2009-01-24, 03:17 PM
(This post was last modified: 2009-02-22, 04:14 PM by randompeep.)
Notice: If you came here for art, you will be sorely disappointed. I prefer the storywriting, anyhow. So, I don't think I will make further art aside from mini-maps. We'll see, though. 
For all effective purposes, this is complete. I will add mini maps and possibly some more Seos drawings, but don't expect much more in actual updates.
The Korilan Sea and Saravim Steppes part 1
Note: I think that's it on the maps for now. I already have a fairly large Hidden Street in the second part, anyways.

For all effective purposes, this is complete. I will add mini maps and possibly some more Seos drawings, but don't expect much more in actual updates.
Patch .37 Notes
MapleStory will be going through a scheduled Patch on Monday, February 16st, 2009.
This one involves the game servers, and it'll last for approximately 8 hours.
<MapleStory Patch>
- Server : All Game Servers
- Time : Monday, February 16th, 10:00 pm ~ 6:00 am PST
(Tuesday, February 17th, 6:00 pm ~ 2:00 am GMT)
The website will be available during the patch
-----------------------------------------------------------------
What is a Content Patch?
New content has to mesh well with our version, and since we have unique content, there?s always a possibility that it could affect another area of the game, so we have to test it. After we complete testing and everything is working, the game will be open to everyone.
Patch .37 will release Crimsonwood Keep I of Masteria, Elin Forest, Elin Forest Party Quest, and the new continent Helvetia.
This one involves the game servers, and it'll last for approximately 8 hours.
<MapleStory Patch>
- Server : All Game Servers
- Time : Monday, February 16th, 10:00 pm ~ 6:00 am PST
(Tuesday, February 17th, 6:00 pm ~ 2:00 am GMT)
The website will be available during the patch
-----------------------------------------------------------------
What is a Content Patch?
New content has to mesh well with our version, and since we have unique content, there?s always a possibility that it could affect another area of the game, so we have to test it. After we complete testing and everything is working, the game will be open to everyone.
Patch .37 will release Crimsonwood Keep I of Masteria, Elin Forest, Elin Forest Party Quest, and the new continent Helvetia.
Version History
[COLOR="Red"] Drawing Board 1: Finished Korilan Sea maps
rMS Tespia patch .01: Finished basic Saravim Steppes maps, adding HSs later.
rMST .02: Finished Unforgiving Trench monsters
rMST .03: Changed "Sparklerock" to Sparklero; edited Tube Worm spawn, added 2 maps
rMST .04: Added world map, one PA/ Spear Concept Drawing; corrected "bugs" in the .wz files (fixed mistakes)
rMST .05: added Aqui Outpost Grounds, NPCs, fixed bugs in .wz files
Drawing Board 2: Aqui Outpost concept art added
Drawing Board 3: Doubleheart Onyx Dagger concept added
rMST .06: Added Quests, Take 1; Monster ETC drops
Emergency rMST .07: Fixed bugs, corrected Shempa autoban glitch
rMST .08: Partial Burchin Exchange Quest code added, minor changes
rMST .09: added Mini Maps, Take 1; added Saravim Steppes and Korilan Sea descriptions
rMST .10: added Saravim Steppes monsters, RPMST Beta begins
rMST .11: added Quests, Take 2
rMST .12: implemented the first State of the Continent quest
rMST .13: added some of the story
rMST .14: Burchin EQ removed, added Quests, Take 3, renamed "A Roadblock?!" to "The South Border I", added Quotes to Story
rMST .15: extended Beta, added more story
rMST .16: reorganized Shannu info, implemented Seos info
rMST .17: strengthened Seos, added more story
Scrawling 1: The first of my Musings was added to Misc.
rMST .18: a few data changes, added Story, Pt. 6 and 7
Emergency rMST .19: Fixed The South Border I autoban, altered Seos attacks to reflect strengthening
rMST .20: minor data changes, added Hidden Street: Field of Valor and Mini Maps, Take II
Drawing Board 4: Seos attack drawing added
rMS .37: See Patch Notes
Drawing Board 5: Mini Maps Take 3 added[/COLOR]
rMS Tespia patch .01: Finished basic Saravim Steppes maps, adding HSs later.
rMST .02: Finished Unforgiving Trench monsters
rMST .03: Changed "Sparklerock" to Sparklero; edited Tube Worm spawn, added 2 maps
rMST .04: Added world map, one PA/ Spear Concept Drawing; corrected "bugs" in the .wz files (fixed mistakes)
rMST .05: added Aqui Outpost Grounds, NPCs, fixed bugs in .wz files
Drawing Board 2: Aqui Outpost concept art added
Drawing Board 3: Doubleheart Onyx Dagger concept added
rMST .06: Added Quests, Take 1; Monster ETC drops
Emergency rMST .07: Fixed bugs, corrected Shempa autoban glitch
rMST .08: Partial Burchin Exchange Quest code added, minor changes
rMST .09: added Mini Maps, Take 1; added Saravim Steppes and Korilan Sea descriptions
rMST .10: added Saravim Steppes monsters, RPMST Beta begins
rMST .11: added Quests, Take 2
rMST .12: implemented the first State of the Continent quest
rMST .13: added some of the story
rMST .14: Burchin EQ removed, added Quests, Take 3, renamed "A Roadblock?!" to "The South Border I", added Quotes to Story
rMST .15: extended Beta, added more story
rMST .16: reorganized Shannu info, implemented Seos info
rMST .17: strengthened Seos, added more story
Scrawling 1: The first of my Musings was added to Misc.
rMST .18: a few data changes, added Story, Pt. 6 and 7
Emergency rMST .19: Fixed The South Border I autoban, altered Seos attacks to reflect strengthening
rMST .20: minor data changes, added Hidden Street: Field of Valor and Mini Maps, Take II
Drawing Board 4: Seos attack drawing added
rMS .37: See Patch Notes
Drawing Board 5: Mini Maps Take 3 added[/COLOR]
The Korilan Sea and Saravim Steppes part 1
Intro
The Korilan Sea
The enormous Maple Sea had many names for various regions. Most of these were lost in the twin cataclysms of Masteria's disappearance and the Fall of the Fabled Continent, but one, the Korilan Sea, remained known, if only in Helvetia's legend as the ocean surrounding the Continent. The region near the Saravim Steppe shore is fairly tropical in nature, but it has been recently discovered that a trench separates this tropical shore from the rest of the Maple Sea. The Unforgiving Trench, as dubbed by the Aqui expedition, was never in Helvetia's legend, and the magical barrier that prevented the Nautilus from landing seemed to be emanating from the Trench. Perhaps in the future, more light can be shed on the Trench's origins...
Saravim Steppes
The Saravim Steppes are like Henesys, except the grass is a bit yellower. The Aqui expedition has set up an outpost on a crossroads with routes in three directions, aptly named Aqui Outpost. One route, the Road to Vorenthos, once led to that port city, but a cliff seems to have collapsed shortly before Vorenthos Delta is reached...
The Northeast route seems to be haunted by spirits of various kinds, and inhabited by strange crocodile relatives. The swamp beyond was entered by a few members of the expedition, but none ever returned...
The North route leads to Saravim, where the Archbishop of Helvetia is reputed to be found. The expedition is blocked by what appear to be bandits, who call themselves the Nighthawks. Whoever they are, they are very powerful (the Grunts are Lvl 120), and it is not outside the realm of possibility that these Nighthawks are more than what they seem...
The Northeast route seems to be haunted by spirits of various kinds, and inhabited by strange crocodile relatives. The swamp beyond was entered by a few members of the expedition, but none ever returned...
The North route leads to Saravim, where the Archbishop of Helvetia is reputed to be found. The expedition is blocked by what appear to be bandits, who call themselves the Nighthawks. Whoever they are, they are very powerful (the Grunts are Lvl 120), and it is not outside the realm of possibility that these Nighthawks are more than what they seem...
Maps
Maps
1. Aqua Road: Deserted Ocean Path I
Sea Jelly x10
NPC: Dolphin Taxi
Links to 2. A dolphin taxi takes you to Aquarium.
2.Aqua Road: Deserted Ocean Path II
Sea Jelly x5
Jellyfish x5
Dolphin x2
Links to 1 and 3.
3. Aqua Road: Deserted Ocean Path III
Dolphin x10
Swordfish x5
NPC: Shempa
Links to 2. If conditions are met, Shempa warps you to 4.
4. Aqua Road: Descent into the Trench
Swordfish x30
Links to 3 (one-way only) and 5.
5.Korilan Sea: The Unforgiving Trench I
Swordfish x20
Shark(2) x10
Giant Squid x1
Links to 4, 6, and 12.
6.Korilan Sea: The Unforgiving Trench II
Shark2 x20
Cold Shark2 x15
Giant Squid x1
Links to 5 and 7.
7. Korilan Sea: The Crushing Depths I
Shark2 x25
Cold Shark2 x 20
Hammerhead Shark x10
Krakling x3
Giant Squid x1
Links to 6, 8, and 13.
8. Korilan Sea: The Trench of Sharks
Cold Shark2 x 30
Hammerhead Shark x20
Krakling x5
Giant Squid x2
Links to 7, 9, 14, and 16
9. Korilan Sea: A Sea of Fish
Bluefin Tuna x50
Anglerfish x5
Giant Squid x2
Links to 8, 10, 14, and 16
10. Korilan Sea: The Crushing Depths II
Bluefin Tuna x 40
Anglerfish x 3
Giant Squid x1
Links to 9, 11, and 15
11. Korilan Sea: The Unforgiving Trench III
Bluefin Tuna x 40
Giant Squid x1
Links to 10 and 12
12. Korilan Sea: The Unforgiving Trench IV
Swordfish x30
Bluefin Tuna x 35
Links to 11 and 5.
13. Hidden Street: A Trench of Kraklings
Krakling x35
Giant Squid x1
Links with 7
14. Hidden Street: The Residence of Shannu
Giant Squid x5
Shannu x1
Links with 8 and 9
15. Hidden Street: A Lonely Light
Anglerfish x30
Giant Squid x1
Links with 10
16. Hidden Street: A Serene Path
Giant Squid x3
Links with 8, 9, 17, and 19
17. Korilan Sea: The Ever-Warming Waters
Giant Squid x2
Armored Krakling x15
Links with 16 and 18
18. Korilan Sea: The Vent of Steam
Armored Krakling x 30
Tube Worm x 10
Links with 17
19. Korilan Sea: An End to the Depths
Armored Krakling x 15
Poisonboom Urchling x 5
Links with 16 and 20
20. Korilan Sea: The Uplifting Tide
Poisonboom Urchling x5
Sevang x 20
Sparklerox10
Poison Boom x 5
Linked with 17 and 21
21. Saravim Steppes: The Distant Shore
Poison Boom x10
Sevang x 10
Sparklero x 3
Linked with 20 and 22
22. Saravim Steppes: Aqui Outpost Grounds
No monsters
NPCs: Asulo (Potion Seller), Tynd (Storage Keeper), Burchin
Consists of a pot store, and not much else. If you return scroll in the early part of Saravim Steppes though (as in, the part written here), you will return to Aqui.
Links with 21, 24, 30, and 34
23. Saravim Steppes: Aqui Outpost
No monsters
NPCs: Nytia, Tantther
Links with 22
24. Saravim Steppes: An Ominous Path I
Rattler x10
Links with 22 and 25
25. Saravim Steppes: An Ominous Path II
Rattler x15
Caiman x5
Links with 24 and 26
26. Saravim Steppes: An Ominous Path III
Caiman x15
Fallen Hero x5
Links with 25 and 27
27. Saravim Steppes: An Ominous Path IV
Komodo Dragon x10
Fallen Hero x15
Links with 26, 28, and 29
28. Hidden Street: A Disturbed Graveyard
Fallen Hero x25
Links with 27 and 29
29. Saravim Steppes: The Myre Edge
Komodo Dragon x15
Fallen Hero x20
Darkness Sprite x3
NPCs: Omar
Links with 27 and 28
30. Saravim Steppes: Road to Vorenthos I
Torchier x10
Prairie Rabbit x15
Links with 22 and 31
31. Saravim Steppes: Road to Vorenthos II
Torchier x15
Chinchilla x10
Links to 30, 32, and 33
32. Saravim Steppes: Collapsed Cliff
Chinchilla x15
Sniveler x10
NPC: Artur
Links to 31
33. Hidden Street: Sniveler's Hideout
Sniveler x20
Links to 31
34. Saravim Steppes: Road to Saravim I
Torchier x10
Links to 22 and 35
35. Saravim Steppes: Road to Saravim II
Torchier x10
Nighthawk Grunt x1 (rarely)
Links to 34 and 36
36. Saravim Steppes: The South Border I
Nighthawk Grunt x10
NPC: Seos
Links to 35
37. Hidden Street: Field of Valor
Nighthawk Grunt x5
Seos x1
Accesible only while on A Dispute~ Retribution or after Seos has been defeated the first time. Talk to Seos to enter. Drop a Fist of War on the portal platform to summon Seos.
1. Aqua Road: Deserted Ocean Path I
Sea Jelly x10
NPC: Dolphin Taxi
Links to 2. A dolphin taxi takes you to Aquarium.
2.Aqua Road: Deserted Ocean Path II
Sea Jelly x5
Jellyfish x5
Dolphin x2
Links to 1 and 3.
3. Aqua Road: Deserted Ocean Path III
Dolphin x10
Swordfish x5
NPC: Shempa
Links to 2. If conditions are met, Shempa warps you to 4.
4. Aqua Road: Descent into the Trench
Swordfish x30
Links to 3 (one-way only) and 5.
5.Korilan Sea: The Unforgiving Trench I
Swordfish x20
Shark(2) x10
Giant Squid x1
Links to 4, 6, and 12.
6.Korilan Sea: The Unforgiving Trench II
Shark2 x20
Cold Shark2 x15
Giant Squid x1
Links to 5 and 7.
