In order to quest you must create a
quest card. This is done with the 'quest' spell. The number of
quest points for the card you create is determinted by the number
of primal points you have at the time of casting. A quest card
can be worth a maximum of 50 qpoints and a minimum of 1.
Obviously it is better to have a 50 qpoint card since every item
you collect is worth 12.5 qpoints versus .25 qpoints if you made
it the minimum of 1. Primal energy points start at a cost of 500
experience and increase 500 for each one learned. The second cost
1000, the third 1500 and so on.
After you create a quest card type 'complete quest' and it will
list 4 items you must collect in order to complete that card.
When you get an item type 'complete quest
7e2ndw2nw5n2wnwn2d and say 'swarm bees' at the guardian. Enter portal he creates. Type 'recharge card machine.' If you have multiple cards they can be completed or recharged by useing n.card (as in 2.card, 3.card etc).
13ws2wnwuw4neus2eswsdneunds6wsw
to Yevaud
13ws2wnwuw4neus2eswsdneunds6ws2u3n to Arachnos
13ws2ws He is usually somewhere around here although he does wander.
13ws2w2sws3wnwn +[The Tower Gates] 5nu2se
13ws2w2sws3wnwn +[The Tower Gates] 4nwds3w
13ws2w2sws3wnwn +[The Tower Gates] 5nu3se
6e4s2es2edws2ds2e2s5w2news2wnd2nundnw2n
6ed3n2w2nw2n3e2sd6s They wander so you may need to look around for some mist.
13ws2w2sws3wnwn +[Inside a Tavern] dne2nen
13ws2w2sws3wnwn +[Inside a Tavern] dne2nun
13ws2w2sws3wnwn +[Inside a Tavern] dne2nune
13ws2w2sws3wnwn +[Inside a Tavern] dne2nue
13ws2w2sws3wnwn +[Inside a Tavern] dne2nusw
13ws2w2sws3wnwn +[Inside a Tavern] dne2n3u4n2esw2sw
13ws2w2sws3wnwn +[Inside a Tavern] dne2n3u4n2esw2swsw2s
3w6s2e6sds2w2sendn + [The Lower Chambers and Tombs of the Undead] With brief off look for a room that has been "totally hollowed out and smoothed" with paintings in it. Open "rathcor." It is a container and the rod is inside.
3w6s2e6sds2w2sendn + [The Lower Chambers and Tombs of the Undead] Look for "Snapper Joe" and go ndenese5s. You'll find a nightgaunt along that path somewhere.
3w6s2e6sds2w2sendn + [The Lower Chambers and Tombs of the Undead] Look for "Snapper Joe" and go ndenese5s. You'll find the mad etcher along that path somewhere.
3w6s2e6sds2w2sendn + [The Lower Chambers and Tombs of the Undead] Look for "Snapper Joe" and go ndenes2es (look for hunting horror)
u2wsnw +[The wind-swept ledge] 2w (get key from dragon) 2wswn (it's in the chest).
s2e2s10e +[A Nomad Camp] 2n (in basket)
13ws2w2sws3wnwn +[A small clearing] 4n2d2n
13ws2w2sws3wnwn +[A small clearing] 2n2w (inside oven)
13ws2w2sws3wnwn +[A small clearing] 2n2w
13ws2w2sws3wnwn +[A small clearing] 2n3e2nu4w3ses4e4nuwnw
13ws2w2sws3wnwn +[A small clearing] 2n3e2nu3w4s4e4nu4w4s4e4nuwnw
13ws2w2sws3wnwn +[A small clearing] 2n3e2nu3w4s4e4nu4w4s4e4nu4w4s4e4nu2w2s2e
13ws2w2sws3wnwn +[A small clearing] 2n3e2nu3w4s4e4nu4w4s4e4nu4w4s4e4nu2w2s2e
13ws2w2sws3wnwn +[A small clearing] 2n3e2nu3w4s4e4nu4w4s4e4nu4w4s4e4nu2w4s2u4w
13ws2w2sws3wnwn +[A small clearing] 2n3e2nu3w4s4e4nu4w4s4e4nu4w4s4e4nu2w4s2u3s
13ws2w2sws3wnwn +[A small clearing] 2n3e2nu3w4s4e4nu4w4s4e4nu4w4s4e4nu2w4s2u5n
13ws2w2sws3wnwn +[A small clearing] 2n3e2nu3w4s4e4nu4w4s4e4nu4w4s4e4nu2w4s2u6nw
13ws2w2sws3wnwn +[A small clearing] 2n2es
7es4e It is in the jar in the kitchen.
s3esu +[A Large Dance Hall] (or [A Small Hall])
6e3n2e5u2ede2n4e2se4swse3sd4s +[The edge of the frigid wastes] 2u2s6e3sw
6e3n2e5u2ede2n4e2se4swse3sd4s +[The edge of the frigid wastes] 2u2s6e3se
6e3n2e5u2ede2n4e2se4swse3sd4s +[The edge of the frigid wastes] 2u2s6e6sw
6e3n2e5u2ede2n4e2se4swse3sd4s +[The edge of the frigid wastes] 2u2s6e6sw
6e3n2e5u2ede2n4e2se4swse3sd4s +[The edge of the frigid wastes] 2u2s6e6sw
6e3n2e5u2ede2n4e2se4swse3sd4s +[The edge of the frigid wastes] 2u2s10es
s2e2s10e +[Strangely Glowing Sand] 3s2ese2n
s2e2s10e +[Strangely Glowing Sand] 3s2ese2n The code box (see above) is the key to the safe.
s2e2s10e +[Strangely Glowing Sand] Try all south. Judge Eckersely and Judge Beddows have them and they wander.
6e8ne2nesd is the start of the area where the hobgoblins roam. Follow the path to find them.
7en2en + [A clearing in the woods] ws2w4s7w
7en2en + [A clearing in the woods] ws2w4s6w2s2e (in cabinet)
7en2en + [A clearing in the woods] ws2w4s5wn This is Gordon's home but he does wander.
7en2en + [A clearing in the woods] ws2w4s7w You will need to look for a pet lamia. They wander around.
7en2en + [A clearing in the woods] ws2w4s4wsw
4w3n2en (Carried by Aruncus the Druid who wanders in this area.)
3w7ne and look for a smurf. He should be right around this area.
3w7ne and look for a smurf. He should be right around this area.
s2e2s10e +[A Nomad Camp] wn6wsw
6e3n2e5u2edenes2d3s2d2wsese2sd3e2n
4w3n2e2nw6n and walk along the rim (west or east). You'll find a sentry or scout eventually.