: This quest can only be activated after completing the Worm Problem. It takes place near the Necromancer's Novice quest which Munne gives you. When you enter the big room just before the first flame geyser, instead of taking the first right [which goes to the geysers], head to the back of the room, then take a right. Make a left at your first opportunity. You can kill all the spiders in the area if you want, but they only do two or three damage. Just run around them for a while. You will have to make a left turn, eventually, which is a very sharp left and almost a complete 180 to do. Run straight down this path and you will see a staircase. Take the staircase up and run down its match on the other side. There you will see the Moa Bird. Fight the monsters, if you wish, or just return to Pitney for your reward. ---- The Egg Hunter [ps27] ---- Quest Starter: Duke Gaban [Lakeside County, in front of the devourer cave] Objective: Escort Fadden so he can get some devourer eggs. Reward: 150xp, 2 Devourer Eggs. Reward Giver: Duke Gaban Difficulty and Comments: This quest is sometimes very glitched. What you need to do is clear the cave of most devourers so that Fadden can make it to the eggs and extract them [you are too clumsy to do this]. There are three eggs to grab. Once you have them all, wait for him to start walking back to the Duke. When he does, run to the Duke for your reward. You should do this quest at the same time you do the Poisonous stinger one. If you get glitched out and do not want to waste your time again. Just buy the devourer eggs from Collectors [see the collector section of this guide] and eat up the 150xp. ---- The Rogue's Replacement [ps28] ---- Quest Starter: Old Mack [Lakeside County, right outside of Ascalon City] Objective: Give Old Mack a devourer egg. Reward: 250xp Difficulty and Comments: This is quite easy. This quest is only activated after you do the Mesmer's Burden quest. The next time you come out of Ascalon City, wait for Old Mack to Run up a hill and argue with Lady Althea. After a bit, talk to him. If you do not have a devourer egg, either do the Egg Hunter quest or buy one from the collector right next to Old Mack [who will eventually stand next to Lina]. ---- Across the Wall [ps29] ---- Quest Starter: Gate Guard Torin [Lakeside County, at the Gate Rurik had you fight Charr] Objective: Find his friend, Ben Wolfson in the northlands. Reward: 250xp Reward Giver: Gate Guard Torin Difficulty and Comments: First of all, this quest is rather hard now. It used to be very simple. You need a PARTNER for this one. One of you must open the gate lever above Torin, the other must run through the gates to the next area. Once there, be aware, most of the monsters are level 5 to 8. When you find Ben, kill the Grawl troops and walk him back that way. You could try to kill the four Charr, but unless you are very good or way over leveled, you will probably die, or even worse, Ben might die trying to save you. When you walk him back, walk all the way back to the gate but DO NOT GO THROUGH until the quest updates in your log, or you will have to do it all over again. Killing the Charr, if you are able, in this area can level you up in a big hurry. You can not activate this quest if you have not been back into any other area since you did Charr at the Gates. ---- Path To Glory [ps30] ---- Quest Starter: Armin Saberlin Objective: Talk to Sir Tydus Reward: 100xp Reward Giver: Sir Tydus Difficulty and Comments: OMG THIS IS HARD [Kidding]. You need to have a second profession. Now, walk to Sir Tydus. Quest done! This will allow you to do the following mission. Be CERTAIN you have done everything you want before accepting the mission. The game will warn you as well. ---- Ascalon Academy [Mission] [ps31] ---- Quest Starter: Sir Tydus [Ascalon City] [You must be level 3 and have a second profession] Objective: Kill Vatlaaw Doomtooth Reward: None, except for getting to Post-Searing Reward Giver: None Difficulty and Comments: This is not the name of the quest until half way through it. This mission is started when you tell Sir Tydus you are ready to leave everything behind. DO NOT SAY YOU ARE READY UNTIL YOU HAVE DONE EVERYTHING YOU FEEL YOU NEED TO DO. First, you will fight another team of humans in an arena. If you win, you can get a small amount of experience for the kills you made. If you lose, no loss. Afterwards, your team will be transported to a meeting between Sir Tydus and Prince Rurik. You need to kill Vatlaaw Doomtooth shortly ahead. You do not really have to do anything, Rurik will kill it all if you let him. When it is over, a movie will start. Enjoy the Post Searing! ------------------- 2. Profession Sampler Quests ------------------- These are technically primary trainers, but I call them sample trainers. The reason is because you get to sample the skills of that class without agreeing to take any. I suggest you do them all, it gives 1500xp total as well as a nice opportunity to see what class may be able to aid you as a secondary. If you elect to make a class your secondary, you will earn the sampler skills you tested permanently. Also, if you sample your main profession, any skill you learn from it, you keep. ---- Grawl Invasion [Warrior Sampler] [psst1] ---- Quest Starter: Warmaster Grast Objective: Kill Grawl Invaders nearby. Reward: 250xp, sampling of Gash, Sever Artery and Healing signet. Starter Sword Reward Giver: Warmaster Grast Difficulty and Comments: The hardest of these types of quests, which does not say much. Take them one at a time and you will have no problems, even if you do not use the warrior skills. These skills are based on adrenaline and require a sword to perform. ---- A Mesmer's Burden [psst2] ---- Quest Starter: Lady Althea Objective: Kill the Rogue Bull Reward: 250xp, sampling of Conjure Phantasm, Imagined Burden and Ether Feast Reward Giver: Lady Althea Difficulty and Comments: Use Conjure Phantasm. It is about the only skill which as effective at all. If you are a necro, life siphon works, sever artery also works. You need to do this to activate the Rogue's replacement. ---- The Ranger's Companion [psst3] ---- Quest Starter: Master Ranger Nente Objective: Charm a Melandru's Stalker Reward: 250xp, sampling of Charm Animal, Comfort Animal and Troll Unguent Reward Giver: Master Ranger Nente Difficulty and Comments: nothing on the way to the Melandru stalker will attack you. When you start charming, the process takes ten seconds or so, in which time the stalker will attack you. Other than that, this is easy. ---- Elementalist Experiment [psst4] ---- Quest Starter: Elementalist Aziure Objective: Kill 12 Ice Elemental Shards which come in waves of 4. Reward: 250xp, Firestorm, Glyph of Lesser Energy and Aura of Restoration Reward Giver: Elementalist Aziure Difficulty and Comments: Firestorm will cream them. Try to wait so you can pound two waves at a time with it. If your primary class is Elementalist, you can do this at the same time as Supremacy of air. ---- A Monk's Mission [psst5] ---- Quest Starter: Brother Mhenlo Objective: Keep the Abbot Paulus alive Reward: 250xp, sampling of Bane Signet and Orison of Healing Reward Giver: Brother Mhenlo Difficulty and Comments: Do this while you do the Rites of remembrance. Paulus will have to run across poison [so will you]. He likely will not die on the way there. When you get out of the poison, heal him and heal yourself. You will now have to run back. Paulus is carrying something now and runs slower, thus, you need to heal him this time. Walk slowly with him back to the entrance to Ashford Abbey. When the quest updates, talk to Mhenlo. ---- The Necromancer's Novice [psst6] ---- Quest Starter: Necromancer Munne Objective: Kill the Nightmare Reward: 250xp, sampling of Life Siphon, Deathly Swarm, and Animate Bone Horror Reward Giver: Necromancer Munne Difficulty and Comments: Follow Munne to the hallway in a large room. You will see a carrion devourer run across a flame geyser and be blown up. This is a hint [Well, actually, the hint is in the mission summary now]. Try to avoid killing anything. Just before [but not too close!] the next geyser, summon a bone horror. The body across the geyser will cause it to explode when animated. Do the same thing for the next and final one. To kill the nightmare, the fastest way is to cast deathly swarm, which will probably do in excess of 60 damage. Once you complete this, you are in the area of the Prize Moa Bird, so do that one too. ------------------- 3. Primary & Secondary Profession Trainer Quests ------------------- These are skill trainers who can only teach you skills from your primary and secondary classes. There is no sampling these. Elementalist ------- ---- Supremacy of Air [psps1] ---- Quest Starter: Relena Stormbringer Objective: Kill the Tower Golem Reward: 250xp, Permanent use of Blinding Flash, Lightning Javelin Reward Giver: Elementalist Aziure Difficulty and Comments: use lightning javelin to cream the golem. If you are a primary Elementalist, have this quest activated when you go to do the Elementalist experiment. Mesmer ------- ---- Domination Magic [psps2] ---- Quest Starter: Vassar [Foible's Fair] Objective: Kill the Skale Brood Reward: 250xp, permanent use of Backfire and Shatter Delusions Reward Giver: Vassar Difficulty and Comments: Use backfire on him or you are likely to get creamed. Combine it with whatever form of damage you desire. Monk ------- ---- Blessings of Balthazar [psps3] ---- Quest Starter: Brother Mhenlo Objective: Kill the undead invading the farms north of Ashford Abbey. Reward: 250xp, permanent use of Retribution, Symbol of Wrath Reward Giver: Brother Mhenlo Difficulty and Comments: If you can get in close, smash the undead with Symbol of wrath. Otherwise, use your Bane Signet [and Banish if you are a primary monk] ---- Protection Prayers [psps4] ---- Quest Starter: Garzden the Protector Objective: Protect Farrah while she hunts down the bandit Alain. Reward: 250xp, permanent use of Shielding Hands and Reversal of Fortune Reward Giver: Garzden the Protector Difficulty and Comments: Somewhat tough if you fail to heal her frequently [or use protection prayers]. She will be able to kill most of it in a hurry, so do not feel the need