Quest Outremer Spoiler Maps
From Legends of Chance 2 Wiki
Start at Angel City and head into the Outremer start area
- Be sure to check the Quest board
- So you know its not been done already
- Or in progress where some one else is doing it
Follow this sequence in order to reach the end
These Maps are made as if you had an Alpha egg from Nilrem and are able to set Binds. If not you just have to back track till you find the map again.
Thanks go to Zerogirl for these maps
Contents |
[edit] Starter Information
Outremer Quest
- To acquire the Angel Chalice in Outremer, you must complete five sub-quests plus a final.
- Each sub-quest has an ancient relic you must collect:
- East: Crown AKA The Crown of Thorns (Healing Circle 1/Day)
- North 1: Spear AKA The Spear of Destiny (Greater Restoration 1/Day)
- North 2: Wood AKA Wood from the Cross (Dismissal 1/Day)
- South: Shroud AKA The Shroud of Turin (Resurrection 1/Day)
- West: Painting AKA The Madonna (Dominate Monster 1/Day)
[edit] North Gate
The North Gate in Jerusalem takes you to a small desert area guarded by three wild dogs (1) half way up on the left. They can only be harmed by melee weapons, epic spells & breath weapons as with most wild dogs in Outremer. Once the dogs are dead, you can proceed through to the Crossroads.
[edit] Crossroads
Here you will find the sleazy Caravan Merchant (X) & his two guards. When you speak to him a menu will pop up & give you five choices:
- Damascus (Spear)
- Lebanon (Wood)
- Ceasaria (Final)
- Far East (Eternal Wars)
- Nothing (Cancel)
We are only interested in the first three options.
[edit] Damascus
Golan Heights
Here you will encounter two large cats (X) along the trail. They both have high spell & damage immunities. Luckily, a caster with high spell DC can kill them with Death Magic easily, otherwise it takes a while. One of them can be Dominated and used as a tough meat shield further ahead.
Damascus
You enter this map on a narrow ledge. Ahead is a gate holding back a large group of mobs (X). They will begin to attack you immediately. The Archers can be taken out with high DC Death Magic. The sub-boss Goliath has two heals that can be PPed. Use Gust of Wind or Dispel Magic to eliminate Goliath's Rage aura. Ahead is Saladin's Court, guarded by three more mobs (X). Kill them then rest & buff up.
Court of Saladin
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This room is very small & upon entering a half dozen tough mobs immediately attack you. Each mob has one heal potion that can be Pick Pocketed except for Saladin - he has three heals that can be PPed (and it is highly recommended you do so).
The best way I found to do it, is to enter with a summon then immediately Sanc & PP everything while the mobs attack it. This gets rid of a lot of Greater Ruins, etc. I then kill the Mage & begin taking out the rest... leaving Saladin for last. Once again, the Archers can be quickly taken out with Death Magic. Saladin has two Time Stops he likes to use early. He then proceeds to cast Horrid Wilting on the room so watch out. Once this room is cleaned out you are done here.
Saladin drops some Armor, God Forge #3, Five Awaken potions, Weapon Upgrades 25,30,35 & the Spear of Destiny relic (among other stuff)
[edit] Lebanon
Desert Lebanon
After entering this map, you will encounter a group of three mobs guarding a gate (X) which has some more mobs hiding behind it. Try to lure the first three down & take them out before attacking the gate mobs. After assaulting the gate, try to kill the Mage first if you can, as he will start spamming Greater Ruins. Once again, high DC Death Magic works good on the Mage & the Archers.
Proceed ahead until you see a stairway leading up the cliffs. This is guarded by two swordsmen (X) & three Archers lurking up high. Kill them all & proceed to the next map.
Hills of Lebanon
Three Archers will spawn on a ledge behind you (X). You can use Climbing Gear or Death Magic/AOE spells to kill them. Proceed up the hill until you find a large pack of wild dogs (these spawn in a random area). They can pretty well only be harmed by melee weapons, epic spells & breath weapons. After wiping them out, rest at the top before transitioning thru.
