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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


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Member Since: 12/23/2003

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Thursday, January 22, 2009

The Oscars: Who Fucking Cares?

  


Wednesday, September 10, 2008



Tuesday, April 22, 2008

Myreque Part IV: Legacy of Seergaze

Here'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.

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


.
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!


Saturday, April 05, 2008

Currently Reading
A Fortunate Man: The Story of a Country Doctor
By John Berger
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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. 


Sunday, May 23, 2004

Currently Reading
My Life and Game
By BjOrn, Borg
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"The locust of control does not rest on elements outside of yourself."

-http://www.bodybuilding.com/fun/south16.htm



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