to speed up the process of killing. Necromancer ------- ---- The Accursed Path [psps5] ---- Quest Starter: Oberan the Reviled [Catacombs] Objective: Kill 5 Crypt Fiends Reward: 500xp, permanent use of Soul Barbs and Faintheartedness Reward Giver: Oberan the Reviled Difficulty and Comments: hardest part is getting to Oberan deep in the catacombs. ---- Power of Blood [psps6] ---- Quest Starter: Kasha Blackblood [Green Hills County] Objective: Kill 3 Blood Fanatics Reward: 250xp, permanent use of Vampiric Touch and Blood Renewal Reward Giver: Kasha Blackblood Difficulty and Comments: Easy quest. They will run from you until they have a great strength in numbers. If you are a Mesmer as a second or first class, try to slow them down as they run so you can pick them off one at a time. You only need to kill three of the five. Ranger ------- ---- Test of Marksmanship [psps7] ---- Quest Starter: Ivor Trueshot [Regent Valley] Objective: Kill the five nearby plague worms Reward: 250xp, permanent use of point blank shot and Read the Wind Reward Giver: Ivor Trueshot Difficulty and Comments: Somewhat hard if you are still level one. If you are level two, this is easy. Just gun them down with special shots. Helps to have a pet to do the few extra damage. ---- Unnatural Growth [psps8] ---- Quest Starter: Aidan [Wizard's Folly Fishing Village] Objective: Get an Aloe Root from a large aloe seed. Reward: 250xp, permanent use of Ignite Arrows and Dual Shot. Reward Giver: Aidan Difficulty and Comments: This one is actually quite hard. First, it is way out of the way as you will be able to see on your map. Second, these things just swarm at you. Chances are, you will only need to kill one. Ignite arrows works wonders if you can cluster them, so does any other area of effect spell your other class may have. Warrior ------- ---- Warrior's Challenge [psps9] ---- Quest Starter: Duke Barradin [Barradin Estate] Objective: Kill Agnar the Foot Reward: 250xp, permanent use of Hammer Bash and Frenzy Reward Giver: Duke Barradin Difficulty and Comments: The trick is to knock him down with a hammer blow just before he uses a healing spell. It might be easier to have a Mesmer in the party to just empathy and conjure phantasm him. ---- The Vineyard Problem [psps10] ---- Quest Starter: Little Thom [Barradin Estate] Objective: Kill the 4 Large Aloe Seeds Reward: 250xp, permanent use of Cyclone axe and Executioners strike Reward Giver: Little Thom Difficulty and Comments: Get in-between them and use cyclone axe, which will kill all of the little ones and build up your adrenaline. Smash the first Big seed with executioners strike. Should be easy enough to hack 'n' slash from here. ------------------- 4. Quests Which Are Not Really Quests ------------------- The Bear Hunters [psq1] The Bear Hunters are in the Regent Valley. They are a big bunch of drinkers who like to hunt bears. When you get to them, try to have not killed the two nearby bears. Talk to them all, stand there for a minute and eventually a timer will activate. You have that long to kill a bear and return to the hunters. Every time you succeed, you will get a Hunter's Ale. It does not seem to have a purpose, but if you drink it, it will make your screen blur, trying to simulate being drunk! Farmer Dirk's Prize Winning Hogs [psq2] They have all escaped their pen. You need to chase them all back in! This is rather difficult. Basically, when you charge up to a hog, it will run in the direction it was facing... usually. Once you get all seven or eight back in, talk to farmer dirk and he will give you 30 gold or so. I think you need to be level 3 or 4 to attempt this, as well. Dress up Gwen! [psq3] Give Gwen a new flute from a vendor, a cape from a Vendor and constantly give her flowers. She'll give you her Tapestry shred. It does not seem to have an use yet. Save your money and do not even bother to do this. ------------------------------------------------------------------------------- Ruins of Ascalon ------------------------------------------------------------------------------- The Ascalon area is now bruised and charred. The main town is Ascalon City. There is a skill trainer in this town, as well as all the types of merchants, aside from a scroll merchant. There are two armor dealers here. The better of the two offers armor defense which will not be beaten until well into kryta, making it a great choice to last a third of the game. The other towns are: Sardelac Sanitarium, Serenity Temple, Fort Ranik, The Frontier Gate, Ruins of Surmia, Great Northern Wall, Nolani Academy, Piken Square and the Grenich Courthouse. 1. Missions The Great Northern Wall [mis1] Fort Ranik [mis2] Ruins of Surmia [mis3] Nolani Academy [mis4] 2. Ascalon City Quests The Krytan Ambassador [roa1] The King's Message [roa2] Helping the People of Ascalon [roa3] The Ambassador's Quandary [roa4] Rastin's Ritual [roa5] Defend the Wall [roa6] Cities of Ascalon [roa7] Counting the Fallen [roa8] Scavengers in Old Ascalon [roa9] Vanguard Equipment [roa10] Barradin's Advance [roa11] A Mission of Peace [roa12] The Troublesome Artifact [roa13] Fires in the East [roa14] Symon's History of Ascalon [roa15] Scorched Earth [Elementalist Only] [roa16] Elemental Knowledge [Elementalist Only] [roa17] Recruits for Hollis [roa18] Gargoyle Trouble [Warrior Only] [roa19] Military Matters [Warrior Only] [roa20] To the Breach [Warrior Only] [roa21] Endangered Species [Ranger Only] [roa22] The Charr Patrol [Ranger Only] [roa23] The Charr Staging Area [Ranger Only] [roa24] 3. Sardelac Sanitarium Quests Supplies for the Duke [ros1] Barradin's Stand [ros2] Sowing Seeds [Monk Only] [ros3] Protecting Ascalon [Monk Only] [ros4] In Memory of Paulus [Monk Only] [ros5] Mesmerizing the Enemy [Mesmer Only] [ros6] Trying Times [Mesmer Only] [ros7] A Cure for Ralena [Mesmer Only] [ros8] The Stolen Artifact [Necromancer Only] [ros9] Death in the Ruins [Necromancer Only] [ros10] Oberan's Rage [Necromancer Only] [ros11] Shalev's Task [Elementalist Only] [ros12] Family Ties [ros13] 4. Piken Square Quests The Siege of Piken Square [rop1] Casualty Report [rop2] The Duke's Daughter [rop3] Fires in the North [rop4] Red-Cloaked Deserter [rop5] Hammer and Anvil [rop6] Garfazz Bloodfang [rop7] Althea's Ashes [rop8] Fallen Soldiers [Necromancer Only] [rop9] Army Life [Warrior Only] [rop10] Charr Reinforcements [Ranger Only] [rop11] 5. Fort Ranik Quests/Frontier Gate/Serenity Temple The Regent Valley Defense [rof1] Deliver a Message to my Wife [rof2] Frontier Gate Fugitives [rof3] Ruins of Surmia [rof4] Replacement Healers [Monk Only] [rof5] Unnatural Creatures [Mesmer Only] [rof6] Experimental Elixir [Mesmer Only] [rof7] The Way of the Geomancer [Elementalist Only] [rof8] The Geomancer's Test [Elementalist Only] [rof9] Caravan in Trouble [rof10] ------------------- 1. Missions ------------------- All missions give 1000xp and 1 skill point. Every mission also has a Bonus objective which gives another 1000xp. Missions are the main way to advance the game. ---- The Great Northern Wall [mis1] ---- Objective: Scout for Bonfaaz Burntfur's army. Once you spot it, run back to Captain Calhaan with your findings. Most of the level consists of fighting Grawl and Devourers. Bonus: Find the four pieces of Kilnn Testibrie's armor. All four are found in wreckages between the first boss you fight and the first set of Charr. If you fight any Charr and do not have all four bonus pieces, backtrack. ---- Fort Ranik [mis2] ---- Objective: Push back the Charr Army. All you need to do is kill the boss named Torch Spitfur but, along the way you can fix a catapult like thing by finding objects to fix it in nearby wreckage. This will allow you to devastate a large Charr force standing around. It is possible to sneak past this force and fire the second catapult thing. If done immediately, it will hit the boss and end the mission. Bonus: Save Deeter Saberlin from Charr imprisonment. He is being held by two healers. You'll need to focus fire or disable their ability to heal each other. Master Armin Saberlin starts the bonus a short while after the missions starts, so make sure he does not die before this point. ---- Ruins of Surmia [mis3] ---- Objective: Safeguard Prince Rurik while you save the captured Ascalon Soldiers. The first half of the journey there, you will face a great deal of devourers. After a boss, Rurik will begin charging into the Charr. Keep up with him, he sometimes gets in over his head. Eventually you will see groups of prisoners. Each group is guarded by a boss and some normal enemies. Once you have saved three groups of them, there will be a cinematic. You will learn that mages have been held captive too. Rurik decides these people need to be saved too. Continue on the path towards a fortress. The door is unfortunately locked from the other side. Rurik and Erol will chill waiting for you to go around to the other side and open it. On your way there, make sure to get the Monument at Surmia. Once you open the lever, Rurik will again charge forward. Rather than take the main force, he will suggest sneaking around, because he has a plan. In all honesty, if you pill the large army a bit, Rurik can take the entire thing provided you can keep him alive. If this is not an option, simply do what he suggests. Either way, you will eventually free three mages and Rurik will have a plan. The Mages will run to Obelisks. They damage foes who venture near. They do good damage, so try to keep the mages alive from the Charr forces which will attack from all sides. Once their army is dead [or if you already killed it], there will be another cinematic. Mission complete. Bonus: After the cinematic, a short while later Rurik and Erol will wait on the side of a closed door. Continue down to the tarpits and defeat the sole Charr boss and then talk to Breena Stavinson. This will activate the bonus portion of the mission. Four Ember Bearers will spawn nearby. DO NOT KILL THEM. Instead, wait until they walk by, and follow them at a distance until they reach a gate. It will be opened for them, follow them in, now kill them and everything else. The Flame Keepers are nearby to the west. Kill all four of them and the bonus is complete. ---- Nolani Academy [mis4] ---- Objective: There