Mountains of Lebanon
This map requires Climbing Gear. Just go straight up. The large cats can be killed with Death Magic. The dogs are magic resistant like the previous ones you encountered and have to be pounded down. Once you reach the top take out the Archer on the stand (X).
Proceed down the middle ramp & kill the guard dog. A few mobs will spawn near the back gate and on the wooden stand (X,X). Death Magic is your friend once again if you have the DC. Most mobs here can have their heal potion PPed. Once they are all killed, proceed into the Home of the Assassins (1). The door has a death trap on it. Tip: Door can be bashed if a rogue is not handy to open the lock. The Mines (2) are off to the right. Have to clear out the house first though before going there.
Home of the Assassins
Inside the House you will immediately be attacked by a large group of mobs. I like to throw out a few Wails, then use Finger of Death to clean up any remaining mobs. Otherwise you have a battle royale on your hands. The doors on the upper level have death traps on them. All doors here can be bashed if necessary.
One room has a mob in front of it. Kill him and open the trapped door he was guarding. Inside the room is a small trapped chest (1). Make a bind here with the Alpha Egg if you can, because the key to open it is held by the big boss Sinan who is hiding in the Mines. Rest & proceed back outside
Mines of the Assassins
Upon entering this map, four Assassins & Archers will attack you. After killing them, proceed up and you will find three rooms (X). Sinan the Master Assassin is lurking in one of them (random location). You will notice his piercing red eyes glowing when you enter the right one. Lure him out of the room with a spell or ranged weapon and prepare for battle. Sinan will buff then immediately cast two Time Stop spells. He has two heals that can be PPed. It usually takes a while to kill Sinan, as he has a high AC & very good damage immunities. Once he is dead, pick up chest key from the drop. Port or go back to the chest in the House. Use Greater Ruin on Sinan to kill him fast then port/run back to the chest.
Inside are some assorted items & the Wood from the Cross relic. That's it for this area.
[edit] Jerusalem - East Gate
River Jordan
As you travel up the path you will encounter a group of scorpions hiding in the shipwreck (X). Kill them fast (with Death Magic if possible). They breath Petrification Gas so watch out. Past them bearing left & you will find a group of Bandits (X) waiting. Once again, Death Magic is your friend... high spell DC Wail takes them out fast.
Past the Bandits you will encounter another small group of Scorpions (X) near the exit door. Across the chasm on a ledge is a Spider (1). Kill it with Death Magic or ranged weapons. Once the spider is dead, use Climbing Gear to go over and retrieve the door key it was guarding from the pile of rocks. Jump back over and rest up before entering the Gardens.
Gardens of Abraham
Once you move in a few steps a large group of animal mobs will attack (X). Use Death Magic to take out the Bear & the Hyena's. The rest will have to be bludgeoned & slashed to death lolz. Tip: The bear can be dominated. Make sure you kill the Eagle hiding up a ways (top X).
Temple of Abraham
After moving inside, two large water Elementals will attack. Death Magic takes them out or just bash them to death. They have on-hit Drown that takes 90% of your HP with each successful hit so watch out.
You have to use Climbing Gear to reach the next area. Upon entering it, three Mushrooms will attack... a papa, a momma & a baby. They each have one heal potion that can be PPed. Fire-based spells & Bigby work well on them. After killing the mushrooms, look for a small hole in the middle of the floor. Only a small creature can enter it (pixie, badger, halfling etc.) but you need to go down to retrieve the boss door key, which is held by the Giant Ant Queen. Make a bind with the Alpha Egg before going down. Tip: Use Polymorph Self spell/scroll to turn into a pixie.
The Nest
There are six rooms here (X). Explore each one until you find the Giant Ant Queen. Once again (yep, sounding like a broken record) high DC Death Magic does the job quickly. Retrieve the Key from her corpse then port back to bind if you made one. Use climb/jump gear again to go forward. Both doors have a death trap on them. Rest & then use key to open either one (doesn't matter which).
Inner Sanctum
This is where the Gardener resides. Upon entering this room a pack of Scorpions will attack. Use a summon if possible to keep the Gardener busy while you kill them. The Gardener will cast several Earthquake spells to soften you up. He has two heal potions that can be PPed (and highly recommended you do so). The Gardener has very high damage & magic resistance. Use Death Magic once again or melee toons with good AB to finish him off. Epic spells barely hurt him so don't depend on HB.
