This thread is about the whole area, not just the PQ or the keep.
Anyways, to start off, this area is a theme dungeon for level 105 and up. It gives a MMB and a medal (with stats I'll worry about some other time) at the end. The quests are returned, but in a sequence instead of all at once. There's also a few new ones.
BE WARNED, THERE ARE HUGE WALLS OF TEXT AHEAD.
Quest Data
You start the questline through a lightbulb from Lita. First, she tells you to kill Headless Horseman to see if you're worthy. Don't worry, she sends you to your own map to fight it. Afterwards, she tells you to look through the forest for people. This means you have to look for Dead Man's Gorge.
The portals on the left and right of the Haunted House are now gone. You have to enter it through Hallowed Ground. When you enter, you'll be in the Twisted Paths maze. When you get out of the maze, you should end up at Dead Man's Gorge. There, you start Taggrin's quests to get Seeds and Ashes. When you finish, Lita contacts you via lightbulb for the Bounty Hunter quests. First, you get Rags from Elderwraiths, then Charms from Leprechauns, then a Toe from Bigfoot. The forest maps are the same as now, but they're now pure spawn, and Bent Tree is accessed from the right portal of DMG. Phantom Trees, Elderwraiths, and Leprechauns have MUCH better spawn and droprate of etc items. The Forgotten Path has also returned, but now there's a rope in case you fall. All the normal forest monsters spawn here. At the bottom right of FP is a portal that leads you to an instanced Bigfoot map.
When you finish with Bigfoot, you get a lightbulb from John Barricade, for the Marker of Heroism quest. You MUST have this to access the Valley of Heroes jump quest. Doing the JQ or using the statues is up to you. For the quest, you need items from forest monsters : 1 Haunted Tree Branch from Trees, 4 Elder Essence from Elderwraiths, and 10 Gold Bars from Leprechauns. Then you get the Finding Jack quest, which is self explanatory. All the original mountain maps have returned, except the only Caverns left are the Cavern of Pain and Honor. Also, the Path of Strength and Peril are now one after the other. Jack is in the CoP, located at Lower Ascent.
When you first meet with Jack, he asks for 30 Crimson Woods to start a fire, since he's cold :P(don't worry, the droprate is higher as well). Then, he asks you to get the Map of the Phantom Forest and the Coded Communique from Baby Typhons and Typhons, respectively, since the Typhons ambushed him and stole them from him. After you get the Map, Taggrin contacts you via lightbulb, and you do his old quest where he returned the map to you. When you get the Communique, go to John, who then tells you to go to Elpam. Elpam translates it, returns it, and then you give it back to John. John then teleports you back to Jack using a special return scroll his brother gave him.
Next, Jack tells you to gather 12 Crimson Hearts so that he can weaken the energy in the Inner Sanctum (doing this, you don't need 12 hearts to start the PQ). Then, he tells you about an experiment of the magician Ridley. That experiment is the Master Guardian! You have to kill it in the Cavern of Honor, in the Upper Ascent, for a key to get in the keep. This MG is separate from the CWKPQ one, by the way.
Afterwards is the Stemming the Tide quest. Now you fight the Twisted Soldiers in the keep for Lukan. First is the classic 10 Stormbreaker badge quest. Then you kill 75 of Windraiders, Firebrands, and Nightshadows Then Lukan gives you the keystone. Next, go back to Jack in the cavern. He disappears and tells you to meet him at the Hall to Inner Sanctum. There, he tells you about the Grandmasters, and their minions, Azure Ocelot and Scarlet Phoenix! He tells you to kill them as a start in ending the Grandmasters' reign of terror. Afterwards, Jack gives you a medal and a MMB for your job.
Now for the monster levels :
Monster Data
The normal monsters have the same stats as regular monsters near their level, with the exception of the bosses.
Phantom Tree : Level 107
Elderwraith : Level 108, no longer flies
Leprechaun 1 and 2: Level 109, both forms give experience now
Bigfoot : Level 110 : 32m HP, 600,000 EXP, no longer holy immune, can fight 10 times a day
Crimson Tree : Level 111
Baby Typhon : Level 112
Typhon : Level 113
Crimson Guardian : Level 114, seal is gone, now replaced with an attack buff
Master Guardian : Level 115, "" "", can now pass by teleport, 35m HP, 650,000 EXP, can fight 10 times a day
Stormbreaker : Level 116, Lightning Immune, Poison Weak
Windraider : Level 117, Poison Immune, Lightning Weak
Firebrand 1 and 2 : Level 118, flaming head no longer flies, Fire Immune, Ice Weak
Nightshadow : Level 119, Ice Immune, Fire Weak
Azure Ocelot : Level 120, 42m HP, 776,000 EXP, can fight 5 times a day, same elements as now
Scarlet Phoenix : same level, HP, and EXP as Azure Ocelot, same elements as now
Now for other data :
Spoiler
Azure Ocelot drops 5 Raven Ninja Armor Box (one for each job) which contains a level 115 Raven Ninja armor, and Scarlet Phoenix drops 5 Raven Ninja Weapon Box (one for each job) which contains a random level 115 Raven Ninja weapon. These weapons level up and come with a set bonus which I'll think of some other time.
