Quests in Legends of Kesmai Currently, two classes of character may undertake quests - Knights and Martial Artists. In the case of a knight, there are two quests both rewarded with additional hit points and in the case of a martial artist; the quest is for a weapon - the crystal gauntlets. For those you who don't need the detail, here is a summary First knight's quest 1. Train with Cudyl (Oakvael) 2. Kill Daisy, take agate (Kesmai) 3. Bring Agate to Harriette (Kesmai) Second knight's quest 1. Train with Brych (Oakvael) 2. Kill Yeti (Axe Glacier) 3. Take dagger to Brych, get halberd, train again (Oakvael) 4. Take halberd to Gorf and train (Oakvael) (Note: If you die AFTER swapping the dagger for the halberd you will need to go back to Brych and have the quest reset) Martial Artist's Quest 1. Train with Yuri (Oakvael) 2. Rescue Konran and get cloth (Oakvael) 3. Kill Shidosha and take buddha (Leng) 4. Give cloth and buddha to Puck and get gauntlets (Leng) (Note: If you die between having the quest set and completing it, you will need to go back to Yuri and have it re-set) For those of you who do need the details - here they are. Knights Quests - by Gwydion Fighters, upon reaching level 8, may become knights provided they do not have any karma points. Either Hermann or Aniet confer knighthood. Hermann is located on the surface level in Kesmai, to the northeast of town in a remote cavern. Aniet resides behind a dense thicket on the surface level of Oakvael, northeast of town. Regardless of which land you chose, the trip to the trainer will not be easy. In Kesmai you will encounter crocodiles, boars, tigers, centaurs, bears and, as you approach Hermann's hut, two griffins. In Oakvael, the trip is probably a little easier, but you will still encounter some pretty tough wildlife. There is also the minor issue of getting to Oakvael in the first place. It is unlikely that a level 8 fighter can survive the trip alone in either land, so it is best to try to arrange an escort. When you arrive at the trainer, stand on their hex and type either "Hermann, train me" or "Aniet, train me" as, ensuring your right hand in empty. The trainer will confer knighthood upon you and give you a ring. You will notice that your appearance changes. Knighthood brings with it limited magical powers, but you must wear your ring of knighthood for these to be active. These are all the spells you will ever get. Knights are not like regular spell casters in that they cannot buy further spells as they advance. I strongly recommend that you macro your cure spell. Tn command mode, type 'define 1 "cast cure' ". Then, in the heat of battle, you will simply have to enter "$1" to cure yourself. While you are there, buy a few extra rings by putting some cash on the ground and typing 'Hermann (Aniet), sell ring'. Having a few spares will mean you don't have to make this difficult trip again if you lose the original. The first knight's quest (Agate Quest). Before undertaking the first quest, you must request it from Cudyl. He is an old knight who wanders the surface of Oakvael and can usually be found in the burnt forest area to the east. Use your locate spell to find him. Stand on his hex and type "Cudyl, train me". When he asks if you would like a quest, type "Cudyl, yes". He will ramble on about 'the small dragon' but in essence he wants you to kill Daisy and grab her agate. Daisy the Dragon lives on level four in the Kesmai dungeons. It is not enough to just be there when she is killed and grab the agate. You must be the one to strike the killing blow. Otherwise, the gem will not tie to you. Ideally, you should wait until you reach about level 14 before thinking of soloing Daisy. However, most players want to get those extra hits points early on. To do so, you will need to organise a dragon hunt. There are two fairly successful ways of doing this, both of which involve you staying well away until the dragon is near death, then stepping in to land the killing blow. Firstly, you can enlist the help of several strong players of any class. Have them go into the lair, beat up on Daisy until she is near death, then call you in for the kill. Secondly, a single thief can pepper her with a crossbow from the safety of the hide spell and call you when she is near death. The advantage of the latter approach is that you only need one helper. This can be you, if you have a thief character. A thief is less likely to kill the dragon by mistake. Don't get too flippant about attacking an ailing dragon. Even on her deathbed, she can hit pretty hard, so bring lots of balms with you. Once you have killed her, take the agate. Even if you have good armour, please remember to bring the dragon corpse back to the tanner, as there are plenty of new players who will be more than grateful to have the armour. Having gotten the agate, you must now take it to Harriette, Hermann's sister. She may be found in the same place as Hermann in the northeast corner of the Kesmai surface. Place the agate on her hex and type "Harriette, train me". Your reward will be 37 extra hit points. The second knight's quest (misery dagger / halberd quest) This quest consists of several parts. Before undertaking it, you must request it from Brych (follow the same procedure as outlined for Cudyl above). Brych may be found alongside Aniet. Part 1 - The dagger The basic objective here is to kill the Yeti and grab his dagger. As with the Agate, the dagger ties to the character that lands the killing blow. The Yeti (Yoric) lives high up in the mountains of Axe-Glacier and is one of the most inaccessible creatures in the game. To get to his lair, you have to pass through the lairs of Sparky the Drake and Mama the Ice Dragon. Unless you are a very high level Knight, you will not be able to do this alone. Once again, there are two approaches to this problem. Firstly you can gather a party of high level players and