The Crossroads The Crossroads is where you travel to when you want to visit Lolosia, Granemor or any of the scenic travel spots in Adventure Quest. Guardians have free access to the Crossroads anytime via the Travel Scroll in Yulgar's Inn or the Teleporter in the Guardian Tower. Adventurers though can also get travel passes from Valencia when she comes to visit every Tuesday. Each of those travel signposts will lead you to the start of a travel quest. In addition, the "Somewhere?" sign will take you to a random travel quest and have a 1 in 4 chance of replacing the treasure chest you get at the end with a Rare Treasure Chest (for BoA pieces). Below are the six scenic spots you can visit:
Each travel quest consists of a series of fights followed by a final battle against a boss if you are above level 30. Each battle will be against one of the natural inhabitants of that locality... the order by which you meet the monsters is predetermined when you first start the quest. If the number of minion battles exceeds the number of monsters in the locality, the order of the monsters for the first cycle will be repeated for subsequent cycles. The number of battles is determined by your character level based on the chart and formula below:
If you are below level 30 , you will have 50% chance to meet either a small treasure chest (0 exp, 125 gold) or an animal box upon completing the series of battles. However, if you are level 30 and above, you will receive a treasure chest after defeating the boss at the end of the series of battles. The size of the treasure chest is dependent on your character level and luck as shown below:
When you first completed a travel quest, you will notice a coloured star next to the sign for that locality. This indicates to you the number of times you have completed and defeated the boss at the end of the travel quest:
A summary of the average gains of the inhabitants of each area for ease of comparison is as follows:
Technical details and equipment suggestions can be found in each of the individual sections below.
Smoke Mountains - return Basic Monsters:
Boss Monsters:
Comments: Smoke mountains is a very popular travel quest, especially for Guardians. Lower level guardians can use the Flame Guardian Armour to full effect. As it is dangerous and difficult in the early stages due to poor equipment, the defensive value of FGA cannot be ignored. For mid-level characters, Ice Katana's freezing ability also makes life a lot safer and allows the use of freeze-burn tactics where you first freeze a monster and then make full use of its 200% fire resistance by blasting it with fire. The basic monsters should not be a major problem, although Fire Golem, Magman and Phoenix may be an issue with lower levels due to their high lives. Water and Ice would both work well and the pet Mogleets would also be a very useful asset here. The boss monsters tend to be a bit more problematic though. Four eyed menace packs quite a punch with its four attacks and Ruby Golem has a fair bit of resistances against water and ice. This means that the character may likely have to prepare a supplementary set of equipment. Recommendation is to take up a multi-hit armour and just hack away with Ice Katana. The freeze effect will not only help reduce the damage you take but would also serve offensivly as you can use big fire spells to attack the monster frozen. Boss monsters dealt with in a similar fashion except maybe bringing along a wind weapon for Ruby Golems and Four Eyed Menaces.
Skraeling Desert - return Basic Monsters:
Boss Monsters:
Comments: A very neutral place, with most monsters having 100+% in several elements. The basic monsters in this locality gives a good mix of exp and gold and the bosses are among the most rewarding among the six travel spots. The basic monsters all have rather neutral resistances so any one of fire, water, wind, ice or light would work well to get by. The main problems might be Sand Shark and King Cobra, both with 300+ life but these can easily be handled via Ice Katana (freezes and favourable vulnerability) if you're having problems. For bosses, they are a mix of vulnerabilities and strengths but water, earth and darkness are the three best average elements to use. If you can play for extended periods of time, I would recommend WWF + Bludrut for this area. The basic monsters are all neutral towards fire and darkness except for Stone Golem (50% fire) and Undead Wounded (0% dark). However, the high alternating damage of the combination will get the job done well within the time limits. Against the bosses, these two elements are also good pickings since every boss has weakness to at least one of the two elements. Otherwise, a good ice weapon like Frostbite Staff or Ice Katana would get you by as they are the main weaknesses of the two strongest monsters.