7. Korilan Sea: The Crushing Depths I
Shark2 x25
Cold Shark2 x 20
Hammerhead Shark x10
Krakling x3
Giant Squid x1
Links to 6, 8, and 13.
8. Korilan Sea: The Trench of Sharks
Cold Shark2 x 30
Hammerhead Shark x20
Krakling x5
Giant Squid x2
Links to 7, 9, 14, and 16
9. Korilan Sea: A Sea of Fish
Bluefin Tuna x50
Anglerfish x5
Giant Squid x2
Links to 8, 10, 14, and 16
10. Korilan Sea: The Crushing Depths II
Bluefin Tuna x 40
Anglerfish x 3
Giant Squid x1
Links to 9, 11, and 15
11. Korilan Sea: The Unforgiving Trench III
Bluefin Tuna x 40
Giant Squid x1
Links to 10 and 12
12. Korilan Sea: The Unforgiving Trench IV
Swordfish x30
Bluefin Tuna x 35
Links to 11 and 5.
13. Hidden Street: A Trench of Kraklings
Krakling x35
Giant Squid x1
Links with 7
14. Hidden Street: The Residence of Shannu
Giant Squid x5
Shannu x1
Links with 8 and 9
15. Hidden Street: A Lonely Light
Anglerfish x30
Giant Squid x1
Links with 10
16. Hidden Street: A Serene Path
Giant Squid x3
Links with 8, 9, 17, and 19
17. Korilan Sea: The Ever-Warming Waters
Giant Squid x2
Armored Krakling x15
Links with 16 and 18
18. Korilan Sea: The Vent of Steam
Armored Krakling x 30
Tube Worm x 10
Links with 17
19. Korilan Sea: An End to the Depths
Armored Krakling x 15
Poisonboom Urchling x 5
Links with 16 and 20
20. Korilan Sea: The Uplifting Tide
Poisonboom Urchling x5
Sevang x 20
Sparklerox10
Poison Boom x 5
Linked with 17 and 21
21. Saravim Steppes: The Distant Shore
Poison Boom x10
Sevang x 10
Sparklero x 3
Linked with 20 and 22
22. Saravim Steppes: Aqui Outpost Grounds
No monsters
NPCs: Asulo (Potion Seller), Tynd (Storage Keeper), Burchin
Consists of a pot store, and not much else. If you return scroll in the early part of Saravim Steppes though (as in, the part written here), you will return to Aqui.
Links with 21, 24, 30, and 34
23. Saravim Steppes: Aqui Outpost
No monsters
NPCs: Nytia, Tantther
Links with 22
24. Saravim Steppes: An Ominous Path I
Rattler x10
Links with 22 and 25
25. Saravim Steppes: An Ominous Path II
Rattler x15
Caiman x5
Links with 24 and 26
26. Saravim Steppes: An Ominous Path III
Caiman x15
Fallen Hero x5
Links with 25 and 27
27. Saravim Steppes: An Ominous Path IV
Komodo Dragon x10
Fallen Hero x15
Links with 26, 28, and 29
28. Hidden Street: A Disturbed Graveyard
Fallen Hero x25
Links with 27 and 29
29. Saravim Steppes: The Myre Edge
Komodo Dragon x15
Fallen Hero x20
Darkness Sprite x3
NPCs: Omar
Links with 27 and 28
30. Saravim Steppes: Road to Vorenthos I
Torchier x10
Prairie Rabbit x15
Links with 22 and 31
31. Saravim Steppes: Road to Vorenthos II
Torchier x15
Chinchilla x10
Links to 30, 32, and 33
32. Saravim Steppes: Collapsed Cliff
Chinchilla x15
Sniveler x10
NPC: Artur
Links to 31
33. Hidden Street: Sniveler's Hideout
Sniveler x20
Links to 31
34. Saravim Steppes: Road to Saravim I
Torchier x10
Links to 22 and 35
35. Saravim Steppes: Road to Saravim II
Torchier x10
Nighthawk Grunt x1 (rarely)
Links to 34 and 36
36. Saravim Steppes: The South Border I
Nighthawk Grunt x10
NPC: Seos
Links to 35
37. Hidden Street: Field of Valor
Nighthawk Grunt x5
Seos x1
Accesible only while on A Dispute~ Retribution or after Seos has been defeated the first time. Talk to Seos to enter. Drop a Fist of War on the portal platform to summon Seos.
World Map
![[Image: Helvetiapt1map-1.jpg]](http://i329.photobucket.com/albums/l369/Elvarg27/Helvetiapt1map-1.jpg)
![[Image: Helvetiapt1map-1.jpg]](http://i329.photobucket.com/albums/l369/Elvarg27/Helvetiapt1map-1.jpg)
Mini Maps
In the process of making these...
Take 1
![[Image: HelvMiniMapsTakeI2.png]](http://i329.photobucket.com/albums/l369/Elvarg27/HelvMiniMapsTakeI2.png)
![[Image: HelvMiniMapsTakeI2.png]](http://i329.photobucket.com/albums/l369/Elvarg27/HelvMiniMapsTakeI2.png)
Take 2
![[Image: HelvMinimaps2.png]](http://i329.photobucket.com/albums/l369/Elvarg27/HelvMinimaps2.png)
![[Image: HelvMinimaps2.png]](http://i329.photobucket.com/albums/l369/Elvarg27/HelvMinimaps2.png)
Take 3
![[Image: HelvMinimaps3.png]](http://i329.photobucket.com/albums/l369/Elvarg27/HelvMinimaps3.png)
![[Image: HelvMinimaps3.png]](http://i329.photobucket.com/albums/l369/Elvarg27/HelvMinimaps3.png)
Note: I think that's it on the maps for now. I already have a fairly large Hidden Street in the second part, anyways.
Monsters
Korilan Sea to Helvetic Coast (End of the Depths)
Sea Jelly~ Level 85
HP:30000
MP:0
Avoid:10
KB:1000
EXP:1250
-An aquamarine blue slime, such that it can camoflage with the background. Unlike most other monsters in the ocean, it can't swim.
ETC: Slippery Liquid
Jellyfish~ Level 87
HP:34000
MP:200
Avoid:30
KB:1800
*Resistant to Fire, Lightning
-A step up from the Sea Jelly, the Jellyfish grew tentacles and can swim. Has a close range avoidable shock, and can throw an electric bolt at you.
ETC: Jellyfish Tentacle, Slippery Liquid
Dolphin~ Level 90
HP:45000
MP:340
Avoid:23
KB:1500
EXP:1900
*Resistant to Fire, Ice
-This dolphin is normally peaceful, but when attacked, it casts an ice spike to impale you, similar to Elquinnes.
ETC: Dolphin Tail, Dolphin Meat
Swordfish~ Level 90
HP:35000
MP:600
Avoid:20
KB:6000
EXP:2200
*Resistant to Fire
- Has a decent HP/ EXP ratio, but high KB plus a magic attack similar to Truckers but does 3500 damage, makes it exceedingly dangerous. Luckily its touch damage is nowhere near that high. It doesn't auto-aggro, but they can be accidentally hit in certain maps while trying to deal with the Giant Squid.
ETC: Swordfish Snout
Tube Worm~ Lvl 95
HP:47000
MP:0
Avoid:20
KB:-
EXP:4000
- A peculiar worm only found at the deepest part of the ocean. Seems like good experience for its level, but the fact that it always spawns on the volcanic vents, which do 1k damage and stun, and they are surrounded by Armored Kraklings, makes these training only for the insane.
ETC: Worm Remains, Worm Tube
Shark~ Level 100
HP:56000
MP:230
Avoid:38
KB:5500
EXP:3000
-Other than that it can swim freely, this Shark is identical to its Aqua Dungeon cousin, dispel, lousy drop rates, and all.
ETC: Shark Denture
Bluefin Tuna~ Level 97
HP:100000
MP:0
Avoid:30
KB:6500
EXP:3700
*Resistant to Fire, Ice
*Auto-Aggro*
-Tuna appear to have great EXP compared to its level, but the massive amount of HP, fairly high KB, and the unholy mobs they come in, makes them very hard to kill efficiently.
ETC: Tuna Meat
Cold Shark~ Level 102
HP:58500
MP:240
Avoid:38
KB:5500
EXP:3100
*Weak to Fire
*Resistant to Ice
-Again, same as their bretheren in Aqua Dungeon, except can freely swim.
ETC: Frozen Shark's Fin
Hammerhead Shark~ Level 104
HP:63250
MP:340
Avoid:42
KB:5800
EXP:3650
*Resistant to Fire, Ice
*Weak to Lightning
-A small step up from Cold Sharks, the Hammerhead can dispel, super weapon def up, and 1/1, along with the Jaw attack.
ETC: Hammerhead Head
Krakling~ Level 106
HP:67500
MP:470
Avoid:37
KB:5400
EXP:3900
*Resistant to Fire, Ice
*Immune to Poison, Lightning
- Looks like a combination of Risell and Lethal Squids, with one exception: instead of suckers, it has spikes growing out of its tentacles! Has the ink cloud of Risells, the slap of a Lethal (though even more damaging), can blow the spikes on its shell outward in a small circle (Like the Poopas of Aqua), and can throw a tentacle spike, either as a projectile or as an unavoidable. To compensate for all this, it has almost the same EXP as Thanatos, yet has less HP.
ETC: Krakling Tentacle, Krakling Spike
Anglerfish~ Level 106
HP:72000
MP:340
Avoid:43
KB:5500
EXP:3650
*Immune to Lightning
*Resistant to Fire, Ice
-Not too much notable. Can cast lightning similar to Tauromacis and has a close range bite attack.
ETC: Anglerfish's Light, Angler Jaws
Armored Krakling~ Lvl 108
HP:8500
MP:355
Avoid:33
KB:6100
EXP:4100
*Resistant to Wep. Atk, Ice, Fire
*Immune to Holy, Poison
-Identical to the Krakling in attacks, but has even more defense, plus a variety of resistances sure to put a thorn in someone's side.
ETC: Armored Krakling Shell, Krakling Spike
Giant Squid~ Lvl 110
HP:835000
MP:3500
Avoid:65
KB:8500
*Immune to Fire, Ice, Stun, Web
Serves as a mini boss for the trench, though not technically a boss. Has a stronger ink attack than Risells or Kraklings, a slap that will super kb and stun you, and a deadly "drill" ram where the squid will retract its tentacles and corkscrew into someone, doing 20000 damage and instantly kills you! Luckily, it can be easily dodged when you see it coming, and it never targets a stunned person. Still, it is hard to fight both the 5 Giant Squid and Shannu at the same time.
ETC: Giant Squid Tentacle, Giant Squid's Jaw
Shannu~ Level 115
HP:75,000,000
MP:12,000,000
Avoid:55
KB:560,000
EXP:3,500,000
Boss:1
*Immune to Rush's SKB
*Resistant to Fire, Ice
*Weak to Poison, Lightning
-The area boss of the Unforgiving Trench, Shannu is a killer whale. He cannot be KBed ever, not even with Rush, yet moves at 10 speed and is about the length of 2 Pap Clocks end to end, and as tall. 5 Giant Squids spawn with Shannu.
Attack 1: Turns around and hits anyone close by with his tail.
Attack 2: Same as above, but sends two Pianus-sized whirlpools in a straight line across the map.
Attack 3: Eats you for 50k.
Attack 4: Shoots an ice beam at a random player, but if hit while charging/firing it, he will turn to shoot the attacker, hitting anyone else in the arc. This ice beam can freeze you while also doing much damage, so avoid it at all costs!
Attack 5: Throws 1-3 Lightning Orbs that follow a random player. They do splash damage similar to Arrow Bomb's. Dissipates after 20 seconds.
Skill 1-5: Shannu's eyes glow a different color for each skill, which cast super wep def, super magic def, dispel, 1/1, and seduce, respectively.
Skill 6: Places a random status condition other than seduce on you, including zombify.
ETC: Shannu's Fin
Sea Jelly~ Level 85
HP:30000
MP:0
Avoid:10
KB:1000
EXP:1250
-An aquamarine blue slime, such that it can camoflage with the background. Unlike most other monsters in the ocean, it can't swim.
ETC: Slippery Liquid
Jellyfish~ Level 87
HP:34000
MP:200
Avoid:30
KB:1800
*Resistant to Fire, Lightning
-A step up from the Sea Jelly, the Jellyfish grew tentacles and can swim. Has a close range avoidable shock, and can throw an electric bolt at you.
ETC: Jellyfish Tentacle, Slippery Liquid
Dolphin~ Level 90
HP:45000
MP:340
Avoid:23
KB:1500
EXP:1900
*Resistant to Fire, Ice
-This dolphin is normally peaceful, but when attacked, it casts an ice spike to impale you, similar to Elquinnes.
ETC: Dolphin Tail, Dolphin Meat
Swordfish~ Level 90
HP:35000
MP:600
Avoid:20
KB:6000
EXP:2200
*Resistant to Fire
- Has a decent HP/ EXP ratio, but high KB plus a magic attack similar to Truckers but does 3500 damage, makes it exceedingly dangerous. Luckily its touch damage is nowhere near that high. It doesn't auto-aggro, but they can be accidentally hit in certain maps while trying to deal with the Giant Squid.
ETC: Swordfish Snout
Tube Worm~ Lvl 95
HP:47000
MP:0
Avoid:20
KB:-
EXP:4000
- A peculiar worm only found at the deepest part of the ocean. Seems like good experience for its level, but the fact that it always spawns on the volcanic vents, which do 1k damage and stun, and they are surrounded by Armored Kraklings, makes these training only for the insane.
ETC: Worm Remains, Worm Tube
Shark~ Level 100
HP:56000
MP:230
Avoid:38
KB:5500
EXP:3000
-Other than that it can swim freely, this Shark is identical to its Aqua Dungeon cousin, dispel, lousy drop rates, and all.
