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Quest Guide (Dransik Classic) by ArchDuke

Version: 3.33c | Updated: 12/02/03

---------------
Dransik Classic
---------------
Quest Guide
-----------

Version 3.66c
By Jeff Barrett (ArchDuke)
Started: September 23, 2002
Last Update: December 1, 2003

--------
Contents
--------
      Copyright Notice
      Contact Information
      Version History
      Server Note
      Static Quest Guide
          General Quests
           Young William's Quest
          Leaving Silvest
          The Teleporter System
	   Combat Skill Quests
	    Small Blades
          Large Blades
          Archery
          Polearm
          Axe
         Tradeskill Quests
          Lumberjacking
          Mining
          Blacksmithing
         Utility Skill Quests
          Healing
          Defending
        The Jail "Quest"
        The Guild Quest
          Starting the Quest
          The First Book
          The Second Book
          The Third Book
             Extra: Helping on the Third Book
          The Fourth Book
          Emperium Abbey
        Other Things
          Hell Attacks
          Demon Spires
           Spire Hunting
          The Traveling Salesman
           TSM Hunting
        Credits
        Authorized Sites
        Banned Sites


----------------
Copyright Notice
----------------

This unpublished work is copyright Jeff Barrett, 2003. It is free for private
use, but may not be publically distributed (i.e. on your website) without my
permission.

If you, for whatever reason, want to use this guide on your website, contact
me via email at j_barrett@ameritech.net, or via AoL Instant Messager at
screen name ElViejoL0c0. You may NOT modify this guide in any way, it must
be provided in it's original, unmodified .txt format. Special permission may
be given for HTML formatted versions, provided all text is preserved, or for
forign language translations, provided the text is preserved to the best
extent possible. If this guide is out of date, my email address is available
for currection submissions. All corrections are credited to their reporter(s).



-------------------
Contact Information
-------------------

If you have a question about or addition to this file, just email me at
j_barrett@ameritech.net

Please make sure that this file doesn't already answer your question, as such
emails will surly anger me. And you don't want to make me angry. I will not help
you find someplace to buy this game. Particularly if this is a classic game, in
which case it would be hard to find anywhere.

Also note that I will only reply to emails about games for which I am creating,
or have created a FAQ for. Also, text email only, please, no HTML, and NO
ATTACHMENTS. Include the game's title in the subject line, and be clear about
your problem.

If there is a shortcomming in this guide, clearly point it out, and if possible
provide an alternative. I will give you credit. Please provide your name/alias
as you want it to appear, along with the URL and/or address you want listed (one
of each per person)

If you want instant gratification on your problem, i can be located through
AIM by the screen name El Viejo L0c0 (that's "the crazy old man" in Spanish).
Also, Dransik being a massively multiplayer game, if you wish to contact me in-
game, my primary character is ArchDuke, I'd rather you contact me through AIM
rather than in-game, due to assorted chat limitations in Dransik.

The official home of this FAQ, as well as everything else I create is my
site, The Roni/Net, at roninet.cjb.net. I have a number of other FAQs, programs,
and other assorted acts of creative impulse there.

Ok, now, on to the real stuff.

---------------
Version History
---------------

-Version 3.6c-
 Separated Dransik and Dransik Classic guides.

------------
Server Notes
------------
As of this writing, there are two versions of Dransik: Dransik (Sometimes called
New World, or Primordia, based on some of it's main servers' names) and Dransik
Classic. This version of the guide is intended for Dransik Classic. Some quests
are exactly the same, and in others, the differences are trivial. Other quests
are only available on one version or the other, and some are radically different
accross versions. Make sure you have the right guide for the version you are
playing.

-------------
Static Quests
-------------
Overview: Static quests are quests that are always available. Each character can
take a quest only once, but multiple players can take the quest simultaneously.
(This of course raises questions: Just how many times does William the Young
have to hear about his father before he finally stops sending people into the
mines after him?)

--------------
General Quests
--------------

-=William the Young's Quest=-
Location: West Silvest Island
Reward: 1000 exp-pool

Leaving the town of Silvest, proceed west along the road. The road ends at a
dungeon entrance. Instead of going in now, go southeast to find a small cottage,
situated in the southwest end of a small village.

Inside is a young boy (Once in a great while, a few stray bats get in here and
kill him. If he isn't there, just wait for him to respawn). Talk to him. Whichever
option you pick first, you will be asked to search for his father in the mines.
Agree, and go back to the dungeon entrance.

From the entrance, go down, and take the first path to the left. Take that path,
and turn south at the first branch, and then take the first left again. Follow
this path left and then down. When you come to an intersection with a large rock
outcropping in the middle of it, look for a secret wall (it will be just
below the path branching to the right). This is the Shrine of Talazar, built
in the days before Talazar turned to evil. A book tells how Talazar, working
for Lord Arcus, defeated the evil lord Zorak. From the entrance to the shrine,
head down, and take the door to the right. In here, examine the dead body in the
bottom-right corner of the room to discover that William's father is dead.

Return to William. Tell him you found his father, and you have bad news. Comfort
him by saying his father was a brave warrior to complete the quest.

Notes: If you say lie to William or tell him his father was weak, you will fail
the quest. If you are at or above level 4, or have any skill at it's cap for
Silvest, you get no experience for completing this quest.


-=Leaving Silvest=-
Note: Only neccessary on Dransik Classic

Reward: Access to Krythan and the Mainland or access to Velsinea.

