Quest:Twelve Days of Christmas

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This is a present given by the Great Lords for Christmas '08. There is no specific reward for completing the quest, but each of the "special" monsters drops much better loot than comparable monsters found elsewhere in the game.

You see a jolly fellow in green robes, garlanded with holly and with ice in his long beard.
"Compliments of the festive season to you!" He hands you a small shoot with white berries,
glistening with frost.
You gain a Sprig of Mistletoe.
You hold out your hand for a better present, but the man has gone.

Break the Sprig of Mistletoe for 1 AP to get teleported to an archway.

Then follows a quest, based on the song the twelve days of christmas

On the twelfth day of Christmas, 
my true love sent to me 
Twelve drummers drumming, 
Eleven pipers piping, 
Ten lords a-leaping, 
Nine ladies dancing, 
Eight maids a-milking, 
Seven swans a-swimming, 
Six geese a-laying, 
Five golden rings, 
Four calling birds, 
Three French hens, 
Two turtle doves, 
And a partridge in a pear tree!

The quest involves some killing; you might want to get at least up to duke before attempting. However, at least one Shaman and one Wizard have completed the quest without notable difficulty; your mileage may vary.

My Master Armourer is over halfway through. The real cost for lower damage-dealing characters is in AP; its cost about twice as much so far. Bring lots of competent pets! (Most of the mobs die with one to three hits for an armourer; the worst have 100 HP and require a bit of effort to kill if you don't have a war horsie or kat kicking around to do the heavy lifting for you. Oh, and the doves have 250 HP but you only need to kill two of them.) Rhapsodie 09:24, 26 December 2008 (GMT)

If you do get killed or find yourself having to leave, another sprig of mistletoe will take you back but you won't be able to repeat the killing or other bonuses of any phases you've already done. --Zacharias 11:41, 2 January 2009 (GMT)


Properties of the Land

While summons are reputedly possible (according to Yendor), one cannot enchant a talisman to this place. Sertularian reports he was unable to summon someone from inside. He has spoiler-ifically documented his experiences here, and notes that the good S. Mackie was most emphatically not the first to discover that Pipers are Pied.


When you've finished a level, return to the archway to move to the next one:

There is an archway here formed of holly, ivy, and mistletoe, filled with a swirling mist of coloured light. 

You can enter for 1 AP.

If you haven't finished the level yet, you won't have the swirling mist. You can still enter (although you don't go anywhere), but you get the message:

You stand under the arch. You feel lonely.

If you get turned around, maps do work so you can find your way back to the archway.

Twelve Drummers Drumming

Once the requisite enemies have been slain, the monsters of this level are no longer angry.
[06:58] <Albert> >> 'A biscuit if anyone spots the hidden joke with one of the drummers.' - sounds like Great Lord Yendor.

[10:16] <BortJr> haha, on the drummers, Allen only gives one wood.
[10:18] <cheese> :)
[10:19] <cheese> Keith was my last...shouldn't he give Splinters?
[10:19] <Sertularian> BortJr: I suspect Yendor owes you a biscuit for that.  :)
[10:22] <Sertularian> Waaaaaaiiiiiit a minute. A "Lady" named John?
[10:23] <Albert> >> 'BortJr: congratulations' - sounds like Great Lord Yendor.
[10:23] <BortJr> :)

While there are twelve distinct names for the drummers, any combination of twelve monsters will satisfy the level. (So killing 4 Grohls, 5 McBrains, and 3 Lombardos is as good as killing one of each of the names.) --BlaisedeC 19:05, 30 May 2013 (BST)

Eleven Pipers Piping

These pipers seem to be pied, each dropping a Plum Pie (And some Pan Pipes of Peace!). They have drawn many rats, sewer and other, as well as boys and girls. Boys and girls, it would seem, drop candy; their attack is to make you feel bad by crying as you club them to death. Rats (all), boys, and girls will remain aggressive even when the Pipers submit to your passage.

