Twilly

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:

Smoke Mountains
Skraeling Desert
Northlands
Kristall Reef
Dwarfhold Mountains
GreenGuard Forest

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:

  Number of Battles
  # of Battles
2
3
4
5
6
7
8
9
10
11
12
13
14
  Character Level
0
5
15
25
30
35
45
55
65
75
85
95
105
   
  Formula
  Number of Minions = floor[(Character Level + 25)/10]

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:

  Treasure Chest Formula
  L = Character Level + Luck/5
         
  L Size
Exp
Gold
  30 to 49 Treasure Chest
0
275
  50 to 64 Big Treasure Chest
50
425
  65 to 84 Huge Treasure Chest
100
650
  85+ Treasure Hoard
200
800

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:

  1: Green
  2: Blue
  3: Yellow
  4: Red
  5: Black circle with green star
  6: Black circle with blue star
  7: Black circle with yellow star
  8: Black circle with red star
  9+: Black circle with white star

A summary of the average gains of the inhabitants of each area for ease of comparison is as follows:

   
__ Inhabitants
________Boss
____Average Run
  Area
Exp
Gold
Exp
Gold
Exp
Gold
  Smoke Mountains
136.7
28.3
432.4
128.0
1881.3
1171.7
  Skraeling Desert
147.2
30.0
568.8
188.8
2196.9
1279.8
  Northlands
131.4
33.4
537.5
130.8
1969.7
1244.9
  Kristall Reef
146.4
32.9
437.5
130.0
2010.0
1229.5
  Dwarfhold Mounts
157.1
28.0
593.8
163.8
2267.1
1226.3
  GreenGuard Forest
146.6
26.6
418.8
113.3
2054.6
1170.8
               
  * Average considered at lvl 85... ie. 12 battles and treasure hoard.
   

Technical details and equipment suggestions can be found in each of the individual sections below.

 

Smoke Mountains - return

Basic Monsters:

 
Monster Lvl Exp Gold Life
Fire
Water
Wind
Ice
Earth
Energy
Light
Dark
Potion Chest
0
0
0
500
100
100
100
100
100
100
100
100
Firezard
0
60
15
50
0
120
90
120
100
90
100
100
Torch Foot
2
75
20
100
-50
120
70
140
100
100
100
100
Hell Hound
15
200
20
145
0
125
100
150
50
100
120
50
Magman
20
175
30
280
-100
110
100
150
70
70
70
70
Fire Golem
25
160
50
250
-10
140
90
140
60
90
90
90
Phoenix
26
150
35
320
-50
200
100
200
100
100
100
100
Average (6)  
136.7
28.3
                 

Boss Monsters:

 
Monster Lvl Exp Gold Life
Fire
Water
Wind
Ice
Earth
Energy
Light
Dark
Fire Cobra
35
175
40
350
-20
130
100
140
100
70
70
100
Ruby Golem
37
200
175
580
20
60
150
90
130
120
80
80
Fire Demon
50
575
75
820
-100
300
0
300
300
0
0
0
Chimera
60
562
150
630
80
100
240
240
80
100
80
200
Four Eyed Menace
63
650
200
500
60
60
150
140
60
140
60
120
Average (5)  
432.4
128.0
                 

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:

 
Monster Lvl Exp Gold Life
Fire
Water
Wind
Ice
Earth
Energy
Light
Dark
Potion Chest
0
0
0
500
100
100
100
100
100
100
100
100
Bandit
2
100
20
100
100
100
100
100
100
100
100
100
Crabee
5
100
20
100
100
100
100
100
25
150
100
100
Stone Golem
7
120
25
140
50
110
50
50
-10
50
100
100
Brigling
10
150
30
200
100
130
100
100
80
-20
80
80
Undead Wounded
13
130
20
130
80
80
80
80
80
80
150
0
Cyclops
15
200
50
225
101
102
104
103
105
106
107
122
Shevite
18
150
20
180
100
100
100
100
100
100
100
100
Sand Shark
25
200
50
330
80
150
110
150
80
-20
100
100
King Cobra
30
175
35
300
140
100
150
140
60
100
30
110
Average (9)  
147.2
30.0
                 

Boss Monsters:

 
Monster Lvl Exp Gold Life
Fire
Water
Wind
Ice
Earth
Energy
Light
Dark
Adalon
40
300
30
720
180
80
100
-20
100
100
-20
250
Minotaur Prime
60
625
300
740
130
100
140
100
80
100
100
90
Sphinx
61
650
175
750
50
150
50
150
150
50
50
150
Thunderbird
62
700
250
900
140
140
50
120
100
-20
90
90
Average (4)  
568.8
188.8
                 

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:

 
Monster Lvl Exp Gold Life
Fire
Water
Wind
Ice
Earth
Energy
Light
Dark
Potion Chest
0
0
0
500
100
100
100
100
100
100
100
100
Icezard
0
50
23
50
120
100
100
-10
100
100
100
100
Ice Golem
6
100
20
175
150
50
100
-10
100
100
100
100
Snow Warrior
8
150
31
180
150
10
50
0
100
120
150
100
Glayser
8
150
40
280
200
110
150
50
150
150
120
100
Two-Bears
15
120
75
220
110
60
100
20
100
100
80
80
Zeel
18
200
20
80
20
70
30
30
30
-100
30
30
Frost Giant
20
150
25
250
150
100
50
20
80
100
70
70
Average (7)  
131.4
33.4
                 

