Cursed Spirit: Difference between revisions

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# Enter the Biolabs by using the Warper. Once you have access then you will need to find 1 pair of Handcuffs.
# Enter the Biolabs by using the Warper. Once you have access then you will need to find 1 pair of Handcuffs.
There are a few trigger spots that will start this quest for you. The following locations are areas that will trigger a dialog pop-up box if you are holding the Handcuffs:
There are a few trigger spots that will start this quest for you. The following locations are areas that will trigger a dialog pop-up box if you are holding the Handcuffs:
#;* #navilhz_dun01 147, 106klammer
#;* {{#navi:lhz_dun01| 147|106}}
#;* #navilhz_dun01 239, 135klammer
#;* {{#navi:lhz_dun01| 239|135}}
#;* #navilhz_dun01 66, 213klammer
#;* {{#navi:lhz_dun01| 66|213}}
#;* #navilhz_dun01 225, 198klammer
#;* {{#navi:lhz_dun01| 225|198}}
#;* #navilhz_dun02 244, 229klammer
#;* {{#navi:lhz_dun02| 244|229}}
#;* #navilhz_dun02 60, 293klammer
#;* {{#navi:lhz_dun02| 60|293}}
#;* #navilhz_dun02 267, 278klammer
#;* {{#navi:lhz_dun02| 267|278}}
#;* #navilhz_dun02 94, 199klammer
#;* {{#navi:lhz_dun02| 94|199}}
#;* #navilhz_dun03 244, 51klammer
#;* {{#navi:lhz_dun03| 244|51}}
#;* #navilhz_dun03 123, 191klammer
#;* {{#navi:lhz_dun03| 123|191}}
#;* #navilhz_dun03 74, 140klammer
#;* {{#navi:lhz_dun03| 74|140}}
#;Important Note: You don't actually need to see a dialogue box. Merely getting cursed at any one of the above spots means you have completed Step 2 and can move onto Step 3. It is recommended to clear one of the above areas of monsters so as to avoid death but you can stand close to the cell and get the dialog pop-up to continue to the next step.
#;Important Note: You don't actually need to see a dialogue box. Merely getting cursed at any one of the above spots means you have completed Step 2 and can move onto Step 3. It is recommended to clear one of the above areas of monsters so as to avoid death but you can stand close to the cell and get the dialog pop-up to continue to the next step.
#Now, keeping the Handcuffs, continue past the guard to Lighthalzen's slum area. You are looking now for the following locations #naviin any orderklammer:
#Now, keeping the Handcuffs, continue past the guard to Lighthalzen's slum area. You are looking now for the following locations (in any order):
#;* #navilighthalzen 342, 280klammer
#;* {{#navi:lighthalzen |342|280}}
#;* #navilhz_in03 178, 22klammer
#;* {{#navi:lhz_in03| 178|22}}
#;* #navilighthalzen 295, 227klammer
#;* {{#navi:lighthalzen| 295|227}}
#;* #navilighthalzen 364, 315klammer
#;* {{#navi:lighthalzen |364|315}}
#; Note: it is possible to trigger the dialogue from these spirits more than once, but is not necessary.
#; Note: it is possible to trigger the dialogue from these spirits more than once, but is not necessary.
# Once you have ventured around Lighthalzen and have triggered the spirits, talk to the Elder #navilighthalzen 346, 263klammer.
# Once you have ventured around Lighthalzen and have triggered the spirits, talk to the Elder {{#navi:lighthalzen|346|263}}.
#;* The Elder has great wisdom regarding the research that has happened in recent years.
#;* The Elder has great wisdom regarding the research that has happened in recent years.
#;* Talk to the Elder and pay attention to her story.
#;* Talk to the Elder and pay attention to her story.
#;* She will then help you with getting rid of them. Be honest to her and let her know that you can't remember every bad thing you have done.
#;* She will then help you with getting rid of them. Be honest to her and let her know that you can't remember every bad thing you have done.
#;* Follow along with her as she helps you with how to deal with what you have just learned.
#;* Follow along with her as she helps you with how to deal with what you have just learned.
# The mini-map will show you where you need to go next, just pay attention to the blinking marker placed there. It is directing you to the Rekenber headquarters. #navilighthalzen 103, 244klammer.
