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Pre-Searing FAQ/Walkthrough

by Apathetic Aardvark

*******************************************************************************

                                  Guild Wars
                          Pre-Searing FAQ/Walkthrough

Copyright 2005, Apathetic Aardvark                 Email: [email protected]
All rights reserved                                                Version 1.0
I am also known as SineNomine                                         08/19/05


*******************************************************************************
Index/Table of Contents
*******************************************************************************


Disclaimer.........................................................i
Version History....................................................ii
Quests.............................................................iii
Characters.........................................................iv
Collectors.........................................................v
Frequently Asked Questions.........................................vi
Credits............................................................vii

*******************************************************************************
                       i)  Disclaimer (Legal stuff)
*******************************************************************************

Copyright 2005, Apathetic Aardvark
All rights reserved.

The following sites have my permission to post this;
www.gamefaqs.com
www.neoseeker.com
www.ign.com

Any site, magazine, or other form of media, that is not included on this list
caught hosting this guide without my written consent is in violation of
copyright laws and will be prosecuted to the full extent of the laws. In
addition, a terrible curse will be placed upon you and any subsequent
generations of your family.

*******************************************************************************
                           ii) Version History
*******************************************************************************

5-25-05 - Started the guide from my notebook of notes.  All quests and pre-
searing skill are entered in, collectors still very limited.

5-26-05 - Greatly expanded the collectors, only missing a few class specific
items now, which will be updated as soon as I can be tempted to make another
character and spend twenty minutes running to all the collectors again.

06-01-05 - Added a few things from emails as well as another playthrough.

06-06-05 - should have all of the items now.  Will refine guide as needed.

06-19-05 - updated Hatcher the collector, as he has been updated in one of
the recent patches

08-19-05 - Updated the collectors using Hahnsoo's information, updated the
price of dye to appease people.  As I've received 22 different suggestions on
what triggers Charr in the Catacombs, that still remains in question.

*******************************************************************************
                               iii) Quests
*******************************************************************************

   1. Normal Quests
   2. "Sample" Trainer Quests
   3. Primary/Secondary Trainer Quests
   4. Quests Which Are Not Really Quests

-------------------------------------------------------------------------------
1. Normal Quests
-------------------------------------------------------------------------------
Normal quests are quests which all character classes get the exact same quest
for.  The first few are set in the particular order they must be done.  Almost
all of the quests in this category are available to try once you have completed
the quest "further adventures".  I will make a note of any quest in this
section which has a different requirement.

*Note = In the June 8th patch, all of the items received as rewards from many
pre-searing quests, as well as many post searing ones, now have magical
properties to prevent them from all being the same.  This listing does not
yet reflect these changes, hopefully it will soon.


----
Message From a Friend
----
Quest Starter: Town Crier [Ascalon City]
Objective: Talk to Sir Tydus
Reward: 100 experience, 10 gold
Reward Giver: Sir Tydus
Difficulty and Comments: Easiest quest ever.  Talk to the Town Crier right
where your character appears after the opening movie.  Sir Tydus is located
near by across a bridge.  Talk to him to receive your reward and again to
activate the next quest.

----
War Preparations
----
Quest Starter: Sir Tydus [Ascalon City]
Objective: Talk to your primary skill trainer.  The trainer's name is different
depending on which class your character is.  The trainer is located directly
outside of Ascalon City.
Reward: 250 experience.
Reward Giver: Primary Skill Trainer.
Difficulty and Comments: Again, no difficulty what so ever.  Talk to the Skill
Trainer again to get the next quest.

----
[Your Class Here] Test
----
Quest Starter: Primary Skill Trainer [Lake Side County, right outside of
Ascalon City]
Objective: *Varies.  This quest is slightly different based on your class.  It
will involve either killing a few river skales or getting some shimmering
scales, which are obtained from killing river skales.
Reward: 500 experience + skills for your primary class.
 - Elementalist - Flare, Aura of Restoration
 - Ranger - Power Shot, Troll Unguent
 - Warrior - Frenzy, Healing Signet
 - Necromancer - Vampiric Gaze, Deathly Swarm
 - Mesmer - Empathy, Ether Feast
 - Monk - Healing Breeze, Banish
Reward Giver: Primary Skill Trainer
Difficulty and Comments: Very little difficulty.  Do this quest at the same
time as the next quest, Gwen's Flute.

----
Gwen's Flute
----
Quest Starter: Gwen
Objective: Find Gwen's Missing flute.  It is in fact broken and just south of
where she is standing across the nearby river.
Reward: 250 experience
Reward Giver: Gwen
Difficulty and Comments: Alright.  Gwen is a somewhat broken aspect of Pre-
Searing.  She is sad that her flute is broken, but will offer to follow you
around anytime you leave Ascalon City on foot.  You can make her happy by
giving her flowers, a fixed flute or a cape.  She will eventually give you a
Tapestry Shred, which does not seem to have any use in the game presently.

----
Further Adventures
----
Quest Starter: Haversdan [Lakeside County]
Objective: Haversdan walks out of Ascalon City the moment you complete the
Primary Skill Trainers first Test.  He will speak of Devona, a warrior residing
in Lake Side Village.  Run to her for the reward.
Reward: 250 experience.
Reward Giver: Devona
Difficulty and Comments: Another simple quest.  You may notice most of the
monsters do not attack you on your way there.  This is common in Pre-Searing,
though there are some which will.  Once you complete this quest, almost every
other quest becomes available to start, so your order from here on out will
certainly be different from my own.  I will attempt to hint at which quests are
done near each other, to help reduce your time spent running back and forth.

----
Unsettling Rumors
----
Quest Starter: Devona [Lakeside County/Village]
Objective: Speak to Meerak the Scribe regarding the Charr Threat.  Once spoken
too, speak to Armin Saberlin in Ascalon City.
Reward: 250 experience, Tall Shield [Armor 4]
Reward Giver: Armin Saberlin
Difficulty and Comments: This mission is designed to teach a player how to use
the "M" button for quick travel.  Any town, outpost, or area labeled on the
map with a symbol can be instantly traveled to.  If you are in a party when
you do this, the party is disbanded.  Talk to Armin again to start his next
quest.  Also, as you are back in Ascalon City and all of the Ascalon City
quests are now open, run around and activate them all.

----
Adventure with an Ally
----
Quest Starter: Lina [Lakeside County, just outside of Ascalon City]
Objective: Party up with another player and return to her.
Reward: 100 experience and a resurrection signet.
Reward Giver: Lina
Difficulty and Comments: One of two quests pre-searing which must be done with
another player.  Make sure to get the signet from her, it is quite useful.

----
Second Profession
----
Quest Starter: Armin Saberlin [Ascalon City]
Objective: Learn a second profession.
Reward: 250 experience
Reward Giver: Armin Saberlin
Difficulty and Comments: I would suggest not doing this quest immediately if
you are unsure of which second profession you want.  Once you decide on one,
return to Armin for the reward.