The Gardener drops some Armor, Weapon Upgrades 30,35 & the Crown of Thorns relic (among other lesser stuff). All done here.
[edit] Jerusalem - West Gate
Desert West
This map is straight forward. Kill the two packs of Scorpions (X,X) you encounter. The Scorpions have Petrification Breath attack as per usual.
More Desert West
Another straight forward map. There is a group of three mobs when you first enter (X). Kill them with Death Magic if possible. Further ahead is another larger group (X)... the easiest way is to kill these with Death Magic as well. Otherwise get busy & hack them up.
Spring of Emmaus
Death Magic, Death Magic, Death Magic makes this a very easy map. X marks the spawn points. Nothing too hard to kill here. Rest & buff before going into the tent.
Bedouin Sheikh's Tent
This map is very small so be prepared upon entering. High DC Death Magic will clean it out except for the Sheikh himself. He has one heal potion that can be PPed. He also naturally heals once & Rage buffs 1-2 times. After killing him, the Sheikh drops a Bedouin Key. Use it to open the trapped cupboard. Inside is the Madonna Painting relic.
The Sheikh also drops Weapon Upgrades 25,30 plus a few other items.
[edit] Jerusalem - South Gate
First, you have to retrieve a gate key from the priest in the Jerusalem Church of Ascension. This key cannot be dropped, but it disappears from inventory when you open the gate. IF u already have a chalice, this is where you make the turn in for the xp reward of 400k. Make sure you read it carefully, so you dont accidently turn in your chalice.
Desert South
About half way up the map you will encounter a group of four mobs (X). They have Petrification Breath & Gaze attacks. Death Magic will kill them all. Otherwise it takes a while to hack them up due to high damage resistances.
More Desert South
Upon entering, go slow & a group of four flying mobs will spawn. Use Undeath to Death spells to weaken them if possible. A little ways past them on a thin bridge is a Desert Beholder. Kill this mob fast, as it has Petrification Gaze & Dispel Magic Gaze attacks (among others). Further up near the exit is another group of the same type of four flying mobs (X). Use Undeath to Death spells again to weaken them.
Even More Desert South
Upon entering map, a group of four Mummies (X) will immediately spawn near you. Undeath to Death spells will weaken them. They are immune to most other magic except epic spells. Go right & stay close to the wall. At the corner, go up tight along the wall again. Another group of Mummies will spawn approx. half way up (X) - rinse & repeat Undeath to Death. Keep going up and hang a left at the top corner. A little ways down another group of four Mummies will spawn. yep, Undeath to Death is your friend.
Now go carefully here... near the Mummy spawn point is a small pond. If you look closely there is an underwater stair case that goes down... take it. [red]Note: Ignore the large building off to the right. There is nothing good inside, just a drowning trap & some spawns outside.
Guardians of Lot
After taking the underwater entrance you pop out on this map. As you wind around, you will encounter several groups of undead mobs - a Mage, an Archer & a Swordsman. Use Undeath to Death to weaken them all. Always try to kill the Mage first, because once they ramp up, their spells really do some damage. Just go thru killing everything until you reach the exit door.
Test of Lot
You must talk to the Fire Altar first before the four Golems will spawn. The Golem locations are random, but the colored gem locations are not, as per the map. Kill the Golems, put the gems they drop in the coffins, then go back to the Altar & it will give you a key. Use key to open door to Lot's Tomb. Rest & buff up before going in.
Tomb of Lot
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Make sure you are fully buffed & ready before entering this room... it's pretty chaotic inside with lots of mobs simultaneously attacking you in a small area the second you transition in. I like to lob a couple Hell Balls into the middle first to kill Lot's spell casting wife & daughters fast. Lot & his family are all undead creatures. Lot can be hurt with Undeath to Death. Tip: Rogue caltrops will KD him, making him an easy kill.
Lot drops Weapon Upgrades 30 & 40 plus God Forge #5, five Awaken potions, & the Shroud of Turin relic (among other items). The four coffins here are trapped & have a few potions inside each one.