ETC: Shark Denture
Bluefin Tuna~ Level 97
HP:100000
MP:0
Avoid:30
KB:6500
EXP:3700
*Resistant to Fire, Ice
*Auto-Aggro*
-Tuna appear to have great EXP compared to its level, but the massive amount of HP, fairly high KB, and the unholy mobs they come in, makes them very hard to kill efficiently.
ETC: Tuna Meat
Cold Shark~ Level 102
HP:58500
MP:240
Avoid:38
KB:5500
EXP:3100
*Weak to Fire
*Resistant to Ice
-Again, same as their bretheren in Aqua Dungeon, except can freely swim.
ETC: Frozen Shark's Fin
Hammerhead Shark~ Level 104
HP:63250
MP:340
Avoid:42
KB:5800
EXP:3650
*Resistant to Fire, Ice
*Weak to Lightning
-A small step up from Cold Sharks, the Hammerhead can dispel, super weapon def up, and 1/1, along with the Jaw attack.
ETC: Hammerhead Head
Krakling~ Level 106
HP:67500
MP:470
Avoid:37
KB:5400
EXP:3900
*Resistant to Fire, Ice
*Immune to Poison, Lightning
- Looks like a combination of Risell and Lethal Squids, with one exception: instead of suckers, it has spikes growing out of its tentacles! Has the ink cloud of Risells, the slap of a Lethal (though even more damaging), can blow the spikes on its shell outward in a small circle (Like the Poopas of Aqua), and can throw a tentacle spike, either as a projectile or as an unavoidable. To compensate for all this, it has almost the same EXP as Thanatos, yet has less HP.
ETC: Krakling Tentacle, Krakling Spike
Anglerfish~ Level 106
HP:72000
MP:340
Avoid:43
KB:5500
EXP:3650
*Immune to Lightning
*Resistant to Fire, Ice
-Not too much notable. Can cast lightning similar to Tauromacis and has a close range bite attack.
ETC: Anglerfish's Light, Angler Jaws
Armored Krakling~ Lvl 108
HP:8500
MP:355
Avoid:33
KB:6100
EXP:4100
*Resistant to Wep. Atk, Ice, Fire
*Immune to Holy, Poison
-Identical to the Krakling in attacks, but has even more defense, plus a variety of resistances sure to put a thorn in someone's side.
ETC: Armored Krakling Shell, Krakling Spike
Giant Squid~ Lvl 110
HP:835000
MP:3500
Avoid:65
KB:8500
*Immune to Fire, Ice, Stun, Web
Serves as a mini boss for the trench, though not technically a boss. Has a stronger ink attack than Risells or Kraklings, a slap that will super kb and stun you, and a deadly "drill" ram where the squid will retract its tentacles and corkscrew into someone, doing 20000 damage and instantly kills you! Luckily, it can be easily dodged when you see it coming, and it never targets a stunned person. Still, it is hard to fight both the 5 Giant Squid and Shannu at the same time.
ETC: Giant Squid Tentacle, Giant Squid's Jaw
Shannu~ Level 115
HP:75,000,000
MP:12,000,000
Avoid:55
KB:560,000
EXP:3,500,000
Boss:1
*Immune to Rush's SKB
*Resistant to Fire, Ice
*Weak to Poison, Lightning
-The area boss of the Unforgiving Trench, Shannu is a killer whale. He cannot be KBed ever, not even with Rush, yet moves at 10 speed and is about the length of 2 Pap Clocks end to end, and as tall. 5 Giant Squids spawn with Shannu.
Attack 1: Turns around and hits anyone close by with his tail.
Attack 2: Same as above, but sends two Pianus-sized whirlpools in a straight line across the map.
Attack 3: Eats you for 50k.
Attack 4: Shoots an ice beam at a random player, but if hit while charging/firing it, he will turn to shoot the attacker, hitting anyone else in the arc. This ice beam can freeze you while also doing much damage, so avoid it at all costs!
Attack 5: Throws 1-3 Lightning Orbs that follow a random player. They do splash damage similar to Arrow Bomb's. Dissipates after 20 seconds.
Skill 1-5: Shannu's eyes glow a different color for each skill, which cast super wep def, super magic def, dispel, 1/1, and seduce, respectively.
Skill 6: Places a random status condition other than seduce on you, including zombify.
ETC: Shannu's Fin
Korilan Sea: Helvetic Coast (End of the Depths to Aqui Outpost)
Poisonboom Urchling~ Lvl 85
HP:5000
MP:300
Avoid:95
KB:-
EXP:1300
*Immune to Poison
-Do not be fooled by the low HP. The Urchling releases spines much like a Pinboom, except this one inflicts a poison doing 900 HP damage per 2 seconds, along with one other random status condition (except seal).
ETC: Poison Spine
Sevang~ Lvl 94
HP:49000
MP:250
Avoid:32
KB:4000
EXP:2650
*Weak to Lightning
-A lobster, possibly with some relation to Lorang and Clang. This one can use its claw to harm you.
ETC: Sevang Meat, Sevang Claw
Sparklero~ Lvl 97
HP:52000
MP:330
Avoid:37
KB:-
EXP:2800
*Resistant to Lightning
- A starfish with lightning powers similar to a Tauromaci. However, it can only hit within 100 range of it.
ETC: Sparklero's Arm
Poison Boom~ Lvl 102
HP:15000
MP:330
Avoid:45
KB:-
EXP:3700
*Auto-Aggro*
*Immune to Poison
-Has the same spine attack as the Urchling, but this one can launch spines too,in a long-range unavoidable. It will explode if you touch it, but the damage is not as devastating as Darkstars' or Blood Booms'.
ETC: Poison Spine, Poison Boom's Eye
Armored Krakling~ Lvl 108
HP:8500
MP:355
Avoid:33
KB:6100
EXP:4100
*Resistant to Wep. Atk, Ice, Fire
*Immune to Holy, Poison
-Identical to the Krakling in attacks, but has even more defense, plus a variety of resistances sure to put a thorn in someone's side.
ETC: Armored Krakling Shell, Krakling Spike
Poisonboom Urchling~ Lvl 85
HP:5000
MP:300
Avoid:95
KB:-
EXP:1300
*Immune to Poison
-Do not be fooled by the low HP. The Urchling releases spines much like a Pinboom, except this one inflicts a poison doing 900 HP damage per 2 seconds, along with one other random status condition (except seal).
ETC: Poison Spine
Sevang~ Lvl 94
HP:49000
MP:250
Avoid:32
KB:4000
EXP:2650
*Weak to Lightning
-A lobster, possibly with some relation to Lorang and Clang. This one can use its claw to harm you.
ETC: Sevang Meat, Sevang Claw
Sparklero~ Lvl 97
HP:52000
MP:330
Avoid:37
KB:-
EXP:2800
*Resistant to Lightning
- A starfish with lightning powers similar to a Tauromaci. However, it can only hit within 100 range of it.
ETC: Sparklero's Arm
Poison Boom~ Lvl 102
HP:15000
MP:330
Avoid:45
KB:-
EXP:3700
*Auto-Aggro*
*Immune to Poison
-Has the same spine attack as the Urchling, but this one can launch spines too,in a long-range unavoidable. It will explode if you touch it, but the damage is not as devastating as Darkstars' or Blood Booms'.
ETC: Poison Spine, Poison Boom's Eye
Armored Krakling~ Lvl 108
HP:8500
MP:355
Avoid:33
KB:6100
EXP:4100
*Resistant to Wep. Atk, Ice, Fire
*Immune to Holy, Poison
-Identical to the Krakling in attacks, but has even more defense, plus a variety of resistances sure to put a thorn in someone's side.
ETC: Armored Krakling Shell, Krakling Spike
Saravim Steppes, Part 1
Rattler~ Lvl 95
HP:55000
MP:213
Avoid:43
KB:5000
EXP:2400
*Immune to Poison
-This rattlesnake infests the Ominous Paths. Has a close range bite, which can poison you.
ETC: Snake Rattle, Rattler's Skin
Prairie Rabbit~ Lvl 95
HP:53000
MP:0
Avoid:32
KB:5000
EXP:2300
-A rabbit that wanders the plains on the road to Vorenthos.
ETC: Rabbit Fur
Torchier~ Lvl 97
HP:50000
MP:232
Avoid:22
KB:-
EXP:2300
*Resistant to Fire
*Weak to Ice
-A relative of Sparklero, Torchiers spew fire instead of lightning. Found along the coast on the first few maps out of Aqui Outpost.
ETC: Essence of Fire
Caiman~ Lvl 99
HP:62000
MP:232
Avoid:33
KB:6000
EXP:2900
-A distant relative of the Crocos and Ligators of Victoria, Caimans are far stronger. They can bite which can weaken you as well as doing a bit of damage.
ETC:Caiman Skin, Caiman Jaw
Chinchilla~ Lvl 100
HP:59000
MP:150
Avoid:37
KB:5500
EXP:3000
-Don't let its cuteness distract you; Chinchillas are among the strongest monsters in the Maple World. It can use a magic claw-like attack that does 1500 damage each! Luckily, the accuracy isn't the greatest.
ETC: Chinchilla Coat
Sniveler~ Lvl 102
HP:63000
MP:320
Avoid:53
KB:5000
EXP:3200
*Auto Aggro*
-This sneaky Chinchilla can actually steal your items, from that useless ETC, to that Onyx Apple you happen to be carrying! (One of a Kind items are not targeted.) It also has the magic claw, except this one does 2000 each, and even less accuracy.
ETC: Sniveler Whisker, Chinchilla Coat
Fallen Hero~ Lvl 103
HP:65000/ 59000 (Axe)
MP:230/ 314 (Axe)
Avoid:43
KB:6000
EXP:3300
*Undead*
*Resistant to Holy, Wep. Atk
-A fallen warrior of unknown affiliation, the Fallen Heroes now haunt the Ominous Paths, preying on those who dare to come. There are two variations, Sword Hero and Axe Hero. Both have a close range slash that can either SKB or stun, and the Axe Fallen Hero can also throw the axe! Both can also cast unavoidable spells of all 5 elements.
ETC: Sword of a Fallen Hero, Axe of a Fallen Hero, Seal of Velim
Komodo Dragon~ Lvl 106
HP:95000
MP:435
Avoid:33
KB:7000
EXP:4200
*Immune to Poison
*Resistant to Ice, Fire, Wep. Atk
-The feared Komodo Dragon has massive amounts of defense, and is not light on the attack, either. Has a close range claw and a long range spit, both of which can poison. Can charge up the claw to SKB and stun someone. Finally, it has an earthquake that deals 4k damage, so you probably need to avoid it.
ETC: Komodo Claw, Dragon Skin
Darkness Sprite~ Lvl 115
HP:120,000
MP:10,000
Avoid:54
KB:9000
EXP:15,000
*Immune to Holy M. Atk, Nightwalker Sprite, Rush
*Resistant to Fire, Ice, Lightning, Poison, Wep. Atk (one exception)
*Weak to Holy Wep. Atk
-A true Darkness Sprite, not the Poison Sprites that masquerade as Darkness Sprites and aid Nightwalkers. Their origin is unknown, but with their power comes defenses that only a Paladin knows how to truly pierce. Can cast Seal, Poison, Weaken, Stun + SKB, Seduce, Zombify, Super Wep. Def, and can even Magic Guard for 5 seconds. Casts the Magic Claw like Cygnus sprites do. Also has a Dark Lightning similar to Crimson Balrog's that hit 12 people for 2.5k each.
ETC: Heart of Darkness
Nighthawk Grunt~ Lvl 120
HP:115,000
MP:230
Avoid:47
KB:6000
EXP:6500
*Auto-Aggro*
-The lowest rank of the mysterious bandits known as the Nighthawks, they are still undeniably powerful. The assassin-like one can throw flurries of 3 Dark Steelies, and is jump-capable. The bandit-like one can slash three times, twice horizontally, and once vertically, which throws you upward, stunned. Beware, each attack is capable of killing even a DrK that is not properly prepared, especially if two attacks are done consecutively, because the Nighthawks can also block potion effects for 7 seconds, and this may be enough time for a combo attack to kill you.
ETC: Hawkling Badge
Seos~ Lvl 130
HP:110,000,000
MP:300,000
Avoid:43
KB:10000
EXP:20,000,000
Boss:1
*Summons Nighthawk Grunts*
The Captain of the Nighthawk South Border Guard, Seos is also a Deadeye Hawk, who are sharpshooters in the Nighthawk hierarchy. His attacks vary depending on his amount of health left. Also, Seos doesn't die when defeated; he merely teleports out.
Attack 1 (100%-10%): Fires an all-map Arrow Rain, which knocks you away from Seos.
Attack 2 (100%-10%): Fires an all-map Arrow Eruption, which knocks you toward Seos and stuns.
Attack 3 (100%-10%): (only used immediately after Attack 2) Lunges his crossbow forward in PKB style. This attack does 20k, so keep your distance!
Attack 4 (always): Lunges his crossbow forward in PKB style. It super-knockbacks, stuns, and poisons.
Attack 5 (90%-50%): Fires 10 arrows in rapid succession (almost Hurricane speed). Each arrow does 1.5k, so be ready to pot!
Attack 6 (90%-0%): Hurls a Javalin at a random player. Does 1k.
Attack 7 (70%-50%): Throws 2-3 Steelys with Letter Bombs attached. Bombs similar to Arrow Bomb, except with 3k splash!
Attack 8 (50%-10%): Hurls a Grenade at you. Bombs similar to Arrow Bomb, except with no varied damage, and hits for 10k. Unlike the Steelys, the Grenade is thrown in an arc, so it is relatively easy to avoid. (at least in theory
Attack 9 (50%-10%): Fires 20 arrows in succession. Each does 1.5k and poisons, with one that does a worse amount of damage than his PKB.
Attack 10 (50%-10%): Fires one arrow that Pierces like Iron Arrow. Hits 3k and stuns, so be ready!
Attack 11 (50%-10%): Takes three seconds to charge, then fires one arrow that works like Snipe; eat it, you die. To dodge, press down, or put a meatshield in front of you; it doesn't Pierce. Easy to anticipate, but only if you see Seos do the charge animation. Again, pay close attention!