This is not really a quest, and is actually very simple. However, many people
have had problems with this. Silvest is a beginners area. Player vs. player combat
is not allowed, monsters are weak, inventory items don't drop when you die, and
most skills have limited growth.

This sounds all great and all, but you have to leave eventually (well, you don't
have to, but you'll probably want to, since Silvest gets pretty boring).

There is a book in the church in town that tells you to seek your destiny in the
Land of the Dead, so that sounds like a good place to check out. But, before you
go, put all your belongings except your equipment in your bank. You won't
lose them on Silvest, but if you happen to die after reaching Krythan, you run
the risk of not being able to retrieve them.

Follow the road north out of Silvest, and then proceed east. The road will end
at a guard outpost. To the north is the Kobold camp, and to the south is a
network of canyons called the Land of the Dead. The valleys themselves are fairly
extensive (at least by Silvest standards. Silvest Island in its entirety is small
next to some features on the Mainland), and are filled with roving groups of
skeletons, and you'll have to have your running shoes on.

From the outpost, head south into the valleys. Follow the route all the way south,
then west. Heading north-east from here, look for a cave on the north side of the
valley in the mountains.

Inside, you have a choice. The signs say "Peace," and "Adventure." Peace
goes to Velsinea. In Velsinea, you drop items when you die, but you can't be
attacked by players. The island of Velsinea is quite large, but lacks much in the
way of towns, so you'll need to be well prepared for long trips. You can later
leave Velsinea and go to the mainland. The other way goes to Krythan and the
mainland directly.

(If you think this was hard, be happy. A long time ago, there was a huge maze
full of monsters. And you don't even want to THINK how we used to have to get
to the mainland!)

-=The Teleporter Chain=-
This also is not a quest, but it's something that does get asked a lot, so I felt
it benificial to include it here, as it is required for some quests.

The primary way to the mainland is via a teleporter system. On the ptp server,
this is a three way-portal, going from Krythan to Parian, Parian to Garnea, and
Garnea back to Krythan. On the beta servers as of this writing, Garnea is closed,
so the teleporter is two-way from Krythan to Parian and back.

Ok, getting there: Starting out from New Korelth, you have two choices: First,
you can take the road out the south exit, and follow it to the east. Alternately,
and probably somewhat safer, go east from Korelth, through the forest, to the
coast, and follow the coast south and east. Either way, you will come to what
looks somewhat like a spawn gate. Pass through this, and you will arrive near
Parian. The road leading south and east will take you to the south-west gate
of Parian (which you will quickly see is an immense city). Parian is located
centrally on the Mainland, and gives access to a number of important areas and
has paths to a number of other cities.

Note: Unlike the pathway from Silvest, the Mainland teleporter chain is reusable.
You can freely travel to and from the Mainland and Krythan as many times as you
wish.

-------------------
Combat Skill Quests
-------------------

-=Small Blades=-
Items needed: 500gp

Location: Jeel Pub

This is, hands down, the simplest quest in the game. Talk to Captain Chugga.
He'll brag about his ship. Ask him if the ship is seaworthy, and he'll offer to
tech you daggar combat. Agree. He will ask for 500gp. Drag this amount on to him,
and the rest is just watch-and-learn.

-=Large Blades=-
Location: Hothbra Pub

Speak to Raglnak in Hothbra's pub, and say you have noticed the evils of the
land as well. He will give you a practice sword, which you cannot unequip until
you have completed the quest. You must now kill a snake, a kobold, and an orc.
(Interesting note: In Dransik, despite the fact that he is in an alley, he still
calls the bartender to bring you an ale. Good service in those Varg pubs, eh?).

Buy some healing potions, if you wish, and head out of town.

Snakes and Orcs can be found immediately north of Hothbra. A little ways to the
east from there, you can find Kobolds. Snakes provide little threat, although
killing an orc can be a pain. It's good to lure one between the town walls and
the mountains, where it can't run away if you die. Kobolds hit fast, and can
be hard if you get several of them attacking you at once, so try to get one
alone, and if possible, lure it against Hothbra's north wall.

After you've killed all three monsters, return to Raglnak. He will teach you
what he knows of sword combat, and give you a sword as a gift (you also get
to keep your practice sword, if you want to).

-=Axe Combat=-
Location: Hidden room in Varg Pub

In the back room of the Varg Pub, go through the secret wall on the right side.
Talk to Hungry Jack, and say you are looking for the axe master. He will tell you
he has not seen him for some time, but that he can help you. Accept his quest,
and he will give you an axe which you cannot remove until the quest is done.

Go out and kill any twenty monsters (it doesn't matter wether you kill bats or
balrons, they all count the same. Weak monsters are probably best). When you've
killed twenty monsters, you get 5,000 exp in axe combat. Return to Hungry Jack
to get the rest of the experience and to unequip the axe. You get to keep the
axe, which you can sell if you want. There's nothing special about it, it's just
like the stacks of them you'll likely loot off of zombies in your early levels.

Note: If you do lose the axe (There are a couple bugs that can trigger this),
purchase a regular axe someplace, and go to Hugry Jack and tell him you lost his
axe.

-=Archery=-
Location: Weapon Shop, Lotor's Castle.

This is a quite long quest, so be prepared to put a few hours into it,
particularly if your lumberjacking or milling skills are not very good.

In Lotor's Caslte, find the weapon shop (it's the first door on the south wall of
the hallway leading right from the main hall). Once there, speak to Klaresh.
Welcome him to Krythan, and ask about Parian. Then, ask him to tell you about
Archery, and finally say you would like to become an archer. He will send you to
find Giltroy, one of the finest bowcrafters on Krythan.