are two methods of doing the first half of the mission. The recommended way is to sneak around the entire level and take out the bulk of the Charr army from behind. Once done, the doors will open and Rurik will rush out. The alternative way is to pull the lever near the start and open the gates. The Charr will ALL rush in. Stand near an obelisk and protect/heal Rurik. They will all try to swarm him, This way is much faster, provided you can keep Rurik alive. Though, it makes the bonus nearly impossible to complete, until the very end, at which point you would have to backtrack, losing the time you saved by doing this! Either way, Rurik will eventually run to the gate and demand entry. Follow Rurik to stormcaller. He will play it. For the remainder of the mission, all the Charr will have about 50% max HP, making them quite easy. Rurik will lead you all the way to the final Charr boss, Bonfaaz Burntfur. Kill him and the mission is over. If you haven't yet done the bonus, after the final Charr before Burntfur, you can turn back and get it. Bonus: Watchman Pramas took the tome of the fallen under orders from his superior. Apparently, the spirits were not too pleased by this. They roam around the area attacking those who venture near, especially the person with the tome. You need to carry the tome back to the statue in the back of the field they patrol. Talk to the ghost who appears when you do. ------------------- 2. Ascalon City Quests ------------------- All of these quests start from either Ascalon City or just outside of town in Ambassador Zain's encampment. It also includes some other quests in Old Ascalon. As of present, there is some inconsistency of which area some quests should be listed in, this one or the Sardelec Sanitarium. ---- The Krytan Ambassador [roa1] ---- Quest Starter: Captain Osric [Old Ascalon] Objective: Inform Warmaster Tydus an Ambassador from the former enemy nation of Kryta has arrived in Ascalon Reward: 500xp Reward Giver: Warmaster Tydus [Ascalon City] Difficulty and Comments: get this quest immediately after the cinematic which brought you here from pre-searing. Ascalon city is nearby, but it's already on your map so you may as well teleport there. ---- The King's Message [roa2] ---- Quest Starter: Warmaster Tydus [Ascalon City] Objective: Get someone to party with, and tell Ambassador Zain that your king does not trust his nation. Reward: 100xp, 50 gold Reward Giver: Ambassador Zain [Old Ascalon] Difficulty and Comments: Sometimes this quest bugs up. Rather than taking a human, just take Alesia the henchman as the quest suggests, you'll be back in town within two minutes. ---- Helping the People of Ascalon [roa3] ---- Quest Starter: Ambassador Zain [Old Ascalon] Objective: Deliver the supplies to Ellie Rigby [Ascalon City]. Reward: 200xp Elementalist - Lava Font Mesmer - Energy Tap Monk - Mending Necromancer - Vile Touch Ranger - Penetrating Attack Warrior - "For Great Justice" Reward Giver: Ambassador Zain [Old Ascalon] Difficulty and Comments: none. ---- The Ambassador's Quandary [roa4] ---- Quest Starter: Ambassador Zain [Old Ascalon] Objective: There is a bandit in the Regent Valley, Torin. Zain wants him dead, but fears Ascalons may be enraged if he kills any of them, even a thief. Reward: 500xp Reward Giver: Ambassador Zain Difficulty and Comments: This quest is designed to send you near Fort Ranik. However, due to some quests you will get shortly, it makes more sense to wait rather than do this now. ---- Rastin's Ritual [roa5] ---- Quest Starter: Witness Rastin [Old Ascalon] Objective: Take Rastin's materials to the crafter Daved, near the Sardelac Sanitarium and return to Rastin with the final product. Reward: 500xp, 50 gold Reward Giver: Witness Rastin Difficulty and Comments: This quest serves the purpose of showing you where the Sardelac Sanitarium is, as well as show you a materials crafter. ---- Defend the Wall [roa6] ---- Quest Starter: Warmaster Tydus [Ascalon City] Objective: Report to Squire Zachary at the Great Northern Wall. It is located off of the back exit to Ascalon City Reward: 500xp Reward Giver: Squire Zachary [Great Northern Wall] Difficulty and Comments: Do this quest immediately, but rather than enter the mission, go back to Ascalon City for a bunch of new quests. ---- Cities of Ascalon [roa7] ---- Quest Starter: Symon the Scribe [Ascalon City] Objective: Find three historical monuments. They are in the King's Watch of the Regent Valley, Ruins of Surmia and near the Nolani Academy in the Diessa Lowlands. Reward: 1000xp Reward Giver: Symon the Scribe Difficulty and Comments: It will be quite a while until you complete this one. You will be doing the Regent Valley defense and the Red Cloaked Deserter when you find the one in the King's Watch. The Surmia monument takes place in the Surmia Mission, and the Nolani Academy one is right outside the door of the Nolani Academy. ---- Counting the Fallen [roa8] ---- Quest Starter: Symon the Scribe [Ascalon City] Objective: Find the Census in the ruins of Old Ascalon. It is inside of a pile of wreckage. Reward: 500xp Reward Giver: Symon the Scribe Difficulty and Comments: This quest still drops only one census, even if all four people in the party need the quest. Do this one with henchmen. ---- Scavengers in Old Ascalon [roa9] ---- Quest Starter: Warmaster Tydus [Ascalon City] Objective: Outside of the Sardelac Sanitarium is Thaddiel, he is looting the place. Inform him that the king sent you to remove the scavengers and that everything will be alright so long as he makes himself useful. Reward: 500xp Reward Giver: Warmaster Tydus Difficulty and Comments: none ---- Vanguard Equipment [roa10] ---- Quest Starter: Captain Arne [Ascalon City] Objective: Outfitter Gelsen in the Regent Valley has supplies which Captain Arne needs. But, alas, Gelsen has lost them to bandits. You will need to get them from the bandits. They will prove to be useless, but nevertheless you benefit. Reward: 500xp Reward Giver: Difficulty and Comments: none ---- Barradin's Advance [roa11] ---- Quest Starter: Captain Arne [Ascalon City] Objective: Talk to Gate Guard Hollis and ask of what happened to Duke Barradin's offensive against the Charr. Reward: 250xp Reward Giver: Gate Guard Hollis [Old Ascalon] Difficulty and Comments: This quest becomes active after completing the Vanguard Equipment. ---- A Mission of Peace [roa12] ---- Quest Starter: Ambassador Zain [Old Ascalon] Objective: Give Gate Guard Hollis Ambassador Zain's strongbox Reward: 250xp Reward Giver: Ambassador Zain Difficulty and Comments: none ---- The Troublesome Artifact [roa13] ---- Quest Starter: Warmaster Tydus [Ascalon City] Objective: Take the Eldritch Sextant to Priestess Rashenna [Serenity Temple] to find out if they are part of a Krytan scheme. Reward: 500xp, 100 gold Reward Giver: Warmaster Tydus Difficulty and Comments: This quest becomes available once you reach Fort Ranik ---- Fires in the East [roa14] ---- Quest Starter: Captain Arne [Ascalon City] Objective: Kill the Charr Flame Keepers near the Frontier Gate Reward: 500xp Reward Giver: Captain Arne Difficulty and Comments: This quest activates when you hit the frontier gate after having done Barradin's Advance. It seems bugged recently, and does not always appear. ---- Symon's History of Ascalon [roa15] ---- Quest Starter: Witness Rastin [Old Ascalon] Objective: Get a copy of Symon the Scribe's book about Ascalon and Kryta. Reward: 2000xp Reward Giver: Witness Rastin Difficulty and Comments: The quest directs you back to Daved to get rolls of parchment for the book. However, it is likely cheaper to just buy the parchment one at a time from a rare material trader, or ten at a time from the material trader. You only need five rolls. Give them to Symon, he will make the book, then give a copy to Rastin. If only you could read it! This quest becomes available once you reach the Nolani Academy. ---- Scorched Earth [Elementalist Only] [roa16] ---- Quest Starter: Elementalist Aziure [Old Ascalon] Objective: Kill five Hulking Stone Elementals Reward: 200xp, Ward Against Elements Reward Giver: Elementalist Aziure Difficulty and Comments: This quest is bugged. As long as five Hulking stone elementals in the area die, you get credit for it, even if they are all killed by NPCs. ---- Elemental Knowledge [Elementalist Only] [roa17] ---- Quest Starter: Elementalist Aziure [Old Ascalon] Objective: Seek out Shale the Hermit Reward: 250xp, Armor of Earth = Frozen Burst Reward Giver: Shale the Hermit [Old Ascalon] Difficulty and Comments: Somewhat hard to get to him, actually. Several devourers and hulking stone elementals along the way. ---- Recruits for Hollis [roa18] ---- Quest Starter: Warmaster Tydus Objective: Escort the army recruits from just outside Ascalon City to Gate Guard Hollis. Reward: 500xp Reward Giver: Gate Guard Hollis Difficulty and Comments: This quest seems to have a new activating requirement. At this time I am not sure what it is, but it did not appear for a significant amount of time. This is probably to prevent people from power reward leveling with early quests, as this one used to be available almost immediately after doing Defend the Wall. ---- Gargoyle Trouble [Warrior Only] [roa19] ---- Quest Starter: Warmaster Grast [Old Ascalon] Objective: Slay 5 Flash Gargoyles. Reward: 200xp, Wild Blow - Sever Artery - Gash - Healing Signet Reward Giver: Warmaster Grast Difficulty and Comments: No shortage of Flash Gargoyles around here. Shatter Gargoyles count as well, oddly, making this quest even easier. ---- Military Matters [Warrior Only] [roa20] ---- Quest Starter: Warmaster Grast [Old Ascalon] Objective: Escort Sergeant Clark to Warmaster Grast from the Regent Valley. Clark is just inside of the valley from the Old Ascalon side. Reward: 250xp, Power Attack - Sprint Reward Giver: Warmaster Grast Difficulty and Comments: Try not to let Clark get owned by devourers on the way back, he is only level two for some idiotic reason. ---- To the Breach [Warrior Only] [roa21] ---- Quest Starter: Warmaster Grast [Old Ascalon] Objective: Head to the Breach and repel the Charr offensive. Reward: 300xp, Penetrating Blow - Endure Pain Reward Giver: Warmaster Grast Difficulty and Comments: You must complete Military