Northlands - return Basic Monsters:
Boss Monsters:
Comments: Northlands is the travelling quest that has the highest gold gains per monster and consists of basic monsters that can easily be killed. Boss monsters also have the same elemental weaknesses as the basic monsters, making it easy for characters to be strong enough to handle them with minimal gear investment. Although its bosses have low average gains, the advantage is that they get killed really fast which makes up for it. This is where the fire element shines. With the exception of Zeel, the basic inhabitants are all weak to fire and there should be no problems hitting under the minimum 20 second battle timing. Against Zeel, you might switch to a water weapon to take it down or simply just go ahead and attack with the same fire weapon. The bosses are all very weak to fire as well, making it easy for your life a bit easier since there is no need to change weapons throughout. Using WWF with the fire-glitched Bludrut Blade would actually be the fastest solution here as you can easily do more than 200 damage per round that way. Without it, the combination of WWF (which you can get from Willow Creek) and a good fire weapon will work out well. Solar Incinerator would also put a quick end to the boss's resistance. Against Centocor, Darkness Dragon Ambush would work as well and would be faster than Solar Incinerator. My gear recommendation here would be to use Werewolf Form (or Canine Warrior) for good fast fire damage against the basic monsters. For the bosses, spells (Solar Incinerator + Darkness Dragon Ambush) would give you a good result as well. The use of Summon Skull and Fire Vampragon would also help out those who are not already overkill for the quest.
Kristall Reef - return Basic Monsters:
Boss Monsters:
Comments: The basic monsters in this locality has the second highest gold gains (after Northlands) and are all weak to energy, making it simply great to work out with Ionic Slasher or Talon Staff. The bosses are also weak against energy, except for Giant Nautoid which can easily be handled by a fire weapon or Solar Incinerator. As earlier mentioned, energy is the element to use here. All the basic monsters will go down in no time. To handle the big Braken among the inhabitants, a mage or hybrid can use Purity Portal to shorten the battle time as well. The bosses can be handled in the same way, except for Giant Nautoid which has heavy vulnerabilities against fire. My recommendation would be any multi-hit armour with a good energy weapon. For Braken and the boss monster, using spells if you are a mage or hybrid will greatly hasten the battle as Purity Portal is hands down the most powerful damage dealer currently.
Dwarfhold Mountains - return Basic Monsters:
Boss Monsters:
Comments: Dwarfhold Mountains is fairly neutral (except for wind and light) as well but consists of some fat and slightly more tedious monsters like Dwarf Warriors. It has the highest overall experience gains and some decent gold gains but time-wise might lose out to some of the other travel areas. For the inhabitants, energy and water are the two main elements to use. Slightly behind would be fire and ice. Mostly weak and fast to kill monsters, there is still two monsters to handle -- Dwarf Warrior (480 life) and Griffin (280 life). Fortunately, both have heavy weaknesses to two elements and in particular they are vulnerable to energy... think Purity Portal for mages and hybrids. Boss-wise, this is a total mix of elements. The bosses largely have a strong weakness (except for the roc) and you may want to prepare a good mix of weapons to handle this travel quest. No real recommendations except to get ready a decent selection of weapons from different elements for this travelling spot. I would not recommend it though, despite its apparently good experience gains.
GreenGuard Forest - return Basic Monsters:
Boss Monsters:
Comments: Similar to the Moglin Forest challenge area, the denizens of the forest all have relatively low life but no significant weaknesses too. In addition, there is the Forest Demon with varying defences which can be quite amusing and irritating to watch. Experience gains are average but gold gains is quite poor here. Fire, wind and ice would generally work well against the inhabitants and killing them within the minimum battle period should be no problems given their low life. The bosses ar a bit more tricky. The two weaker bosses (emerald golem and gorarog) are both low life with large weaknesses but the two stronger ones (WarBeast and Death Knight) all have very little weaknesses. In fact, Death Knight is only neutral towards Light. For bare mininum preparations, I would suggest taking along a good wind weapon and either sunburst or a good light weapon to handle the Greater WarBeast and Death Knight.
|