To find Giltroy, make your way to Vrethpool. Once there, go around so you're
outside the east wall of the city. There is a secret wall leading to Giltroy's
room here. Giltroy is not a nice person. If you ask him to make a bow right
away, he won't be happy about it. Ask him why he's so mean. Ask him about his
motherland, then ask him to tell you more. Tell him how much you dislike greed,
and then you can ask him to make you a bow without getting thrown out on your
ears.

Of course, greed-hating Giltroy isn't going make it a free ride. You need to get
twelve planks. To do this, go to the Vrethpool provisioners, and buy a lumberjack
axe and a saw. Use the axe on trees to try and get logs, and the saw on the logs
to try to get planks. This can be a very time consuming process. Some hihger
level carpenters will sell, or even give, you planks for this purpose, as well,
or you may go to a city with a carpenter's shop (Jeel or Parian are the closest),
and hope somebody sold enough of them there for you to use.

When you return with the planks, giltroy isn't done yet. Now, the bow just needs
a blue gem. On Dransik Classic, the name of this item is simply Gem. On Dransik,
there are a number of gemstones, several of which are blue. You want a Blue Topaz.
Either way, it'll set you back 90 gp. A number of monsters (Skeletons, Termigons,
Fire Ants, Thieves, Triddles, etc) also drop these if you're a real cheapskate,
or you can mine and hope to find one.

Of course, Giltroy isn't satisfied. He yells at you some more, and sends you to
the north forest to get the blue silk thread of the northern blue silkworm. To get
this, head ALL the way up to Varg.

Once there, speak to Lyndsay, and ask for some blue string. You will get the
string and 500 exp pool.

Return to Giltroy for the last time, and drop the string on him. Of course, after
all that, he's too weak to string the bow, so you get the string back, and
he gives you the Unstrung Giltroy Bow, along with 500 more exp pool.
He tells you about a man in the city by the crypt, the city of joy, but he can't
remember the name. Well, if you read the signs by all the towns, you'll know he
means Jeel, so head there.

Once there, go to the farm shop, and talk to Sir Robin. Tell him you are looking
for somebody to string the bow, and he'll do it for you. (He may have the sprite of
a thief, but don't worry, he hasn't ripped anybody off in a long time) For
finishing this leg of the quest, you get another 500 exp pool.

Return the bow to Klaresh. Talk to him, and tell him you have his gift. Drop
the bow on him, and you'll recieve the balance of the quest reward in your Long
Bow skill.

-=Polearm=-
Location: Small island north of Krythan
Note: this is one of the best combat quests, experience wise.

Start from Jeel. Purchase a Cure Potion (the orange one, not the brown one),
and head towards the spawn gate northeast of town.

Just west of the gate is a small mountian with a cave. Enter the cave.
(Note: On Dransik Classic, you can navigate caves fairly easily. On Dransik, you
will need a torch or other light-emitting item)

Follow the winding path around, dodging or killing skeletons and other weak
monster (beware for the occasional stronger monster, however, and be ready to run).
Once you find the other entrance, leave the cave and go north into the house.

Speak with the man here. He will tell you he has been poisoned by a snake
(although, snakes in Dransik are not poisonous...). Drop the potion onto him,
and recieve 1000 exp pool for assisting him. Ask him about the poles on the wall.
If you wish to learn how to use these weapons, you'll have to gain the three
marks from the leaders of Krythan.

Return through the cave to Jeel (Or just feed yourself to a monster if you didn't
bring any equipment). In the government building, speak to the mayor
for the first mark.

For the second mark, go to Varg. Directly opposite of the entrance, enter the
government building here and speak to the mayor.

For the final mark, you must go to Lotors Castle and speak to none other than
King Lotor himself.

With this, return, again, through the caves, and show the marks to our potion-
stealing liar of a teacher and finish the quest.

-----------------
Tradeskill Quests
-----------------

-=Lumberjacking=-
Location: Forest clearing, east of Korelth spawn gate.

This quest is not difficult in-and-of itself, but is fairly annoying. The NPC,
Mukk, quite often gets killed by the monsters in the woods. If he is not there,
(He spawns near the southwest corner of the clearing) you will have to keep the
skeletons and zombies at bay until he respawns.

Once this has happened, he will give you some firewood to take to his wife in
Hothbra. Go there, and find Renn in the corridor in the outer wall's southern
section. Talk to her, and you recieve some exp pool. Renn will ask you to take
her husband's lunch to him. Return to Mukk's clearing to finish the quest.


-=Mining=-
Location: Flagata Mines, near Korelth entrance.

Starting in Korelth, I reccomend you put all of your belongings in the bank.
This entire quest takes place in some of the most dangerous areas of Krythan.

Go to the Korelth inn, and go in the top-left door. There is a secret wall behind
the bed, and a trap door in this small room. Go down this to access the Flagate
Mines. This area is often swarming with undead, so be careful. Head a short ways
left, and take the corridor going down. You will come to a chamber that normally
has no monsters (unless they just followed you down here), and a door.

Go through the door and talk to Youkon. Speak to him of his final battle. He will
send you to dig ore from the sight of this battle, where he was blinded by a
monster.

Grab a pickaxe (if you don't have one of your own, buy one from the provisioner for
150gp) and head for Lotor's Castle. From the castle gates, head south, and find the
pass between the two parallel mountain ranges.