Joko still accepts badges, but new prices are : 50 SB badges : 1m, 50 WR badges : 1.25m, 50 FB badges : 1.5m, 50 NS badges : 1.75m, 50 SH badges : 2m, 25 of each : 3m.
Fiona can upgrade these weapons to level 120 Night Raven weapons with 300 Crimson Woods (again, MUCH higher droprate), 1 of each Tao, 40 Typhon Feathers, 50 Phantom Seeds, and 150k mesos. Balanced Furies are unchanged. You can exchange Crimson weapons for the respective Night Raven weapon of its type. There is a weapon of each type. The ones that don't exist now are look-alikes of DRPQ weapons (minus the axes and hammers.)
Thoughts are welcome.
Last edited by PirateIzzy; 2012-08-29 at 10:21 AM.
My only problem for anything besideds wepons that are modeled after pirates is that there was only ONE pirate to ever visit old mastera and that was Steel Fisted Jack...I think that was his name
Though I have always wondered why there was nothing modeled after bosshunters
Also if they did this I wish they would make the mobs tougher than standard mobs of their level as well as a slightly better hp:exp ratio.
My only problem for anything besideds wepons that are modeled after pirates is that there was only ONE pirate to ever visit old mastera and that was Steel Fisted Jack...I think that was his name
Though I have always wondered why there was nothing modeled after bosshunters
Also if they did this I wish they would make the mobs tougher than standard mobs of their level as well as a slightly better hp:exp ratio.
Well, the way I ended this is to be a theme dungeon, and theme dungeons aren't usually like that with monsters(with the exception of Chryse. LHC doesn't count because the mobs aren't supposed to be party play in GMS, yet they are.)
And as for pirates, I doubt they would bother adding pirate sigils and a pirate room to CWKPQ if that was the case. But you can't please everyone.
Forgot to add in the first post :
There's a new portal called "Mo's Tent". You can access it from Dead Man's Gorge after completing the Phantom Seed quest. Mo sells items like a regular potion NPC, but he sells the items he sells now. There's also a new item : Return Scroll to Dead Man's Gorge, which can be bought for 1k.
My only problem for anything besideds wepons that are modeled after pirates is that there was only ONE pirate to ever visit old mastera and that was Steel Fisted Jack...I think that was his name
Though I have always wondered why there was nothing modeled after bosshunters
Also if they did this I wish they would make the mobs tougher than standard mobs of their level as well as a slightly better hp:exp ratio.
Steelfist Jack, yes. There are things modeled after the Bosshunters, they have an entire set of armour. If you're talking monster-wise it's because they weren't one of the main guilds in the Keep.
Steelfist Jack, yes. There are things modeled after the Bosshunters, they have an entire set of armour. If you're talking monster-wise it's because they weren't one of the main guilds in the Keep.
I put them there because according to Isaac's thread, the Bosshunters were one of the 5 main guilds, the other 4 I'm sure you know.
Actually I think the reason the Bosshunters didn't have a monster modeled after them is because they didn't fit any one class type. In fact I don't think they HAD just one class type, Remember that the thief guy was actually a part of the boss hunters for a bit.
I put them there because according to Isaac's thread, the Bosshunters were one of the 5 main guilds, the other 4 I'm sure you know.
Well, neither one of us are 100% right.
Originally Posted by IsaacGS
Bosshunters
A legendary group of powerful soldiers, made up of members of the other guilds.
They don't need a representative, the other four represent them enough. You don't need a pirate representative, look at how the bosses represent pirates. Rellik has a gun and Hsalf (IIRC) has knuckle-like claws.
Ugh, why did I even bother posting this? Barely anyone noticed/cares -_-
If you guys hate the pirate soldier so much, then I'll just edit it out. Whatever.
Seems pretty nice. Not sure how I feel about the fight limits, especially since you can fight them within the party quest. (certain classes at least.)
I'd almost include completion of the party quest as one of Jack's quests, and then a few follow-up quests to explain what was happening in the keep. End it with you finding Christopher Crimsonheart's grave (What the twisted Grandmasters were after), where you could find "Valued possessions left behind for one worthy", of which could include a quest item(could be what the twisted grandmasters were after specifically) to unlock the next theme dungeon.
I didn't see your story before the bit about a pirate soldier was mentioned, but I'd see no problem with there being Pirate soldiers in Versal. MV would probably get added in as another spawn of Versal sent by Naricain to raid Crimsonheart's tomb.
Bookmarks