----
Bandit Raid
----
Quest Starter: Baron Egan [Ascalon City]
Objective: Get the Ashford Strongbox which has been taken by bandits and return
it to Devona.
Reward: 250 experience, +3 energy Focus
Reward Giver: Devona
Difficulty and Comments: A fairly simple quest.  Kill the bandits around the
strongbox first.  Once the area is secure, grab the box and run to Devona with
it.  You will run much slower with the box in hand, and will be unable to
attack with a weapon, though you may still cast spells.  The bandit camp is
located just a bit northeast of Ashford Abbey.

----
The Poisonous Devourer
----
Quest Starter: Baron Egan [Ascalon City]
Objective: Hunt down a plague devourer and give the stinger to Brother Mhenlo.
Reward: 250 experience, +3 energy Focus
Reward Giver: Brother Mhenlo
Difficulty and Comments: Do this quest while you do the first part of Pitney's
Worm Problem quest, as well as the same time you do the Egg Hunter Quest.  In
the cave where you do all of these, this devourer will pop out as you approach
it.  When it dies, it will drop a stinger.

----
Charr in the Catacombs
----
Quest Starter: Prince Rurik [Ascalon City]
Objective: Find out if there have been any Charr sightings in the Catacombs
area.
Reward: 250 experience, 100 gold.
Reward Giver: Prince Rurik
Difficulty and Comments: You will first need to speak to Brother Mhenlo in
Ashford Abbey, then Necromancer Munne [Catacombs] and finally Oberan the
Reviled [Catacombs, closest to Greenhills County Entrance].  Return to the
Prince for your reward.  This quest represents the largest amount of gold you
can easily obtain in Pre-Searing.

----
Charr at the Gate
----
Quest Starter: Prince Rurik
Objective: Kill the small Charr group near the northern gate.
Reward: 200 experience, Long Sword [5-7 damage]
Reward Giver: Prince Rurik
Difficulty and Comments: The next time you leave Ascalon City on Foot, Prince
Rurik and a few guards will be waiting.  Before long, they will run west to the
northern gate.  The Charr there are fairly difficult, but the Prince and his
men will probably be able to complete the mission even if you do nothing but
sit back and watch.

----
The Wayward Wizard
----
Quest Starter: Sandre Elek [Ascalon City]
Objective: Find Orion Elek.  Relena Stormbringer in Foible's Fair knows where
he is.  Talk to her first.  Once you have done this, run to Orion in Wizard's
Folly.
Reward: 250 experience, Smiting Staff [2-4 lightning damage, +3 energy]
Reward Giver: Sandre Elek
Difficulty and Comments: Make sure Orion does not get killed by anything
chasing you.  It is a rather long walk, you would not want to do it twice.

*Note: after talking to Relena, it would be faster to leave from Barradin's
estate and warp into the Wizard's Folley from there.  Orion is very near the
entrance.

----
Poor Tenet
----
Quest Starter: Namar [Ascalon City]
Objective: Namar can not pay his rent.  His friend, Miller Upton, might give
him some money though.  Tell Miller of Namar's woes.
Reward: 500 experience, Focus [+3 Energy]
Reward Giver: Miller Upton [Lakeside County/Village]
Difficulty and Comments: Miller Upton can not concentrate with the bees flying
around him.  You will need to grab the nearby honeycomb and step near the
swarms of bees.  Once you have all three swarms [the last is near the river],
run with the honeycomb across the nearby bridge.  Once across, drop the
honeycomb and return to Miller Upton.  Quest Complete.

----
Trouble in the Woods
----
Quest Starter: Town Crier [Ascalon City, near the gates to Lakeside County]
Objective: Help Devona clear the Grawl who are threatening to attack Lakeside
Village.
Reward: 500 experience, War Hammer [6-9 Damage]
Reward Giver: Devona
Difficulty and Comments: This one can be a bit hard.  Clear the nearby river
skales and anything else along the path to the Regent Valley [from Lakeside
Village] before consulting Devona.  This will keep her from running off and
getting killed.  If you have a healing spell, sit back and heal her, she does a
ton of damage.  If not, try to kill what you can.

----
A New [Your Class] Skill Trainer
----
Quest Starter: Haversdan [Lakeside County, just outside of Ascalon City]
Objective: Find the Primary Skill trainer for your class.  The one you want to
find is the "Sample" skill trainer, as I have labeled them, of your class.
Reward: 250 experience
Reward Giver: Skill Trainer of your Class
Difficulty and Comments: The Hardest part of this quest is remembering to
activate it.

----
A Gift for Althea
----
Quest Starter: Captain Osric
Objective: Find a suitable birthday gift for Lady Althea, Prince Rurik's
Girlfriend.
Reward: 250 experience, Focus [+3 energy]
Reward Giver: Captain Osric
Difficulty and Comments: This quest can not be done if Charr at the Gates is an
active quest in your quest log.  You must also have completed your skill
trainer test.  Walk outside of Ascalon City.  Just to the West, Prince Rurik
and Captain Osric are talking.  When they are done talking, speak with the
captain.  He will give you this quest.  You will need to get three items for
this gift.  The beautiful feather is located in the middle of Lakeside Village.
The beautiful pearl is located inside of a beautiful shell, which is right next
to Miller Upton's home.  The final object, the beautiful pendant, is in a chest
slightly northeast of where the Bandit Camp is.  Return all three items to
Captain Osric for the reward.  Note: This quest is rather buggy if done in a
party.  Just do it alone.


Alternate Method: [I would like to thank "Greg" for this method]  Once you have
any one of the three pieces, take that piece to Lady Althea.  She will be
annoyed that Rurik is unable to get her a gift on his own and someone else is
doing it.  She will give you the same quest reward as Osric does for doing
this.

----
Rites of Remembrance
----
Quest Starter: Necromancer Munne [Catacombs]
Objective: Light four remembrance braziers with the magical candles she gives
you.
Reward: 250 experience, focus [+3 energy]
Reward Giver: Necromancer Munne
Difficulty and Comments: This quest takes you along the exact same path as
Brother Mhenlo's "A Monk's Mission".  Do them together.  All you need to do is
touch the brazier.  This quest is sometimes glitched and she only gives three
candles.  Make sure you have four before starting.

----
Little Thom's Big Cloak
----
Quest Starter: Allison the Tanner [Lakeside County/Village]
Objective: Find a bear pelt from a black bear.  Return the pelt to her.  She
will make it into a cloak.  Give the cloak to Little Thom in Barradin's Estate.
Reward: 250 experience, Battle Axe [4-8 damage], Smiting Rod [2-4 lightning
damage]
Reward Giver: Little Thom
Difficulty and Comments: The game, I believe, tells you to get the Bear Pelt
from the Regent Valley.  It is both more likely, and closer, to get one from
the Wizard's Folly.  Once you have it, bring it to her.  Then just teleport [or
walk] to Barradin's Estate and give the cloak to Little Thom.

----
The Hunter's Horn
----
Quest Starter: Chantalle the Troubadour [Lakeside County/Village]
Objective: Cleanse the Hunter's Horn and give it to Aidan
Reward: 500 experience, Long Bow [7-10]
Reward Giver: Aidan
Difficulty and Comments: The healing spring to clean the horn is deep into the
Regent Valley.  About the point at which you get to the Melandru Stalker
Shrine, enemies will be aggressive with you.  You can do this first half of the
quest with the Sample Ranger Skill Trainer quest.  Once you have cleaned the
horn, you need to give it to Aidan.