If you see many monsters and you can't fight them, lure them to their death at the
guard's hands. Once you can get into the valley, proceed south through the valley
and locate a ring of stones between the two mountain ranges. Mine an iron ore from
this formation (you may want to build your digging skill a few levels elsewhere to
get through this faster). You get a 2000 exp bonus to digging for finding this ore.
Return to  Youkon with the ore, taking the same precautions as before, and get the
rest of the quest experience. As a gift, Youkon will also give you a new pickaxe.

On Dransik, there is no spawn gate at Lotor's castle, so be careful not to die,
it's a long run from Hothbra if you drop an important item. Also, Dransik guards
are weaker than those on Dransik Classic, and if you use them to kill too many
ettins, you're likely to end up finding they're all dead and there's nothing to
protect you from the next set except King Lotor and a couple shopkeepers, none
of which are well equipped to put up a fight.

-=Blacksmithing=-
Location: Dexmor

Although short, this quest is quite dangerous. You have to make your way along the
treacherous, twisting route into Winterland, in the extreme north of the Mainland.
Once in Winterland, head northeast to find a road, and follow the road east
to Dexmor. Locate the quest NPC just east of the frozen pond, and ask him
the benefits of living in the cold. You will have to talk to him several times.
He will ask you to get him some Frost Ore. For this, he gives you a finely crafted
pickaxe. Leave Dexmor going west.

When you get to the forest that surrounds part of the road, head north.
Here you will find a mountain range. From the east end, there is an open valley,
called Valley of the Frost Giants. Dodge ice golems, frost giants, and the ever-
annoying nelms to get to the deepest part of the valey. The mountains here are a
different color. Use the special pickaxe here several times, and you will
eventually find the Durable Ore (yes, I know it was called Frost Ore in the
dialogue, but it's called durable ore when you get it). Finding the ore will break
the finely crafted pickaxe (not so finely crafted, I guess). Return this ore to
Dexmor to complete the quest.

Part of your reward is a "Durable Hammer." This works just like the blacksmith's
hammers that you purchase from blacksmiths, but it can be used many, many times
before it eventually breaks. This is a very useful item, since it will reduce
the costs of blacksmithing for a considerable amount of time, by which point, the
cost of a hammer every now and then will be negligible.

--------------------
Utility Skill Quests
--------------------
-=Item Identification=-
Location: Hut on coast west of Korelth

From Korelth, head west, through the forests. You'll find a large open clearing.
Pass through this (beware of wisps, as they hit very hard) and keep going until
you get to the coast. Head a little ways south to a small hut. Speak with
Tallen'im, and then go inside. Examine the funny object on the floor, and Tallen'im
will give you a scroll, and ask you to identify the item. Take this scroll
first to Hothbra.

Between the north wall and the shops is a narrow passage. Go down this, and speak
to Xavior. He will identify one portion of the item as a twig.

For the second part, you'll need to go to Josody, in the west mainland. Speak
to the woman named Christine, and she will identify the other part of the item
on the scroll as a loop.

All this work to identify a loop with a STICK through it?
Sheesh! At any rate, return to Tallen'im, and talk to him and write this one off.


-=Healing=-
Location: Vrethpool inn

Undoubtedly, the longest and hardest skill quest in the game. This one will take
you accross more than half of the mainland several times over, and through
some dangerous areas. Because some of the locations are hard to describe, I've
included sextant locations this time.

Starting in Vrethpool this time, go to the top-left room of the Inn. Speak to
Arabella. The man in the bed is badly wounded, and is probably not long for
the mortal coil. However, Arabella's uncle is a great healer, and can fix him
right up. Rightie-O, that's nice. The catch: He's in Zolkranion, at the far end
of the mainland.

So... go there. There is a feild at the south end of the village (you can pick the
plants here and sell them to the provisioner for free money, too). Steal the crops,
if you wish, and talk to Promesis. He will give you a hand shovel, and send you
after a series of herbs to make the elixer. Don't lose the hand shovel, or you'll
be out of luck finishing the quest unless you can get one from another player.

The first herb is the Elderberry. From Josody, go north through the mountain
pass to the spawn gate, and then west. The elderberries are tucked against the
mountains. Use the hand shovel on them to get the first ingredient. Return it to
Promesis (the sextant location is 1291, 2453).

The second herb is located in the desert. To get here, go around the mountains
by Zolkranion, and go southwest to Desprail. From here, go south through the forest
and follow the tan mounatains around to the entrance. Deep in the northern end
of the desert, find the Arnica Flowers at coordinates 1714, 3227.

The desert is DANGEROUS. The main threat here is from Scorpotaurs and Death Skulls.
Scorpotaurs are fast, strong, and poison badly. Death Skulls are worse, though.
They run FASTER than a player can, so if one sees you, you better be ready to
kill it or survive it's attack long enough to get the flower before you die (Hope
you don't have all your gold in you backpack, or it's time to pay the poor house
a visit).

The next one is Hyssop. It's the easiest to find. It's just around the mountains
east of Zolkranion. Why couldn't Promesis get this while you were lost in the
desert? Because he's lazy, that's why. As if you need it, the location is
1850, 2883.

Next one is the Valerian Root in the badlands, more or less directly west from
Zolkranion. They are tucked back into a small valley in the badlands at location
2693, 2887. Be careful in the badlands, between the undead, the orcs, and all the
other nasties that spawn in here at high rates, it's easy to get surrounded.