Boss Monsters:

 
Monster Lvl Exp Gold Life
Fire
Water
Wind
Ice
Earth
Energy
Light
Dark
Yeti
45
350
25
500
150
100
70
20
90
130
100
100
Ice Demon
50
375
50
550
200
0
50
-200
100
130
150
50
Tundra Reaver
54
625
50
550
200
80
100
20
90
140
100
100
Frosty the Snow Golem
55
500
50
550
150
110
100
40
100
120
130
90
Avalurch
65
625
200
880
180
70
100
-100
90
150
150
80
Centocor
74
750
400
1000
140
100
100
60
100
100
60
140
Average (5)  
537.5
130.8
                 

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:

 
Monster Lvl Exp Gold Life
Fire
Water
Wind
Ice
Earth
Energy
Light
Dark
Potion Chest
0
0
0
500
100
100
100
100
100
100
100
100
Vagaran
2
75
20
100
10
-100
100
100
100
150
120
120
Tadzard
3
100
25
65
0
-10
100
10
100
150
110
100
Snayl
4
80
30
120
90
90
130
90
90
120
90
90
Piranhas
5
100
25
100
0
50
100
90
100
200
100
100
Mermazon
15
120
50
170
110
-10
110
60
100
150
100
100
WhaleZard
15
150
30
100
100
50
100
100
100
140
100
100
Braken
35
400
50
440
50
-20
10
10
100
150
80
80
Average (7)  
146.4
32.9
                 

Boss Monsters:

 
Monster Lvl Exp Gold Life
Fire
Water
Wind
Ice
Earth
Energy
Light
Dark
Drakel Water Raider
30
200
60
540
140
50
100
50
100
150
100
80
Giant Nautoid
45
350
60
500
160
-10
100
120
100
-10
50
50
Gargel
52
500
100
680
140
20
130
90
100
200
100
100
Sea Titan
64
700
300
1000
130
-10
120
80
100
160
100
100
Average (4)  
437.5
130.0
                 

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:

 
Monster Lvl Exp Gold Life
Fire
Water
Wind
Ice
Earth
Energy
Light
Dark
Potion Chest
0
0
0
500
100
100
100
100
100
100
100
100
The Bloatt
5
120
26
135
100
130
100
100
100
150
100
135
Windzard
7
110
20
100
100
100
-100
100
100
150
50
50
Skyhunter
15
120
25
150
120
110
50
110
120
110
90
100
Young Minotaur
15
150
35
200
120
100
140
100
100
100
80
80
Dwarf Warrior
19
200
35
480
90
180
120
80
70
180
100
100
Griffin
25
250
20
280
80
200
80
100
75
150
100
90
Bright Sunray
26
150
35
180
80
80
80
80
80
80
-700
150
Average (7)  
157.1
28.0
                 

Boss Monsters:

 
Monster Lvl Exp Gold Life
Fire
Water
Wind
Ice
Earth
Energy
Light
Dark
Iron Golem
42
300
35
350
60
170
170
130
50
20
80
80
Cyclops Defender
56
625
120
630
100
100
100
120
80
100
70
140
Behemoth
65
625
200
980
90
90
200
90
70
180
90
90
The Roc
72
825
300
1000
120
90
-20
120
130
110
100
100
Average (4)  
593.8
163.8
                 

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:

 
Monster Lvl Exp Gold Life
Fire
Water
Wind
Ice
Earth
Energy
Light
Dark
Potion Chest
0
0
0
500
100
100
100
100
100
100
100
100
Deathwood
2
60
21
50
200
-10
100
100
100
100
50
100
Wasp Swarm
4
100
20
80
110
100
150
100
100
100
50
100
Zzott
4
100
20
100
100
140
90
110
100
-50
90
90
Arroc
4
100
23
75
110
90
90
90
100
110
90
90
Mud Golem
6
110
20
175
50
120
100
110
10
10
100
100
Gnarl
8
170
20
120
150
-30
90
110
110
100
60
100
Forest Demon
20
225
45
200
100
100
100
100
0
100
0
0
Grizzle
25
200
30
200
80
150
80
80
70
-50
80
80
Demon Tree
25
250
40
170
120
-50
100
100
100
100
50
100
Average (9)  
146.1
26.6
                 

Boss Monsters:

 
Monster Lvl Exp Gold Life
Fire
Water
Wind
Ice
Earth
Energy
Light
Dark
Emerald Golem
30
175
150
230
80
80
160
80
90
90
90
90
Gorarog
36
200
75
320
90
70
150
150
70
100
100
100
Greater WarBeast
50
500
70
550
60
100
100
100
100
60
110
110
Death Knight
66
800
150
475
60
50
60
50
80
60
100
-100
Average (4)  
418.8
111.3
                 

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.