Aidan is in Wizard's Folly in about the furthest place from anywhere.  Luckily,
the healing spring you cleansed the horn in is very nearby.  Simply follow the
river a bit further, and you'll enter the Wizard's Folly

----
The Worm Problem
----
Quest Starter: Pitney [Lakeside County/Village]
Objective: Give a devourer Egg to Pitney so that he may be able to lure the
Worm Queen to surface.  Kill the Worm Queen.
Reward: 250 experience, Smiting Rod [2-4 lightning damage]
Reward Giver: Pitney [who will be standing in the field where you kill the Worm
Queen]
Difficulty and Comments: Easy enough.  You can either trade an egg off of a
collector or use one from a cave.  If you snag them from the cave, make sure to
do the poisonous stinger quest at the same time.  Doing the cave will also let
you do the Egg Hunter quest.

----
Tithe for Ashford Abbey
----
Quest Starter: Devona [Lakeside County/Village]
Objective: Collect Duke Barradin's Tithe from Garzden the Protector in Green
Hills County.
Reward: 250 experience, 1 SKILL point
Reward Giver: Devona
Difficulty and Comments: If you only do one quest you do not have to in pre-
searing, make in this one.  Once you have done all the missions in post-
searing, getting skill points takes some time [by leveling up, even when you
level beyond 20].  This is such an easy point to get.  Also, while you do this
quest, do the Opposition to the King quest with the three nearby NPCs.  Just a
note, make sure you have a free square in your inventory.

----
Opposition to the King
----
Quest Starter: Devona [Lakeside County/Village]
Objective: Talk to three people in Green Hills County [Not Warmaster Garst],
concerning their feelings about the King.
Reward: 500 experience
Reward Giver: Devona
Difficulty and Comments: Do this with the above quest.  You might actually want
to read what the NPC's reply with.  Some of it explains why they and others do
particular things later in the game.

----
The True King
----
Quest Starter: Duke Barradin [Barradin's Estate]
Objective: Take a message to Lord Darrin in Fort Ranik
Reward: 750 experience, Focus [+3 energy], War Hammer [6-9 Damage]
Reward Giver: Lord Darrin
Difficulty and Comments: This quest opens up after the Opposition to the King
quest is done.  It is the biggest reward for a quest in pre-searing in terms of
experience.  This mission can be done in about ten seconds if you use the "M"
map feature travel button, provided you have both towns.  Otherwise it is a
reasonably long walk.

----
The Orchard
----
Quest Starter: Mary Malone [Regent Valley, just outside of Fort Ranik]
Objective: Find her basket of missing apples and return them to her.
Reward: 250 experience, Battle Axe [4-8 damage], Focus [+3]
Reward Giver: Mary Malone
Difficulty and Comments: Spiders here do only a few damage to you.  However,
kill as many as you can before grabbing the basket, because two damage does add
up after a while.  The basket of apples will cause you to run extremely slow on
the way back to her, as well.

----
The Prize Moa Bird
----
Quest Starter: Pitney [Lakeside County/Village]
Objective: Find out what happened to Pitney's Prized Moa Bird.  Last he heard
it was taken into the catacombs
Reward: 250 experience, Long Sword [5-7 Damage], Smiting Staff [2-4 Light
Damage, +3 energy]
Reward Giver: Pitney
Difficulty and Comments: This quest can only be activated after completing the
Worm Problem.  It takes place near the Necromancer's Novice quest which Munne
gives you.  When you enter the big room just before the first flame geyser,
instead of taking the first right [which goes to the geysers], head to the back
of the room, then take a right.  Make a left at your first opportunity.  You
can kill all the spiders in the area if you want, but they only do two or three
damage.  Just run around them for a while.  You will have to make a left turn,
eventually, which is a very sharp left and almost a complete 180 to do.  Run
straight down this path and you will see a staircase.  Take the staircase up
and run down its match on the other side.  There you will see the Moa Bird.
Fight the monsters, if you wish, or just return to Pitney for your reward.

----
The Egg Hunter
----
Quest Starter: Duke Gaban [Lakeside County, in front of the devourer cave]
Objective: Escort Fadden so he can get some devourer eggs.
Reward: 150 experience, 2 Devourer Eggs.
Reward Giver: Duke Gaban
Difficulty and Comments: This quest is sometimes very glitched.  What you need
to do is clear the cave of most devourers so that Fadden can make it to the
eggs and extract them [you are too clumsy to do this].  There are three eggs to
grab.  Once you have them all, wait for him to start walking back to the Duke.
When he does, run to the Duke for your reward.   You should do this quest at
the same time you do the Poisonous stinger one.  If you get glitched out and do
not want to waste your time again.  Just buy the devourer eggs from Collectors
[see the collector section of this guide] and eat up the 150 experience.

----
The Rogue's Replacement
----
Quest Starter: Old Mack [Lakeside County, right outside of Ascalon City]
Objective: Give Old Mack a devourer egg.
Reward: 250 experience, Smiting Staff [2-4 lightning damage, +3 energy]
Reward Giver: Old Mack
Difficulty and Comments: This is quite easy.  This quest is only activated
after you do the Mesmer's Burden quest.  The next time you come out of Ascalon
City, wait for Old Mack to Run up a hill and argue with Lady Althea.  After a
bit, talk to him.  If you do not have a devourer egg, either do the Egg Hunter
quest or buy one from the collector right next to Old Mack [who
will eventually stand next to Lina].

----
Across the Wall
----
Quest Starter: Gate Guard Torin [Lakeside County, at the Gate Rurik had you
fight Charr]
Objective: Find his friend, Ben Wolfson in the northlands.
Reward: 250 experience, Long Sword [7-10 damage], Smiting Rod [2-4 Light
Damage]
Reward Giver: Gate Guard Torin
Difficulty and Comments: First of all, this quest is rather hard now.  It used
to be very simple.  You need a PARTNER for this one.  One of you must open the
gate lever above Torin, the other must run through the gates to the next area.
Once there, be aware, most of the monsters are level 5 to 8.  When you find
Ben, kill the Grawl troops and walk him back that way.  You could try to kill
the four Charr, but unless you are very good or way over leveled, you will
probably die, or even worse, Ben might die trying to save you.  When you walk
him back, walk all the way back to the gate but DO NOT GO THROUGH until the
quest updates in your log, or you will have to do it all over again.  Killing
the Charr, if you are able, in this area can level you up in a big hurry.  You
can not activate this quest if you have not been back into any other area since
you did Charr at the Gates.

----
Path To Glory
----
Quest Starter: Armin Saberlin
Objective: Talk to Sir Tydus
Reward: 100 experience
Reward Giver: Sir Tydus
Difficulty and Comments: OMG THIS IS HARD.  First, you must be level 3, and you
must have a second profession.  Now, walk to Sir Tydus.  Quest done!  This will
allow you to do the following mission.  Be CERTAIN you have done everything you
want before accepting the mission.  The game will warn you as well.