Attack 12 (10%-0%): Charges up, then throws a lightning spear at you. It Pierces, and does 6k, but again, you can duck under it.
Attack 13 (10%-0%): Casts a wave of lightning that starts next to him, then surges forward at an unholy speed (~120 speed). Does 20k, but if you stand directly under the portal platform in the center, it can't hit you. It is imperative that you keep Seos out from under the platform during the last 1.1 million HP.
Attack 14 (10%-0%): Fires Snipe Arrows in Hurricane fashion. All of them can 1hko you, and you must duck to avoid them. Occassionally he will pause briefly. You move forward now, since he will resume firing arrows about 5 seconds after he stops. He will be moving when he stops, so don't run into him. As soon as he is hit, he will be stunned for 5 seconds, before PKBing you back.
Attack 15 (1%-0%): He will throw ever larger Grenades at you periodically; they will start at normal size, then double in size with each coming Grenade, each doing the corresponding damage. After ~5-7 bombs, even the portal platform won't be safe, and you will sustain 100,000 damage! (it was originally 10 quintillion, but I thought that was way too much overkill
He throws these Grenades about once per 2 minutes, so you have 10 minutes to wear down 1.1 mil HP. Keep in mind Attacks 12, 13, and 14 are still in effect...
Skill 1-4(100%-10%): Casts Blind, Slow, Curse, and Seduce.
Skill 5-9 (always): Casts Zombify, Seal, and Potion Block
Skill 10 (always): 1/1
Skill 11 (100%-5%, once per minute): heals 100k
Skill 12 (always): Summons 10 Nighthawk Grunts
ETC: Seal of Deadeye Hawk Captain Seos
Rattler~ Lvl 95
HP:55000
MP:213
Avoid:43
KB:5000
EXP:2400
*Immune to Poison
-This rattlesnake infests the Ominous Paths. Has a close range bite, which can poison you.
ETC: Snake Rattle, Rattler's Skin
Prairie Rabbit~ Lvl 95
HP:53000
MP:0
Avoid:32
KB:5000
EXP:2300
-A rabbit that wanders the plains on the road to Vorenthos.
ETC: Rabbit Fur
Torchier~ Lvl 97
HP:50000
MP:232
Avoid:22
KB:-
EXP:2300
*Resistant to Fire
*Weak to Ice
-A relative of Sparklero, Torchiers spew fire instead of lightning. Found along the coast on the first few maps out of Aqui Outpost.
ETC: Essence of Fire
Caiman~ Lvl 99
HP:62000
MP:232
Avoid:33
KB:6000
EXP:2900
-A distant relative of the Crocos and Ligators of Victoria, Caimans are far stronger. They can bite which can weaken you as well as doing a bit of damage.
ETC:Caiman Skin, Caiman Jaw
Chinchilla~ Lvl 100
HP:59000
MP:150
Avoid:37
KB:5500
EXP:3000
-Don't let its cuteness distract you; Chinchillas are among the strongest monsters in the Maple World. It can use a magic claw-like attack that does 1500 damage each! Luckily, the accuracy isn't the greatest.
ETC: Chinchilla Coat
Sniveler~ Lvl 102
HP:63000
MP:320
Avoid:53
KB:5000
EXP:3200
*Auto Aggro*
-This sneaky Chinchilla can actually steal your items, from that useless ETC, to that Onyx Apple you happen to be carrying! (One of a Kind items are not targeted.) It also has the magic claw, except this one does 2000 each, and even less accuracy.
ETC: Sniveler Whisker, Chinchilla Coat
Fallen Hero~ Lvl 103
HP:65000/ 59000 (Axe)
MP:230/ 314 (Axe)
Avoid:43
KB:6000
EXP:3300
*Undead*
*Resistant to Holy, Wep. Atk
-A fallen warrior of unknown affiliation, the Fallen Heroes now haunt the Ominous Paths, preying on those who dare to come. There are two variations, Sword Hero and Axe Hero. Both have a close range slash that can either SKB or stun, and the Axe Fallen Hero can also throw the axe! Both can also cast unavoidable spells of all 5 elements.
ETC: Sword of a Fallen Hero, Axe of a Fallen Hero, Seal of Velim
Komodo Dragon~ Lvl 106
HP:95000
MP:435
Avoid:33
KB:7000
EXP:4200
*Immune to Poison
*Resistant to Ice, Fire, Wep. Atk
-The feared Komodo Dragon has massive amounts of defense, and is not light on the attack, either. Has a close range claw and a long range spit, both of which can poison. Can charge up the claw to SKB and stun someone. Finally, it has an earthquake that deals 4k damage, so you probably need to avoid it.
ETC: Komodo Claw, Dragon Skin
Darkness Sprite~ Lvl 115
HP:120,000
MP:10,000
Avoid:54
KB:9000
EXP:15,000
*Immune to Holy M. Atk, Nightwalker Sprite, Rush
*Resistant to Fire, Ice, Lightning, Poison, Wep. Atk (one exception)
*Weak to Holy Wep. Atk
-A true Darkness Sprite, not the Poison Sprites that masquerade as Darkness Sprites and aid Nightwalkers. Their origin is unknown, but with their power comes defenses that only a Paladin knows how to truly pierce. Can cast Seal, Poison, Weaken, Stun + SKB, Seduce, Zombify, Super Wep. Def, and can even Magic Guard for 5 seconds. Casts the Magic Claw like Cygnus sprites do. Also has a Dark Lightning similar to Crimson Balrog's that hit 12 people for 2.5k each.
ETC: Heart of Darkness
Nighthawk Grunt~ Lvl 120
HP:115,000
MP:230
Avoid:47
KB:6000
EXP:6500
*Auto-Aggro*
-The lowest rank of the mysterious bandits known as the Nighthawks, they are still undeniably powerful. The assassin-like one can throw flurries of 3 Dark Steelies, and is jump-capable. The bandit-like one can slash three times, twice horizontally, and once vertically, which throws you upward, stunned. Beware, each attack is capable of killing even a DrK that is not properly prepared, especially if two attacks are done consecutively, because the Nighthawks can also block potion effects for 7 seconds, and this may be enough time for a combo attack to kill you.
ETC: Hawkling Badge
Seos~ Lvl 130
HP:110,000,000
MP:300,000
Avoid:43
KB:10000
EXP:20,000,000
Boss:1
*Summons Nighthawk Grunts*
The Captain of the Nighthawk South Border Guard, Seos is also a Deadeye Hawk, who are sharpshooters in the Nighthawk hierarchy. His attacks vary depending on his amount of health left. Also, Seos doesn't die when defeated; he merely teleports out.
Attack 1 (100%-10%): Fires an all-map Arrow Rain, which knocks you away from Seos.
Attack 2 (100%-10%): Fires an all-map Arrow Eruption, which knocks you toward Seos and stuns.
Attack 3 (100%-10%): (only used immediately after Attack 2) Lunges his crossbow forward in PKB style. This attack does 20k, so keep your distance!
Attack 4 (always): Lunges his crossbow forward in PKB style. It super-knockbacks, stuns, and poisons.
Attack 5 (90%-50%): Fires 10 arrows in rapid succession (almost Hurricane speed). Each arrow does 1.5k, so be ready to pot!
Attack 6 (90%-0%): Hurls a Javalin at a random player. Does 1k.
Attack 7 (70%-50%): Throws 2-3 Steelys with Letter Bombs attached. Bombs similar to Arrow Bomb, except with 3k splash!
Attack 8 (50%-10%): Hurls a Grenade at you. Bombs similar to Arrow Bomb, except with no varied damage, and hits for 10k. Unlike the Steelys, the Grenade is thrown in an arc, so it is relatively easy to avoid. (at least in theory

Attack 9 (50%-10%): Fires 20 arrows in succession. Each does 1.5k and poisons, with one that does a worse amount of damage than his PKB.
Attack 10 (50%-10%): Fires one arrow that Pierces like Iron Arrow. Hits 3k and stuns, so be ready!
Attack 11 (50%-10%): Takes three seconds to charge, then fires one arrow that works like Snipe; eat it, you die. To dodge, press down, or put a meatshield in front of you; it doesn't Pierce. Easy to anticipate, but only if you see Seos do the charge animation. Again, pay close attention!
Attack 12 (10%-0%): Charges up, then throws a lightning spear at you. It Pierces, and does 6k, but again, you can duck under it.
Attack 13 (10%-0%): Casts a wave of lightning that starts next to him, then surges forward at an unholy speed (~120 speed). Does 20k, but if you stand directly under the portal platform in the center, it can't hit you. It is imperative that you keep Seos out from under the platform during the last 1.1 million HP.
Attack 14 (10%-0%): Fires Snipe Arrows in Hurricane fashion. All of them can 1hko you, and you must duck to avoid them. Occassionally he will pause briefly. You move forward now, since he will resume firing arrows about 5 seconds after he stops. He will be moving when he stops, so don't run into him. As soon as he is hit, he will be stunned for 5 seconds, before PKBing you back.
Attack 15 (1%-0%): He will throw ever larger Grenades at you periodically; they will start at normal size, then double in size with each coming Grenade, each doing the corresponding damage. After ~5-7 bombs, even the portal platform won't be safe, and you will sustain 100,000 damage! (it was originally 10 quintillion, but I thought that was way too much overkill
He throws these Grenades about once per 2 minutes, so you have 10 minutes to wear down 1.1 mil HP. Keep in mind Attacks 12, 13, and 14 are still in effect...Skill 1-4(100%-10%): Casts Blind, Slow, Curse, and Seduce.
Skill 5-9 (always): Casts Zombify, Seal, and Potion Block
Skill 10 (always): 1/1
Skill 11 (100%-5%, once per minute): heals 100k
Skill 12 (always): Summons 10 Nighthawk Grunts
ETC: Seal of Deadeye Hawk Captain Seos
NPCs
~Dolphin Taxi
Deserted Ocean Path I
-Takes travelers to/from Aquarium for 20,000 mesos. Trip is instantaneous.
~Shempa (Dungeon Guide)
Deserted Ocean Path III
-Blocks entry of those not deemed worthy into the Unforgiving Trench.
~Asulo (Potion Seller)
Aqui Outpost Grounds
-Sells potions, similar to those found in NLC, except with no Return Scrolls, Arrows, or status healers. Starts with only the original KMS pots, but adds more as you help the outpost more (ie quest).
~Tynd (Storage Keeper)
Aqui Outpost Grounds
-Stores items and mesos like other banks, but charges 1000 mesos for each storage, instead of 100, to cover the cost of shipping it back.
~Tantther (Expedition Leader)
Aqui Outpost
-Starts/ continues several quests.
~Nytia (Expedition Member)
Aqui Outpost
-Quest giver
~Burchin (Item Trader)
Aqui Outpost Grounds
- No use as of this time, other than for quests.
~Seos (Nighthawk Officer)
The South Border I
-Involved in one quest line, as well as provides some info on the Nighthawks. Lets the party in to his own boss battle.
~Artur (Expedition Member)
Collapsed Cliff
-Involved in a quest
~Omar (Expedition Member)
The Myre Edge
-Involved in a quest.
Deserted Ocean Path I
-Takes travelers to/from Aquarium for 20,000 mesos. Trip is instantaneous.
~Shempa (Dungeon Guide)
Deserted Ocean Path III
-Blocks entry of those not deemed worthy into the Unforgiving Trench.
~Asulo (Potion Seller)
Aqui Outpost Grounds
-Sells potions, similar to those found in NLC, except with no Return Scrolls, Arrows, or status healers. Starts with only the original KMS pots, but adds more as you help the outpost more (ie quest).
~Tynd (Storage Keeper)
Aqui Outpost Grounds
-Stores items and mesos like other banks, but charges 1000 mesos for each storage, instead of 100, to cover the cost of shipping it back.
~Tantther (Expedition Leader)
Aqui Outpost
-Starts/ continues several quests.
~Nytia (Expedition Member)
Aqui Outpost
-Quest giver
~Burchin (Item Trader)
Aqui Outpost Grounds
- No use as of this time, other than for quests.
~Seos (Nighthawk Officer)
The South Border I
-Involved in one quest line, as well as provides some info on the Nighthawks. Lets the party in to his own boss battle.
~Artur (Expedition Member)
Collapsed Cliff
-Involved in a quest
~Omar (Expedition Member)
The Myre Edge
-Involved in a quest.
Quests
The State of the Continent
To Start: Talk to a specified NPC. (the NPC changes, but it tends to be Tantther or Nytia) Expires the day after the server check/ patch implements it.
To Complete: Listen to the speech (NPC dialogue), then open the UI for the Notepad given to you by the specified NPC. Choose the correct choices. You get a completed report. Deliver this to another NPC (Usually in Vic or Masteria). If you choose the wrong answers in the UI, you get a reward reduced by 90%! So actually pay attention!
Reward: ~100k - ~10mil EXP (depends on level)
Take 1
The Coded Letter: Lvl 70
To Start: Talk to Kyrin. She will give you a letter.
To Complete: Give the letter to Kenta.
Reward: EXP
Setting Up the Expedition: Lvl 71
To Start: Talk to Kenta. He will tell you he is setting up an expedition to Helvetia, but it will take time to complete preparations.
To Complete: Talk to Kenta again. He will ask you to find more info on the Fabled Continent's legend.
A prerequisite to all The Legend of Helvetia quests
The Legend of Helvetia- Alcaster
The Legend of Helvetia- (Your First Job Instructor)
The Legend of Helvetia- (Your Third Job Instructor)
The Legend of Helvetia- Lukan
To Start: Finish Setting up the Expedition
To Complete: Talk to each of the people listed. Each will speak a part of the Prologue, but Lukan will say a bit more.