Go back to Pronesis, and you'll need one more: the Boneset herb. For this one,
go to where the entrance to the desert was. Head a bit west, and down into a
valley that'll probably be pretty well stocked with evil eyes. Keep your eyes
peeled for green dragons here, too, since they can really ruin your day -
especially if you're still marked to spawn back in Vrethpool. Anyway... I digress.
In this valley is a swamp. At location 1847, 3849 you will find the white
boneset herbs. (If you see a Green Dragon, count yourself lucky. Dragons are among
the most annoyingly rare monsters in the game to hunt).

Go back to Pronesis for the last time, and get the elixer. Run this back to
Arabella, since that poor guy's been at death's door for longer than anybody
has any right to survive in his plight. Talk to Arabella to finish the quest.

Note: You used to have to return to Pronesis (again) to get a healing manual
to learn how to use the healing skill. However, the healing manual is no longer
needed, and is not given in the quest.

----------
Jail Quest
----------

This feature of Dransik lies about halfway between a static quest and a dynamic
quest. The quest does not have to be started.

In the jail building are several notices posted on the wall, listing escaped
prisoners and wanted criminals. Listed are the names of several NPCs which wander
around the world: Lovia, Hanvik, and Tarvan. You nver know where they may pop up.

There are two ways to encounter them. They randomly appear in towns throughout
the lands, and the gaurd's don't really mind if you chop one up on a pub table.
Why they don't jail the criminal themselves is beyond me, maybe Lotor doens't pay
them enough?

They also spawn randomly in the field. They can appear just about anywhere, be it
just outside of Jeel all the way to Talazar's Island or Winterland. If you find
an NPC with a red name in the wilderness, kill it, since you won't turn crim for
doing so. Collect the head that they drop, and take it to Sir Vantic, the warden
of the jail. He will give you 30,000 exp pool and 50,000 gp as a reward for
dispatching the criminal (this amount varies, depending on which NPC you found).

Note that, as mentioned above, monsters will also kill these NPCs sometimes. If
you ever notice a head on the ground, pick it up, since it is likely from one
of these NPCs.

-----------
Guild Quest
-----------

The Guild Quest is an extremely difficult test of your determination. It will
require you to solve five puzzels, go up against hordes of undead, hordes
of minotaurs, ettins, and golems, and will even require a trip through Talazar's
Island, known commonly as Hell (It is called Hell with good reason), all to
find four books of leadership.

To get through the entire quest, you will need at least eight helpers to access
the third book. Once the quest is finished, you still need to pay half a million
gp to create a guild.

-=Starting the Quest=-

The quest starts in a cave near Varg. From the city, go east to the coast,
and follow it a distance north. Southwest of the cemetary is a squarish valley.
In the northwest corner of this valley is a cave. Enter this cave.

The cave is not a great threat. Head a bit down, and take the path going to the
left. At the end, go up a short distance and look for the secret entrance on the
left wall. Go through and up the ladder to the Guild Ruins. Speak to the NPC
here. Tell him you are seeking Holendar, the Guildmaster to start the quest.

-=The First Book=-
Reward: 20,000 exp pool

Your first destination is Jeel. Once there, go into the inn, and go to the
bottom-left room (on ptp), or the top-right room (on beta). Speak to the man in
the bed until he finally goes to sleep. Once he does, nudge him. Continue to do
so at three or four second intervals. He will tell you a series of clues which
you should memorize (but why memorize when I'm here holding your hand, eh?).

Talking to this guy can be even more agonizing than talking to Giltroy. If you
nudge him too many times too fast, he will wake up and yell at you, and you will
have to start all over again. The game will tell you when you've gotten all the
information you need. Even though I'm telling you what to do, you do have to
keep poking him until you get everything you need to know. This is a test of your
patience.

Now, head east to the Krypt of Kargoth. From the entrance, go down through
the two doors, and through the secret wall on the right side of the room you're
in now.

Speaking to the NPC in Jeel triggers a large group of ghosts to spawn here,
so you'll have to cut your way through them (It helps to bring a few
friends). In this room, the NPC monster Kargoth sometimes spawns with his
guard of Zombies. They don't move, but will attack if you come to close.
(Note: A bug in monster AI on certain servers makes them kill themselves).

After cutting your way through Kargoth, find the secret wall on the north wall of
this cave, which leads to another cave. Once in here, go right to the
main north-south corridor. A ways south, paths branch off to each side. Take the
first path east, and follow the top wall of it. Keep going, keeping your eyes
peeled for an assortment of strong monsters, any one of which can ruin your day
if you aren't a high level.

If you stick to the top wall as it twists around, you will eventually find a
switch. Explore a bit to the south before throwing the switch, and locate the
door. Make sure the area is clear of monsters that could slow you down.

Go back to the switch, and throw it. Run to the door quickly, and get through
before it closes on you. Once inside, double click the chest to open the next door.
Go through, and read the book you find, and recieve 20,000 exp pool. There is
another switch on the wall that will allow you to get back out.

Note: If you brought a friend, leave him down at the door, and have him go through
when you hit the switch. That way, if you don't make it in time, he can throw the
escape switch and let you in.

Leave the crypt,
and return to the guild ruins to continue the quest.


-=The Second Book=-
Reward: 30,000 exp pool
This book is located in the back room of the potion shop in Hothbra. There is a
trap door against the back wall. Go down this, and you'll be in a small cave.
There is a blood fountain near a collapsed bridge. Double click the fountain, and
you'll be teleported to the other side of the bridge.

In here, watch out. The majority of the monsters here are assorted undeads,
but stronger monsters make appearances, so be prepared. Bring a strong weapon and
good armor, and just slash your way through anything that's directly in your path.
Don't waste time picking up what they drop, or killing anything that isn't going to
directly block you. Your speed is at the test.

