Ragnarok Origin | Hazy Forest Adventure / /Light & Darkness I

Hazy Forest Adventure


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The dailies ended with a quick trip to the Hazy Forest. It's one of those mini-games in which players need to party up with others. There's no specific party composition required but having a Priest which can heal and buff the members would surely shorten the time to complete the given task. Tasks or missions are randomly drawn at the start but most of them are quite basic as long as the leader and the party members (if they are not in auto-follow) know how to read the map. The only difficulty one would encounter in this aspect of the game is having a leader who don't have the ability to read the map. Hazy forest is not about filling the entirety of the blank map but reaching the goal in the most efficient way possible. The party leader should have the ability to navigate well and understand some logic to reach the destination which is usually the Shadow of Eddga.


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Each square is different from each other. Some have normal mobs that the party have to kill to unlock the portals leading to the next square/s. Some also have peculiar task from boss monsters themselves like the one issued by the King Poring. It's a herding task that is fairly easy to accomplish. The party needs to herd 8 porings within the red circle. When I first tried this I found it difficult because I thought that you have to pick up the porings but it turned out that you have to herd or 'shoo' them. They run away whenever a player go near them so use some good positioning to place them within the circle.

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There are also several weak versions of bosses and mini-bosses a party could encounter from time to time. In this trip we killed a diluted version of Deviling and Maya. After that it's already smooth sailing until we reached the Shadow of Eddga. The real Eddga could decimate our party in seconds but his shadow although has some significant damage is still easy for a party of five to kill.

Light & Darkness I

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After completing our Hazy Forest mission we proceeded to the main scenario. Last time we discovered that the White Witch has clones and our once dependable female knight captain was one of them. Although infiltrating her hideout was a success our confidant NPC the gunslinger Larjes was dead. He fended off a swarm of clones so that's not surprising. But what made our situation worse was that we couldn't Varmudnt. We were also accused of murdering Larjes. It seemed that the there are many important people behind the White Witch. We received a letter from the mysterious person informing us about Larjes' funeral. Based on this it seemed like they knew we were not guilty but they still subtly hint that we should attend albeit secretly.

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Along the way to the funeral we met a familiar figure, Varmundt's follower Castor. He tipped us that the funeral was a trap and that we needed to meet him in Geffen. I thought that we would avoid the trap because the guy is quite trustworthy being a follower of our ally Varmundt but the problem was that we were to choose between the prompts "I insist on going" or "I'll pass". We chose "I'll pass" to avoid trouble but were still caught up by a good number of guards. After defeating the guards Castor offered as a warp stone we declined but it's not possible. The impossibility of declining make Castor suspicious because the stone might bring us somewhere other than Geffen.

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Thankfully we were mistaken. We met father Bamph and he informed us that Varmundt was also wanted. It was written all over the newspapers that Gunnr (the White Witch clone) died on the line of duty and it was us and Varmundt that are responsible for her death. Castor turned out to be Lucy's brother and he's also the mysterious person who sent us the letters. Gunnr's cloning project was in their last stretch of mass production and we had to stop them before they finish. We also had to rescue Varmundt which was imprisoned by the White Witch in the Geffen dungeon. We proceeded to the dungeon kill some mobs. Poison Spores and Drainiliars were not that strong because they were only at level 47 but their sheer numbers was not something to scoffed at.

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The research facility was hidden if not for Castor providing the a scroll we wouldn't find it's traces. The mobs numerous but not that strong. First are the guards who guarded the front yard. There's nothing special about them same with the Verits and the researchers. The poison traps were much scarier I should have brought a panacea. After defeating the last 2 Verits we saw Varmundt inside a capsule before we free him a giant Toad appeared. It's challenging but we managed to win against the humungous frog like monster. We finally rescued the Great Sage and we also discovered the research notes that might the key to stopping Gunnr's plan.

We needed more allies but we're almost out of time. The royal knight Seyren was not as famous as Gunnr but he's known for his credibility. We tried to convince him but he still needed more time to decide. We gathered some Red Agaric Spores as an ingredient for the antibody that would serves as a counter to the cloning chemicals. Our next move should be to infiltrate the cloning factory located in n alternate dimension and destroy it from the inside...

Light and Darkness main scenario will continue next time.
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