[edit] Outremer Final - Ceasaria
Before you start the final quest, go to the Church of Ascension in Jerusalem and talk to the Priest there. He will convert the five relics into five books. Save character & proceed to the North Gate. Head up to the Crossroads map and select Option #3 (Caesaria) from the Caravan Merchant menu.
The West Coast
After you are ported to this map, a half dozen mobs will spawn in front of on the road (X). Use Death Magic to kill them, otherwise it's hack & slash time. Further up the road near some rocks a small group of Scorpions (Z) will attack. Proceed to the exit transition after killing them.
Caesaria
Upon entering this map, a large group of mobs will spawn in front of you (X) - blocking the road ahead. Try to kill the Priest first, then chop down the rest of them. The Clay Golem is immune to most magic spells except epic. Father up the road is a small house on the left-hand side (Z). A few mobs & a Mage will spawn here... Death Magic will kill them otherwise do it the messy way. The Mage will start to spam Greater Ruin after buffing so try to take him out first. Climbing Gear can be used to reach the Mage.
Desert
A little ways up the road you will encounter a pack of wild dogs attacking a Black Antelope (X). When they are finished killing it (in 5 seconds or so), they will immediately begin attacking you. The dogs are immune to most magic except epic spells & breath weapons. Tip: Use Rogue caltrops to KD them. Past the dogs is a large gate (Z) with a group of mobs waiting behind it. Bash the gate then take them all out. Once again, kill the Priest first if possible. Rest up then go thru the large wooden door transition to exit this map.
Atlit Castle
After taking a few steps in, you will be attacked by two sword-wielding Templars & two Clay Golems on the ground (X) plus two pair of Crossbowmen up on the castle walls (Z,Z). Have to take these out the hard way as Death Magic is not effective here.
Now you have two choices:
1) Open the death trapped gate [DC=90/100] & proceed inside or 2) use Climbing Gear on the wall [Difficulty=13].
I prefer choice #2. Once you are up top, several groups of mobs will spawn all over the place (X,X,X). Kill them all then proceed to the Library. Talk to the Librarian inside & he will convert the five books you got from the Priest at the Church of Ascension in Jerusalem to the Atlit Keep Key. Save character at this point. Go back outside to the big door at the Keep entrance.
Atlit Keep
Make sure you are rested & fully buffed before entering the next area. Once inside, you will be immediately attacked by a huge group of mobs (X,X). This battle is very chaotic so stay on your toes. Use Death Magic on the guard dog if you can then start lobbing Hellballs & any other mass destruction capabilities you have. Most of the half dozen or so sub-bosses here are Paladins with Holy Avengers, so mages are vulnerable to dispel on hit when they attack you. This is truly a fight to the death, so be prepared.
After all the mobs in this room are finally dead look for the remains of Jacques de Molay, Grand Master of the Knights Templar. He drops an uber Long Sword & the Great Seal of the Knights. Make sure you pick both of them up. Good time to save again.
It is now time for a Rogue in the party to shine, as the route ahead is filled with death traps and locked doors. Proceed to the room marked with an (Z) & look for a secret door to appear. Go through it & down a short hallway. This door is not locked or trapped.
Test of the Grail 1a
You will come out in another L-shaped hallway. Do not try to open the door at the end... it's a death trap. Instead look for another secret door to appear along the left wall (X). Go thru it & transition into another hallway.
Test of the Grail 1b
Proceed forward until you reach a Construct (1) guarding the hallway. It will spam Balagarn's iron horn spell a half dozen times then proceed to physically attack you. It has on-hit dispel & KD pulse attacks. Use Death Magic or beat it down then proceed onward. You will then meet another Construct (2) just like the first one.
Note: The Constructs are named 'If I hear you I will kill you'. But even if you do manage to sneak by them, anti-run will bring you back as you attempt to exit the map. In other words, they have to be killed.
At the end of this hallway is a trapped pit. Don't try to go thru the trapped door past the pit... it's bad news. Climb or fall down the pit instead.