# The mini-map will show you where you need to go next, just pay attention to the blinking marker placed there. It is directing you to the Rekenber headquarters. {{#navi:lighthalzen |103|244}}.
#;* Now following the Elder's instructions you will need to head to the Rekenber Headquarters.
#;* Now following the Elder's instructions you will need to head to the Rekenber Headquarters.
# As you enter into this building you will walk forward and trigger another spirit #navilhz_in01 113, 150klammer
# As you enter into this building you will walk forward and trigger another spirit {{#navi:lhz_in01| 113|150}}
# After triggering the spirit you will want to continue forward towards the Representative #navilhz_in01 114, 181klammer
# After triggering the spirit you will want to continue forward towards the Representative {{#navi:lhz_in01| 114|181}}
#;* Ask about the Corporation's History.
#;* Ask about the Corporation's History.
#;* She will then guide you to the Library.
#;* She will then guide you to the Library.
# Now head to your left into the Library and talk to the Representative #navilhz_in01 27, 247klammer.
# Now head to your left into the Library and talk to the Representative {{#navi:lhz_in01| 27|247}}.
#;* Talk to her about the Corporation's History and listen closely to what she says.
#;* Talk to her about the Corporation's History and listen closely to what she says.
#;* You will need to talk to her again and discuss Rekenber's Businesses with her to find out more about what has been going on.
#;* You will need to talk to her again and discuss Rekenber's Businesses with her to find out more about what has been going on.
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# Clicking on the Rekenber Guidebook and reading what little information there is will help you understand the mission that was at hand.
# Clicking on the Rekenber Guidebook and reading what little information there is will help you understand the mission that was at hand.
#;* You will need to venture more into this building to find out some other information.
#;* You will need to venture more into this building to find out some other information.
# There is another location to check out on the 2nd-floor #navilhz_in01 272, 227klammer and you will find another spirit.
# There is another location to check out on the 2nd-floor {{#navi:lhz_in01| 272|227}} and you will find another spirit.
#;* Realizing that you might be in over your head and yet still curious as to what is going on, you head back towards the Library.
#;* Realizing that you might be in over your head and yet still curious as to what is going on, you head back towards the Library.
#;* As you get closer you see a Rekenber Guard, almost like you walked right past him earlier.
#;* As you get closer you see a Rekenber Guard, almost like you walked right past him earlier.
# Talk to the Rekenber Guard #navilhz_in01 35, 226klammer and he will request your ID to be confirmed.
# Talk to the Rekenber Guard {{#navi:lhz_in01| 35|226}} and he will request your ID to be confirmed.
#;* You will need to wear a Grandpa Beard and Geek Glasses, as you can tell from his own ID, before he will let you pass.
#;* You will need to wear a Grandpa Beard and Geek Glasses, as you can tell from his own ID, before he will let you pass.
#;* Once you enter the room, you will want to head to your right.
#;* Once you enter the room, you will want to head to your right.
#;* You will see 3 rooms. Each room has a very specific purpose for the testing and creating that is done here.
#;* You will see 3 rooms. Each room has a very specific purpose for the testing and creating that is done here.
# Head to the room on the far right, and walk towards the middle of the room #navilhz_in01 206, 129klammer.
# Head to the room on the far right, and walk towards the middle of the room {{#navi:lhz_in01| 206|129}}.
#;* A dialogue box will appear and you will be taken back in time.
#;* A dialogue box will appear and you will be taken back in time.
# Once you have entered, you will stumble upon a conversation between Doctor Varmunt and a representative of the Rekenber Corporation.
# Once you have entered, you will stumble upon a conversation between Doctor Varmunt and a representative of the Rekenber Corporation.
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#;* After the conversation you will be transported back to your own time.
#;* After the conversation you will be transported back to your own time.
# Now that you know about the fake Ymir's Heart and the developments they are trying to accomplish with the Airship and the Guardians, you should go see and talk to one of the scientists in this area.
# Now that you know about the fake Ymir's Heart and the developments they are trying to accomplish with the Airship and the Guardians, you should go see and talk to one of the scientists in this area.
# Talk to the Mad Scientist #navilhz_in01 273, 121klammer, and offer him your help.
# Talk to the Mad Scientist {{#navi:lhz_in01| 273|121}}, and offer him your help.
# Talk to the Mad Scientist again as it would seem he was too distracted to give you the right attention you requested for.