Matters before you can accept this quest. ---- Endangered Species [Ranger Only] [roa22] ---- Quest Starter: Master Ranger Nente [Old Ascalon] Objective: Charm a Melandru Stalker and bring it to Nente. Reward: 200xp, Hunter's Shot - Comfort Animal - Troll Unguent - Charm Animal Reward Giver: Master Ranger Nente Difficulty and Comments: If you already have a Melandru Stalker, just talk to him again after taking the quest. If you like your current pet better, I suggest just ditching this quest because you will have to lose your pet to do this. ---- The Charr Patrol [Ranger Only] [roa23] ---- Quest Starter: Master Ranger Nente [Old Ascalon] Objective: Follow Nente around from checkpoint to checkpoint while he follows the Charr tracks, then, kill the Charr you have been following Reward: 250xp, Feral Lunge - Favorable Winds Reward Giver: Master Ranger Nente Difficulty and Comments: If you get too far ahead of Nente he will stop moving. Walk back to him if this happens. The arrow is really screwed up for the last leg of this quest at present. ---- The Charr Staging Area [Ranger Only] [roa24] ---- Quest Starter: Master Ranger Nente [Old Ascalon] Objective: Kill Gorgaan Hatemonger in the Breach. Reward: 300xp, Dodge - Quickening Zephyr Reward Giver: Master Ranger Nente Difficulty and Comments: Rangers get to walk almost as far as Elementalists.... ------------------- 3. Sardelac Sanitarium Quests ------------------- These quests start inside of the Sanitarium and just outside of it as well. Every quest here is class specific, thus, some classes may not have any here! ---- Supplies for the Duke [ros1] ---- Quest Starter: Gate Guard Hollis [Old Ascalon, outside of the Breach] Objective: Find the lost supply column and escort it to Piken Square Reward: 300xp Elementalist - Ice Spikes Mesmer - Distortion Monk - Purge Conditions Necromancer - Weaken Armor Ranger - Called Shot Warrior - "Watch Yourself!" Reward Giver: Quartermaster Aada [Piken Square] Difficulty and Comments: There are five members, I'm not sure the minimum which must survive, but three will suffice. Also, do not enter town until the mission updates. ---- Barradin's Stand [ros2] ---- Quest Starter: Gate Guard Hollis [Old Ascalon] Objective: Go to Piken Square and see if Duke Barradin Needs Assistance Reward: 500xp Reward Giver: Duke Barradin [Piken Square] Difficulty and Comments: You get this quest after Barradin's Advance. ---- Sowing Seeds [Monk Only] [ros3] ---- Quest Starter: Grazden the Protector [Old Ascalon] Objective: Escort Farmer Hamnet to Ascalon City Reward: 200xp - Heal Party - Bane Signet - Orison of Healing Reward Giver: Grazden the Protector Difficulty and Comments: The farmer tends to agro things he doesn't need to. He has heal area, so he can somewhat keep himself alive, but don't count on it. ---- Protecting Ascalon [Monk Only] [ros4] ---- Quest Starter: Grazden the Protector [Old Ascalon] Objective: Find Paulus in the Regent Valley Reward: 300xp, Heal Area - Vital Blessing Reward Giver: Grazden the Protector Difficulty and Comments: Paulus, being the poor healer that he is, has died. Examine him to get his pendant. Return it to Grazden. ---- In Memory of Paulus [Monk Only] [ros5] ---- Quest Starter: Grazden the Protector [Old Ascalon] Objective: Tell Melka Blanston [Old Ascalon] that Paulus the Abbott has been killed :( Reward: 300xp, Resurrect - Live Vicariously Reward Giver: Melka Blanston [Old Ascalon] Difficulty and Comments: love triangle! ---- Mesmerizing the Enemy [Mesmer Only] [ros6] ---- Quest Starter: Vassar [Sardelac Sanitarium] Objective: Kill Ignis Phanaura outside of the Sardelac Sanitarium Reward: 200xp, Power Leak - Conjure Phantasm - Ether Feast - Imagined Burden Reward Giver: Vassar Difficulty and Comments: Backfire works wonders on this one. ---- Trying Times [Mesmer Only] [ros7] ---- Quest Starter: Vassar [Sardelac Sanitarium] Objective: Find and retrieve the Mossy Rock Reward: 300xp, Chaos Storm - Mantra of Flame Reward Giver: Vassar Difficulty and Comments: none ---- A Cure for Ralena [Mesmer Only] [ros8] ---- Quest Starter: Vassar [Sardelac Sanitarium] Objective: Find Master Ranger Nente, he can make the cure to save Ralena Stormbringer's life. Reward: 300xp, Illusion of Haste - Energy Burn Reward Giver: Vassar Difficulty and Comments: none --- The Stolen Artifact [Necromancer Only] [ros9] --- Quest Starter: Necromancer Munne [Sardelac Sanitarium] Objective: Find the Grawl who have taken the artifact. Grab the artifact and walk it back towards the Sardelac Sanitarium. Munne will take it from there Reward: 200xp, Insidious Parasite - Life Siphon - Deathly Swarm - Animate Bone Horror Reward Giver: Necromancer Munne Difficulty and Comments: The first of three Necromancer quests which barely requires you to leave town. --- Death in the Ruins [Necromancer Only] [ros10] --- Quest Starter: Kasha Blackblood [Sardelac Sanitarium] Objective: Oberan has gone insane and is created a kingdom of undead. You need to stop him. Sadly, he can not be found. Fortunately, Oberan has a temper and can be lured into the open if you kill his minions. Reward: 250xp, Dark Pact - Mark of Pain Reward Giver: Kasha Blackblood Difficulty and Comments: Another quest in which you have to walk almost ten steps outside of town! --- Oberan's Rage [Necromancer Only] [ros11] --- Quest Starter: Kasha Blackblood [Sardelac Sanitarium] Objective: Kill Oberan the Reviled Reward: 350xp, Parasitic Bond - Putrid Explosion Reward Giver: Kasha Blackblood Difficulty and Comments: You must complete Death in the Ruins in order to activate this quest. Your plan worked, Oberan marches towards the Sardelac Sanitarium! ---- Shalev's Task [Elementalist Only] [ros12] ---- Quest Starter: Shale the Hermit [Old Ascalon] Objective: Go into the Breach, near Piken Square, and kill the Charr Fire Callers to get a bottle of Fiery Unguent. Return that bottle to Shale. Reward: 300xp, Eruption - Shard Storm Reward Giver: Shale the Hermit Difficulty and Comments: Rather long walk if you do not have Piken Square on your map. Damn Elementalist quests make you run all over the place! ---- Family Ties [ros13] ---- Quest Starter: Avatar of Dwayna [Sardelac Sanitarium] Objective: Escort the ghosts of Barris and Tamra Lefey from Old Ascalon to the gates of Ascalon City. They are near the entrance to the Breach. Reward: 500xp Reward Giver: Elsie Lefey [Old Ascalon] Difficulty and Comments: When you reach them, they will talk about their son for a bit. Then, your quest log will update. Once you arrive, the Lefey's will have a reunion of sorts. Rather boring. ------------------- 4. Piken Square Quests ------------------- ---- The Siege of Piken Square [rop1] ---- Quest Starter: Duke Barradin [Piken Square] Objective: Kill the Charr forces right outside of town Reward: 500xp Reward Giver: Duke Barradin Difficulty and Comments: The Charr Captain has healing signet and is all around annoying. If you can't deal damage this quest may be somewhat hard ---- Casualty Report [rop2] ---- Quest Starter: Undertaker Cortis [Piken Square] Objective: Deliver the casualty report to Warmaster Tydus Reward: 150xp, Shadow Strike [Necromancer Only] Reward Giver: Undertaker Cortis Difficulty and Comments: none ---- The Duke's Daughter [rop3] ---- Quest Starter: Viggo [Piken Square] Objective: Find out what happened to Lady Althea, Duke Barradin's Daughter Reward: 2000xp Reward Giver: Duke Barradin [Piken Square] Difficulty and Comments: She has been killed. Her ghost is in a random area of the Diessa lowlands. ---- Fires in the North [rop4] ---- Quest Starter: Duke Barradin [Piken Square] Objective: Kill the Charr Flame Keepers near the fires in the Diessa Lowlands Reward: 1000xp Reward Giver: Duke Barradin Difficulty and Comments: none ---- Red-Cloaked Deserter [rop5] ---- Quest Starter: Farrah Cappo [Piken Square] Objective: Find Little Thom Reward: 1000 Reward Giver: Farrah Cappo Difficulty and Comments: Little Thom has died, or has he? Search for his badge near the monument of King's Watch, so make sure to get that too. This is the only reason I feel Piken Square should be entered before fort Ranik, because Little Thom is out in the regent valley, and it makes no sense to walk a long way twice. ---- Hammer and Anvil [rop6] ---- Quest Starter: Duke Barradin [Piken Square] Objective: Kill Grim Sharpfang and his armor in the Breach. Reward: 500xp Reward Giver: Duke Barradin Difficulty and Comments: This quest becomes available after doing the Siege of Piken Square. The "help" coming from the other side dies quite quickly, so be prepared to do this one alone. ---- Garfazz Bloodfang [rop7] ---- Quest Starter: Viggo [Piken Square] Objective: Kill Garfazz Bloodfang in the Diessa Lowlands Reward: 500xp Reward Giver: Viggo Difficulty and Comments: You get this quest after completing Hammer and Anvil. Garfazz can be approached from two sides. One is packed with Gargoyles, the other with Charr. The gargoyle side [west], gives you the advantage of being on the same height as the Charr, and you will not have to worry about gargoyles running over in the middle of battle, if you kill them first. ---- Althea's Ashes [rop8] ---- Quest Starter: Duke Barradin [Piken Square] Objective: Gather Althea's Ashes and put them into the Barradin family urn. Return them to Duke Barradin. Reward: 2000xp Reward Giver: Duke Barradin Difficulty and Comments: Often considered to be the hardest quest of the Ascalon Block. This is the first quest you will need to pull enemies towards you and take them in small groups. Make sure to take down the shaman's first, their healing can turn the tides of battle. All you actually need to do is touch the Charr Firestand in the flame temple corridor, so it is possible to just run though and then warp to a town quickly. This quest becomes available after completing the Duke's Daughter. --- Fallen Soldiers [Necromancer Only] [rop9] --- Quest Starter: Undertaker Cortis [Piken Square] Objective: Collect 10 family sigils from the Fallen Ascalon soldiers west of Piken Square. Reward: 250xp, Soul Feast Reward Giver: Undertake Cortis Difficulty and Comments: How will Cortis be able to identify them, all of them look like the exact same character model. ---- Army Life [Warrior Only] [rop10] ---- Quest