:::: 2007 IRO BACKSTAGE ::::
 
     
 

Siblings Quest

Location: Veins
Prerequisites: Rachel Sanctuary Access Quests
Item Requirements: 1 Unripe Apple, 5 Monster Feed,
1 Empty Bottle, 2 Yellow Potions, 1 Steel
Multiple sets of the following items may be required:
100 Green Herbs, 10 Milk, 50 Jellopy, 5 Empty Bottles

 
 

Step 1: Wandering the newest town of our world, we come upon a young Kid (327, 185) by the name of Karyn. Looking past the obvious fact of his parents expecting a girl, the young Kid can see that you’ve had experience at finding missing children. He tells you a story of terror and fright and of leaving his sister behind in the ever dangerous Thor’s Volcano. Who were those strange men and why where they in the volcano? More importantly, what happened to Little Curdie?

Step 2: Heading into Thor’s Volcano, we begin to see how brave those kids were indeed. Making it all the way to the second floor, there appears to be a portal not normally shown on the maps (142, 84). Perhaps this might be where the supposed bandit hideout is? Maybe we should look inside for clues.

Step 3: In our search of the secret base, we come upon a terrible sight indeed! Poor Little Curdie is shackled! Tired and scared, she grasps at the hope you may be able to help her. Why would someone do this to the poor child?! And who can help you set her free...

Step 4: Returning to town, we check in with Karyn to see if he knows of someone that can help pick the lock on Curdie’s shackles. He mentions that we can find the locksmith over in the marketplace. As we get closer, we stop to ask a Young Town Native (221, 120) for a slightly more accurate idea of where the locksmith would be. With a reputation for being a drunkard, the young Toby recommends we take a Yellow Potion with us to help sober up the locksmith.

Step 5: In the upper corner of the marketplace, we find Lockenlock (181, 166), drunk again. After a sobering swig of Yellow Potion, he launches into a rather interesting discussion of locksmithing and what he needs to make the key. While not telling him why, we get him to agree to make a key so long as we can bring him a mold of the lock. Only way he knows of to do that is with the use of the special Chamelepu Soap, made locally.

Step 6: Over by our friend Toby stands the local soap maker Ivory (227, 127). She’s in the process of closing shop for the day, but our plea for emergency help stops her from leaving. Unfortunately, she’s already out of her day’s supply of Chamelepu Soap. She asks us to bring the more mundane items need for the secret soap but that we must bring the exact amounts for her to see that we can follow directions properly. For her to make more, she asks that we visit Mr. Saraman, the owner of the Silk Sand Camel Farm, to gather the secret ingredients she needs.

Step 7: Visiting Saraman (115, 59), we learn the truth of the Chamelepu Soap: it’s made from the dung of the rare Silk Sand Camel! Camel-poo indeed... Since Ivory is in need of an emergency supply of the rare dung, Saraman asks for ingredients to make an appetite stimulant for the special camel. Combining an Unripe Apple, 5 Monster Feed, and a Yellow Potion in an Empty Bottle, he concocts a mush that only the Silk Sand camel would enjoy. Now, to go see the camel!

Step 8: Heading north in town to the Silk Sand Camel Farm (72, 221), we find 6 camels standing around. Passing the special appetite stimulant around, it seems that none of these camels are the right one! Wondering if we did something wrong, we head back to Saraman only to learn the truth: the rare silk sand camel has gotten loose! Knowing it couldn’t have gone far in such a short time, we hurry out to find the stray camel.

Step 9: Running to the south, we comb the landscape in search of the rare camel. Lucky for us, but unlucky for the camel, it has sprained a leg and not gone far (235, 42). Smelling the appetite stimulant, the camel starts to drool for more. Looks like the items that Ivory had us collect were actually camel laxative. Well, eat up, Soony! Time for dung collecting! Turns out that each set of items gives us 5 servings of the laxative food and Saraman told us that we need 5 bottles of the special dung. Looks like we might need to bring more just in case this first batch isn’t enough.

Step 10: Having fed Soony enough to gather the necessary 5 bottles of special Silk Sand camel dung, we return to Saraman, letting him know where his precious camel has gone. Saraman expresses his gratitude with an Old Purple Box, then hurries us off to Ivory.

Step 11: Ivory, mildly grossed out by the freshness of the “secret ingredient”, makes the Chamelepu Soap for us, making us promise to never share it’s secret. Agreeing that people are far better off not knowing what they rubbing on their face, we take the soap and hurry back to Lockenlock.

Step 12: Lockenlock tells us what we need to do to make the proper lock cast with the soap. Pouring the soap into the lock and quickly back out, the soap will harden into the proper shape for him to make the new key from. We must hurry back to the cave, Little Curdie is counting on us!

Step 13: Rushing back to the secret lair, we find Little Curdie still shackled where we left her before. Frightened by what she’s seen, her condition seems to be rapidly worsening. We need to hurry before it’s too late! Making the mold as instructed, we assure Little Curdie that we will rescue her and to hang in there just a little longer.

Step 14: Rushing back as fast as possible to Lockenlock, he takes the mold and asks us to bring a piece of Steel for him to fashion the lock from. By the time we return with the Steel, Lockenlock has learned something terrible: the shackles were the ones he had made for the Rachel Army! Demanding to know why we would need a key to such things, we quickly relay the truth to him. Upon hearing our tale of terror, he’s horrified! Why would the Rachel Army do such a thing as to lock-up a little girl?! Feeling overwhelming remorse for his shackles being used for such an evil act, he quickly hands us the master key he had for them, not bothering to make a new one. He hurries us along as a little girl’s life is in our hands now.

Step 15: Returning to Little Curdie’s side with the master key provided by Lockenlock, we quickly undo the shackles holding her captive. Due to the poor conditions of her captivity, she’s unable to walk. Using the magic of a Butterfly Wing, we send her home to the safety of her family. Maybe we should get out of here too, before the Rachel Army returns.

Step 16: Returning to town, we find Karyn eternally grateful to us, his sister’s saviors. The praise of the young boy and the safety of his sister relieve our hearts, but our thoughts still whirl. What was the army doing in there that they were willing to treat a little girl so? Hmm...

*At this point, you will receive 1m base and 700k job EXP.