Wizard 101: Stick a fork in it, it's done

It’s done, it’s over, and aside from finishing a couple of quests in Village of Sorrows and heading back into Shiritaki Temple for the blue oyster I missed, and of course, farming nameds for loot, I’m finished with Wizard 101. I hold the Spiral key to the world of Dragonspyre, and when it opens, I’ll be there. Well? I had to do SOMETHING while watching history being made! ...

November 5, 2008 · 4 min · 842 words · Tipa

Wizard 101: October 30 update and the Cave of Sorrows

Still working on Shoshuni Village quests. I cleared out all the quests in the Cave of Sorrows, a place of treacherous paths and ramps and stuff that you have to cross dozens of times, and am now purifying the shrines in the other zone off Shoshuni, Kimise(?) Village. That is home to three shrines that will, when cleansed, weaken the Plague Oni enough so that I can defeat it. ...

November 1, 2008 · 4 min · 684 words · Tipa

Wizard 101: Crimson Fields and Sunken City (again)

Meet the War Oni, boss of Crimson Fields. I’ve been told Crimson Fields is the longest instance in Moo Shu, and so far it seems to be. Not like Sunken City or Kensington, though, it can be soloed… and for about two hours late one night, that’s what I did. I had no idea what I was getting in to! It’s not called Crimson Fields because it’s a field of lovely red flowers. The crimson is blood, and the fields are a battle field. The Warlord, once one of the Emperor’s closest advisors, betrayed Moo Shu and left a trail of death and destruction through Hametsu Village, Tatakai Outpost and the once peaceful dojo now come to be known by its bloody moniker. ...

October 29, 2008 · 4 min · 691 words · Tipa

Wizard 101: Hametsu Village

Finished Moo Shu’s first quest hub, Hametsu Village. It’s nice to have kinda-safe sidewalks to run around in; there’s nothing more annoying than the Marleybone rooftops, where the middle of the roof is safe, most of the time. Unless the mobs have decided to use that roof to turn around, in which case – grats on being chain-pulled into encounter after encounter. The night started off with one last Knight’s Court quest, in Marleybone. I had to talk to a lady there about her purse. Well, I guess she had borrowed it from someone else, it got torn up, needed to be repaired, was really someone else’s, and her purse had been stolen, so needed to defeat larcenous kittens for that one, then re-deliver everything to everyone, and so on – this kind of quest chain is really common in Wizard 101, and I think the main purpose of this quest series is to get you to run along those traitorous rooftops some more :P ...

October 27, 2008 · 4 min · 816 words · Tipa

W101: The long journey to Moo Shu

It took the better part of two days and the help of a handful of friends, but I finally finished the story line missions in Marleybone to unlock Moo Shu, Wizard 101’s fourth (and so far, final) world. What was the hurry? None, really. But – I love Wizard 101. It’s original, has deep, strategic gameplay, it’s different, fun and funny… So when EQ2’s expansion, The Shadow Odyssey, comes out, and Chronicles of Spellborn, I don’t want to just dump the game. ...

October 19, 2008 · 10 min · 2063 words · Tipa

Wizard 101 slices repeat instance XP

What with open grouping and a broad kid appeal, Wizard 101 is a pretty friendly game. Jumping in to an instance to help a friend is just a click away. This is a GOOD thing. But the devs saw ’exploit’ with players repeating instances over and over (something explicitly encouraged in the very first instance on Unicorn Way, Rattlebones’ Tower), and so have sliced the experience you get by repeating certain tougher instances – the ones you would most appreciate the help of friends. ...

September 17, 2008 · 3 min · 491 words · Tipa