bludgeon your way through the drake, the ice dragon and them on to the Yeti. The second, as with Daisy, is to employ the help of a thief. The thief should be able to eliminate the drake and sneak past Mama. Now comes the toughest part for you. You also have to sneak past her, but without the benefit of a hide spell. There's only one way to do this - run as fast as you can. Be sure that you know where you are heading (towards the climb up at the east side of the lair). Make sure your hands are empty for the climb and go for it. Once you get up the rope, she won't follow you. Pausing momentarily while your heart rate returns to normal, proceed toward the Yeti. The thief should be able to point out a safe place for you to park while they take the Yeti to the point of death. Then, as with Daisy, you jump in and finish it off. Don't forget to grab the dagger. The thief should be able to warn you about the dangers of looting in the Yeti lair while Mama is still alive below. Having thanked the thief profusely, take the dagger to Brych and type 'Brych, give halberd'. Brych will give you the knight's halberd. Before you leave, type 'Brych, teach me' and he will give you the second part of the quest. Part 2 - The reptile pit This is really tough, though I know of some players who have done it solo. It would be best to organise a group of tough knights to accompany you. Only knights can enter the pit. You might also want to think about bringing a sacrificial baby knight along, for reasons I will explain later. Before you embark on this quest, you should decide whether you want to train up with the halberd and use that as your weapon or simply use your current weapons. If you chose the latter, you will need to bring an extra recall ring so that you can recall back to town, grab the halberd and recall to the pit. The entrance to the reptile pit is down some stairs to the west, as you come down into the undead level in Oakvael. The gates are guarded by Clwyd who will grant entry to knights only. Type "Clwyd, teach me" to get inside. Once inside the pit, you will start to encounter fearsome critters. Also, the walls will start exploding and this will set self defence flags all over the place. Don't forget to pet players whose flags are set, otherwise it is very easy to accidentally hit one of your comrades in the heat of battle. You will have to fight your way through nasty serpents, stalkers, minotaurs, etc. As you get closer to the heart of the pit, you will meet spectres. Spread out as much as possible to confuse them. The wyrms are reportedly as tough as Daisy. Finally, you find the whirlwind dragon. This dragon casts a whirlwind spell - just once. If you have brought along a sacrificial baby knight, now is the time to use him. Have him approach the dragon while everyone else stays well behind. The dragon should cast whirlwind at the sacrifice, probably killing him. However, the sting has now been drawn and the rest of the party can engage the dragon in conventional combat. If you do not have any expendable bait, one of the company should advance toward the dragon while the rest stay behind and run as fast as possible from the advancing whirlwind, hoping to stay one step ahead of it. Once all the creatures have been killed, you can retreat a bit to recall and get your halberd, if you don't have it with you. Otherwise, proceed through the portal to find Gorffwyltera. Put your halberd on the ground at his feet and type "Gorf, teach me". He will confer you with sixteen extra hit points and you even get to keep the halberd. The martial artist's quest - by PoiTin. The martial artist's quest consists of finding two special objects and bringing these to a trainer who will grant you +4 crystal gauntlets, the ultimate martial arts weapon. To have your quest set find Yuri on the Oakvael surface in the southwest corner. Type 'Yuri, teach me'. He will ask if you want to quest for a powerful weapon and you should respond with 'Yuri, yes'. You will be given a threestaff that you can ignore. Part 1 - Konran Konran has been kidnapped from his home in Oakvael town and is imprisoned in the Troll Temple. You may be able to rescue him alone, but a group has a better chance of success. Do not use any of the short cuts to the Troll Temple as you will have to lead Konran back the long way and it is best to do as much clearing out on the way down as possible. If you don't know Konran's precise location, get some of the excellent maps that are available or use a locate amulet. When you find him type 'Konran, follow me' and from that moment on he will be your best buddy. Lead him through the Troll Temple, to the Serpent level, up to levels 2 and 1, the surface and finally to town. When you encounter stairs or a rope, type 'Konran, climb up' then follow him up. If you are attacked on the way, the critters will probably beat up on Konran first, so you will have quite a job to protect him. A thaumaturge can help a lot by curing him. When you get him to his home, step into the very rear of it and he will give you a cloth as a reward. Part 2 - Shidosha This is a much tougher assignment. You must find the Ninja lair (refer to maps) and kill the head ninja. He is one tough cookie and has a bunch of pretty nasty ninja warriors to help him. Only martial artists and thieves may enter the ninja lair, so you can forget any notion you might have about bringing a powerful spell caster along to help. It is probably best to ask for help from a few high level ma's, as these will have some previous experience of the lair and will probably have enough hit points to take much of the heat. Once you have killed Shidosha, take the buddha. Part 3 - Puck Take the buddha and the cloth to Puck, who resides in the rooftop garden in Leng town. Put them both on his hex and type 'Puck, train me' or 'Puck, give gauntlets'. He will present you with the famous armour-piercing weapon.