Reward: EXP
The Expedition Set-off: Lvl 72
To Start: Finish "Legend of Helvetia"
To Complete: Talk to Kenta
Rewards: EXP, Access into the Deserted Ocean
Shempa's Test I: Lvl 85
To Start: Talk to Shempa at Deserted Ocean Path III
To Complete: Gather 200 each of Jellyfish Tentacles, Dolphin Tails, and Swordfish Snouts. Activates Shempa's Test II
Rewards: EXP
Notes: This quest is pretty hard, especially since the Swordfish can 1 hit kill you.
Shempa's Test II: Lvl 85
To Start: Complete Shempa's Test I
To Complete: You will be taken to a random Trench map. (the same as the normal ones except with no portals and altered spawns) You are then assigned to kill 100 of one of the monsters in there. (The monster you must kill is never over level 100, though the map might contain monsters that strong.) After you do so, a weakened Giant Squid spawns, and you must kill it. (The squid is lvl 100 and doesn't have the 1HKO drilling attack) You must solo this, as Shempa doesn't permit parties in.
Reward: EXP, Granted access to Unforgiving Trench
Notes: This quest almost certainly can't be beaten by a lvl 85. Consider waiting until mid-9x.
Supplying the Outpost I: Lvl 90
To Start: Talk to Nytia in Aqui Outpost
To Complete: Collect 200 Tuna Meat, and bring 1 Aquarium Supply Kit (from Kenta) to Nytia. Activates Supplying the Outpost II.
Reward: EXP, expands Asulo's inventory to include Supreme Pizzas and Grilled Cheese
Supplying the Outpost II: Lvl 90
To Start: Complete Supplying the Outpost I
To Complete: Collect 10 Anglerfish's Lights, 100 Sparklero's Arm , 10 Sevang Salads, and 3 Aquarium Supply Kits for Nytia. Activates Supplying the Outpost III
Reward: EXP, expands Asulo's inventory to include Barbarian Elixers and Sorceror Elixers
Supplying the Outpost III: Lvl 90
To Start: Complete Supplying the Outpost II
To Complete: Collect 300 Krakling Tentacle, 50 Armored Krakling Shell, 30 Sevang Salads, and 7 Aquarium Supply Kits for Nytia. Activates Supplying the Outpost IV
Reward: EXP, expands Asulo's inventory to include Mana Bulls, Honsters, and Ginger Ales
Supplying the Outpost IV: Lvl 90
To Start: Complete Supplying the Outpost III
To Complete: Gather 5 Giant Squid Tentacle, 300 Chinchilla Coats, 100 Caiman Skin, 150 Essence of Fire, and 10 Aquarium Supply Kits for Nytia.
Reward: EXP, expands Asulo's inventory to include Warrior, Thief, Wizard, and Archer Elixers
Crafting the Supply Kit
To Start: Talk to Kenta after starting Supplying the Outpost I, II, III, or IV.
To Complete: Collect various pieces of a supply kit, dropped by a specified monster in the Trench. (I: Swordfish/ II: Cold Shark/ III: Krakling/ IV: Armored Krakling)
Rewards: EXP, 1 Aquarium Supply Kit
Note: Repeatable immediately after finished, if you need another Kit.
The Recipe for Sevang Salad
To Start: Talk to Muse after starting Supplying the Outpost III or IV.
To Complete: Collect 100 Sevang Meat and 10 Salads
Rewards: EXP, 10 Sevang Salads
Note: Repeatable immediately after finished, if you need more Salads
To Start: Talk to Kyrin. She will give you a letter.
To Complete: Give the letter to Kenta.
Reward: EXP
Setting Up the Expedition: Lvl 71
To Start: Talk to Kenta. He will tell you he is setting up an expedition to Helvetia, but it will take time to complete preparations.
To Complete: Talk to Kenta again. He will ask you to find more info on the Fabled Continent's legend.
A prerequisite to all The Legend of Helvetia quests
The Legend of Helvetia- Alcaster
The Legend of Helvetia- (Your First Job Instructor)
The Legend of Helvetia- (Your Third Job Instructor)
The Legend of Helvetia- Lukan
To Start: Finish Setting up the Expedition
To Complete: Talk to each of the people listed. Each will speak a part of the Prologue, but Lukan will say a bit more.
Reward: EXP
The Expedition Set-off: Lvl 72
To Start: Finish "Legend of Helvetia"
To Complete: Talk to Kenta
Rewards: EXP, Access into the Deserted Ocean
Shempa's Test I: Lvl 85
To Start: Talk to Shempa at Deserted Ocean Path III
To Complete: Gather 200 each of Jellyfish Tentacles, Dolphin Tails, and Swordfish Snouts. Activates Shempa's Test II
Rewards: EXP
Notes: This quest is pretty hard, especially since the Swordfish can 1 hit kill you.
Shempa's Test II: Lvl 85
To Start: Complete Shempa's Test I
To Complete: You will be taken to a random Trench map. (the same as the normal ones except with no portals and altered spawns) You are then assigned to kill 100 of one of the monsters in there. (The monster you must kill is never over level 100, though the map might contain monsters that strong.) After you do so, a weakened Giant Squid spawns, and you must kill it. (The squid is lvl 100 and doesn't have the 1HKO drilling attack) You must solo this, as Shempa doesn't permit parties in.
Reward: EXP, Granted access to Unforgiving Trench
Notes: This quest almost certainly can't be beaten by a lvl 85. Consider waiting until mid-9x.
Supplying the Outpost I: Lvl 90
To Start: Talk to Nytia in Aqui Outpost
To Complete: Collect 200 Tuna Meat, and bring 1 Aquarium Supply Kit (from Kenta) to Nytia. Activates Supplying the Outpost II.
Reward: EXP, expands Asulo's inventory to include Supreme Pizzas and Grilled Cheese
Supplying the Outpost II: Lvl 90
To Start: Complete Supplying the Outpost I
To Complete: Collect 10 Anglerfish's Lights, 100 Sparklero's Arm , 10 Sevang Salads, and 3 Aquarium Supply Kits for Nytia. Activates Supplying the Outpost III
Reward: EXP, expands Asulo's inventory to include Barbarian Elixers and Sorceror Elixers
Supplying the Outpost III: Lvl 90
To Start: Complete Supplying the Outpost II
To Complete: Collect 300 Krakling Tentacle, 50 Armored Krakling Shell, 30 Sevang Salads, and 7 Aquarium Supply Kits for Nytia. Activates Supplying the Outpost IV
Reward: EXP, expands Asulo's inventory to include Mana Bulls, Honsters, and Ginger Ales
Supplying the Outpost IV: Lvl 90
To Start: Complete Supplying the Outpost III
To Complete: Gather 5 Giant Squid Tentacle, 300 Chinchilla Coats, 100 Caiman Skin, 150 Essence of Fire, and 10 Aquarium Supply Kits for Nytia.
Reward: EXP, expands Asulo's inventory to include Warrior, Thief, Wizard, and Archer Elixers
Crafting the Supply Kit
To Start: Talk to Kenta after starting Supplying the Outpost I, II, III, or IV.
To Complete: Collect various pieces of a supply kit, dropped by a specified monster in the Trench. (I: Swordfish/ II: Cold Shark/ III: Krakling/ IV: Armored Krakling)
Rewards: EXP, 1 Aquarium Supply Kit
Note: Repeatable immediately after finished, if you need another Kit.
The Recipe for Sevang Salad
To Start: Talk to Muse after starting Supplying the Outpost III or IV.
To Complete: Collect 100 Sevang Meat and 10 Salads
Rewards: EXP, 10 Sevang Salads
Note: Repeatable immediately after finished, if you need more Salads
Take 2
Burchin's Research on the Deserted Ocean: Lvl 85
To Start: Talk to Burchin
To Complete: Collect 50 of Mysterious Algae dropped by Sea Jelly, Jellyfish, and Dolphin.
Reward: EXP
Opening a Supply Line: Lvl 90
To Start: Talk to Tantther
To Complete: Kill 300 Sharks
Reward: EXP, Activates Securing the Supply Line
Securing the Supply Line: Lvl 90
To Start: Talk to Tantther
To Complete: Kill 500 Sharks and 300 Cold Sharks
Reward: EXP, Activates Securing the Supply Line-Continued and The Need for a Ship
Securing the Supply Line-Continued: Lvl 90
To Start: Talk to Tantther
To Complete: Kill 500 Sharks and 400 Cold Sharks
Reward: EXP
The Need for a Ship: Lvl 91
To Start: Talk to Tantther
To Complete: Kill Kraklings and gather 400 Supply Remnants
Reward: EXP, Activates The Magic Barrier: The Source
The Magic Barrier: The Source ~Lvl 92
To Start: Talk to Tantther, then Burchin. He will give a Magic Detector
To Complete: Kill 100 each of Shark, Cold Shark, Krakling, Anglerfish, Bluefin Tuna, and Armored Krakling, and 50 Tube Worms. Talk to Burchin, then Tantther.
Reward: EXP, Activates The Magic Barrier: Finding the Weak Point
The Magic Barrier: Finding the Weak Point~Lvl 92
To Start: Talk to Tantther
To Complete: Kill Krakling or Armored Krakling, find Piece of the Barrier, give it to Burchin
Reward: EXP, Activates Crafting the Bomb
Crafting the Bomb: Lvl 92
To Start: Talk to Tantther, then Burchin
To Complete: complete Crafting the Explosives, and collect 1 Mysterious Chemical from Snivelers. Talk to Burchin, who will give you a Treated Explosive.
Crafting the Explosives
To Start: Talk to Nytia
To Complete: Collect 100 Essence of Fire
Reward: EXP, 10 Explosives
The Magic Barrier: Shattering the Barrier ~Lvl 92
Requires Finding the Weak Point, Crafting the Bomb, and Burchin's Research on the Trench: the Wildlife completed; be in possession of the Treated Explosive
To Start: Talk to Tantther
To Complete: Drop the Treated Explosive on a certain place in Korilan Sea: The Vent of Steam. Return to Tantther.
Reward: EXP, a ship from Aqui Outpost to Victoria Island and NLC opened. This ship takes 5 minutes to reach Victoria, and 15 minutes to reach NLC. This ship is two-way from Vic, one-way from NLC. Leaves every 10 minutes.
Burchin's Research on the Trench: The Wildlife ~Lvl 90
To Start: Talk to Burchin
To Complete: Collect the Glowing Sample from Anglerfish, Strange Mutagen from Krakling and Armored Krakling, and 30 Worm Remains.
Reward: EXP, Activates Burchin's Research on the Trench: The Barrier
Burchin's Research on the Trench: The Barrier ~Lvl 90
To Start: Talk to Burchin. Must have Burchin's Research on the Trench: The Wildlife and Shattering the Barrier completed
To Complete: Retrive 10 Pieces of Magic from Cold Shark, 5 Contraption Gear from Armored Krakling, and 1 Sinister Contraption from Giant Squid.
Reward: EXP
To Start: Talk to Burchin
To Complete: Collect 50 of Mysterious Algae dropped by Sea Jelly, Jellyfish, and Dolphin.
Reward: EXP
Opening a Supply Line: Lvl 90
To Start: Talk to Tantther
To Complete: Kill 300 Sharks
Reward: EXP, Activates Securing the Supply Line
Securing the Supply Line: Lvl 90
To Start: Talk to Tantther
To Complete: Kill 500 Sharks and 300 Cold Sharks
Reward: EXP, Activates Securing the Supply Line-Continued and The Need for a Ship
Securing the Supply Line-Continued: Lvl 90
To Start: Talk to Tantther
To Complete: Kill 500 Sharks and 400 Cold Sharks
Reward: EXP
The Need for a Ship: Lvl 91
To Start: Talk to Tantther
To Complete: Kill Kraklings and gather 400 Supply Remnants
Reward: EXP, Activates The Magic Barrier: The Source
The Magic Barrier: The Source ~Lvl 92
To Start: Talk to Tantther, then Burchin. He will give a Magic Detector
To Complete: Kill 100 each of Shark, Cold Shark, Krakling, Anglerfish, Bluefin Tuna, and Armored Krakling, and 50 Tube Worms. Talk to Burchin, then Tantther.
Reward: EXP, Activates The Magic Barrier: Finding the Weak Point
The Magic Barrier: Finding the Weak Point~Lvl 92
To Start: Talk to Tantther
To Complete: Kill Krakling or Armored Krakling, find Piece of the Barrier, give it to Burchin
Reward: EXP, Activates Crafting the Bomb
Crafting the Bomb: Lvl 92
To Start: Talk to Tantther, then Burchin
To Complete: complete Crafting the Explosives, and collect 1 Mysterious Chemical from Snivelers. Talk to Burchin, who will give you a Treated Explosive.
Crafting the Explosives
To Start: Talk to Nytia
To Complete: Collect 100 Essence of Fire
Reward: EXP, 10 Explosives
The Magic Barrier: Shattering the Barrier ~Lvl 92
Requires Finding the Weak Point, Crafting the Bomb, and Burchin's Research on the Trench: the Wildlife completed; be in possession of the Treated Explosive
To Start: Talk to Tantther
To Complete: Drop the Treated Explosive on a certain place in Korilan Sea: The Vent of Steam. Return to Tantther.
Reward: EXP, a ship from Aqui Outpost to Victoria Island and NLC opened. This ship takes 5 minutes to reach Victoria, and 15 minutes to reach NLC. This ship is two-way from Vic, one-way from NLC. Leaves every 10 minutes.
Burchin's Research on the Trench: The Wildlife ~Lvl 90
To Start: Talk to Burchin
To Complete: Collect the Glowing Sample from Anglerfish, Strange Mutagen from Krakling and Armored Krakling, and 30 Worm Remains.
Reward: EXP, Activates Burchin's Research on the Trench: The Barrier
Burchin's Research on the Trench: The Barrier ~Lvl 90
To Start: Talk to Burchin. Must have Burchin's Research on the Trench: The Wildlife and Shattering the Barrier completed
To Complete: Retrive 10 Pieces of Magic from Cold Shark, 5 Contraption Gear from Armored Krakling, and 1 Sinister Contraption from Giant Squid.