Test of the Grail 2
The pit from above has a spike trap at the bottom, but it isn't that strong. If the trap was disabled first you will take no damage. Exit this small room thru the trapped & locked door.
Test of the Grail 3
The first two doors you come to here have Juggernaut traps that can't be disarmed. Once the doors (1,2) are opened the Juggernauts will come smashing through. They do mega damage so be prepared as somebody with autorez will have to take three hits from them. Past the doors is a trapped precarious ladder bridge (3). A character with high Dexterity (76+) is needed to cross it otherwise you will fall into the deep water below. Make sure you have underwater breathing capability before attempting the crossing.
If you make it to the other side successfully, there is a trapped & locked door to be opened. Down the hallway is another door (4) leading to an underwater area. If the ladder collapses the person crossing will fall into the water below and will be attacked by some sharks & crabs. Proceed forward until you reach the door (4).
Test of the Grail 4
Upon entering this map you will be attacked by four small crabs (1). Use Death Magic on them or hack 'em up. Hang a left & proceed down the hallway until you encounter a group of three Mako sharks (2). Kill them then go left again until you see a leaning ladder... go ahead & climb up. The rope hanging next to the ladder goes nowhere & is death trapped.
Test of the Grail 5
OK... this is the final leg. Proceed forward down the hallway until you see a glowing torch mount hanging on the wall (1). Touch it & a secret door will appear next to you. Go thru the door into a secret chamber. There are three locked & death trapped sarcophagi along the wall (2). You want to crack open the middle one. Inside is a key to open the door there (3). Open the door & you will find a Construct guarding another locked (DC=90) & trapped (DC=100) sarcophagus. Lure the Construct out of the tiny room & then Sanc. Open the coffin & place the long sword & the Seal of the Knights you picked up earlier inside. A beam of light from above will then flash down & weaken the Construct. Make sure you pick up the sword & seal as you will need them later on. Go back out & proceed to kill the Construct. Once dead it will drop the Knight's Test Key.
Go back out into the hallway and travel forward until you come to a death trapped bridge (X). Past that you will eventually come to a doorway with an electrical field blocking your progress. It will de-activate when the person holding the sword & seal touches it. Go thru the doorway ahead.
Sacred Temple of the Grail
Finally... almost done. Ahead is a dilapidated & trapped (X) walkway. Use Climbing Gear to jump over the broken area. Past that you will encounter the Old Grey Knight sitting in the Knight's Chair (Z). Don't waste time talking to him. Inside the chair is the Ixian quest item 'Crown of the Lost Kings'. Behind the Knight are five Holy Altars. Take the Chalice from each one. Use the Activate Item (Long Range) on each one until you find the Chalice that summons Angel. Only one Chalice is for real - the rest are fakes.
Note: The Angel can only be activated by a Lawful Good character with at least 10 God levels or 20 Chapter levels. It won't work otherwise. The Chalice can also be turned in to the Priest at the Jerusalem Church of Ascension for a party XP reward of 400k (less sub ecl and/or multi class penalties). Maximum party size is four. All must be level 40+ as well. You will also need to give him the level 41 long sword (which he returns to you as a usable level 40 weapon).
[edit] Rewards
[edit] The Legendary Holy Grail
The Legendary Holy Grail's (Chalice) Powers:
- Activate Item (Long Range) 1/Day [Angel]
- Monstrous Regeneration (9) 1/Day
- Sunburst (20) 1/Day
- Undeath to Death (11) 1/Day
- Angel's Stats:
- Outsider (60) Paladin (60)
- 13,000 Hit Points
- Lawful Good
- STR 100
- DEX 60
- CON 60
- INT 50
- WIS 60
- CHA 104
- BAB: 20
- Number of Attacks: 4
- Armor Class: 53
- Attack Bonus: 97/92/87/82
- Spell Resistance: 28
- Fortitude Save: 102
- Reflex Save: 102
- Will Save: 102
- True Seeing
- Immune to KD
- Casts one Epic Greater Ruin
- Buffs party hit points to 8400
This is a great quest! Have fun!

