Once there, find the Wraith NPC. Speak to him about his leader Talazar (Don't tell
him Talazar has turned to evil. This poor warrior died when Talazar was still a
noble knight).

Once he sends you on your way, run to the door in the middle of the left vertical
corridor, go in and click the fountain. Now, run to the door in the middle of the
right vertical corridor, and click that fountain. Then, run to the door at the
top-left and click THAT fountain. Run to the door at the bottom-left and click
another fountain, then run to the bottom-right door, click the last fountain, and go
through the door nearby to find the actual book itself.

If you take too long to get between the fountains, you'll be sent to the spawn gate
and will have to start over. You can extend the time you have by stopping and
re-clicking a fountain you've already hit if you don't think you'll make it
to the correct room in time.

When you're done, run back to the Ruins to get the commission for the third book.

-=The Third Book=-
Reward: A migraine

This book is the ultimate test of leadership on the Guild Quest. It starts in the
Valley of the Giants. Tucked up in the northwest corner against the mountains
(hidden behind forests) is the book temple. There is a book in the middle, and
eight off-color tiles. This is where you'll need helpers. Get your eight assitants
(None can be in guilds for this) to stand on the eight off-color tiles.

Strategy in deploying the helpers may be important if you're having troulbe. Put
those players with the most HP near the north exit of the temple, and have people
wear fire-resistant armor if possible. Don't worry about losing items. If you die,
you keep everything on you. However, if one person dies, you all die.

When you're all ready, double click the book in the middle, and select "Perform
the Ritual, and have everybody run north. Dodge the Horned Devils and run through
the small valley. Have one person run to the right and another to the left of the
castle. At the back are switches for each of them to flip which open the doors.

Inside, get one person into each of the cells. Meanwhile, you go through to the
next room. Read the book here, and speak the words.

Meanwhile, you yourself have to go up into the next room. Read the book there, and
speak the words in it, then double click the fountain in the middle.

Outside, this will light the magic forge. You'll see a set of torches. Now here is
where the teamwork and leadership comes in.

Outside, your comrades will have four torches. Have them light pairs of them in
order (1-2, 1-3, 1-4, 2-3, 2-4, 3-4). When the torch corresponding to their cell
lights up, run down and tell them to stop.

Once you have all the torches lit, go through into the final room, and read the
book. Make sure nobody changes the torches again. It isn't fun to be on the cusp
of success and suddenly pop up at the Parian spawn.

Return to the guild ruins, and be prepared for the final test.
Congratulations! It only gets harder from here!

-=Fourth Book=-
Reward: 60,000 exp pool

I hope you've been excersizing. Because you have got one hell (litterally) of a run
ahead of you now.

Dransik Classic:
Head to Solodon (the large Night Elf city near Josody), and follow the road east
to the chaos spawn. The Crypt of Rhynokah is south of here, and the teleporter
to hell is north of that, against the mountains. Be ready to dodge horned devils
that swarm the area.

Dransik:
Head about directly south of Korelth to the coast of Krythan. There is a large
penninsula with an assortemnt of fire-elemental monsters.At the very end of the
penninsula is a small building with a teleporter.


Go through, and you'll be on Talazar's Island, commonly known as Hell. I hope
you can kill demons... Or I hope your naked and can run. Fast. One way or the
other, head south, and skirt to the west of the Minions of Talazar Stronghold.

Once you pass this building, and pass through the small valley, watch out.
Strong monsters spawn here. Head to the west, and follow the mountains
until you come to a cave, just east of the passage up to Talazar's Castle.

Once inside, you'll have to negotiate a maze.
Do so by going right, down, up, left, up, right, down and finally up.

Read the book, and return to the guild ruins. You're in the home stretch.

-=Extra: Helping on the Third Book=-
Reward: Some people pay their helpers.

The first thing to do is get a general idea who's strongest. If you're a weaker
player, stay behind the others. If you're stronger, take the point and take the
brunt of the monster attacks.

Once at the castle, know who's going to hit the two switches, while the rest go
inside.

Once in your cell, Start by setting your torches to 1-2. Wait for the forge to go
out and come back on. If you weren't told to stop, change them to 1-3, and so on.
When you're told to stop, just sit tight. A great way to make people mad at you is
to change a torch after all the work of setting it up correctly.

-=Emperium Abbey=-
Reward: 2000 exp pool for finishing the quest, 100,000 for buying a deed.
Items needed: 250,000gp (500,000 on Dransik Classic)

From Parain, exit to the south, and follow the mountains to the west to Emperium
Abbey. Control-click the blood fountin on the island in the middle.

Talk to Father Gweedo, who tells you the fountain turned to blood when Talazar
attacked. Find Bother Timmothy, who says you cannot see Holendar until it runs
clean again. Speak Brother James, and Brother Nicholas. Remember what Nicholas
says, then go back and tell this to James.

Easter Egg: Read the encantation backwards for a little dig between the
dev team. It's Zarquon's opinion on Lothgar's choice of beer:
"reeb emos em evig
selur thgil dub dna xus esuoheci"
Reversed, this reads:
"give me some beer
icehouse sucks and bud light rules"

Finally, talk to brother Timmothy, and he will teleport you to Holendar.

Now, talk to Holendar, and drop your gold on him if you wish to purchase a deed.

Easter Egg: If you keep talking to Holendar without giving him money, he'll start
to whine about the threat of rain. A few people have seen him say, "Give me the
money or I will hack your account and take all you have and sell it for my personal
profit." Don't worry, as of this writing, Holendar has not successfully hacked any
accounts.