As usual, it will probably help other players immensely if you kill everything you come across, to give Piper's more room to spawn.--LimeHan 06:02, 26 December 2008 (GMT)
Hamelin no longer wants its kids? S. Mackie 06:30, 26 December 2008 (GMT)
The Archway is at 462E 262N. --Corellis 1:25, 16 January 2009 (EST)

Ten Lords a-Leaping

It would seem snow-lords will suffice. No alternatives evidence themselves. Once enough are destroyed, you cannot target another.

Nine Dancers Dancing

Once enough dancers are destroyed, the monsters of this level are no longer aggravated.

it's ladies - do the gents count for this? --naath 15:01, 3 January 2009 (GMT)

Eight Maids a-Milking

Exceedingly rare, the milking maids. Be warned you'll have a search ahead of you.

There are cows EVERYWHERE. Good time to stock up on milk if you feel like it.--LimeHan 06:19, 26 December 2008 (GMT)
Note the possibility, very real possibility, that there are cash cows in that field. S. Mackie and LimeHan each benefited so (I killed three of em!--LimeHan).
And to stock up on Kat food. Has the added bonus that you kill off some cows so that more Maids can spawn. Rhapsodie 07:46, 26 December 2008 (GMT)

As is usually the case, the maids will not impede you once you've defeated a sufficient number.

The Archway is at 487E 237N. -- Corellis 1:38, 16 January 2009 (EST)

Seven swans a-swimming,

No monsters will impede you once you've defeated a sufficient number.

The Archway is at 462E 257N --Tiltowait 15:29, 2 January 2009 (GMT)

Six geese a-laying,

The stock hint is "don't look in the square." Which square, you ask? There are an awful lot of them.
My advice? Avoid squares entirely, except as is strictly necessary. Squares are bad. Your monitor, however, is rectangular; don't avoid that. Rectangles are good, except when they're inside squares. Even squares created my mental closure.

These are normal Geese, so they DO impede your progress.--LimeHan 06:47, 26 December 2008 (GMT)
The Archway is at 437E 237N --Tiltowait 15:31, 2 January 2009 (GMT)
press the "search" button to find eggs. sometimes you will find nothing; they seem to be normal eggs Eusebia 01:26, 10 January 2009 (GMT)

Five golden rings,

See "six geese a-laying." My advice? Don't move more'n you have to. Mountains are dangerous. Best set up kip.

The Archway is at 412E 237N. --Tiltowait 15:38, 2 January 2009 (GMT)

Four calling birds,

Just the one kind of monster, before you begin worrying. Monsters will not impede you once you've defeated a sufficient number.

Three French hens,

Just the one kind of monster, before you begin worrying. Monsters will not impede you once you've defeated a sufficient number.

Two turtle doves,

These may seem familiar. If you can guess what you're about, try to plan what sort of critter kill according to what result you want to get. Fairly intuitive once you've figured out the neurosis of the programmer.

Also noteworthy is the fact that they lack disarming attacks, unlike certain other monsters. -Greycat 16:18, 26 December 2008 (GMT)

If the result you want isn't immediately available, you may be SOL. Open Mic Night rewards may or may not work here, and nothing particularly difficult to manufacture is required (thank goodness!), but movement options will be limited at first. As a wizard, when the result I wanted wasn't available, I just cast Hop in the direction of the nearest likely spot. While the spell didn't land me where I planned, it proved quite serviceable!

Or you could just whack the first two you happen to see. It's not like you can't get those weapons from non-doves. Wait, did I use enough negatives there...? -Greycat 16:15, 26 December 2008 (GMT)
In any case, the Archway is at 437E 212N. --Tiltowait 13:41, 5 January 2009 (GMT)

And a partridge in a pear tree!

You know you want it.

It was full of cool stuff! And giblets. Ugh.
You are filled with festive cheer. Happy holidays from Cities! Peace on earth, and death to all monsters.

When you exit the last archway you wind up at the Windy City shrine.

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