----
Ascalon Academy [Mission]
----
Quest Starter: Sir Tydus [Ascalon City] [You must be level 3 and have a second
profession]
Objective: Kill Vatlaaw Doomtooth
Reward: None, except for getting to Post-Searing
Reward Giver: None
Difficulty and Comments: This is not the name of the quest until half way
through it.  This mission is started when you tell Sir Tydus you are ready to
leave everything behind.  DO NOT SAY YOU ARE READY UNTIL YOU HAVE DONE
EVERYTHING YOU FEEL YOU NEED TO DO.

First, you will fight another team of humans in an arena.  If you win, you can
get a small amount of experience for the kills you made.  If you lose, no loss.
Afterwards, your team will be transported to a meeting between Sir Tydus and
Prince Rurik.  You need to kill Vatlaaw Doomtooth shortly ahead.  You do not
really have to do anything, Rurik will kill it all if you let him.  When it is
over, a movie will start.  Enjoy the Post Searing!

-------------------------------------------------------------------------------
2. Sample Trainer Quests
-------------------------------------------------------------------------------

These are technically primary trainers, but I call them sample trainers.  The
reason is because you get to sample the skills of that class without agreeing
to take any.  I suggest you do them all, it gives 1500 experience total as well
as a nice opportunity to see what class may be able to aid you as a secondary.
If you elect to make a class your secondary, you will earn the sampler skills
you tested permanently.  Also, if you sample your main profession, any skill
you learn from it, you keep.

----
Grawl Invasion [Warrior Sampler]
----
Quest Starter: Warmaster Garst
Objective: Kill Grawl Invaders nearby.
Reward: 250 Experience, sampling of Gash, Sever Artery and Healing signet.
Starter Sword
Reward Giver: Warmaster Garst
Difficulty and Comments: The hardest of these types of quests, which does not
say much.  Take them one at a time and you will have no problems, even if you
do not use the warrior skills.  These skills are based on adrenaline and
require a sword to perform.

----
A Mesmer's Burden
----
Quest Starter: Lady Althea
Objective: Kill the Rogue Bull
Reward: 250 experience, sampling of Conjure Phantasm, Imagined Burden and Ether
Feast
Reward Giver: Lady Althea
Difficulty and Comments: Use Conjure Phantasm.  It is about the only skill
which as effective at all.  If you are a necro, life siphon works, sever artery
also works.  You need to do this to activate the Rogue's replacement.

----
The Ranger's Companion
----
Quest Starter: Master Ranger Nente
Objective: Charm a Melandru's Stalker
Reward: 250 experience, sampling of Charm Animal, Comfort Animal and Troll
Unguent
Reward Giver: Master Ranger Nente
Difficulty and Comments: nothing on the way to the Melandru stalker will attack
you.  When you start charming, the process takes ten seconds or so, in which
time the stalker will attack you.  Other than that, this is easy.

----
Elementalist Experiment
----
Quest Starter: Elementalist Aziure
Objective: Kill 12 Ice Elemental Shards which come in waves of 4.
Reward: 250 Experience, Firestorm, Glyph of Lesser Energy and Aura of
Restoration
Reward Giver: Elementalist Aziure
Difficulty and Comments: Firestorm will cream them.  Try to wait so you can
pound two waves at a time with it.  If your primary class is Elementalist, you
can do this at the same time as Supremacy of air.

----
A Monk's Mission
----
Quest Starter: Brother Mhenlo
Objective: Keep the Abbot Paulus alive
Reward: 250 experience, sampling of Bane Signet and Orison of Healing
Reward Giver: Brother Mhenlo
Difficulty and Comments: Do this while you do the Rites of remembrance.
Paulus will have to run across poison [so will you].  He likely will not die on
the way there.  When you get out of the poison, heal him and heal yourself.
You will now have to run back.  Paulus is carrying something now and runs
slower, thus, you need to heal him this time.  Walk slowly with him back to the
entrance to Ashford Abbey.  When the quest updates, talk to Mhenlo.

----
The Necromancer's Novice
----
Quest Starter: Necromancer Munne
Objective: Kill the Nightmare
Reward: 250 experience, sampling of Life Siphon, Deathly Swarm, and Animate
Bone
Horror
Reward Giver: Necromancer Munne
Difficulty and Comments: Follow Munne to the hallway in a large room.  You will
see a carrion devourer run across a flame geyser and be blown up.  This is a
hint [Well, actually, the hint is in the mission summary now].  Try to avoid
killing anything.  Just before [but not too close!] the next geyser, summon a
bone horror.  The body across the geyser will cause it to explode when
animated.  Do the same thing for the next and final one.  To kill the
nightmare, the fastest way is to cast deathly swarm, which will probably do in
excess of 60 damage.  Once you complete this, you are in the area of the Prize
Moa Bird, so do that one too.

-------------------------------------------------------------------------------
3. Primary & Secondary Profession Trainer Quests
-------------------------------------------------------------------------------

These are skill trainers who can only teach you skills from your primary and
secondary classes.  There is no sampling these.


Elementalist
-------

----
Supremacy of Air
----
Quest Starter: Relena Stormbringer
Objective: Kill the Tower Golem
Reward: 250 experience, Permanent use of Blinding Flash, Lightning Javelin
Reward Giver: Elementalist Aziure
Difficulty and Comments: use lightning javelin to cream the golem.  If you are
a primary Elementalist, have this quest activated when you go to do the
Elementalist experiment.


Mesmer
-------

----
Domination Magic
----
Quest Starter: Vassar [Foible's Fair]
Objective: Kill the Skale Brood
Reward: 250 experience, permanent use of Backfire and Shatter Delusions
Reward Giver: Vassar
Difficulty and Comments: Use backfire on him or you are likely to get creamed.
Combine it with whatever form of damage you desire.


Monk
-------

----
Blessings of Balthazar
----
Quest Starter: Brother Mhenlo
Objective: Kill the undead invading the farms north of Ashford Abbey.
Reward: 250 experience, permanent use of Retribution, Symbol of Wrath
Reward Giver: Brother Mhenlo
Difficulty and Comments: If you can get in close, smash the undead with Symbol
of wrath.  Otherwise, use your Bane Signet [and Banish if you are a primary
monk]

----
Protection Prayers
----
Quest Starter: Garzden the Protector
Objective: Protect Farrah while she hunts down the bandit Alain.
Reward: 250 experience, permanent use of Shielding Hands and Reversal of
Fortune
Reward Giver: Garzden the Protector
Difficulty and Comments: Somewhat tough if you fail to heal her frequently [or
use protection prayers].  She will be able to kill most of it in a hurry, so do
not feel the need to speed up the process of killing.


Necromancer
-------

----
The Accursed Path
----
Quest Starter: Oberan the Reviled [Catacombs]
Objective: Kill 5 Crypt Fiends
Reward: 250 experience, permanent use of Soul Barbs and Faintheartedness
Reward Giver: Oberan the Reviled
Difficulty and Comments: hardest part is getting to Oberan deep in the
catacombs.

----
Power of Blood
----
Quest Starter: Kasha Blackblood [Green Hills County]
Objective: Kill 3 Blood Fanatics
Reward: 250 experience, permanent use of Vampiric Touch and Blood Renewal
Reward Giver: Kasha Blackblood
Difficulty and Comments: Easy quest.  They will run from you until they have a
great strength in numbers.  If you are a Mesmer as a second or first class, try
to slow them down as they run so you can pick them off one at a time.  You only
need to kill three of the five.