Congratulations. You're a guild leader. Best of luck to you.

Note: You don't have to buy the deed. However, once you do, you'll be able to
have deeds transfered to you. Deeds start with a number for the tag (corresponding
to the number deeds that have been created on that server), and have your name. You
have to rename it to what you want.



------------
Other Things
------------
These things really don't fit the definition of Quest, but they are special events
and locations that can add to both the fun and RP of Dransik, so they're covered
here.


-=Hell Attacks=-
Commonly known as Hell Spawns on Dransik, however this is easily confused with
a powerful hell monster called a Hell Spawn, which sometimes takes part in hell
attacks.

Hell Attacks are when a group of hell monsters appears near a city and attempts to
destroy it. These are fun events for people who aren't strong enough to fight
in areas that normally have these monters, but can be dangerous.

On Dransik Classic, if you encounter a hell attack, and want to fight it, your best
bet is to run AWAY from town. If you run into town, they will follow you to their
untimely deaths. A large attack will take out five or six guards, but won't last
long. Getting monsters outside of town walls is a good strategy, but monsters will
sometimes flee off into woods or mountains, making it hard to track them.

There are also a few other kinds of attacks. Jeel occasionally gets spawns of orc
mages and orc warriors, Varg and the Storm Giant Lair both get hell attacks and
small attacks of two to four Green Dragons.

-=Demon Spires=-
Demon Spires are without a doubt the most powerful force in Dransik.

They randomly spawn anywhere in the game (excpet Silvest and Jail island. All other
above ground areas are fair game), and start fairly innocuous. A demon-man named
Gen Kelvor appears. Gen Kelvor is fairly well known, and guards and monsters alike
hate him. If you see him, you can kill him with minimal risk and no reward. If you
want to see what real power is, however, just sit back and wait a while (and kill
any monsters that try to kill him). You might want to have fire-protective armor
and cold-elemental weapons (or at least high end, non-fire magic weapons like
Lightning Sword, Energy Trident, or Vorpal axe), as the monsters you're about to
face are all fire-elemental, and very strong.

After anywhere from a few seconds to several minutes, he will vanish, leaving a
swarm of Minions behind to guard a small stone obelisk.

This obelisk is a Demon Spire. It works like a monster, but it doesn't move. It has
an average of 200,000 HP, and hits for about 100 damage. If you attack it a few
times, it will retaliate by releasing anywhere from ten to twenty hell monsters,
including Nightmares, Minions, Demons, Hellspawns, and Balrons. Be ready to run
when this happens - even a level 100 player is asking for death to sit around
when this comes.

There are several strategies to fighting Spires:

1. Town fights
These are rare, since there aren't many places in towns where Gen Kelvor can place
a spire before the guards get him. However, these can be specacular fights.
When a spawn occurs, try to trap monsters in buildings, guard posts, wherever.
A good strategy is to have one person attack the spire while the rest stand by to
deal with the monsters that come.

2. Near-town fights
These are the easiest to fight. When a spawn occurs, run towards the town, and use
the guards as a buffer to absorb the brunt of the attack, then pick off whatever
remains. When guards start falling like flies (and they will), use buildings to
trap monsters so you don't end up trapped at a spawn gate with three Balrons
rezkilling you.

3. Long fights
This is, technically, a bug. A spire will only spawn if it sustains a minimum level
of damage in a three second period. By moving away each time you hit it, you can
time your hits so you don't exceed this limit to reduce the number of times the
spire spawns on you from several hundred to only a few, or none at all.
This makes or a long, boring fight, but if your a long way from a spawn, it's all
you can do sometimes.

If you use methods 1 or 2, you can easily end up with hundreds of thousands of gp
worth of gold and items just from the monsters, and Demons, Balrons, and Hellspawns
all have rare drops that can be quite valuable, including elemental swords and
shields and daggars, and Rune equipment. But the true reward is the spire itself.

When it dies, it will drop a number of items scattered over a half-screen radius.
It can drop any magic item - +1-5 weapons, elemental shields and plates, holy or
black armor, elemental weapons, many rare items like lich staves and Mystic Robes,
items that don't drop anywhere else, like Daggars of Dread and Vorpal Axes, and
even the best equipment in the game: Rune armor (I havn't heard for sure if spires
drop rune swords, but they do drop all five armor pieces). Take note that if one
dies near a town wall or something, check inside the town, and inside the wall.
The legend of the newbie who stubles accross two pieces of rune armor sitting in
the walls of Chlera should be a good incentive to be thourough.

If a spire is near mountains, be very careful. Monsters (and spire loot!) will
sometimes spawn INSIDE the mountains. While flying monsters can get out,
Nightmares can't, and they can block other monsters from getting out too.
If too many pile up, objects (like guards, signs, monsters, the spire, loot,
or even you and your equipment) will turn invisible, which can have disasterous
effects. Especially if you can't see your body with that valuable sword of yours,
but a bystander still can (it's seemingly random what objects vanish or each player).


-Spire Hunting-
Spire Hunting is just that - running around looking for a Spire. It's not something
most people do regularly, since spires are fairly rare, and you can spend days
of fruitless wandering looking for one.

The general idea is to search the area around as many towns as you can, in as
short a time as you can. Generally, I suggest avoiding towns that don't have a
spawn gate, since you're likely to die multiple (read: many) times fighting one.

