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EMT_Harley
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Name: Geewhiz Country: United States State: California Birthday: 11/8/1982 Gender: Male
Interests: Talking about people who fish for squirrels, tennis, studying, being square
Expertise: Hospitality? What the heck.
Occupation: Student Industry: Hospitality
Message: message meEmail: email me Website: visit my website
Member Since:
12/23/2003
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| The Oscars: Who Fucking Cares?
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| Myreque Part IV: Legacy of SeergazeHere's what I'm hoping is the very first walkthrough for the new quest:
| Where to start Legacy of Seergaze:
Talk to the Mercenary Adventurer at the Burgh de Rott Ramble start point, east of Paterdomus.
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| Requirements:
Darkness of Hallowvale
Level 20 Construction
Level 29 Agility
Level 31 Slayer
Level 35 Mining
Level 40 Firemaking
Level 47 Crafting
Level 49 Magic Items needed: 1 cosmic rune, 3 air runes, 2 different types of weapon, good food, and teak or better pyre logs. Helpful items: dhide armor, vyrewatch outfit, blessed sickle (for Burgh de Rott Ramblers minigame), Meiyerditch shortcut key
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| . You should get together some good food for yourself at the beginning of
the quest. Also be sure to suit up with some dhide and 2 different
types of weapons (I used melee and range). Go east of Paterdomus to
talk to the Mercenary Adventurer. He'll tell you that he saw some
grimy characters going into the temple west of Paterdomus. Go talk to
Drezel inside Paterdomus, and he'll tell you about a new underground
chamber he's discovered, which he calls the Columbarium. Go downstairs
and check it out, paying attention to a glinting object in the
northeast corner near where you enter. Go back and talk to Drezel
again. He'll suggest that you check out the temple.
Here's where
you need your two types of weapons. Go to the third floor of the
temple, where you'll overhear 3 Saradomists and 3 Zamorakians plotting
against the Guthixian edicts. They'll spot you after a bit, and
teleport away, but 2 guards will remain behind to fight you. They can
switch attack styles as well as using all different kinds of protective
prayers, and they both attack you at once, so you may have to eat. You
can leave in the middle of the fight and come back, don't worry. You
can get in two hits with one type of attack before they switch
protection prayers. I recommend simple defense prayer rather than
protection prayers for low-combat-level fighters.
After defeating
them, search the desk near where the plotters were standing to find a
glove and a page from a book. Return these to Drezel in Paterdomus,
and he'll remind you that you're supposed to take the Mercenary
Adventurer to Burgh de Rott. Now go get some lobsters for your charge,
and some more food for yourself. You'll have to play the Burgh De Rott
Ramblers minigame. If you've never done it before, route 1 is the
easiest, route 3 is the hardest, and the rewards correspond with the
difficulty. Once you make it to Burgh de Rott, the adventurer will
reveal himself as Ivan. Go talk to Veliaf in the basement of the bar;
he will send you to Meiyerditch. Get a little more food, and your
vyrewatch outfit, if you have one. If not, keep your dhide armor on.
Also get together a cosmic rune and 3 winds.
Head to the boat
at the southeast end of town, take it to Meiyerditch. In whatever way
you can, get to the Myreque hideout, and talk to Safalaan, then to his
scientific henchman. They've discovered the reason why you can't hurt
the vyrewatch. Then talk to one of the guards in the same room.
They'll suggest a flail, and tell you to find a book that supports that
opinion. Go search the bunks in the next room to find the book, and
return to the scientist dude. He'll tell you there's a furnace at the
north end of town that you'll need to make this weapon. Pick up a full
complement of tools: hammer,chisel, and saw -- from the wall. Or at
least the hammer, you don't need the chisel and saw 'til later.
Get out of there, and head to the northeast corner of town. Pound some
nails into a post in the second house from the northern tip, climb up,
and jump the gap to the north. Head up to the top floor, and search
the trough. You'll see a furnace covered by debris on the bottom
floor. Get the pick in the southwest corner of the room, you'll need
it to break up the debris. Also pick up the coal and the tinderbox in
the same room.
Head to the ground floor and get picking. Once
you get the furnace clear, add the coal and light it. Examine the
furnace, and you'll see that although it's in disrepair, it should work
fine. Head back to the Myreque hideout, where the scientist will
congratulate you, give you a mold for a silverthril chain, and offer
you supplies. Search a barrel for 2 mith and 2 silver bars, and head
back to the furnace. Smelt a silverthril chain out of 1 silver and one
mithril bar, and head back to the hideout. Pick up a blessed sickle
off the shelf next to the scientist, then talk to him. You'll give him
the chain, and he'll ask if you have anything else that might be
useful. Give him the sickle as well. He'll hem and haw, until you
tell him it's the symbol of Myreque resistance, and he'll congratulate
you on a brilliant idea. Why don't you see what Safalaan thinks of all
these new developments. My God! He reveals that the Myreque have
found a door at the south end of the lab in town. He'll drop a hint
about CONSTRUCTION. If you didn't already pick up a saw, you'll need
it now.