Starter: Armsman Pitney [Piken Square] Objective: Find Old Mac's body in the Breach. Pitney says Old Mac remained there in battle with his new pet. Reward: 250xp, Mighty Blow - Dismember Reward Giver: Armsman Pitney Difficulty and Comments: Turns out, Old Mac is alive and kicking with his pet devourer, Joe! Escort them back to Piken Square. ---- Charr Reinforcements [Ranger Only] [rop11] ---- Quest Starter: Ivor Trueshot [Piken Square] Objective: Follow Aidan around and do what he says. In theory, you are supposed to be tagging small important areas of the Charr army, in fact, you pretty much get to clear half the Breach of Charr. Reward: 500xp, Distracting Shot - Call of Haste Reward Giver: Difficulty and Comments: Aidan does a lot of damage, try to bring some way to heal him just in case though. ------------------- 5. Fort Ranik / Frontier Gate / Serenity Temple Quests ------------------- In theory, this area is much easier than the Piken area, but, quest progression seems to favor Piken first. Weird. ---- The Regent Valley Defense [rof1] ---- Quest Starter: Sergeant Brannen [Regent Valley] Objective: Clear the King's Watch of Charr Reward: 500xp Reward Giver: Lord Darrin [Piken Square] Difficulty and Comments: Easy quest. Sometimes the Charr don't spawn, to remedy this, walk back into town after getting this quest, then go do it. ---- Deliver a Message to my Wife [rof2] ---- Quest Starter: Gurn Blanston [Fort Ranik Mission] Objective: Tell Melka Blanston that Gurn has died defending Ascalon! Reward: 500xp Reward Giver: Melka Blanston [Old Ascalon] Difficulty and Comments: Poor Melka... all her lovers die :( ---- Frontier Gate Fugitives [rof3] ---- Quest Starter: Warmaster Riga [Frontier Gate] Objective: Search the Pockmark Flats and Eastern Frontier for Footmen Tate and Quinn. Tate will surrender and you will need to walk him back to the steps of the Frontier Gate. Quinn will fight you, so just kill him. Reward: 1000xp Reward Giver: Warmaster Riga Difficulty and Comments: This quest is annoyingly long. Don't let Tate die, he tends to attack everything and die rather quickly. ---- Ruins of Surmia [rof4] ---- Quest Starter: Warmaster Riga [Frontier Gate] Objective: Go to the Ruins of Surmia Reward: 500xp Reward Giver: Captain Miken [Ruins of Surmia] Difficulty and Comments: This is just an easy walk. ---- Replacement Healers [Monk Only] [rof5] ---- Quest Starter: Priestess Rashenna [Serenity Temple] Objective: Escort Devona to the Eastern Frontier and dispose of a Charr scouting party. Reward: 500xp, Infuse Health - Strength of Honor Reward Giver: Priestess Rashenna Difficulty and Comments: Devona can kill just about anything on her own rather quickly. You do not get exp if she does the bulk of the damage though, so if that matters try to keep her back in some way. ---- Unnatural Creatures [Mesmer Only] [rof6] ---- Quest Starter: Erudine [Serenity Temple] Objective: Kill Gren Mindvenom and bring his Tissue sample to Erudine Reward: 250xp, Diversion Reward Giver: Erudine Difficulty and Comments: Easy quest, just don't forget the sample, which he conveniently drops, no need to carve it or anything. ---- Experimental Elixir [Mesmer Only] [rof7] ---- Quest Starter: Erudine [Serenity Temple] Objective: Take the experimental elixir to Fadden Hathorn in the Sardelac Sanitarium, because he's insane. Once it cures him, talk to Vassar. Reward: 500xp, Shatter Hex Reward Giver: Vassar [Sardelac Sanitarium] Difficulty and Comments: none --- The Way of the Geomancer [Elementalist Only] [rof8] --- Quest Starter: Kendrick Redstaff [Serenity Temple] Objective: Kill ten hulking stone elementals. Reward: 500xp Reward Giver: Kendtrick Redstaff [Serenity Temple] Difficulty and Comments: Make sure to keep any scorched lodestones which drop, you will need them for the next quest. --- The Geomancer's Test [Elementalist Only] [rof9] --- Quest Starter: Kendrick Redstaff [Serenity Temple] Objective: Take three scorched lodestones to of the three earth shrines around the massive crystal in the pockmark flats. A Stone Golem will appear, kill it. Reward: 500xp, Magnetic Aura - Earth Attunement Reward Giver: Kendrick Redstaff Difficulty and Comments: If Devona, or other enemies kill the Stone Golem you will not get credit. ---- Caravan in Trouble [rof10] ---- Quest Starter: Cynn [Eastern Frontier] Objective: Help Cynn and Mhenlo save the Merchant Caravan. Cynn is located in the Eastern Frontier next to the exit into the Pockmark flats. Reward: 250xp Elementalist - Fireball Mesmer - Phantom Pain Monk - Smite Necromancer - Shadow of Fear Ranger - Lightning Reflexes Warrior - Hamstring Reward Giver: Laris Dankworth [Pockmark Flats] Difficulty and Comments: Wow... new quest... so easy. Walk into the Pockmark flats after getting it from Cynn, kill about six storm riders and you win. ------------------------------------------------------------------------------- Northern Shiverpeaks ------------------------------------------------------------------------------- The Northern Shiverpeaks pose the first legitimate challenge in the game. Groups are now mixed together with multiple caster types and physical attackers. Disruption skills will become a great asset at this point in the game. The main shopping town, Yak's Bend, will have different types of armor available for most classes, but the defense is the same as it was in Ascalon City. The other outposts are the Ice Tooth Cave and Beacon's Perch. The mission towns are the Borlis Pass and The Frost Gate. 1. Missions Borlis Pass [mis5] Frost Gate [mis6] 2. Yak's Bend Quests The Way is Blocked [nspy1] The Road to Borlis Pass [nspy2] The Shiverpeak Stragglers [nspy3] The Missing Artisan [nspy4] Helping the Dwarfs [nspy5] Oswalt's Epitaph [nspy6] Minaar's Trouble [nspy7] Minaar's Worry [nspy8] Iron Horse War Machine [nspy9] The Wayward Monk [Monk Only] [nspy10] The Stone Summit Champion [Mesmer Only] [nspy11] Renegade Necromancer [Necromancer Only] [nspy12] A Heart of Ice [Elementalist Only] [nspy13] Securing the Vale [Warrior Only] [nspy14] Stone Summit Beastmasters [Ranger Only] [nspy15] 3. Beacon's Perch Quests Hungry Devourer [nspb1] The Deserters [nspb2] To Kryta: Refugees [nspb3] To Kryta: The Ice Cave [nsbp4] To Kryta: Journey's End [nsbp5] ------------------- 1. Missions ------------------- ---- Borlis Pass [mis5] ---- Objective: First grab the torch and follow the road lighting the seven storm beacons. Give to torch to Gate Guard Tolis. Now, you will need a keg of Dwarven powder to blast open their base. You can kill the nearby engineers for moral boosts. For the main mission, you need to open the nearby door, this time with a lever. When you reach this door, continuing south will run you near the bonus. When you go through the door, continue on the path and kill everything there. You'll eventually come to a closed door, once the nearby enemies are defeated it will open. Talk to Prince Rurik inside. Now, take the new torch and follow the friendly dwarfs. There are three more beacons at the top of the hill. Light them and the mission is done! Bonus: You have run beyond the door with a lever. There is a keg of powder deposit again. Nearby are two doors, one which holds Rornak Stonesledge prisoner. Blast the door open. Talk to him, it will activate the bonus. Now, get another keg and drop it in his cell where the fence and snow meet. The snow wall will shatter. Follow the caves killing the dryders. To complete the bonus, you need to kill the Ice Drake, Whiskar Featherstrom, and the nearby dryders. ---- Frost Gate [mis6] ---- Objective: Prince Rurik is escorting Ascalon Settlers to Kryta. But, he has been pinned down by Stone Summit Catapults. You need to defeat the Engineers of these catapults to allow passage. After the second catapult, you will enter an ice cave. Turn left to do the bonus [see below], or head straight [southwest], to continue the real mission. Cross the bridge and take out the engineers. Then continue and kill the nearby boss. There will be a cinematic. Continue on the path Rurik tells you to and use the gear lever on the lever mechanism. After a short amount of time it will open. In the next area there are three similar devices you must use the lever on. Each time you use one, the doors on the sides will open and enemies will POUR in. To combat this, first kill all the enemies in the area, then use the lever on all three as fast as you can. It helps to do the furthest lever mechanism first. Once you have them all active, you should have a slew of guys attacking you. You'll need to survive for a minute or two while the mechanisms turn. You may wish to backtrack and stand still until the mission is won. Bonus: Not to far in the cave, you will again find Rornak Stonesledge has been captured. This time, he wants you to steal some war plans. When you talk to him, he will follow you. Head out of the ice caves to the south. When you reach a bridge being bombarded by catapult fire, head to the northwest ramp leading down. Follow this path. There are several dolyak's here, so this will be quite tough. Once the area is clear, lead Rornak to the catapult. He will fix it. Fire it and it will blow up some doors. Head back to the bridge, cross it. If you kill everything here, you will continue the mission. Instead, kill what is close and head into the door to the east, kill the Ice Golems and Stone Summit, open the chest to get the secret siege weapon plans. Head back to Rornak with them to complete the bonus. ------------------- 2. Yak's Bend ------------------- You are taken to Yak's Bend immediately after completing the Nolani Academy Mission, however, you can reach this by running to it as well. Yak's bend offers new armor, though arguably no better than Ascalon City's armor as well as a skill trainer, Captain Osric. ---- The Way is Blocked [nspy1] ---- Quest Starter: Captain Osric [Yak's Bend] Objective: Kill Inar Frostbite, the Stone Summit leader of this area. He is standing not too far outside of the Borlis Pass. Reward: 500xp Reward Giver: Beccum Reedly [Borlis Pass] Difficulty and Comments: This quest and the Road to Borlis Pass should be done together. Perhaps try doing Shiverpeak stragglers while doing this. ---- The Road to Borlis Pass [nspy2] ---- Quest