Apparatus Quest (Level 25)
To complete this quest, you will need the following:
- You must be at least level 25.
- A party of at least five or six level 25s. Only one person may complete this quest per day! Healers are invaluable on this quest, and if one of them has cure disease, that is even better!
- A rope and grapple.
- A map of the Slums, Dragontooth Hills, Black Caves, and Dark-Elf City. If you have MegaMUD, you will not need a map!
Completing this quest will give you 5,000,000 experience points and some stat bonuses! This quest will take the experienced player about 70 minutes to complete after you get the proper items.
Once you have the above items, you may start your quest. Have the least encumbered person in your party run to the slaver leader on the warehouse rooftops in the slums. Once the Slaver Leader is dead, ASK DYING SLAVER LEADER KEEP to receive an Amber Talisman. You may do this repeatedly to collect several talismans, and store them in the gang house for later to avoid having to do this step each time!
Only the party leader needs the Talisman in his/her inventory! Once you have this, form the party and head to the Gnome Commander in the Black Caves. In order to gain access to the caves, you will need to HOLD UP TALISMAN at the proper location!
Once you are at the gnome commander, the party leader must talk to him to get the bloodstone orb. ONLY the party leader needs to do this! Once you have this item, you will be able to gain access to dark-elf city.
Head to the Captain of the Guard in Dark-Elf City. Kill him. He drops an opal brooch. Have the party leader pick this up, and head to the Sleazy Shopkeeper. Party leader types ASK SHOPKEEPER BROOCH. He will give you a Glowing Key, which grants access to the Dark-Elf Archmage's tower.
Seek out this tower and find the Dark-Elf Archmage. Kill him. He drops a scrying orb. Pick up this orb, and return to the Sleazy Shopkeeper.
Party leader with the orb types ASK SHOPKEEPER ORB and he will give you a Moldy Key. Head east out of his room, then head south as far as you can until you come to a closed gate to the south. This is the gate to Dark-Elf Castle. It is impossible to get in to the castle through this gate!
At this point, you want to type GO MOAT to climb down into the moat. You will take damage from this area, it is unavoidable! Even a log raft or skiff will not save you! It was recently brought to my attention that a gnomish-fish helm will avoid moat damage. I haven't tested this, so use at your own risk! There will also be several slime serpents in each room in this area, so you want to RUN through it as fast as possible! If you stop to fight, you will probably die! Once you are in the moat, head:
2w, 2sw, 4s, 2se, e
At this point, you will be in a room with a trap door to the down. Type USE MOLDY DOWN to unlock the door. Then open it, and proceed down, then north, then up. You will now be out of the moat, and the slime serpents will not be able to get to you! Rest up.
From here, you want to go:
push button, n, bash n, n, w, u, follow the staircase around until you come to a door to the east, bash e, head east until you come to a door to the east, bash east, east, follow the staircase around until you come to a room with an up exit, u, 2w, n
There will be a closed door to the west and east. The door to the west leads to the Wererat Emissary. Bash this door and go in, and kill him and his friends. He will drop a Greasy Leather Bracelet. The party leader needs to take this bracelet!
From here, head to the Ghost Knight in the Black Caves. You will need to RUB BRACELET in a certain location to gain access to the wererat area, where the Ghost Knight is located. This should be marked on your map!
Once you get to the ghost knight, everyone in your party must:
GREET GHOST
ASK GHOST WAR
ASK GHOST WERERATS
Once everyone has done this (including the party leader), head to the Puzzle Door which should be nearby. Have the person with the highest intellect SOLVE PUZZLE until the door to the west opens! On each failed attempt at solving the puzzle, a blast of lightning will deal up to 175 damage to the person attempting to solve the puzzle.
Note that there is actually not really a puzzle for you to solve, you just keep typing SOLVE PUZZLE until it opens. This may take a while!
Once the door has opened, proceed west and kill all the monsters in the room. A priest, cleric, or missionary comes in handy here because they can cure disease after the fighting is done, and they will also be able to help keep the party alive! There may be as many as 10 wererats in this room. While they are wusses solo, they can be pretty tough in large numbers like this!
Once all the monsters in the room are dead, you will be standing in front of the apparatus. Whoever is attempting to complete the quest must type DESTROY APPARATUS. Only one person may destroy the apparatus at a time, and it will regenerate every day at the main clean-up cycle!
Congratulations! You will now have 5,000,000 more experience, and some stat increases! There is a lot of nonsense to this quest, but it really is as easy as it sounds! Just remember, only one person may complete it per day, so you may have to go back several times to satisfy everyone in the party!
Go BACK to the main quests page!