Reward: EXP
Take 3
The Threat of the Squids I: Lvl 95
To Start: Talk to Tantther
To Complete: Kill 500 Kraklings and 300 Armored Kraklings
Rewards: EXP, Activates The Threat of the Squids II
The Threat of the Squids II: Lvl 95
To Start: Talk to Tantther
To Complete: Kill 1000 Kraklings and 700 Armored Kraklings
Rewards: EXP, 10 million mesos, Activates The Threat of the Squids III
The Threat of the Squids III: Lvl 95
To Start: Talk to Tantther
To Complete: Kill 1000 each of Kraklings and Armored Kraklings, and 10 Giant Squids
Rewards: EXP, 50 million mesos, Activates The Continuous Danger
The Continuous Danger: Lvl 95
To Start: Talk to Tantther
To Complete: Kill 20 Giant Squids
Rewards: EXP, 100 million mesos, Repeatable every 24 hours
A Whale of Trouble: Lvl 105
To Start: Talk to Tantther. Must have completed The Continuous Danger at least once.
To Complete: Kill Shannu once
Reward: EXP, 80 million mesos, Repeatable every 72 hours
An Inquiry into Helvetia I: Lvl 100
To Start: Talk to Burchin. Must have Shattering the Barrier and Burchin's Research on the Trench: The Barrier completed
To Complete: Collect 100 Sniveler Whiskers, then talk to Artur at Saravim Steppes: Collapsed Cliff, who will give you a letter. Give the Whiskers to Burchin, and the letter to Tantther.
Reward: EXP, Activates An Inquiry into Helvetia II
An Inquiry into Helvetia II: Lvl 100
To Start: Talk to Burchin
To Complete: Collect 30 Seals of Velim, talk to Omar at Saravim Steppes: The Myre Edge, who will give a letter, then return to Burchin and Tantther.
Reward: EXP, Activates An Inquiry into Helvetia III
An Inquiry into Helvetia III: Lvl 100
To Start: Talk to Tantther
To Complete: Defeat 100 Komodo Dragons and 2 Darkness Sprites, and collect 1 Heart of Darkness
Reward: EXP
A Dispute ~Negotiation: Lvl 110
To Start: Talk to Tantther
To Complete: Talk to Seos at Saravim Steppes: The South Border I
Reward: Activates A Dispute ~Retaliation
A Dispute ~Retaliation: Lvl 110
To Start: Talk to Seos
To Complete: Kill 50 Nighthawk Grunts, then talk to Tantther
Reward: EXP, Activates A Dispute ~Retribution
A Dispute ~Retribution: Lvl 110
To Start: Talk to Tantther
To Complete: Defeat Seos, bring the Seal of Deadeye Hawk Captain Seos he drops to Tantther.
Rewards: EXP, Needs to be completed to start Saravim Steppes Pt. 2 quests
The Threat of the Squids I: Lvl 95
To Start: Talk to Tantther
To Complete: Kill 500 Kraklings and 300 Armored Kraklings
Rewards: EXP, Activates The Threat of the Squids II
The Threat of the Squids II: Lvl 95
To Start: Talk to Tantther
To Complete: Kill 1000 Kraklings and 700 Armored Kraklings
Rewards: EXP, 10 million mesos, Activates The Threat of the Squids III
The Threat of the Squids III: Lvl 95
To Start: Talk to Tantther
To Complete: Kill 1000 each of Kraklings and Armored Kraklings, and 10 Giant Squids
Rewards: EXP, 50 million mesos, Activates The Continuous Danger
The Continuous Danger: Lvl 95
To Start: Talk to Tantther
To Complete: Kill 20 Giant Squids
Rewards: EXP, 100 million mesos, Repeatable every 24 hours
A Whale of Trouble: Lvl 105
To Start: Talk to Tantther. Must have completed The Continuous Danger at least once.
To Complete: Kill Shannu once
Reward: EXP, 80 million mesos, Repeatable every 72 hours
An Inquiry into Helvetia I: Lvl 100
To Start: Talk to Burchin. Must have Shattering the Barrier and Burchin's Research on the Trench: The Barrier completed
To Complete: Collect 100 Sniveler Whiskers, then talk to Artur at Saravim Steppes: Collapsed Cliff, who will give you a letter. Give the Whiskers to Burchin, and the letter to Tantther.
Reward: EXP, Activates An Inquiry into Helvetia II
An Inquiry into Helvetia II: Lvl 100
To Start: Talk to Burchin
To Complete: Collect 30 Seals of Velim, talk to Omar at Saravim Steppes: The Myre Edge, who will give a letter, then return to Burchin and Tantther.
Reward: EXP, Activates An Inquiry into Helvetia III
An Inquiry into Helvetia III: Lvl 100
To Start: Talk to Tantther
To Complete: Defeat 100 Komodo Dragons and 2 Darkness Sprites, and collect 1 Heart of Darkness
Reward: EXP
A Dispute ~Negotiation: Lvl 110
To Start: Talk to Tantther
To Complete: Talk to Seos at Saravim Steppes: The South Border I
Reward: Activates A Dispute ~Retaliation
A Dispute ~Retaliation: Lvl 110
To Start: Talk to Seos
To Complete: Kill 50 Nighthawk Grunts, then talk to Tantther
Reward: EXP, Activates A Dispute ~Retribution
A Dispute ~Retribution: Lvl 110
To Start: Talk to Tantther
To Complete: Defeat Seos, bring the Seal of Deadeye Hawk Captain Seos he drops to Tantther.
Rewards: EXP, Needs to be completed to start Saravim Steppes Pt. 2 quests
The State of the Continent
To Start: Talk to a specified NPC. (the NPC changes, but it tends to be Tantther or Nytia) Expires the day after the server check/ patch implements it.
To Complete: Listen to the speech (NPC dialogue), then open the UI for the Notepad given to you by the specified NPC. Choose the correct choices. You get a completed report. Deliver this to another NPC (Usually in Vic or Masteria). If you choose the wrong answers in the UI, you get a reward reduced by 90%! So actually pay attention!
Reward: ~100k - ~10mil EXP (depends on level)
Story
Prologue
Helvetia was thought of as a paradise; not perfect, but as close to one as could be in the Maple World. The continent was peaceful, and held neutral status during the first breakout of war against the Black Magician. This is not to say it was weak; the Archbishops of Saravim, the hardy sailors of Vorenthos, the Rafflesian Grays of the Baguin Crater Basin, and the Knights of Korilia, the center city of Helvetia, were reputed as extremely powerful, and the only ones powerful enough to think of defeating the Black Magician, especially after "the Alchemist" spirited away Masteria for 5000 years.
But, success was not to be. Some time after Masteria's disappearance, a mysterious force equally as powerful as those in Helvetia landed on the Fabled Continent. Contact between Vorenthos and Korilia was lost, and soon even Vorenthos no longer communicated with Magatia, then the only city in Ossyria. Rumors abounded, from a great explosion in Korilia, to the dethroning of King Velim, the monarch of Korilia and of Helvetia. However, with Ossyria on the rise, no further knowledge on Helvetia's condition, and no further attacks from the Black Magician, thoughts about Helvetia and Masteria faded, their names becoming legends in the Maple World.
Until now. The Nautilus sighted a distant continent far from Ossyria, while searching for the Black Magician. They were not able to approach futher, as a magic barrier prevented them from landing. But, the legend of Helvetia became real once more, though the Nautilus would not return to Victoria for some time yet. Now, though, Kenta of Aquarium has received Kyrin's information, and sent an expedition to Helvetia. Now is the time for Maplers to retake the Fabled Continent! But be careful what you wish for...
But, success was not to be. Some time after Masteria's disappearance, a mysterious force equally as powerful as those in Helvetia landed on the Fabled Continent. Contact between Vorenthos and Korilia was lost, and soon even Vorenthos no longer communicated with Magatia, then the only city in Ossyria. Rumors abounded, from a great explosion in Korilia, to the dethroning of King Velim, the monarch of Korilia and of Helvetia. However, with Ossyria on the rise, no further knowledge on Helvetia's condition, and no further attacks from the Black Magician, thoughts about Helvetia and Masteria faded, their names becoming legends in the Maple World.
Until now. The Nautilus sighted a distant continent far from Ossyria, while searching for the Black Magician. They were not able to approach futher, as a magic barrier prevented them from landing. But, the legend of Helvetia became real once more, though the Nautilus would not return to Victoria for some time yet. Now, though, Kenta of Aquarium has received Kyrin's information, and sent an expedition to Helvetia. Now is the time for Maplers to retake the Fabled Continent! But be careful what you wish for...
Pre-Helvetia and Korilan Sea
Part 1
One day, the traveler received a message from Kyrin, the Nautilus captain. She had some urgent news which she wanted to pass on to Kenta in Aquarium. The traveler, realizing the urgency of the news, decided to take the news and tell Kenta himself, so Kyrin would not have to leave the Nautilus. Kyrin, grateful for the traveler's help, gave him a letter. She also told him not to open it, as the information inside was very important, and she wanted as few people as possible to know the letter's contents. The traveler agreed, and quickly set off for Aquarium.
Some time later, the traveler was in Aquarium and gave the letter to Kenta. Kenta seemed astonished, and quickly told the traveler why.
Some time later, Kenta notified the traveler that a search party had found something. Excited, the traveler rushed to Aquarium. Kenta warned that what they had found could potentially be very dangerous, but the traveler was not listening and hopped onto the next Dolphin Taxi...
Some time later, the traveler was in Aquarium and gave the letter to Kenta. Kenta seemed astonished, and quickly told the traveler why.
A story within a story...
Kenta had reason to believe, based on the coordinates, that the continent could be reached from Aquarium. Unfortunately, a crucial coordinate was too worn to be read, so Kenta would have to send expeditions in a grid pattern, until they find something. He told the traveler that while he was setting up and sending out search expeditions, the traveler could find out more about Helvetia, as the legend was no longer told much, and only those alive while it was known to exist, or remember the legend, can provide the much needed background. He suggest four people: the traveler's first and third job instructors, Alcaster, and Lukan of the Stormcaster Knights. Intrigued, the traveler set out to find them.
While on its mission to find the Black Magician, the Nautilus had sighted land of an unknown continent. They were prevented from landing on the continent by a strange force, but nonetheless recorded the incident in their logs. Kyrin speculated on what continent it could possibly be. The most likely answer to her was the Fabled Continent, Helvetia! However, it would be a few years before the Nautilus would land in Victoria, so the incident was forgotten, until recently, when Black Bark was reviewing the log, and found the record. He passed the info to Kyrin, who then made the transmission to the traveler.
Alcaster
Alcaster, thoughtful as always in his home in El Nath, listened patiently to the traveler's retellings of recent events. Afterwards, Alcaster told the traveler some of Helvetia's history, though he did say that many details slipped through his memory...
There were three cities that he could think of: Saravim, a strongly religious city with its Archbishop at its head; Vorenthos, its courageous sailors braving the wild seas; and Korilia, its venerable Knights defending it from those who wished ill fortune on the continent. All surrounded by the Korilan Sea, a mythical ocean, said to have many secrets hiding under the waves. Alcaster also remembered hearing some calamity befalling Helvetia, but as to what it was, he just could not remember...
There were three cities that he could think of: Saravim, a strongly religious city with its Archbishop at its head; Vorenthos, its courageous sailors braving the wild seas; and Korilia, its venerable Knights defending it from those who wished ill fortune on the continent. All surrounded by the Korilan Sea, a mythical ocean, said to have many secrets hiding under the waves. Alcaster also remembered hearing some calamity befalling Helvetia, but as to what it was, he just could not remember...
Third Job Instructor
The traveler then visited his third job instructor. To his surprise, she did know something about the Fabled Continent, though precious little...
Helvetia was the paradise of the Maple World. Whereas Ossyria was a place of chaos and Masteria attracted many willing to learn, Helvetia was a place to settle, far removed from the wars that engulfed first one, then two continents. That was not to say that it was defenseless; on the contrary, it was perhaps the most powerful of all the continents. It had to be, for after Crimsonwood Keep fell, the Knights of Korilia were the last to prevent the Black Magician and the Alchemist from taking over the Maple World. They managed to keep peace in Ossyria long enough for it to establish itself, when some disaster, lost to the ripples of time, sundered the Fabled Continent. It was then said that some dark force seeped into Helvetia, claiming its bastions as its own...
Helvetia was the paradise of the Maple World. Whereas Ossyria was a place of chaos and Masteria attracted many willing to learn, Helvetia was a place to settle, far removed from the wars that engulfed first one, then two continents. That was not to say that it was defenseless; on the contrary, it was perhaps the most powerful of all the continents. It had to be, for after Crimsonwood Keep fell, the Knights of Korilia were the last to prevent the Black Magician and the Alchemist from taking over the Maple World. They managed to keep peace in Ossyria long enough for it to establish itself, when some disaster, lost to the ripples of time, sundered the Fabled Continent. It was then said that some dark force seeped into Helvetia, claiming its bastions as its own...
First Job Instructor
The traveler flew to Victoria, where he met his first job instructor. He had little to add to what was already told, but there was this last tidbit:
"Korilia was the last of the four fortresses of power. The aptly named Knightmare Bastion was already the Black Magician's castle, but then first the Awakening Forest Citadel, then Crimsonwood Keep fell. Losing Korilan Keep would be the same as losing all of Ossyria, their combined power was so great."
It was never known if Korilia fell to the Black Magician, or if it was simply abandoned. One thing is for sure, we may never be able to reclaim all that was lost with the fall of Crimsonwood and Korilia. The Awakening Forest Citadel was mostly separate from the world, but all the technological advancements of Korilia and Crimsonwood... the loss is so great it's unimaginable...
"Korilia was the last of the four fortresses of power. The aptly named Knightmare Bastion was already the Black Magician's castle, but then first the Awakening Forest Citadel, then Crimsonwood Keep fell. Losing Korilan Keep would be the same as losing all of Ossyria, their combined power was so great."