Starter: Captain Osric [Yak's Bend] Objective: Defeat all the Stone Summit patrols between Yak's Bend and the Borlis Pass. Reward: 500xp, 150xp Reward Giver: Captain Osric [Yak's Bend] Difficulty and Comments: This quest and the Way is blocked should be done together. Perhaps try doing Shiverpeak stragglers while doing this. ---- The Shiverpeak Stragglers [nspy3] ---- Quest Starter: Captain Osric [Yak's Bend] Objective: Find Elsa Alston and escort her back to Yak's Bend. Reward: 500xp Reward Giver: Captain Osric Difficulty and Comments: Elsa has a death wish. She will attack anything nearby. While hard to do, clear as much of the road before getting on her screen. Once you can see her, some ice golems and stone summits will veer off course to defeat her. ---- The Missing Artisan [nspy4] ---- Quest Starter: Tabor Woolridge [Yak's Bend] Objective: Artisan Rudger has not produced the goods Tabor paid him for. Find him and find out what is going on. Reward: 500xp Reward Giver: Artisan Rudger [Ascalon Foothills] Difficulty and Comments: Do this quest when you do Oswalt's Epitaph, as they end almost directly next to each other. The Ascalon Foothills house many hydras. They can deal a load of fire damage, but their meteor spell has a rather long cast time and can easily be interrupted by a variety of skills. ---- Helping the Dwarfs [nspy5] ---- Quest Starter: Grand Mason Stonecleaver [Yak's Bend] Objective: Find Rangil Ironbow in the northwest corner of Traveler's Vale. Reward: 250xp Reward Giver: Rangil Ironbow [Traveler's Vale] Difficulty and Comments: This is actually quite hard to walk the first time. Try to pull some groups, it's easy to get overwhelmed. You get skills just for taking up this quest: Elementalist - Gale Mesmer - Mantra of Frost Monk - Remove Hex Necromancer - Suffering Ranger - Debilitating Shot Warrior - Protector's Strike ---- Oswalt's Epitaph [nspy6] ---- Quest Starter: Elsa Alston [Traveler's Vale] Objective: Search for an unmarked headstone. Inscribe Elsa's words onto it. Oswalt's ghost will appear. Reward: 500xp, 250 gold Reward Giver: Ghost of Oswalt Alston [Ascalon Foothills] Difficulty and Comments: Do this quest at the same time as The Missing Artisan. ---- Minaar's Trouble [nspy7] ---- Quest Starter: Rangil Ironbow [Traveler's Vale] Objective: Find Minaar Stonesledge in the Iron Horse Mine and escort him to Traveler's Vale safely. Reward: 500xp Reward Giver: Rangil Ironbow Difficulty and Comments: The first of three rather annoying quests which sends you to the same place over and over. ---- Minaar's Worry [nspy8] ---- Quest Starter: Rangil Ironbow [Traveler's Vale] Objective: Kill Ore Darkwhip in the Iron Horse Mine's and return the war machine plans he drops to Rangil. Reward: 500xp Reward Giver: Rangil Ironbow Difficulty and Comments: You might say... boy, I could have killed this thing while doing the last quest. As of current, you could not. Ore Darkwhip simply doesn't spawn if you or someone in the party does not have the quest active. ---- Iron Horse War Machine [nspy9] ---- Quest Starter: Rangil Ironbow [Traveler's Vale] Objective: Destroy the war machine by destroying the nine levers which control it with nearby Dwarven explosives Reward: 500xp Reward Giver: Rangil Ironbow Difficulty and Comments: I find it odd how the Stone Summit leave explosives near all of their important establishments. ---- The Wayward Monk [Monk Only] [nspy10] ---- Quest Starter: Van the Warrior [Yak's Bend] Objective: Escort Cynn to the Iron Horse Mine and find Brother Mhenlo. Reward: 350xp, Vigorous Spirit, Pacifism Reward Giver: Brother Mhenlo [Iron Horse Mine] Difficulty and Comments: Easy quest, do it while doing either of the first two Minaar's quests. ---- The Stone Summit Champion [Mesmer Only] [nspy11] ---- Quest Starter: Sebedoh the Mesmer [Yak's Bend] Objective: Defeat Ulrik the Undefeated in Traveler's Vale. Reward: 350xp, Fragility - Power Spike - Channeling Reward Giver: Sebedoh the Mesmer Difficulty and Comments: none --- Renegade Necromancer [Necromancer Only] [nspy12] --- Quest Starter: Necromancer Morgan [Yak's Bend] Objective: Find Verata in the Travelers Vale. Reward: 350xp, Necrotic Traversal, Defile Flesh, Well of Blood Reward Giver: Necromancer Morgan Difficulty and Comments: Kill the Verata minions on your way to him. When you reach him, Verata will run off giving you an idle threat. --- A Heart of Ice [Elementalist Only] [nspy13] --- Quest Starter: Howland the Elementalist [Yak's Bend] Objective: Find Greplack Froststaff and obtain the Heart of Ice Reward: 350xp, Whirlwind, Ward Against Foes, Ice Prison Reward Giver: Howland the Elementalist Difficulty and Comments: Just run up to him and kill the nearby Ice Golems. He will give you the Heart of Ice after initially saying that he would not. ---- Securing the Vale [Warrior Only] [nspy14] ---- Quest Starter: Van the Warrior [Yak's Bend] Objective: Scout out enemy activity at three different checkpoints. Reward: 500xp, Swift Chop - Irresistible Blow - Seeking Blade Reward Giver: Van the Warrior Difficulty and Comments: Although you only have to "scout", you will probably end up killing half of the enemies in the traveler's vale. ---- Stone Summit Beastmasters [Ranger Only] [nspy15] ---- Quest Starter: Artemis the Ranger [Traveler's Vale] Objective: Defeat Thorgrim the Beastlasher in the Iron Horse Mine Reward: 350xp, Whirling Defense - Winter - Call of Protection Reward Giver: Artemis the Ranger Difficulty and Comments: Artemis is only level 2, and as such is often times dead when you get to where she would be. If this happens, simply zone into the mines and then back out. The Beastmasters can be a bit overwhelming when they all go giant stomping. Try to distracting shot at least one of them so you are not spending the entire battle sitting on your butt in the cold snow. ------------------- 3. Beacon's Perch ------------------- Beacon's Perch has two exits. The one you want to use to progress the game is into the Deldrimor Bowl. Exiting into Lornar's Pass will set you up against level 20+ monsters. If you manage to make it to the next town, you will in effect have skipped half the game. However, as this is virtually impossible without; 1) getting run to it by someone for a fee 2) miraculously killing everything on the way there 3) Somehow running there on your own. This is a common way to get to Droknar's Forge, the first town with the maximum defense armor. For your first play through though, avoid Lornar's pass entirely. ---- Hungry Devourer [nspb1] ---- Quest Starter: Master Saberlin [Beacon's Perch] Objective: Feed Old Mac's pet, Joe, 10 succulent Juniper Meats. Reward: 500xp Elementalist - Lightning Strike Mesmer - Shatter Enchantment Monk - Divine Spirit Necromancer - Rotting Flesh Ranger - Pin Down Warrior - Flurry Reward Giver: Master Saberlin Difficulty and Comments: Sometimes this quest claims you only need to feed him 0 more, when you have not given him any. Other times you need to feed him 4 million more. Oh well, I have never seen it mess up the quest. One more note, you must feed them all to Joe in one visit to the Deldrimor Bowl, the number resets up to ten should you exit the area. ---- The Deserters [nspb2] ---- Quest Starter: Master Saberlin [Beacon's Perch] Objective: Kill the Deserters before word spreads and causes unrest. Reward: 500xp Elementalist - Ice Spear Mesmer - Inspired Hex Monk - Balthazar's Spirit Necromancer - Strip Enchantment Ranger - Serpent's Quickness Warrior - Bonetti's Defense Reward Giver: Master Saberlin Difficulty and Comments: You can get Mhenlo, Devona and Cynn as an escort for this quest if you walk up to them after taking it on. You must complete The Hungry Devourer to get this quest. ---- To Kryta: Refugees [nspb3] ---- Quest Starter: Master Saberlin [Beacon's Perch] Objective: Eliminate the Centaur Patrols along the road. Reward: 500xp Reward Giver: Ranger Olson [Deldrimor Bowl] Difficulty and Comments: Easy quest, once done, most of the centaurs will be gone from this area any subsequent time you go through. ---- To Kryta: The Ice Cave [nsbp4] ---- Quest Starter: Master Seeker Nathaniel [Griffin's Mouth] Objective: Follow the Marks of Aidan until you reach Aidan. Kill any Snow Ettin's around him as well. Reward: 500xp Reward Giver: Aidan [Griffin's Mouth] Difficulty and Comments: Don't make any wrong turns, it may wind up being your last. Snow Ettin's pile up in a hurry here. ---- To Kryta: Journey's End [nsbp5] ---- Quest Starter: Aidan [Griffin's Mouth Objective: Deliver the Letter to Ambassador Braun [Scoundrel's Rise], then see Witness Casori [Gates of Kryta] for safe harbor. Reward: 500xp Reward Giver: Witness Casori [Gates of Kryta] Difficulty and Comments: The Hardest part is remembering to talk to Ambassador Braun when you enter Scoundrels Rise. ------------------------------------------------------------------------------- Kryta ------------------------------------------------------------------------------- Kryta is the most beautiful place still standing on Tyria. The entire area was saved from the Charr by Saul D'Alessio's faith. He, himself, died in a Charr ambush and now Confessor Dorian continues his leadership. Kryta has three missions and several towns. The most notable is Lion's Arch, either the most or second most heavily visited town in the game. The armor in all Kryta towns is better than the stuff you picked up in Ascalon City, though not by much. If you can get by without buying any, do so. There are a few Kryta Villages which are not actually towns on the world map, but have a fair share of quests in them. 1. Missions Gates of Kryta [mis7] D'Alessio Seaboard [mis8] Divinity Coast [mis9] 2. Lion's Arch/North Kryta Province Quests Report to the White Mantle [kla1] The Villainy of Galrath [kla2] Orrian Excavation [kla3] Merchant's Plea [kla4] The Weaver of Nebo [kla5] Duties of a Lionguard [kla6] The Ascalon Settlement [kla7] The Last Hog [kla8] Reversing the Skales [kla9] Blankets for the Settlers [kla10] Bandit Trouble [kla11] Graven Images [kla12] Malaquire's Test [kla13] 3. Beetletun/Bergen Hot Springs/Nebo Village Quests The Hot Springs Murders [kbb1] The Undead Hordes [kbb2] ------------------- 1. Missions ------------------- ---- Gates of