VanguardSaga of Heroes Archive

Guides · Adventuring

Two quest notes: Infineum Immunity, and Power Up

charognard66, NightFalken and dan571 · originally published by JeuxOnLine, March and April 2007 · 437 words

Translated from the French by this archive; the author's structure is kept.

Two short pieces of practical knowledge from the JeuxOnLine Vanguard boards, each too small to be a guide on its own and too useful to lose. English editions of the French originals.

Infineum Immunity, and the ring room

charognard66, 12 March 2007.

The quest sends you to speak to a ghost inside a building. To get a word out of him, the same group has to clear the room — it is an encounter ring — and the door has to be shut, or his dialogue will not open at all. Bring a solid group: you must chain-kill four level 24 four-dot creatures quickly, because they come back fast.

Which means that if you arrive and find one or two groups standing outside the door, there is a group inside and you are in a queue. Do not rush the door, and do not pull wildly while the group ahead of you is setting up: you will lock the encounter to your own group and take the place of people who have been waiting ten minutes. More generally, when you reach a quest spot and find full groups waiting, ask them what is going on.

He added that after the patch of the day before, the follow-up to the ring quest was broken: the named creature no longer dropped the item that completes it. Several reports had gone in.

NightFalken, in the same thread, on the two flags the Infineum line gives. The first lets you carry Infineum weapons, and comes from finishing Using the Weapon. The second lets you wear Infineum armour, and comes from having the camp's blacksmith, Smith Of'Barba, craft a piece of it for you. He would not say where the quests are, on the grounds that it would spoil the line: start instead with the quest for the Infineum cloak, taken from Scholar Donovan at Donovan's Roost, and follow what he tells you.

Power Up, in the Ancient Port Warehouse

dan571, 26 April 2007.

Three named creatures have to be woken, and each is woken a different way.

  1. Kill the four creatures kneeling in the four corners of the room.
  2. Switch off the four panels, then take the four bombs from the raised platform under the blue light, set them around the creature, and stand back.
  3. Click the panel to take the quest, which has been repeatable since the last patch, then break the four crystals and collect the gems.

Each of the three drops a piece of a key. The three pieces together make the key that wakes the final boss — and you get one attempt.

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