Head north and east to the city wall, south of where
the furnace was. If you need a map for any of this, it's available at
Sal's guide for the Myreque III quest. Head through the slashed
tapestry and go downstairs to the lab. Talk to Safalaan, then get at
that door with a saw. Talk about your delicate craftsmanship, baby.
Head through the new doorway you cut, then follow Safalaan through a
corridor. Avoid the mutated bloodvelds, unless you're a tough guy.
You can use Protect from Magic if these agressive slayer animals get
ugly on you. If you avoid them, you'll only have to pass by
non-aggressive zombie hands. Eventually you'll catch up with Safalaan
and the gang in a big room. Talk to him again, then examine the rocks
in the northern corner. Talk to Safalaan, yet AGAIN, and some
vyrewatch will show up and attack. After a scene in which you and
Safalaan fight them (it doesn't matter what you do, he'll die, so just
make sure you don't) Safalaan will give off a burst of some magical
light which drives off the vyrewatch. Talk to him and you'll be
transported back to headquarters. Now that you're back, you'll need 4
empty inventory spots. Talk to Safalaan, and he'll give you
ingredients for the new weapon. Grab a chisel off the tool shelf, and
use the emerald on the sickle. Enchant the emerald sickle using lvl 2
enchant, then use the chain on the sickle. The Rod of Ivandis, chain,
and sickle will combine to make the new Flail of Ivandis. Talk to
Safalaan again. He'll ask you to test out this new weapon. Go kill
yourself a vyrewatch just outside the headquarters, and bring the
remains back to Safalaan. He'll tell you to head back to Burgh de Rott
with the news.
Yay, you're almost there! Go back and talk to Veliaf, who will send
you on to Drezel. Grab your pyre logs and make sure you have a
tinderbox. The fastest way to get back is to take one of the
adventurers at the Burgh gates. This time it doesn't really matter if
you let your charge die. Once you get back to Paterdomus, head over to
Drezel, who will tell you that the remains contain a soul who is
suffering horribly. Go back to the columbarium, set your logs on one
of the funeral slabs, place the remains on top, then set the whole
schmegeggie on fire. The spirit will be freed, and you'll get a key.
Use the key on that hidey spot near the entrance, and you'll get a
blood talisman. Go back and talk to Drezel, and then finally head back
to Burgh de Rott and talk to Veliaf. All done!!!!!!!
Rewards:
A Tome of Knowledge with 3 charges of 2500 exp each. you can only use this on skills that are lvl 35 or better already The Flail of Ivandis, which can be used just like the sickle to raise fungus in the swamp, at a cost of 4 prayer points each time, and which has 30 charges each of which immobilizes a Vyrewatch for about 5-10 seconds. Also it is the only weapon which can harm the Vyrewatch. Experience in runecrafting and some other things, sorry I can't remember how much of each. New advanced slayer monsters! The ability to slay Vyrewatch and burn their remains for treasure!
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| I think that guys like me are unsuited to relationships. The thing is, you can’t just know about
people, you have to feel them. In every
social situation, my mind is running – why is this person talking to me, is a
smile appropriate here, should I wave or not, what is the subtext of this
conversation – but it might as well be a hamster running on a wheel for all it
accomplishes. You see, most folks just
know what the subtext is; they know when to reassure and when to make light, or
if they don’t know, they make their mistakes without thinking about it, at
least until afterward. For me, every
action is an extrapolation based on the sum of previous interactions. I consciously think: what is the purpose of
this conversation, is it just to be polite, is it an attempt to make a real
human contact, is it to get information, is there an opportunity to crack a
joke, what is the atmosphere and mood of the place we’re in, will this
conversation result in anything or will this be the beginning and end of our
interaction. It’s sick, really, and it
throws everything off. You can’t analyze
people’s behavior from a logical perspective that doesn’t take into account
personality, at least personality in the general sense. It’s like making an omelet without eggs. You could probably approximate a base with
some corn starch and whipped cream (no sugar), but it wouldn’t seem quite
right, and nobody could enjoy it. | | |
| "The locust of control does not rest on elements outside of yourself."
-http://www.bodybuilding.com/fun/south16.htm | | |
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