Ranger
-------

----
Test of Marksmanship
----
Quest Starter: Ivor Trueshot [Regent Valley]
Objective: Kill the five nearby plague worms
Reward: 250 experience, permanent use of point blank shot and Read the Wind
Reward Giver: Ivor Trueshot
Difficulty and Comments: Somewhat hard if you are still level one.  If you are
level two, this is easy.  Just gun them down with special shots.  Helps to have
a pet to do the few extra damage.


----
Unnatural Growth
----
Quest Starter: Aidan [Wizard's Folly Fishing Village]
Objective: Get an Aloe Root from a large aloe seed.
Reward: 250 experience, permanent use of Ignite Arrows and Dual Shot.
Reward Giver: Aidan
Difficulty and Comments: This one is actually quite hard.  First, it is way out
of the way as you will be able to see on your map.  Second, these things just
swarm at you.  Chances are, you will only need to kill one.  Ignite arrows
works wonders if you can cluster them, so does any other area of effect spell
your other class may have.


Warrior
-------

----
Warrior's Challenge
----
Quest Starter: Duke Barradin [Barradin Estate]
Objective: Kill Agnar the Foot
Reward: 250 experience, permanent use of Hammer Bash and Frenzy
Reward Giver: Duke Barradin
Difficulty and Comments: The trick is to knock him down with a hammer blow just
before he uses a healing spell.  It might be easier to have a Mesmer in the
party to just empathy and conjure phantasm him.

----
The Vineyard Problem
----
Quest Starter: Little Thom [Barradin Estate]
Objective: Kill the 4 Large Aloe Seeds
Reward: 250 experience, permanent use of Cyclone axe and Executioners strike
Reward Giver: Little Thom
Difficulty and Comments: Get in-between them and use cyclone axe, which will
kill all of the little ones and build up your adrenaline.  Smash the first Big
seed with executioners strike.  Should be easy enough to hack 'n' slash from
here.

-------------------------------------------------------------------------------
4. Quests Which Are Not Really Quests
-------------------------------------------------------------------------------

The Bear Hunters

The Bear Hunters are in the Regent Valley.  They are a big bunch of drinkers
who like to hunt bears.  When you get to them, try to have not killed the two
nearby bears.  Talk to them all, stand there for a minute and eventually a
timer will activate.  You have that long to kill a bear and return to the
hunters.  Every time you succeed, you will get a Hunter's Ale.  It does not
seem to have a purpose, but if you drink it, it will make your screen blur,
trying to simulate being drunk!


Farmer Dirk's Prize Winning Hogs

They have all escaped their pen.  You need to chase them all back in!  This is
rather difficult.  Basically, when you charge up to a hog, it will run in the
direction it was facing... usually.  Once you get all seven or eight back in,
talk to farmer dirk and he will give you 70 gold or so [Haven't done it in
ages].


Dress up Gwen!

Give Gwen a new flute from a vendor, a cape from a Vendor and constantly give
her flowers.  She'll give you her Tapestry shred.  It does not seem to have an
use yet.  Save your money and do not even bother to do this.

*******************************************************************************
                             iv) Characters
*******************************************************************************
There are six classes your character can choose from.  The class you choose
gives you access to all of their attributes and skills.  Later, you will get to
choose a secondary class.  You still get access to all of the skills, but can
not use the primary attribute of that class.  Much, much later in the game you
can change your second class, but never your primary class, so choose wisely.
In this section, I will explain the characters and focus on their pre-searing
abilities.  I presume level 6 to be the highest attribute level someone will
have in pre-searing.  I know you can have more, but I feel that is reasonable
to base this off of.

Elementalist
---
Elementalist are well known for deal wide area of effect damage, as well as
some potent damage over time spells.  The primary stat of an Elementalist is
energy storage, which gives 3 extra maximum energy per level of it.  This
allows Elementalist with their rather expensive spells to cast longer than
characters which use Elementalist skills as a second class.  Elementalist are
quite fragile though, with a very low armor class.

Aura of Restoration
---
Energy Cost: 10
Casting Time: 1/4
Recharge Time: 20
Effect: Whenever you cast a spell, you gain a % of that in life.  It starts
around 152%, maxes at 350+%.  This is a cheap way to heal yourself, it lasts an
entire minute.  Use it!

Blinding Flash
---
Energy Cost: 15
Casting Time: 1/4
Recharge Time: 4
Effect: Target is blinded for a small amount of time.  While blinding opponents
is nice, this is way too expensive and lasts barely five seconds if you put
your points into air magic.

Firestorm
---
Energy Cost: 15
Casting Time: 4
Recharge Time: 30
Effect: Deals damage over a very large area for several seconds.  This is the
best area of effect spell open to an Elementalist for a significant portion of
the game.

Flare
---
Energy Cost: 5
Casting Time: 1
Recharge Time: 0
Effect: Sends a projectile of fire out at target enemy.  The damage is minor,
but having no recharge is very nice.

Glyph of Lesser Energy
---
Energy Cost: 5
Casting Time: 1
Recharge Time: 30
Effect: Your next spell costs 15 less energy to cast.  This makes firestorm
much cheaper to cast.

Lightning Javelin
---
Energy Cost: 10
Casting Time: 1
Recharge Time: 5
Effect: Deals a decent amount of projectile damage to one target.  This spell,
like almost all air spells, has 25% armor penetration.  It will also interrupt
an enemy attacking.  If you are an aeromentalist, this will be your bread and
butter for a while.  It does about the same damage as flare in pre-searing
though, so I suggest sticking with flare until Post-searing, as it is cheaper
and faster.


Mesmer
----
Mesmer's are by far and away the most unique class.  They deal little damage
and have even worse armor.  They are not great characters to lead a party, but
make phenomenal supporters.  Because of this, in pre-searing, they will have
some difficulty.  I would suggest making use of Domination and Illusion magic
here to deal damage... or to just party with someone who can.  Mesmers have
fast casting as a primary stat.  Most of their spells already have low cast
times, but this makes them even lower.  Also, it can be highly effective to
fast cast spells of your second class [such as monk or Elementalist skills].
Mesmers are masters of interrupting actions and damage over time spells.  In
my opinion, this is the class which requires the most skill, not recommended
for
your first character.

Backfire
---
Energy Cost: 15
Casting Time: 3
Recharge Time: 20
Effect: Deals a great deal of damage to target if it tries to cast a spell in
the next ten seconds.  This spell is highly potent.

Conjure Phantasm
---
Energy Cost: 10
Casting Time: 1
Recharge Time: 5
Effect: Target suffers health degeneration of 5 for the next x seconds.  Very
good for killing monsters quickly.  Effects are less noticeable in post searing
when enemies have much more life.

Empathy
---
Energy Cost: 10
Casting Time: 2
Recharge Time: 10
Effect: Target takes a small amount of damage every time it attacks for the
next several seconds.  Decent way to get an enemy to kill itself, but the
damage is not that substantial.  Still, it's a nice add on against bosses.