Scrolls of Recall aid in this greatly, since you can zip around a number of towns
almost instantly (be careful with Recall - it drains up to 75% of your maximum HP,
so if you try to do it without healing, you'll die and end up back where you were
to begin with). However, Scrolls of Recall cost 10,000 gp each, and are hard to
get ahold of, so this isn't always feasible.

-=The Traveling Salesman=-

The Traveling Salesman, or TSM, spawns about once an hour, somewhere in the Dransik
world (above ground only). His life expectancy in most areas is about five seconds,
as monsters see him as an easy meal, and despite the billions of gp worth of high
end equipment he's carrying, he can't kill a triddle.

If you run into the TSM, I hope you have a good deal of money on you, or can
run back to town and get some before he dies or disappears. The TSM sells a wide
variety of high end items, particularly elemental shields and armors, holy/black
armor, elemental weapons, and other rare armors like Armor of Great Health. Many
of the items he sells (especially Vorpal Axes) can be sold for considerably more
than he charges for them, so if you get lucky and load up, you can be a very rich
man in short order.

-TSM hunting-
TSM hunting is even more boring than Spire hunting. The basic idea in this is to
just wander aimlessly throughout the entire mainland with large amounts of gold
in your backpack on a wing and a prayer that you'll stumble upon the TSM. In actual
pracitce, you're not much more likely to find him sitting in a bank chatting than
running through the wilderness like a madman, but at least running like a madman
carrys a sense of purpose to it, and you can get some good knowledge of monster
drops by killing all the assorted beasts you find (Who knows, maybe you'll stumble
upon the fabled Vorpal Axe drop and save yourself the whole mess of TSM hunting).


-=Statue of Slyth: The Journeyman=-
This is a location in Jeel that predates my playing the game, but many people
fail to realize that it is a very significant location.

Slyth was a player of Dransik some time ago, during the early beta tests of Dransik
Classic, and who has passed away. This statue was placed in the game as a tribute
to him.

Normally, I wouldn't put this here, and I'm not the best person to talk about this,
but in recent months, I've seen a number of instances of people taking items placed at
this statue. Many players who knew Slyth place roses at his statue, and it's very
disrespectful to take them. They aren't valuable or useful, so please, if you see
somebody doing this, remember, for many people, this is as close as they can come to
a grave for their friend. Respect it as you would a real grave.

There are more tasteful ways to cause grief if that's the only reason you play.

-------
Credits
-------
FinalMasterM - help with exp values.
Demoshi - help with more exp values, some healing quest herb
     names, and lots of Guild Quest (books 3 and 4, Emperium Abbey) information.
     Corrections.
Waimot - proofreading (spotty as it may be). Beta exp values.
         Chleran Quest
Mr. 1337 - he did something... dunno what it was.
JFC - exp limit on William's quest
Petri - additional book 2 information and William's quest limit again.
Raektis and Lotheac - fixed missing step in the book 4 maze
The hordes of newbies asking how to get to Krythan and/or the Mainland.
All the people who posted in my thread on the Dransik messageboard
     (Far too many to list here).
jjcool - beta LJ quest data.
Teh Scorp - axe quest reward on beta
N/A - beta reward for polearm quest and skill exp reward for LJ quest. (yes, he
     said his name was N/A. He also had "Yes we have no bananas" for an email sig)
Muzion - Orc starting quest, correction on the Krog quest.
The many people who plugged the guide for people asking for spoilers on the wrong
     boards.
Dynamo - Clarifications on a cosmetic changes to the lumberjacking, large
     blades, Young William's, and guild quests, bug in the Chleran quest,
     a stack of other changes.
Those two f00gs who claimed that they had written my FAQ on the Dransik boards,
     because those were nice little flame threads while they lasted.
Lothgar - sorry man, Icehouse does sux0r.
Zarquon - This Bud's for you!
Cr0delia - Official potato of Dransik
The rest of Assylumsoft - because we know Loth and Zarq do nothing but play Quake
     all day while you guys do the work;)
That poor dying guy in Arabella's room - For somehow staying alive for three
     months between the time I first started and finally finished the healing
     quest.

-------------
Allowed Sites
-------------
Sites that I have chosen or approved to host this FAQ

My website: roninet.cjb.net
GameFAQs: www.gamefaqs.com
Dransik Online: www.intristin.com/UO - authorized permission for HTML
          version and abridged edition for Dransik-only content.
Stratics: dransik.stratics.com - Teich requested permission to host the
          guide, but has not put it up. If he does, that's still fine with
          me.
Knights of Honor guild site: http://www.geocities.com/knights_honor_courage
Note: Two additional guilds have been given permission to use the guide, but
do not yet have their websites online.

If you don't see your site here, email me before putting it up. If you run a
Dransik related site, odds are good I will allow you to host it. If you run a
commercial site, odds area against it, ESPECIALLY if I think you're spidering
other sites to find FAQs.

Don't expect blanket-requests for multiple FAQs to get accepted.

If you got this FAQ from any other sites, email me. If an approved site has
an out of date copy, email the webmaster. The most up-to-date copy will be
most easily found on GameFAQs and my website.

------------
Banned Sites
------------
Sites that will never be approved to host this file unless they give me a
VERY good reason to take them off this list.

Cheats.de: www.cheats.de - spamming, spidering
IGN: www.ign.com - spidering, spamming, posting guide without permission
Knights Templars clan website: kt2003.homestead.com - Plagiarism

---
This file is Copyright 2002, Jeff Barrett
j_barrett@ameritech.net
http://roninet.cjb.net

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