It was never known if Korilia fell to the Black Magician, or if it was simply abandoned. One thing is for sure, we may never be able to reclaim all that was lost with the fall of Crimsonwood and Korilia. The Awakening Forest Citadel was mostly separate from the world, but all the technological advancements of Korilia and Crimsonwood... the loss is so great it's unimaginable...
Lukan
After listening, the traveler was moved, even disturbed that evil could be such to massacre a continent. However, Kenta's expeditions had not found anything of note yet, and the traveler had not much to do but train for the time when they do return...
The traveler then visited Lukan, who had set up camp deep within the Phantom Forest. Lukan was surprised to find that Helvetia was lost; despite the fact that he himself witnessed Crimsonwood's fall, he still found that Helvetia falling was the last thing to occur to him. Since the traveler came all this way, Lukan agreed to tell something from the past...
What they didn't tell in the legends was that Helvetia also had most of the Maple World's population, including most of its Maplers. When the last contact with Vorenthos was lost, Ossyria would have sustained a crippling blow, a blow that they are just recovering from now. The Stormcasters and Windreavers had many allies within Korilia, and often relied on each other when the Black Magician or Alchemist attacked Masteria or Helvetia. When Crimsonwood fell, it is fully possible that their Korilan allies were not able to withstand sustained attacks from the Black Magician, since the Alchemist had removed their allies from the Maple World, and now the Black Magician could now focus his attacks on Korilia. The loss of the Awakening Forest Citadel further weakened Korilia. The Korilans were strong, to be sure, but sustaining an onslaught from those that control three of four citadels of power, may have been too much...
What they didn't tell in the legends was that Helvetia also had most of the Maple World's population, including most of its Maplers. When the last contact with Vorenthos was lost, Ossyria would have sustained a crippling blow, a blow that they are just recovering from now. The Stormcasters and Windreavers had many allies within Korilia, and often relied on each other when the Black Magician or Alchemist attacked Masteria or Helvetia. When Crimsonwood fell, it is fully possible that their Korilan allies were not able to withstand sustained attacks from the Black Magician, since the Alchemist had removed their allies from the Maple World, and now the Black Magician could now focus his attacks on Korilia. The loss of the Awakening Forest Citadel further weakened Korilia. The Korilans were strong, to be sure, but sustaining an onslaught from those that control three of four citadels of power, may have been too much...
Some time later, Kenta notified the traveler that a search party had found something. Excited, the traveler rushed to Aquarium. Kenta warned that what they had found could potentially be very dangerous, but the traveler was not listening and hopped onto the next Dolphin Taxi...
Part 2
The Taxi dropped the traveler off in a strangely empty sea, where the only creature he saw was a curious aquamarine-blue slime. He thought nothing of the matter, until he found similar slimes, but with tentacles that gave him nasty jolts. Suddenly alert, he rushed onward, until he was at the very edge of a deep trench. He was surprised to see that a powerful bowman was blocking entrance. After a quick talk, the bowman introduced himself as Shempa, an expedition member here to prevent everyone from flooding the entrance. "Most of these adventurers have more spirit and enthusiasm than actual experience," he said, "so what makes you any different?" The traveler wanted to prove his worth, so Shempa first gave him a task of collecting pieces of the local wildlife. "If you're so strong, this should be an easy task." It was a simple task, indeed, for the traveler; sure, he chanced death fighting the Swordfish, but nothing hard, really. Shempa realized that the traveler was exceptionally strong, but he was not yet sure that he could defend himself. "This trench here is dubbed by us expedition members as the Unforgiving Trench. It's not named that for nothing; there are quite some strong beasts down there. Unfortunately, we can't just swim over it, so if you want to reach Helvetia, you will need to traverse it. I'm not confident you can do that." So Shempa assigned the traveler to kill 100 of the monster he specified. "I admit, it isn't easy, but this is the test. You wanna travel to Helvetia, eh? This is what you need to do!" He did so, but towards the end, a Giant Squid popped out of nowhere! Shempa ordered him to slay it too, for good measure. The traveler managed to defeat the savage beast, and Shempa relented and granted him access to the Unforgiving Trench. "You may want more potions, though; the beasties down there will probably slay you with less. Up to you, though!"
Part 3
Finally, after much pain on the traveler's part, he finally stumbled out of the Trench and the Korilan Sea's merciless waves onto a curiously familiar shore. He then sighted the expedition's outpost, and headed that way. He met Burchin, a slightly eccentric researcher from Omega Sector; Asulo, Aqui Outpost's resident potion seller; Tynd, a storage keeper; went inside the fort, and met Tantther, expedition leader; and Nytia, second-in-command. Tantther seemed to be quite busy at the current time, so the traveler chatted with Nytia instead. She did not seem to be amused, and ordered the traveler to go gather the supplies the Outpost desperately needed. Since she was his superior, the traveler had no choice but to agree. Making a few trips to Aquarium for some Supply Kits, the traveler gathered the materials, and came back to Nytia. Surprised, she gave the traveler a harder supply mission. And so she did for 2 more times, and the traveler obediently gathered all the materials, making many, many trips to Aquarium and back. Nytia was not really expecting so many supply convoys in so short a time, so she agreed to mention the traveler to Tantther. The traveler, exhausted from all the work, took a break, and talked to Asulo. He was surprised to find that Asulo had much more stock and variety of potions then he did when the traveler first arrived on Helvetia. "It's all thanks to you, buddy. Your supply missions, as tedious as they are, are crucial to Tantther and the rest of us. It would be rude of us to not offer something in return. So, you want more cheese on that Supreme Pizza?"
Part 4
The traveler then had a quick chat with Burchin, who mentioned that he was trying to research on the monsters of the Korilan Sea, but it was a difficult task when he couldn't kill any of them. The traveler agreed to help him, and fetched everything that Burchin needed. Burchin mentioned that he might need more help in the future...
Some time later, Burchin gave the traveler another notice. He was doing some research into the Unforgiving Trench, but once more, he needed help. The traveler again fetched the items, and Burchin, surprised at how fast the traveler did the job, agreed that he would also recommend him to Tantther...
Soon, Tantther called for the traveler to a meeting with him. Tantther had many concerns at the moment, but his most pressing one was supplying Aqui Outpost. Despite the traveler's and other's hard work, they were already quickly running out of supplies. Tantther did not want to rely on the traveler forever, so he asked the traveler if he could clear a supply line through the Unforgiving Trench. Though it would not be an easy task, the traveler agreed. At the moment, Sharks plagued the Trench, and the traveler would take those out first. Soon however, it became obvious that even after they were killed, they quickly came back, and the supply line was just as unsecure as before. Also, after a few convoys attempted a run through the Trench, the mysterious Squids known as Kraklings also began to attack the convoys in greater numbers and ferocity than before. After the traveler killed a great number of Sharks and Kraklings, it became obvious to both him and Tantther that this would not be the way to get supplies to Aqui; yet, ships could not reach Helvetia due to the same magic barrier that prevented the Nautilus from landing on the Saravim shore....
Some time later, Burchin gave the traveler another notice. He was doing some research into the Unforgiving Trench, but once more, he needed help. The traveler again fetched the items, and Burchin, surprised at how fast the traveler did the job, agreed that he would also recommend him to Tantther...
Soon, Tantther called for the traveler to a meeting with him. Tantther had many concerns at the moment, but his most pressing one was supplying Aqui Outpost. Despite the traveler's and other's hard work, they were already quickly running out of supplies. Tantther did not want to rely on the traveler forever, so he asked the traveler if he could clear a supply line through the Unforgiving Trench. Though it would not be an easy task, the traveler agreed. At the moment, Sharks plagued the Trench, and the traveler would take those out first. Soon however, it became obvious that even after they were killed, they quickly came back, and the supply line was just as unsecure as before. Also, after a few convoys attempted a run through the Trench, the mysterious Squids known as Kraklings also began to attack the convoys in greater numbers and ferocity than before. After the traveler killed a great number of Sharks and Kraklings, it became obvious to both him and Tantther that this would not be the way to get supplies to Aqui; yet, ships could not reach Helvetia due to the same magic barrier that prevented the Nautilus from landing on the Saravim shore....
Part 5
The magic barrier must have been emitting from somewhere in the Unforgiving Trench, of that much Tantther was certain of. What he didn't know was where in the Trench it was. He decided to refer him to Burchin, who might know more about how to detect magic. Indeed, he did, as he gave the traveler a Magic Detector. The traveler then set off to kill a small amount of everything in the trench. Afterwards, Burchin interpreted the data in the Detector as the magic residue coming from the Kraklings and their even tougher cousins, the Armored Kraklings...
Tantther had just received a report that the magic barrier's power had decreased, though so very slightly that if the traveler had not been there with the Detector at the time, the weakening would have gone unnoticed. There must be a piece of the barrier out there for the barrier to weaken so slightly...
Tantther surmised that since the Kraklings seemed to be closer to the barrier emitter, the traveler should hunt those for the Piece of the Barrier. (Note: This is wrong. The Armored Kraklings actually have a greater drop rate of the Piece) As expected, the Kraklings indeed had the Piece, so the emitter must be close to them...
Burchin, after some experimentation, found a way to shatter the Piece, and in theory, the entire barrier. It would require a rather large explosive, but Nytia would probably know how to create them. Unfortunately, a Sniveler had filched the chemical required to shatter the barrier, so the traveler will also have to fight them, too...
Nytia indeed knew how to make the explosives. All she required were the Essence of Fire from Torchiers. The Snivelers eventually gave up the Mysterious Chemical, so all was set for Burchin to treat the Explosives into one Treated Explosive. The traveler told Tantther that everything was set, so all the traveler needed was where to set down the Explosive. Tantther pointed out that the Vent of Steam could light the explosive even underwater. It even had Armored Kraklings next to it, so it would be a prime location to set the Explosive. The traveler did so, and at long last, Helvetia could once more be accessed by ship!
Meanwhile, a cloaked figure watched nearby, and said this, barely audible: "Part A of the Plan has gone perfectly..."
Tantther had just received a report that the magic barrier's power had decreased, though so very slightly that if the traveler had not been there with the Detector at the time, the weakening would have gone unnoticed. There must be a piece of the barrier out there for the barrier to weaken so slightly...
Tantther surmised that since the Kraklings seemed to be closer to the barrier emitter, the traveler should hunt those for the Piece of the Barrier. (Note: This is wrong. The Armored Kraklings actually have a greater drop rate of the Piece) As expected, the Kraklings indeed had the Piece, so the emitter must be close to them...
Burchin, after some experimentation, found a way to shatter the Piece, and in theory, the entire barrier. It would require a rather large explosive, but Nytia would probably know how to create them. Unfortunately, a Sniveler had filched the chemical required to shatter the barrier, so the traveler will also have to fight them, too...
Nytia indeed knew how to make the explosives. All she required were the Essence of Fire from Torchiers. The Snivelers eventually gave up the Mysterious Chemical, so all was set for Burchin to treat the Explosives into one Treated Explosive. The traveler told Tantther that everything was set, so all the traveler needed was where to set down the Explosive. Tantther pointed out that the Vent of Steam could light the explosive even underwater. It even had Armored Kraklings next to it, so it would be a prime location to set the Explosive. The traveler did so, and at long last, Helvetia could once more be accessed by ship!
Meanwhile, a cloaked figure watched nearby, and said this, barely audible: "Part A of the Plan has gone perfectly..."
Part 6
Burchin was interested in the casting mechanism of the barrier, since no life-form could hope to sustain such a barrier for so long, and a self-sustaining spell would eventually implode, so it must be continally cast by a machine. However, with the explosion, the pieces of the machine and the barrier would be scattered across the Unforgiving Trench... He asked the traveler if he could retrieve the pieces of the machine from various monsters in the Trench, in the name of research. The traveler, happy to help, found pieces of the barrier, the machine, and some gears to fit it, then returned to Burchin. Burchin gave his thanks, then motioned for the traveler to leave. "This research will take quite some time. Perhaps Tantther has some other mission for you to undertake?"
Indeed, he did. Though the shattered barrier solved one problem, it had created another. The supply ships were being attacked by Kraklings, and the only way to stop them was to kill them. The traveler proceeded to kill hundreds of them, but there was something else out there that was attacking the ships, something far more powerful... The survivors of the most recent attack reportedly saw a Giant Squid attack their ship. They had just managed to fight it off and escape. This danger had to be dealt with, and Tantther knew full well only the traveler was powerful to defeat it. He also knew full well that the traveler would have to kill more than just one to resolve this. The traveler also realized this, but he agreed nonetheless, and managed to take the monstrosities down.
However, something even more powerful prowled the Trench's depths; a killer whale known as Shannu. It could easily swamp a ship with its size, and it's been reputed that it has an Ice Beam that freezes the very Korilan Sea itself! Of course, not all rumors are true... or are they?
The traveler knew he could not defeat such a powerful adversary on his own, so he gathered a party, bent on Shannu's demise, and then led an attack on Shannu. Shannu was a powerful opponent in his own right, and he had 5 Giant Squids to assist him, but in the end, he was defeated. The seas of Helvetia were safe, for now....
Indeed, he did. Though the shattered barrier solved one problem, it had created another. The supply ships were being attacked by Kraklings, and the only way to stop them was to kill them. The traveler proceeded to kill hundreds of them, but there was something else out there that was attacking the ships, something far more powerful... The survivors of the most recent attack reportedly saw a Giant Squid attack their ship. They had just managed to fight it off and escape. This danger had to be dealt with, and Tantther knew full well only the traveler was powerful to defeat it. He also knew full well that the traveler would have to kill more than just one to resolve this. The traveler also realized this, but he agreed nonetheless, and managed to take the monstrosities down.
However, something even more powerful prowled the Trench's depths; a killer whale known as Shannu. It could easily swamp a ship with its size, and it's been reputed that it has an Ice Beam that freezes the very Korilan Sea itself! Of course, not all rumors are true... or are they?