Ether Feast
---
Energy Cost: 5
Casting Time: 2
Recharge Time: 8
Effect: Target loses 5 energy.  You gain 8+ life for each point of energy it
loses.  This spell is useful for self healing, but becomes useless quickly in
post searing.  Use it as a last restore.

Imagined Burden
---
Energy Cost: 15
Casting Time: 1
Recharge Time: 30
Effect: Target moves at 50% speed for the next several seconds.  This spell is
nice, but it does not last long enough for its price.  There is a similar and
better spell later.  Still, this does have its uses if you can support its
price.

Shatter Delusions
---
Energy Cost: 5
Casting Time: 1/4
Recharge Time: 10
Effect: Target takes moderate damage and one hex spell on it is removed.  Does
no damage if target is not hexed.  Use this when your hex is about a second
from expiring to get some additional damage from it.


Monk
----
Monks are the backbone of almost any party, provided they are healing or
protecting monks.  Monks are the only class with the ability to use
resurrection spells [all classes may use the once per mission signet though].
They are also able to heal other characters in large quantities.  Their
protection skills can reduce, reverse, prevent and re-direct damage.  They are
rather fragile though, so keep them protected from enemy melee.  Smiting monks
are another story.  They are masters of dealing holy damage and reflecting
damage back at sources.  Monks get divine favor as their primary attribute.  It
adds 3.2 extra points of healing to a friendly target of any of their spells
[as long as it targets one person].  This can compliment their healing
abilities, or make them able to heal ever so slightly when using protection
spells.

Bane Signet
---
Energy Cost: 0
Casting Time: 2
Recharge Time: 25
Effect: Does holy damage to one target, if attacking, that target is knocked
down.

Banish
---
Energy Cost: 5
Casting Time: 1
Recharge Time: 10
Effect: Does holy damage to one target.  Weaker than Bane Signet, but recharges
much faster.

Healing Breeze
---
Energy Cost: 10
Casting Time: 1
Recharge Time: 2
Effect: Gives target health regeneration.  This is one of the better ways to
heal pre-searing and even for a long time into post-searing.  Eventually,
enchantment busters and the short duration [10 seconds] will catch up with this
spell though.

Orison of Healing
---
Energy Cost: 5
Casting Time: 1
Recharge Time: 2
Effect: The most basic healing spell.  It heals minimally, but has some nice
perks.  With good divine favor, the spell can heal for nearly 100 points and it
recharges very quickly and can be cast for nearly nothing.  It is also able to
target yourself, something the more potent healing spells can not always do
without downfalls.

Retribution
---
Energy Cost: 10 [upkeep of -1 energy regeneration]
Casting Time: 2
Recharge Time: 0
Effect: Attacker takes 33% damage back when it hits.  The higher your smiting
prayers are, the more damage which is reflected back.  I should note, this
spell does not PREVENT damage, it only deals it.

Reversal of Fortune
---
Energy Cost: 5
Casting Time: 1/4
Recharge Time: 2
Effect: Next time you take damage, you gain life equal to that damage instead.
This spell costs the same as Orison of healing, but can be more potent.  First,
the enemy basically loses two attacks, because the first one will heal the
target, and the second one would put them back to where they are.  The problems
with healing this way are as follows: 1.  You may heal a three damage attack,
and then suffer a twenty damage one.  2.  There is a maximum to how much life
can be reversed.  Still, this is a great spell which should be in any
protection monk's arsenal.

Shielding Hands
---
Energy Cost: 5
Casting Time: 3/4
Recharge Time: 25
Effect: All damage sustained by target for the next 10 seconds is reduced by x.
This is useful in the mid game, but near the end, 15 damage per hit reduced
does not make a big deal of difference.  Still, if you have high protection
prayers, this spell can be very useful for five energy, easily preventing more
damage than orison of healing could heal for.

Symbol of Wrath
---
Energy Cost: 5
Casting Time: 2
Recharge Time: 30
Effect: For 5 seconds, enemies which are very nearby suffer holy damage each
second.  This spell can deal some decent damage, especially to the undead.  If
a nearby foe is knocked down, you can almost certainly get a free hit or two
in.  This can also make some melee attackers run away.  An enemy which is
running away is generally not hurting you.


Necromancer
----
To be honest, I have spent very little time with this class, thus, anything I
say about it should be taken with a pillar of salt.  Necros make great support
characters, with their abilities of self sacrifice to cause various conditions
on opponents.  Necros gain energy back with their primary attribute, soul
reaping, which regenerates their energy when foes fall nearby in battle.

Animate Bone Horror
---
Energy Cost: 15
Casting Time: 3
Recharge Time: 5
Effect: Summons one Bone Horror.  I am not big on summons, there are better
summoning skills.  Still, having an ally from an enemy's corpse can only help
you.

Blood Renewal
---
Energy Cost: 5
Casting Time: 1
Recharge Time: 10
Effect: You lose 33% of your maximum health.  For 10 seconds, you gain health
regeneration of 3.  When the 10 seconds are up, you gain a good chunk of life.
I am not a big fan of blood magic, but in theory this could heal you quick I
guess.

Deathly Swarm
---
Energy Cost: 10
Casting Time: 3
Recharge Time: 3
Effect: Deals cold damage on up to three targets.  Best used on a cluster
of enemies.

Faintheartedness
---
Energy Cost: 10
Casting Time: 1
Recharge Time: 5
Effect: For a short [to long, at high levels] while, target has its attack
speed slowed down and suffers a small health degeneration.  This spell is
annoyingly good at higher levels against a single foe.

Life Siphon
---
Energy Cost: 10
Casting Time: 2
Recharge Time: 2
Effect: Target suffers health degeneration for a long period of time, you gain
health regeneration of equal quantity for that same amount of time.  This spell
is a nice way to slowly heal yourself while slowly hurting a foe.

Soul Barbs
---
Energy Cost: 10
Casting Time: 2
Recharge Time: 20
Effect: Target takes damage when it is hit with an enchantment or a hex for the
next thirty seconds.  This works great with Mesmers in your party, as the hex
can then be shattered for even more damage.  Same is true with a later
necromancer spell of strip enchantment.

Vampiric Gaze
---
Energy Cost: 10
Casting Time: 1
Recharge Time: 5
Effect: Steal a small amount of health from one foe.  A nice early healing
spell.  Does a decent amount of taking at any point in the game, plus it
has range.

Vampiric Touch
---
Energy Cost: 15
Casting Time: 3/4
Recharge Time: 5
Effect: Steal a moderate amount of health from target touched foe.  You need to
be in real close for this one, which can be death to a necromancer in the late
game.  But in the early game it is a decent way to heal and hurt at once.


Ranger
----
Rangers are long ranger attackers who use bows for the most part.  Rangers can
have animal companions and set traps as well.  Rangers are far better in pvp
than pve, but they can still be of great use.  Rangers make great "pullers" of
crowds.  While this is a relative non-factor in pre-searing, it is still
something to be aware of.  Rangers in pre-searing are honestly not that good.
They deal very little damage and will spend a great deal of time running if
they do not have something blocking melee attackers.  Luckily, pets are able to
take most of the melee fire at this point of the game.  I would not recommend
going beastmaster for the long haul, but it works in this area.  Expertise is
the primary attribute of the ranger, it reduces the cost of ranger spells,
which is quite handy.  It does not effect the cost of spells from the second
profession.  Like Necros and Mesmers, Rangers are probably best defined as
support characters.

