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"Z'ant quest"

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Docendo (1 posts) Click to EMail Docendo Click to send private message to Docendo Click to view user profile Click to check IP address of the poster
Mar-25-02, 07:02 PM (Pacific)
"Z'ant quest"
LAST EDITED ON Mar-25-02 AT 07:25 PM (Pacific)

I am using a party of roughly level 10-12 characters. I got the quest to get the flag from Mt Gigas from Z'ant. Wonder if this should wait till I'm stronger? Also. how do I get to Mt Gigas or should I find out myself when ready? I have a hard enough time just getting thru the swamps!

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Llevram (5413 posts) Click to EMail Llevram Click to send private message to Llevram Click to view user profile Click to check IP address of the poster
Mar-25-02, 07:26 PM (Pacific)
1. "Go for it"
You should be able to tackle it without any real problem ... you are level 12, it is only a flag And you should be able to find your way, if you want a hint: "head back to arnika and towards the monastery. When you get past arnika and to the fork, don't go to the right to the monsatery, keep heading straight"

Tools for Wizardry(r) 7

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Jem (88 posts) Click to EMail Jem Click to send private message to Jem Click to view user profile Click to check IP address of the poster
Mar-25-02, 09:05 PM (Pacific)
2. "RE: Z'ant quest"
There's a shorter way there than what Llevram suggests and all it requires is that you have found a set of wires lying around.

In case you don't want to be thoroughly spoiled, I'll 'hide' the rest of my explanation. Highlight to see it: "If you have the wires, make your way to the stairs going up (if you go down the main hallway going away from the hubroom with all the doors, it's the only corridor leading to the left before the main corridor turns left and ends -- take that leftward corridor and it will end in the steps) and head up to Upper Marten's Bluff. You'll need to do some wandering but you'll find another set of stairs leading down shortly after having passed through a room with an unusual support pole in the center. Head down those steps and you'll find the teleporter. Use the wires to fix it and then push the button with the bridge on it and enter the t-port area. You'll be taken to the N. Wilderness and find yourself facing the bridge. Turn the opposite direction to enter the Umpani Base Camp. You'll have to walk back to Marten's Bluff using the reverse of Llevram's route but at least you've saved yourself time and effort in getting there."

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Docendo (Guest) (2 posts) Click to check IP address of the poster
Mar-26-02, 04:25 PM (Pacific)
3. "RE: Z'ant quest"
Thanks for the help. I've already found the teleporter area. Don't quite know what wires you are referring to, bnut i tried teleporter several times and it seems to be random as to where you go. However now I know where to find the base camp. Thanks!
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Duke of Earl (9 posts) Click to EMail Duke%20of%20Earl Click to send private message to Duke%20of%20Earl Click to view user profile Click to check IP address of the poster
Mar-27-02, 06:37 AM (Pacific)
4. "RE: Z'ant quest"
The wires are Red and Yellow Wires. They are found near the dead T'Rang on upper Marten's Bluff. He's inside the courtyard, to the west, near the catapult. The T'Rang arm is needed as well, it lies just beside.

-- The Duke

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