The traveler knew he could not defeat such a powerful adversary on his own, so he gathered a party, bent on Shannu's demise, and then led an attack on Shannu. Shannu was a powerful opponent in his own right, and he had 5 Giant Squids to assist him, but in the end, he was defeated. The seas of Helvetia were safe, for now....
Saravim Steppes: Part 7
Quite a bit of time later, the traveler returned to Aqui Outpost, and discussed what Burchin had found out with him. All Burchin could figure out was that whoever cast the initial spell was extremely powerful, and that the machine seemed to be of Korilan design. "Perhaps the city is not as dead as we once thought. Whoever controls it now probably won't be very friendly to us, though." Burchin wanted to move on now to research monsters in the Saravim Steppes, but he also told the traveler that Tantther has started sending expedition members outwards around Aqui Outpost in a circle. Of them, only one, the eastern headed one, returned. "It will do us a favor if you bring both the items and communication of the parties involved back to us." The traveler, not wanting to disobey Tantther's word, agreed, and set out on his first true Helvetic expedition. Shortly thereafter, however, he realized he had been this way before, to hunt Snivelers. Anyhow, he soon arrived at a cliff, where the path seemed to have collapsed into the Korilan Sea. Artur, a shy expedition member, stood nearby. All Artur seemed to know was that they were on a road that formerly led to Vorenthos, but had since collapsed from disrepair or otherwise. For some reason, that didn't sound right to the traveler, but he passed it off as nothing and quickly collected the Sniveler Whiskers and a letter from Artur. After handing Burchin the whiskers and Tantther the letter, the traveler quickly got another mission: Head North-east, find the expedition party, collect some Seals of Velim for research purposes, then come back. The traveler was a little surprised to find some undead warriors wandering the path, but they were no problem for his now mighty powers. He was even more surprised to find Darkness Sprites, who were normally bonded to Nightwalkers at Ereb, wandering near a lone expedition member, Omar. After being reoriented, Omar told the traveler that the expedition had forged ahead into the swamp, but the party became lost, and soon some tried to find their way out alone. Needless to say, Omar was the only one to escape the haunted swamp, and he was very shaken up about it. He entrusted his letter to the traveler, who then started defeating the ghostly apparitions around Omar. The spectral warriors were quite easy, but the Darkness Sprites were annoyingly difficult, so the traveler was forced to leave them alone right now. He took the seals that some of the warriors left and quickly headed to Aqui Outpost, where he reported his findings to Burchin and Tantther. Tantther requested that the traveler defeat the Komodo Dragons that were on the path, and some of the Darkness Sprites that lay at the path's end. Burchin also wanted a Heart of Darkness that the Sprites were thought to have, so he could research into if they were actually true Sprites. After some more difficult fighting, the traveler reported yet another success, and was rewarded for his efforts.
Tantther later sent a message to the traveler, telling him that something had gone wrong on the north road. When the traveler arrived in Aqui, Tantther told him that a group of supposed bandits had taken the expedition party hostage. Tantther was attempting to negotiate terms with them, but he wanted the traveler to do it, in case something goes wrong. The traveler quickly headed to the bandits' camp, where their leader introduced himself as Seos. They were supposedly part of a far larger organization known as the Nighthawks, who controlled Helvetia for many miles to the north. Seos spat at the traveler's hopelessly pathetic terms, and ranted that the Nighthawks could easily crush Aqui Outpost, and it was just because of an internal conflict at Saravim that prevented them from doing so. Tantther, angered at Seos' blatent disregard for his terms, ordered the Outpost to prepare for a battle against the small Nighthawk camp. They managed to quickly defeat some of the Nighthawks, but they were disheartened when fresh reinforcements arrived the next day. Tantther realized that the only way to rout the Nighthawks was if Seos was taken out. A small group of expedition warriors fought and were soundly defeated by Seos' great mastery at a crossbow. Tantther asked the traveler to assemble another group, but a more powerful one, to defeat Seos. After a long, drawn-out, and exhausting battle, both sides were weary, but the traveler managed to defeat Seos. Before dealing a final blow, though, Seos managed to escape. Nonetheless, the expeditioners celebrated, for they had won victory over a skilled and tricky adversary!
Nearby, the cloaked figure smiled slightly, then quickly left...
Tantther later sent a message to the traveler, telling him that something had gone wrong on the north road. When the traveler arrived in Aqui, Tantther told him that a group of supposed bandits had taken the expedition party hostage. Tantther was attempting to negotiate terms with them, but he wanted the traveler to do it, in case something goes wrong. The traveler quickly headed to the bandits' camp, where their leader introduced himself as Seos. They were supposedly part of a far larger organization known as the Nighthawks, who controlled Helvetia for many miles to the north. Seos spat at the traveler's hopelessly pathetic terms, and ranted that the Nighthawks could easily crush Aqui Outpost, and it was just because of an internal conflict at Saravim that prevented them from doing so. Tantther, angered at Seos' blatent disregard for his terms, ordered the Outpost to prepare for a battle against the small Nighthawk camp. They managed to quickly defeat some of the Nighthawks, but they were disheartened when fresh reinforcements arrived the next day. Tantther realized that the only way to rout the Nighthawks was if Seos was taken out. A small group of expedition warriors fought and were soundly defeated by Seos' great mastery at a crossbow. Tantther asked the traveler to assemble another group, but a more powerful one, to defeat Seos. After a long, drawn-out, and exhausting battle, both sides were weary, but the traveler managed to defeat Seos. Before dealing a final blow, though, Seos managed to escape. Nonetheless, the expeditioners celebrated, for they had won victory over a skilled and tricky adversary!
Nearby, the cloaked figure smiled slightly, then quickly left...
Quotes
"You think you're ready to explore a continent? Heh, so does half the Maple World population. Put simply, the Aqui Expedition just doesn't have enough resources to go and rescue everyone who wants to travel to Helvetia and ends up in trouble. It's an unknown continent, after all. That's why I'm here. I only let those who prove they can protect themselves to me beyond here. So, you think you're any different from everyone else? Prove it to me!"
-Shempa
"Yeah, I do have potions, but with supplies such a mess as they are, I don't really have much to offer you. I can offer you what I have though. So what's it gonna be?"
-Asulo, Aqui Outpost potion seller
"So, you were referred here by Kenta? Well, I don't care if you have special privileges given to you by the rest of the Maple World; you're gonna have to do something for me before our leader will trust you."
-Nytia
"Ah, our newest expedition member. Exploring a continent is not as glamorous as they make it out to be, no? Nonetheless, you carry out your missions well. We need to assign you to higher ranked missions than just supply mule. Let's see..."
-Tantther
"Hello, who are you? _______, it is? I'm Burchin, a researcher from Omega Sector here to research local wildlife, though I have some knowledge of Maple history, as well. I'm trying to carry out research on the creatures, but I need help gathering the monster parts. Wish to help me out?"
-Burchin
"Oh hello there... This is... umm...oh right! the road to V-Vorenthos, b-but this c-c-cliff here seems to have c-collapsed. S-Sorry for the st-st-stutter, its rreally cold up here t-tthough!"
-Artur
"AHH! Die you evil ghost... wha?, you're not one of those Fallen Heroes? Sorry, those Darkness Sprites have been causing much trouble for me... Anyways, this used to be an entrance to Vorenthos Delta, but 9 others were with me when we entered, but we got lost in the myre, and when I found my way out, everyone else had dissappeared! I wouldn't dare enter right now..."
-Omar
"Why should I listen to your petty demands? You control, what?, an outpost, while we hold control of Saravim Steppes from here on! We could easily crush your puny outpost, but we have other matters to attend to first. Yet, you're trying to manipulate us! Forget trying to make peace with you; the Nighthawks will make sure this Aqui Expedition will suffer!"
-Seos, Nighthawk Officer
-Shempa
"Yeah, I do have potions, but with supplies such a mess as they are, I don't really have much to offer you. I can offer you what I have though. So what's it gonna be?"
-Asulo, Aqui Outpost potion seller
"So, you were referred here by Kenta? Well, I don't care if you have special privileges given to you by the rest of the Maple World; you're gonna have to do something for me before our leader will trust you."
-Nytia
"Ah, our newest expedition member. Exploring a continent is not as glamorous as they make it out to be, no? Nonetheless, you carry out your missions well. We need to assign you to higher ranked missions than just supply mule. Let's see..."
-Tantther
"Hello, who are you? _______, it is? I'm Burchin, a researcher from Omega Sector here to research local wildlife, though I have some knowledge of Maple history, as well. I'm trying to carry out research on the creatures, but I need help gathering the monster parts. Wish to help me out?"
-Burchin
"Oh hello there... This is... umm...oh right! the road to V-Vorenthos, b-but this c-c-cliff here seems to have c-collapsed. S-Sorry for the st-st-stutter, its rreally cold up here t-tthough!"
-Artur
"AHH! Die you evil ghost... wha?, you're not one of those Fallen Heroes? Sorry, those Darkness Sprites have been causing much trouble for me... Anyways, this used to be an entrance to Vorenthos Delta, but 9 others were with me when we entered, but we got lost in the myre, and when I found my way out, everyone else had dissappeared! I wouldn't dare enter right now..."
-Omar
"Why should I listen to your petty demands? You control, what?, an outpost, while we hold control of Saravim Steppes from here on! We could easily crush your puny outpost, but we have other matters to attend to first. Yet, you're trying to manipulate us! Forget trying to make peace with you; the Nighthawks will make sure this Aqui Expedition will suffer!"
-Seos, Nighthawk Officer
State of the Continent ~ February 6, 2009
Welcome all, to the first gathering of Maplers to Aqui Outpost, the first step in exploring the long thought lost Fabled Continent! We applaude all your hard work in setting up this outpost, for the perils of the Unforgiving Trench made even supplying us food a very difficult task! But, we have succeeded! We did what was shortly before thought impossible: Find, for the second time in history, a continent that only myth surrounded! We cannot believe that this journey is done; no, far from it!; but we should spend at least some time pondering the momentous events that have led us here, and give a sense of accomplishment! Our work is far from done; a secure supply line needs to be built; we must find Saravim or Vorenthos. But, my friends, we shall keep pushing, and we will lead ourselves to glory! Onward, to Saravim, then Korilia!
- The first State of the Continent speech, by Tantther
- The first State of the Continent speech, by Tantther
Miscenalleous
Origin of the name
I wrote in the Teaser that the name of the Fabled Continent was related to Illyria in some way. How? The Helvetic Republic and Illyrian Provinces were both part of the Napoleonic Empire. The Helvetic Republic is present day Switzerland, while the Provinces were the east coast of the Adriatic Sea.
The Musings of Randompeep
I will do my best to link existing Maplestory content together with Helvetia and my other places. You'll see why this is so important later on...
The cloaked figure at the end of Story, Parts 5 and 7 is very important to future Helvetia and other future RPMS Chapters...
Work on the Sleepywood Expansion has begun, though not on SP yet. The recent KMST patch threw it for a loop, but it has been fixed.
The cloaked figure at the end of Story, Parts 5 and 7 is very important to future Helvetia and other future RPMS Chapters...
Work on the Sleepywood Expansion has begun, though not on SP yet. The recent KMST patch threw it for a loop, but it has been fixed.
Concept Art
PA/ Spear/ Sword Concept:
![[Image: PAConceptArt.jpg]](http://i329.photobucket.com/albums/l369/Elvarg27/PAConceptArt.jpg)
Meh, the green curls were originally a snake, with the tongue at the blade tip, however, my skills at art are already not great (animals and humans are disasters), and Paint compounded the difficulty.
Aqui Outpost:
![[Image: AquiOutpost.png]](http://i329.photobucket.com/albums/l369/Elvarg27/AquiOutpost.png)
Simple and to the point. The flag actually does have Aquarium's symbol. =)
Rodthienn's Dagger?
![[Image: RodthiennsDaggerTake1.png]](http://i329.photobucket.com/albums/l369/Elvarg27/RodthiennsDaggerTake1.png)
Written in the code as "Rodthienn's_Dagger_First_Attempt", and as "Doubleheart_Onyx_Dagger". What is this? Who the pineapple is Rodthienn? Patience, grasshopper, all will be revealed in time. Gah, it looked way better on paper! >.>
some of Seos' Attacks
![[Image: seosI.png]](http://i329.photobucket.com/albums/l369/Elvarg27/seosI.png)
Top to Bottom: Seos' PKB (both), two arrows of Hurricane-Snipe, and the Lightning Wall. The first lightning has been made translucent, to show that it disappears quickly. All of them happen in the span of 1 second. The character is the closest approximation of Seos as I can with Bannedstory.
PA/ Spear/ Sword Concept:
![[Image: PAConceptArt.jpg]](http://i329.photobucket.com/albums/l369/Elvarg27/PAConceptArt.jpg)
Meh, the green curls were originally a snake, with the tongue at the blade tip, however, my skills at art are already not great (animals and humans are disasters), and Paint compounded the difficulty.
Aqui Outpost:
![[Image: AquiOutpost.png]](http://i329.photobucket.com/albums/l369/Elvarg27/AquiOutpost.png)
Simple and to the point. The flag actually does have Aquarium's symbol. =)
Rodthienn's Dagger?
![[Image: RodthiennsDaggerTake1.png]](http://i329.photobucket.com/albums/l369/Elvarg27/RodthiennsDaggerTake1.png)
Written in the code as "Rodthienn's_Dagger_First_Attempt", and as "Doubleheart_Onyx_Dagger". What is this? Who the pineapple is Rodthienn? Patience, grasshopper, all will be revealed in time. Gah, it looked way better on paper! >.>
some of Seos' Attacks
![[Image: seosI.png]](http://i329.photobucket.com/albums/l369/Elvarg27/seosI.png)
Top to Bottom: Seos' PKB (both), two arrows of Hurricane-Snipe, and the Lightning Wall. The first lightning has been made translucent, to show that it disappears quickly. All of them happen in the span of 1 second. The character is the closest approximation of Seos as I can with Bannedstory.