Charm Animal
---
Energy Cost: 10
Casting Time: 10
Recharge Time: 0
Effect: Take control of an animal.  In pre-searing, your choices are melandru's
stalkers and Wolves.  Other animals have break charm.  More on this in the FAQ
section.  You need this skill in your bar for a pet to leave town with you.

Comfort Animal
---
Energy Cost: 10
Casting Time: 1
Recharge Time: 1
Effect: Heals animal slightly or brings it back to life if dead.  Your skills
are all disabled for 8 seconds if you revive it.

Dual Shot
---
Energy Cost: 10
Casting Time: 0
Recharge Time: 5
Effect: Shoot two arrows instead of one.  Each one does 25% less damage than
normal.  Use this in tandem with ignite arrows on clustered enemies for extra
crowd damage.

Ignite Arrows
---
Energy Cost: 10
Casting Time: 2
Recharge Time: 12
Effect: For 24 seconds, your arrows do extra fire damage to all enemies near
the target, including the target.  This is a decent skill early and potent
against ice creatures.  It's reasonably long duration makes it one of the
better preparation skills.

Point Blank Shot
---
Energy Cost: 10
Casting Time: 0
Recharge Time: 3
Effect: Shoot an arrow at half range but for much extra damage.  This skill
does not have many practical uses, as the damage bonus is not great enough.

Read the Wind
---
Energy Cost: 5
Casting Time: 2
Recharge Time: 12
Effect: For 12 seconds arrows move twice as fast and deal extra damage.  This
applies only to your arrows.

Troll Unguent
---
Energy Cost: 5
Casting Time: 3
Recharge Time: 10
Effect: Gives yourself health regeneration.  This skill can be quite useful,
but takes an excessively long time to cast.  Still, it is your only early game
healing, make use of it.


Warrior
----
Warriors are the front line of any party.  They are the best armored class in
the game, which makes them the most able to take a lot of punishment.  The pre-
searing warrior skills are rather limited.  For pre-searing I would suggest an
axe for crowds or a sword for one on one combat.  They both attack at the same
rate and allow for the use of a shield.  Hammers take up both hands and attack
much slower, making them somewhat useless.  Their biggest advantage is being
able to knock things down.  The primary attribute of a warrior is strength,
which allows them to do more damage.  Some shields are also based on the
strength stat, which only a warrior has.  The one bit of advice for a
warrior... you are not indestructible, do not lure as many things on to
yourself as you can, you will die at some point.

Cyclone Axe
---
Energy Cost: 5
Casting Time: 0
Recharge Time: 4
Effect: Does an axe slash in a circle.  All enemies hit for additional damage.
This is a great way to build up adrenaline if you are in a crowd, but not a
great way to do damage once you hit post searing.

Executioners Strike
---
Energy Cost: none, 8 Adrenaline
Casting Time: 0
Recharge Time: 0
Effect: Solid blow for a good deal extra damage to one target.  Now that
penetrating blow has been nerfed, this is nearly as effective.

Frenzy
---
Energy Cost: 5
Casting Time: 0
Recharge Time: 4
Effect: For 8 seconds you attack 33% faster and take double damage.  This is
not too useful unless you are not being hit, or attacking from long range.
Does help build up adrenaline though.

Gash
-------
Energy Cost: none, 7 Adrenaline
Casting Time: 0
Recharge Time: 0
Effect: Sword attack, does some extra damage if the target is bleeding when you
hit it and also lowers their maximum health by 20% with a deep wound for a
short while.  This and sever artery are supposedly some godly combo [as sever
artery makes one bleed], but it seems overrated in my experience.

Hammer Bash
---
Energy Cost: none, 6 Adrenaline
Casting Time: 0
Recharge Time: 0
Effect: Lose all of your adrenaline.  Your hit with a hammer knocks one target
down.  It has its uses, interrupting long casting spells, keeping someone on
the ground for a couple of seconds.  Sadly, it requires a hammer which no one
in their right mind uses due to its poor attack speed.

Healing Signet
---
Energy Cost: 0
Casting Time: 2
Recharge Time: 4
Effect: You gain some life back, but take double damage while the spell casts.
This works well if you are not getting hit, but can be quite deadly to use if
warrior is your second class, as you have 40 less armor and double damage
is often more than how much you can be healed for.

Sever Artery
---
Energy Cost: none, 4 Adrenaline
Casting Time: 0
Recharge Time: 0
Effect: This attack causes the target to bleed for a few seconds.  Bleeding
gives the enemy a health degeneration of -4, which can be extremely helpful
against bosses or players which like to healing wind/troll unguent themselves.


*******************************************************************************
                             v) Collectors
*******************************************************************************
Collectors are the primary way to get most weapons and armor throughout the
entire game.  In Pre-Searing, they are somewhat useless.  You can get armor
which is two defense better than what you start with.  It is not much at all,
and you will get armor 25 defense or so better in post searing in the first
town.  But, when obtained from collectors, there is no material or gold cost.
They are scattered all over the place.

I'm using Hahnsoo's collector data, is it is far more recent than my own
With the exception of the very final entry in this section, all data here is
his.

The Catacombs
=============

Karleen
-------
Location: At the entrance of The Catacombs
Collects: 5 Gargoyle Skulls
* Armor - Footgear
  * Elementalist - Elementalist's Shoes (AL 7)
  * Mesmer - Stylish Footwear (AL 7)
  * Monk - Monk Sandals (AL 7)
  * Necromancer - Necromancer Boots (AL 7)
  * Ranger - Leather Boots (AL 12)
  * Warrior - Ringmail Boots (AL 27)

Gwynn
-----
Location: At the entrance of The Catacombs
Collects: 3 Skeletal Limbs
* Cane, Chaos Dmg: 2-4  
* Frost Artifact, Energy +3
* Holy Staff, Energy +3, Fire Dmg: 2-4
* War Hammer, Blunt Dmg: 6-9  

Lakeside County
===============

Brownlow
--------
Location: Just outside Ascalon City
Collects: 5 Skale Fins
* Belt Pouch
* Devourer Egg

Jacobs
------
Location: Outside of the Ashford Village near the Ashford Abbey
Collects: 3 Baked Husks
* Idol, Energy +3
* Flame Artifact, Energy +3
* Healing Ankh, Energy +3
* Armor - Footgear
  * Elementalist - Elementalist's Shoes (AL 7)
  * Mesmer - Stylish Footwear (AL 7)
  * Monk - Monk Sandals (AL 7)
  * Necromancer - Necromancer Boots (AL 7)
  * Ranger - Leather Boots (AL 12)
  * Warrior - Ringmail Boots (AL 27)

