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Quests


You are allowed to do up to 1 quests per week - PLUS 2 additional Chaos Emerald quests, if you want to.

***Super Emerald Quests are for members who already have Super and are tring to go Hyper!!!



Chaos Emerald Quests


Blue - 20,000 EXP.
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A gang, consisting of 3 gangsters and a boss.
Gang member: 10 HP. Punch, Kick, Jump Attack.
Boss: 40 HP/3 SP. Photon Dagger, Kick, Energy Beam. 1+/-0


Lightblue - 30,000 EXP.
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Roll your accuracy 3 times. Every miss, you lose 10 HP.
Eggman: 40 HP/6 SP. Super Punch Combo, Dark Wave, Chaos Spear, Power Charge. +2/-3


Red - 40,000 EXP. 1 rare item - 2 if quested by Space Knuckles.
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2 security robots, followed by a T-17 Android.
Security Robots: 15 HP. Energy Beam, Iron Grip, Blaster Blasts. +4/-6
Android: 58 HP/6 SP. Punch, Photon Sword, Super Energy Beam, Dark Wave, Black Shield, Punch Combo. +9/-2


Silver
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Pick one of seven things to search in. If you pick right you get the emerald, otherwise you get one or more rare items.


Gold - 30,000 EXP. 10 rings.
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2 bank robbers.
Robber: 40 HP. Punch Combo, Super Punch Combo, Photon Saber, Somersault. +3/-2


Purple - 50,000 EXP. 20 rings.
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A treasure hunter.
Hunter: 70 HP/10 SP. Punch, Kick, Super Punch Combo, Photon Brand, Chaos Control, Chaos Spear, Kick Combo. +5/-5


Green - 60,000 EXP. 30 rings. 1 rare item.
---
A nightmare come true.

2 Soldiers: 30 HP/2 SP. Photon Handgun, Photon Saber, Energy Beam. +0/-2
Boss1: 60 HP/5 SP. Kick, Kick Combo, Super Punch Combo, Side Kick, Super Energy Beam. +3/-3
Boss2: Your shadow.


***Super Chaos Emerald Quests***Super is unlimited in these quests which means you are super the whole time you are questing.

Super Blue - 40,000 EXP.
---
A gang, consisting of 6 gangsters one of the gangsters is you and a boss. You have decided that you no longer want to be part of the gang, so you have to fight your way out, becuase that is the only way you gonna get out alive!!!
Gang members: 20 HP. Punch Combo, Kick Combo, Mega Energy Beam.
Boss: 60 HP/ 15 SP. Photon Busters, Super Kick Combo, Ultima Energy Beam. 5+/-6


Super Lightblue - 60,000 EXP.
---
Roll your accuracy 6 times. Every miss, you lose 15 HP.
Eggman: 80 HP/18 SP. Omega Punch Combo, Hell Fire, Pummel Fury, Power Charge. +6/-9


Super Red - 80,000 EXP. 1 rare item - 2 if quested by Space Knuckles.
---
4 security robots, followed by a T-27 Android.
Security Robots: 20 HP. Super Energy Beam, Iron Grip, Blaster Blasts, Chaos Spear. +4/-6
Android: 78 HP/18 SP. Mega Punch Combo, Photon Sword, Mega Energy Beam, Dark Wave, Black Shield, Ultima Punch Combo. +15/-6


Super Silver
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Pick one of 14 things to search in. If you pick right you get the emerald, otherwise you get one or more rare items.


Super Gold - 60,000 EXP. 20 rings.
---
4 bank robbers.
Robber: 60 HP. Mega Punch Combo, Super Punch Combo, Photon Buster, Somersault Advance. +9/-6


Super Purple - 100,000 EXP. 40 rings.
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A Head hunter.
Hunter: 140 HP/10 SP. Punch, Kick, Mega Punch Combo, Photon Busters, Chaos Control, Chaos Spear, Hurricane Kick Combo, Hell Fire. +15/-10


Super Green - 120,000 EXP. 60 rings. 2 rare item.
---
Your worst nightmare that you wished you would never have again. But for some reason it is back and you are prepared this time.