Kryta [mis7] ---- Objective: Run to the nearby village and clear the gates of undead. Enter the village and talk to Justicar Torlimo to get the whereabouts of Justicar Hablion. Find him. He will ask you to help clear the swamp of undead. Do so, defend the high ground as best you can, than charge in to finish off the remaining few. Justicar Hablion must survive. Bonus: At the very start of the mission, make a left turn and talk to the pig Oink. He will follow you. Oink can not be hurt by anything, so feel free to use him as a tank. When you reach the town, you will see a kid talking about losing his pig. When Oink is near, the kid will be happy. Next to him is a historian. Talk to him to activate the bonus. You will need to find the Orrian Texts and translate them. If you look at the map, they lie in a chest in the innermost inlet of the river. When you get it, smoke phantoms will attack you, three groups of three in all. They use lightning and do mega damage. Return the text to the historian [apparently you are well versed in the Orr language and had enough time to translate them while fighting for your life. Bonus complete! ---- D'Alessio Seaboard [mis8] ---- Objective: After a few packs of enemies you will reach a village under attack from the undead. You will need to kill all of the undead here to advance the level. In town is Benji Makala, provided you keep him alive until the town is cleared you can do the bonus. If you take the bonus, exit town north, if not, exit town west. Eventually the path will lead you to Confessor Dorian. He will be under attack from undead when you arrive. Undead will continue to pour in from both sides for about ten minutes. Keep Dorian alive. Once done, the quest log will update, talk to Dorian. Exit the Temple of Tolerance to the southwest and continue until you find Dinas. Kill the nearby enemies and talk to him, Mission complete. Bonus: If you kept Benji alive, activate the bonus from him and use the gate on the north end of the village to exit the village. Going this way will eventually take you to another closed gate. Nearby this gate is a Melandru offering. The offering must be held, if it is dropped, it breaks. However, you can run all the way back to the place you got it to get another. You may wish to just leave it until you are done defending Confessor Dorian. Either way, once Dorian is safe, rather than continue the mission, head northwest out of town and follow the ettin filled path until you reach the other Melandru Offering, which is actually located directly west of the first one, but separated by a mountain. Place the offering on the pedestal to complete the bonus. * = Remember, if Benji dies, his brother will not open the gate for you and you will not be able to do the bonus. ---- Divinity Coast [mis9] ---- Objective: Head to the town of Shaemoor. Talk to Justicar Hablion. He will discuss that you need to take the Eye of Janthir around the area to see if certain people are chosen. You will drop it off in Loamhurst. However, first, you need to be cleansed! Exit town southeast and make your way up to the cleansing area. Once you are cleansed, head back to Hablion and get the Eye. Exit town to the west when you are ready. You do not actually have to see if anyone is chosen, that is the bonus. Just follow the rather linear path all the way to Loamhurst if you do not intend to do the bonus. If you do, read below, as the bulk of this mission is the bonus. In town is a Blue light shining up from the ground with several villagers near it, bring the eye there to complete the mission. Bonus: The first chosen is standing a bit northwest of Hablion in town. All five chosen must arrive in Loamhurst alive, so take care of them. Once you cross a long high bridge, the second chosen is the one villager who stays to fight the tengu. This is probably the hardest one to initially save. Talk to him to actually activate the bonus and make sure he follows you. The third chosen is to the southeast of this one. There is a small road leading there. This one also has a tendency to get attacked. Head back to where you got the second chosen and head west. You will soon come to another small outpost. Several merchants are under attack. None of them are important, however, the final villager on the road continuing to head west is another chosen. You should have enough time to get to him as the merchant in front of him often holds off the tengu for a while. That's four, the fifth is actually back a ways. Head down the road you just came a bit east and turn south the first chance you get. The final villager is just a bit this way. He sometimes is under attack from Gypsie Ettin's. Now, you should have five villagers chasing you. Head back to where you got the fourth one and follow the road northwest. This road will eventually bring you to Loamhurst. There is a lot of poison here, try to keep the villagers out of it. If they just walk through it, they are generally smart enough to use a healing signet when they get low on health. When you finally reach Loamhurst, talk to Lionguard Minah for the bonus. You MUST do this BEFORE bringing the eye to its destination in town. Note: Your party shares gold for doing this bonus. ------------------- 2. Lion's Arch/North Kryta Province Quests ------------------- ---- Report to the White Mantle [kla1] ---- Quest Starter: Armen the Guide [Lion's Arch] Objective: Head to the D'Alessio Seaboard and deliver a report to Mantle Knight Karriya Reward: 500xp Reward Giver: Mantle Knight Karriya [D'Alessio Seaboard] Difficulty and Comments: none ---- The Villainy of Galrath [kla2] ---- Quest Starter: Firstwatch Sergio [Lion's Arch] Objective: Kill Galrath near the Wizard's Tower Reward: 4000xp Reward Giver: Firstwatch Sergio Difficulty and Comments: Possibly the hardest quest in the game if you do it when you get it. Highly unrealistic you will do this now. If you wish to, leave from the Bergen Hot Springs and Head to the temple of the ages. If you leave from the temple, you will have the advantage of level 15 henchmen and an eight person party. The Verata enemies near Galrath are a true pain, it is recommended to have someone be a sacrifice so everyone else can rush Galrath, who is surrounded by severely under leveled bandits. ---- Orrian Excavation [kla3] ---- Quest Starter: Magi Malaquire [Lion's Arch] Objective: Collect 5 Orrian tablet shards Reward: 400xp Reward Giver: Magi Malaquire Difficulty and Comments: They fixed this quest, so if you do it in a party you won't have to do it fifteen times! ---- Merchant's Plea [kla4] ---- Quest Starter: Bodrus the Outfitter [Lion's Arch] Objective: Take the strongbox to Captain Greywind Reward: 500xp Reward Giver: Captain Greywind [North Kryta Province] Difficulty and Comments: Do this along with the Ascalon Settlement ---- The Weaver of Nebo [kla5] ---- Quest Starter: Jiaju Tai [Lion's Arch] Objective: Etham the Artisan ripped off our good friend, head to the Nebo Village to find out why! Reward: 500xp, 500 gold Reward Giver: Etham the Artisan [Nebo Terrace] Difficulty and Comments: none ---- Duties of a Lionguard [kla6] ---- Quest Starter: Lionguard Riddick [North Kryta Province] Objective: Talk to Miraba Reward: 500xp Reward Giver: Miraba [North Kryta Province] Difficulty and Comments: none ---- The Ascalon Settlement [kla7] ---- Quest Starter: Damaris [North Kryta Province] Objective: Lead Mhenlo, Aidan, Cynn and Devona to Captain Greywind in the Ascalon Settlement Reward: 500xp Elementalist - Lightning Orb Mesmer - Wastrel's Worry Monk - Heal Other Necromancer - Enfeeble Ranger - Throw Dirt Warrior - Final Thrust Reward Giver: Captain Greywind [North Kryta Province] Difficulty and Comments: Do this while you do Merchant's Plea ---- The Last Hog [kla8] ---- Quest Starter: Farmer Dirk [North Kryta Province] Objective: Find the prize winning hog and run it back to Farmer Dirk Reward: 500xp Elementalist - Gale Mesmer - Leech Signet Monk - Life Attunement Necromancer - Blood Ritual Ranger - Otyugh's Cry Warrior - Staggering Blow Reward Giver: Farmer Dirk Difficulty and Comments: Once you talk to the Hog, Ettin's will come two at a time for quite a while to try and disrupt you. ---- Reversing the Skales [kla9] ---- Quest Starter: Captain Greywind [North Kryta Province] Objective: Find out what is the cause of the undead movement... then of course kill it. Reward: 500xp Reward Giver: Captain Greywind Difficulty and Comments: The Executioners which escort Lord Timot are very deadly, take every precaution when fighting them. It helps to clear the area of Mergoyles and Bog Skales before hand. If Lord Timot reaches the Gates of Kryta you will have to do the mission again. ---- Blankets for the Settlers [kla10] ---- Quest Starter: Captain Greywind [North Kryta Province] Objective: Trade the weapons from Greywind to Etham the Artisan for Blankets and give them to Captain Greywind. Reward: 500xp Reward Giver: Captain Greywind Difficulty and Comments: none ---- Bandit Trouble [kla11] ---- Quest Starter: Miraba [North Kryta Province] Objective: Tell Mantle Knight Karriya about the Bandit's. Return to Miraba once you have told Karriya. Reward: 500xp Reward Giver: Miraba Difficulty and Comments: Do this while doing Report to the White Mantle. ---- Graven Images [kla12] ---- Quest Starter: Archivist Ithimar [North Kryta Province] Objective: Protect him from the four waves of nightmares Reward: 600xp Elementalist - Inferno Mesmer - Mantra of Lightning Monk - Dwayna's Kiss Necromancer - Dark Aura Ranger - Determined Shot Warrior - Axe Twist Reward Giver: Archivist Ithimar Difficulty and Comments: Easy quest, make sure to clear out the nearby bog skales before starting. There is no pausing, so you may run low on energy by the last wave. ---- Malaquire's Test [kla13] ---- Quest Starter: Magi Malaquire [North Kryta Province] Objective: Successfully snag a skill using a Signet of Capture Reward: 500xp, Signet of Capture Reward Giver: Magi Malaquire Difficulty and Comments: Use it on whatever, you can buy them from Quarrel Falls among other places later in the game. You get a Signet of Capture both for taking this quest, and another for finishing it. ------------------- 3. Beetletun/Bergen Hot Springs/Nebo Village Quests ------------------- ---- The Hot Springs Murders [kbb1] ---- Quest Starter: Inspector Caleb [Nebo Terrace] Objective: Get witness testimonies from the four witnesses to the murders who are in the Bergen Hot Springs. Report back to Caleb with them. Then give them to Inquisitor Gilead. Reward: Elementalist - Grasping Earth Mesmer - Illusion of Weakness Monk - Mend Ailment Necromancer - Blood of the Master Ranger - Bestial Pounce Warrior - Counter Blow Reward Giver: Inquisitor Gilead [Nebo Terrace] Difficulty and Comments: Pretty fishy..... ---- The Undead Hordes [kbb2] ---- Quest Starter: Elder Hezron [Beetletun] Objective: Stop the undead armies from reaching Beetletun. Reward: 500xp Elementalist - Water Attunement Mesmer - Inspired Enchantment Monk - Holy Veil Necromancer - Plague Touch Ranger - Symbiosis Warrior - Gryphons Sweep Reward Giver: Elder Hezron Difficulty and Comments: This quest is extremely fun. It also poses a good challenge. The drops have unfortunately been nerfed thanks to excessive farming. ------------------------------------------------------------------------------- Maguuma Jungle ------------------------------------------------------------------------------- The jungle is your typical rebel hiding place. Everything is spread out and in the middle of no where. The armor here is decent, however, the collector armor is substantially better than what you can buy. Most of the collectors for it are right next to town [or in it] and the collector's wish list items fall frequently. The storyline seems messed up in the jungle though, frequently assuming you have done a quest which you may not have already done. 1. Missions The Wilds [mis10] Bloodstone Fen [mis11] Aurora Glade [mis12] 2. Druid's Overlook Quests A Brother's Fury [mjdo1] Eye for Profit [mjdo2] Mysterious Message [mjdo3] Wisdom of the Druids [mjdo4] 3. Quarrel Falls Quests The Price of Steel [mjqf1] White Mantle Wrath: Demagogue's Vanguard [mjqf2] 4. Ventari's Refuge Quests White Mantle Wrath: A Helping Hand [mjvr1] Urgent Warning [mjvr2] Dropping Eaves [mjvr3] Blood and Smoke [mjvr4] 5. Henge of Denravi Quests Passage through the Dark River [mjhd1] ------------------- 1. Missions ------------------- ---- The Wilds [mis10] ---- Objective: You need to follow the Shining Blade through the jungle. There are many Maguuma spiders and moss spiders standing in your way though. After the first entangling roots, head straight ahead at the 3 way split. The other two paths lead to the bonus [see below]. After the cinematic, follow the Shining Blade Scout through the Maguuma along the main path. When you reach some water, take the right path and turn right as soon as you can into a legion of Maguuma spiders. Eventually, you will come to another cinematic. Spiders will drop in groups of three, you need to kill all eight and the boss. I don't think they can actually killed the chosen [as they're all corpses already], but do not take any chances. Mission complete! Bonus: After the first entangling roots, there will be three paths to choose from. The middle path continues the mission. Either the left or right lead to the start of the bonus. I prefer the right path. Follow it until you see two centaurs. Stand nearby, but outside of the agro circle. They will start to talk. Listen. When the bonus activated message comes up, kill them and take the nearby vine seed. Head back to the middle path from before and continue the mission. After the movie, hang to the right side and fight through the Maguuma. There is a path to the east which dead ends with a glowing green dot on the ground. Drop the Vine Seed here. Cross the bridge and head south. There are a tone of Maguuma as well as four bosses here. You only need to kill two of them: Horm Frostrider and Ramtha Brokenhoof. This is one of the harder bonuses due to the closeness of the enemies. Bonus done! ---- Bloodstone Fen [mis11] ---- Objective: Follow the linear trail to Saidra. Talk to her and get a Vine Seed. Drop it on the green spot just in front of her and cross the newly formed bridge and continue to follow the only real path. Eventually you'll reach a place with five Vine Seed Flowers. To do the bonus, grab one and read below. Otherwise, Grab one and use it just up the spiral mountain. Grab another and use it on the next green dropping point just ahead. Follow the only path and talk to Blade Scout Ryder. Continue on the path. When you reach a fork, head left and get two vine seeds. Head back the other way and use them at the next two green dots to make bridges. Keep on the only path until the cinematic. Now there are only six white mantle and Hablion to go. While fighting on the bloodstone, resurrection skills take four times as long to use, be aware of this. When Hablion falls you will win. Bonus: When you reach the first place with three Vine Seed Flowers, grab one and head back the way you came until a fork. Head on the western most of the two paths. When you reach a tree trunk looking altar, drop the seed on it and it will spawn a Druid. Listen to him babble for a bit. A bridge will spawn. You will need to get this Druid and three others two an altar further along. While you do this, you CAN NOT KILL any jungle guardians. Should you, the bonus will fail and you will be greeted by some rather challenging enemies. There are more Vine Seed Flowers in the area with the other three altars. Follow the first Druid there, but try not to let him get stuck. Once you have all four Druids on the big altar, the Elder Druid will appear. Talk to him for the Bonus. Head back to the Vine Seed Flower you got the Vine Seed from to spawn the first Druid. ---- Aurora Glade [mis12] ---- I strongly suggest using my Aurora Glade Map for doing this mission. Objective: After weaving around the endless circles, you'll wind up by two thorn pedestals, kill the boss and a druid will appear. Talk to it, grab the Rune Crystal and run it to the other pedestal. Continue on the path, which is now opened. For directions, I will refer you to a map for this level... When you reach a point where you can see another pedestal at the fork in the road, the left leads to the bonus [actually, they both do]. The right goes to the mission, Now, talk to the druid to put another Rune Crystal on the pedestal. This time, you will need to attune two different pedestals. Do NOT do them both until you are ready though, as it will activate the next part. The next part has three pedestals. If your team controls all three, a cinematic will appear. If the White Mantle control all three, you lose. They start out controlling one. You must run crystals to them to attune them for you, while preventing their crystal carrier from taking control of them. If you are doing the bonus, this gets more complex. See below. Okay, so you now have attuned all three pedestals. You will be teleported below. Down here, just follow the again linear path until you reach the Henge Guardian. Kill it, Mission complete. Bonus: So, you took either one of the roads. There are many White Mantle and an NPC named Less Longbow. Make sure he survives. When everything around him is dead he will speak of a Demagogue. Continue on to the main mission for now. Now, you've arrived at the three pedestals. You want to make sure you always control one, preferably two. Here's the trick, take the north one at the start, When the White Mantle take the east one, immediately take it back. Now, the White Mantle will ONLY focus on the east one so long as they do not control it. Just kill the crystal carrier time and time again and slowly reduce their army. Once it is gone, head into their "base" and kill the Demagogue. Bonus complete. Attune the final pedestals to advance the main mission. ------------------- 2. Druid's Overlook Quests ------------------- ---- A Brother's Fury [mjdo1] ---- Quest Starter: Trader Versai [Druid's Overlook] Objective: Justicar Thommmis' brother has been killed. He wants to know why. Seek out the three rangers in the area to find out more. They speak of the Rebels who took the chosen and the difficulty in tracking them. Reward: 500xp Reward Giver: Witness Giselle [The Wilds] Difficulty and Comments: This quest is designed to get you over to the Wilds, the next mission. You will talk to several people and face little opposition getting into town. ---- Eye for Profit [mjdo2] ---- Quest Starter: Trader Versai [Druid's Overlook] Objective: Find Grahm in the Sage Lands. He will have a task for you which involves running clear across to the other side of the area and killing a boss. Take the Lilac Eye, which Gale Stormsend drops back to Trader Versai. Reward: 500xp Elementalist - Air Attunement Mesmer - Hex Breaker Monk - Smite Hex Necromancer - Dark Bond Ranger - Antidote Signet Warrior - Axe Rake Reward Giver: Trader Versai Difficulty and Comments: Hardest quest of the area. The combination of Maguuma spider poison/cripple and storm eyes counter spells can take down a party if they charge in too fast. Move slowly, spiders like to come down after you've run by them, thus pincering you. ---- Mysterious Message [mjdo3] ---- Quest Starter: Envoy Ero [Druid's Overlook] Objective: Drop a message into a Hollow log in the Mamnoon Lagoon. Find Alari Doubleblade in the Silverwood. Reward: 500xp Elementalist - Stone Daggers Mesmer - Ethereal Burden Monk - Healing Seed Necromancer - Well of Suffering Ranger - Storm Chaser Warrior - Pure Strike Reward Giver: Alari Doubleblade [Silverwood] Difficulty and Comments: clearly, this quest is out of place in the game. You have not yet learned of the White Mantle treachery, yet this quest leads you to an area which assumes you do. That town gives more quests under the assumption the White Mantle are evil. Strange. Also, this quest takes you through a large amount of wind riders. ---- Wisdom of the Druids [mjdo4] (Thanks to Rico Liu for informing me of quest) ---- Quest Starter: Avatar of Dwayna [Druid's Overlook] Objective: Listen the druids perform their ritual so you can better understand things which mortals don't understand. Reward: 500xp Reward Giver: Ancient Druid Spirit [Sage Lands] Difficulty and Comments: This quest requires the favor of the gods to activate. When you reach the marked spot on the map, you will be amazed to find