Kaylee
------
Location: Near the entrance to Regent Valley
Collects: 3 Grawl Necklaces
* Armor - Chest
  * Elementalist - Elementalist's Robes (AL 7)
  * Mesmer - Stylish Attire (AL 7)
  * Monk - Monk Raiment (AL 7)
  * Necromancer - Necromancer Tunic (AL 7)
  * Ranger - Leather Vest (AL 12)
  * Warrior - Ringmail Hauberk (AL 27)

Humphreys
---------
Location: Ashford Village
Collects:  5 Worn Belts
* Belt Pouch
* Inscribed Staff, Energy +3, Chaos Dmg: 2-4  
* Battle Axe, Slashing Dmg: 4-8 
* Holy Rod, Fire Dmg: 2-4 
* Crimson Carapace Shield, AL: 4 
* Fire Wand, Fire Dmg: 2-4  

Walden 
------
Location: Ashford Village
Collects: 3 Unnatural Seeds
* Bone Staff, Energy: +3, Cold Dmg: 2-4  
* Truncheon, Dark Dmg: 2-4
* Scroll, Energy +3
* Water Staff, Cold Dmg: 2-4 
* Battle Axe, Slashing Dmg: 4-8
* Ascalon Bow, Piercing Dmg: 7-10

Fort Ranik
==========

Hatcher
-------
Collects: 3 Unnatural Seeds
* Armor - Chest
  * Elementalist - Elementalist's Robes (AL 7)
  * Mesmer - Stylish Attire (AL 7)
  * Monk - Monk Raiment (AL 7)
  * Necromancer - Necromancer Tunic (AL 7)
  * Ranger - Leather Vest (AL 12)
  * Warrior - Ringmail Hauberk (AL 27)

Varis 
-----
Collects: 3 Spider Legs
* Water Staff, Energy +3, Cold Dmg: 2-4
* Smiting Staff, Energy +3, Light Dmg: 2-4
* Earth Wand, Earth Dmg: 2-4
* Fire Wand, Fire Dmg: 2-4
* Armor - Legs
  * Elementalist - Elementalist's Leggings (AL 7)
  * Mesmer - Stylish Hose (AL 7)
  * Monk - Monk Pants (AL 7)
  * Necromancer - Necromancer Leggings (AL 7)
  * Ranger - Leather Leggings (AL 12)
  * Warrior - Ringmail Leggings (AL 27)

Regent Valley
=============

Hatcher
-------
Collects: 3 Unnatural Seeds
* Armor - Chest
  * Elementalist - Elementalist's Robes (AL 7)
  * Mesmer - Stylish Attire (AL 7)
  * Monk - Monk Raiment (AL 7)
  * Necromancer - Necromancer Tunic (AL 7)
  * Ranger - Leather Vest (AL 12)
  * Warrior - Ringmail Hauberk (AL 27)

Rownan 
------
Location: South of the Lakeside County exit
Collects: 3 Dull Carapaces
* Devourer Egg
* Grim Cesta, Energy +3
* Storm Artifact, Energy +3  
* Smiting Staff, Energy +3, Light Dmg: 2-4  
* Earth Wand, Earth Dmg: 2-4  
* Ascalon Bow, Piercing Dmg: 7-10

Varis 
-----
Location: Southeast of the Lakeside County exit; Fort Ranik
Collects: 3 Spider Legs
* Water Staff, Energy +3, Cold Dmg: 2-4
* Smiting Staff, Energy +3, Light Dmg: 2-4
* Earth Wand, Earth Dmg: 2-4
* Fire Wand, Fire Dmg: 2-4
* Armor - Legs
  * Elementalist - Elementalist's Leggings (AL 7)
  * Mesmer - Stylish Hose (AL 7)
  * Monk - Monk Pants (AL 7)
  * Necromancer - Necromancer Leggings (AL 7)
  * Ranger - Leather Leggings (AL 12)
  * Warrior - Ringmail Leggings (AL 27)

Wizard's Folly
==============

Mindle
------
Location: Fishing Village in Wizard's Folly
Collects: 3 Enchanted Lodestones
* Cane, Chaos Dmg: 2-4
* Grim Cesta, Energy +3
* War Hammer, Blunt Dmg: 6-9  
* Ascalon Bow, Piercing Dmg: 7-10
* Armor - Gloves
  * Elementalist - Elementalist's Gloves (AL 7)
  * Mesmer - Stylish Gloves (AL 7)
  * Monk - Monk Handwraps (AL 7)
  * Necromancer - Necromancer Gloves (AL 7)
  * Ranger - Leather Gloves (AL 12)
  * Warrior - Ringmail Gauntlets (AL 27)

Savich (INCOMPLETE)
------
Location: Just outside Foible's Fair
Collects: 3 Icy Lodestones
* Ascalon Bow, Piercing Dmg: 7-10

My Old data on this one, for completeness.
Savich - Wizards Folly, just outside of Foible's Fair
Wants: 3 Icy Lodestones
Has: Bone Staff [2-4 Cold Damage, +3 energy], Battle Axe [4-8 damage], Ascalon
Bow [7-10 damage], Elementalist Leggings [armor 7, energy recovery +1],
Stylish Attire [Mesmer Armor, armor 7, energy +5], Monk's Sandals [armor 7,
energy recovery +1]

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                       vi) Frequently Asked Questions
*******************************************************************************

1) What exactly is the searing?
 -The searing is the events of the Charr Army blowing their way through the
defenses of Ascalon and ravaging the land.  As the Charr are fire based, they
more or less burned everything turning Ascalon into a waste land.

2) What does Dyes do?  Vendor's only give me one gold, should I trade them for
a hundred?
 -Dye colors your armor or weapons.  If you sell it to dye traders post-
searing, you can get a substantial amount of money for it.  To players, Black
and Silver dyes sell for a lot of money [Black 8000+, silver 1000+].  Other
colors are not in huge demand, but should still be sold between 100 and 300
gold.

PLEASE NOTE: These are the values of dye on August 19th, 2005.  The price may
fluctuate, the point is that these are the most valuable items in the entire
world of pre-searing.

3) What does the favor of the gods do?
 -in pre-searing, nothing.  For post searing, it determines which area [Korea,
Europe, America], the Gods will appear in the Temple of the Ages.
The Gods allow for access to the Underworld and the Fissure of Woe.

4) How do I identify an item?
 -You may purchase a kit of identification [25 uses] from any "Merchant".  It
costs 100 gold, which is quite a lot for this time in the game.  You will make
it up though, selling items, especially if they have the precious mod.

5) Why the hell did you write a guide about something so useless?
 -While I do agree that in the long run pre-searing is totally useless, there
are a few quests which do give solid rewards.
In addition, Charr Hides can be obtained in the northern frontier, dye seems to
fall more frequently, and it is a good way to
get acquainted with the game.

*******************************************************************************
                              vii) Credits
*******************************************************************************

CJayC - Founder of GameFAQs.com for hosting a wonderful website.
Greg - Alternate Method of A Gift for Althea Quest
Jonathan Swenson - Location or Ranger Legging's
Dhruel - Location of Mesmer Hose
James DeBlanc, Jason Bearden, Louis De Angelo and Raimund Hook - information
about the collector Hatcher being updated.
Hahnsoo - Collector data in the current version of the guide.
_____________________________________
Copyright, 2005  Apathetic Aardvark |
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