# Talk to the Mad Scientist again as it would seem he was too distracted to give you the right attention you requested for.
#;* Ask to speak to him again, and he will give you a hint of what he needs. Round and Shiny? Must be a Glass Bead!
#;* Ask to speak to him again, and he will give you a hint of what he needs. Round and Shiny? Must be a Glass Bead!
# Bring back a Glass Bead to him again and politely ask him about his work.
# Bring back a Glass Bead to him again and politely ask him about his work.
#;* He will give you some details about what he is working on and how he feels it will change the world.
#;* He will give you some details about what he is working on and how he feels it will change the world.
# Moving into the North room #navilhz_in01 278, 168klammer you will circle around a table in the middle of the room and find something on the floor.
# Moving into the North room {{#navi:lhz_in01| 278|168}} you will circle around a table in the middle of the room and find something on the floor.
#;* Oh wait! It's a door to another room.
#;* Oh wait! It's a door to another room.
#;* As you enter you notice this room looks just like the one you came from.
#;* As you enter you notice this room looks just like the one you came from.
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#;* He will give you an {{#item:7341|Old Pendant}}
#;* He will give you an {{#item:7341|Old Pendant}}
#;* You remember that the Elder said to return once you find what you are looking for.
#;* You remember that the Elder said to return once you find what you are looking for.
# Head back to the Elder #navilighthalzen 346, 263klammer and see if she can help by showing her the pendant.
# Head back to the Elder {{#navi:lighthalzen |346|63}} and see if she can help by showing her the pendant.
#;* The pendant looks to have a curse on it, something that she claims to be able to fix.
#;* The pendant looks to have a curse on it, something that she claims to be able to fix.
# Return to her with 5 Holy Water and a Bouquet #navifrom Prontera's Flower Girlklammer as she has requested.
# Return to her with 5 Holy Water and a Bouquet (from Prontera's Flower Girl) as she has requested.
#;* Once you return to her with the 5 Holy Water and the Bouquet she will calm the curse and ask you to return the pendant to its rightful owner.
#;* Once you return to her with the 5 Holy Water and the Bouquet she will calm the curse and ask you to return the pendant to its rightful owner.
# Head north in the slums district #navilighthalzen 319, 321klammer and you will come to a house with a Crippled Girl #navilhz_in03 31, 162klammer that looks to be in some serious discomfort.
# Head north in the slums district {{#navi:lighthalzen |319|321}} and you will come to a house with a Crippled Girl {{#navi:lhz_in03| 31|162}} that looks to be in some serious discomfort.
#;* Talk to the Crippled Girl #navilhz_in03 31, 162klammer.
#;* Talk to the Crippled Girl {{#navi:lhz_in03| 31|162}}.
#;* Show her the pendant, and listen to her story of what the pendant means to her.
#;* Show her the pendant, and listen to her story of what the pendant means to her.
#;* Then break it to her gently and then offer her some comfort.
#;* Then break it to her gently and then offer her some comfort.
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#;* After a few minutes of pestering her she comes back and informs you of the dreadful truth that Wolfchev had done unauthorized research and what you had found was the truth.
#;* After a few minutes of pestering her she comes back and informs you of the dreadful truth that Wolfchev had done unauthorized research and what you had found was the truth.
#;* You ask what he was doing, and she tells you what she was able to find out about his deadly research.
#;* You ask what he was doing, and she tells you what she was able to find out about his deadly research.
#;* She will reward you with an {{#item:603|Old Blue Box}} & 10 {{#item:12016|Speed Potions}}.
#;* She will reward you with an {{#item:603||Old Blue Box}} & 10 {{#item:1201|6|Speed Potions}}.
#;* It is now possible at this point to start the Dangerous Rumors quest.
#;* It is now possible at this point to start the Dangerous Rumors quest.
<nowiki>#</nowiki>naviOptionalklammer Now that you have confirmed the unauthorized research, you rush back to the Mad Scientist {{#navi:lhz_que01|94|2}} to put a stop to his research but when you arrive you find that he has vanished and that all he left behind were his well documented research files.
# (Optional) Now that you have confirmed the unauthorized research, you rush back to the Mad Scientist {{#navi::lhz_que01|94|2}} to put a stop to his research but when you arrive you find that he has vanished and that all he left behind were his well documented research files.

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