4 Soldiers: 40 HP/6 SP. Photon Handgun, Photon Busters, Super Energy Beam. +6/-8
Boss1: 100 HP/15 SP. Kick, Hurricane Kick Combo, Omega Punch Combo, Side Kick, Ultima Energy Beam. +9/-9
Boss2: Your shadow.


Ring Quest


Dark Ally--you are alone by yourself and all of a sudden these robo thingies will come out one by one about 10 of them. Everyone you kill you get 5 rings giving you a chance of getting 50 rings in all. the robos got 10 HP/+2/-2/punch/kick/punch combo/energy beam.20,000 exp.



Stat Builders


-Bike Rank- Costs 20rings to enter/Must have a bike/10,000 EXP
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Pull off 5 tricks using agility and your accuracy. For every hit, you will gain 2 to your Skill


Rare Item


Recover Item-- You are walking down the street mining your own business then you here an old man cring out for help. You got to the old man and finds out that he has been mug. You are going ot recover the mans things and then he is gonna reward you 2 rare items. 10,000 exp.



Mystic Knight Space Training

You've just been drafted by Mystic Knight to take part in one of his intense training programs aboard Mystic SpaceShip. It consists of three exercises which tone three different areas. The cost for a single lesson is 50 rings. 10,000 EXP.
Practice 1: Muscle Building
A spar versus Mystic. Your are allowed to do 5 attacks, rolling accuracy but not damage. For every hit you gain +2 Attack.
Practice 2: Zero-Gravity Training
An extension of Exercise 1. When Mystic attacks for his five, you roll accuracy instead. If you hit, you dodge the attack. Gain +3 Agility for each attack dodged.
Practice 3: Memory Transfer
Mystic teaches you a few techniques he has obtained throughout the years. If you have learned at least up to Mega Punch Combo, you may learn Ultima Punch Combo. If you have learned at least one Pummel technique, you may learn Pummel Rage. If you have learned Fire Punch Combo, you may learn Fists of Mars. If you have ever participated in a DM, you may learn Touch of Death or Piercing Jab. If you have learned all of the attacks necessary, you may learn the Full Circle. NOTE: You may only learn two attacks at a time.
--Graduation--
As a reward for completing the quest, you may choose one of Mystic's wares to keep as a souvenir. (Roll 1d10 as you would for a rare item; Mystic's items may be viewed here.)



Free Heaven (AKA Death Camp 01)

Free Heaven is what remains of an old GUN fortress, and it is primary used by elite-warriors and soldiers - much like a lethal bootcamp.
The current 'champion' of Free Heaven is Josh, a skilled sword-fighter.
(It's adviced that you think things through before you actually embark on these quests.)
The cost for a single 'lesson' is normally 50 rings, but the price is quite flexible.
You gain 10,000 EXP for entering.


-Theory Class-
The theoretical - as well as practical - use of weapons in combat.
Rules: Roll 1d70 three time. everytime you roll equal to, or lower than your Skill, you will gain +5 Skill. Once the class is over, you are free to challenge Josh - if you want to. If you win, you will gain an additional +15 to your Skill. If you lose, you die - simple as that. (See Focus Training for more info)



-Practice Class-
Josh teaches you all about the two sides of a battlefield, in an uncensored and painful way.
Rules: This quest plays almost like a Deathmatch, with the difference that you have won once Josh goes below 20% of his max HP. Your character, however, follow the standard DM rules, and if you die here, you will lose a life in the game.
Everytime you damage the opponent for 10 points of HP, you will gain 3 points to Attack, and for every 15 points of damage you take, you will gain 5 to your defense, and 1 HP.


-Advanced Practice Class, as well as Focus Training-
Involves deathmatching, as well as learning and teaching of moves.
Rules: The ones who are questing must number atleast two, and they must also know at least 3 attacks each - including 1 or more weapon combo. All other rules and numbers are classified, and will be told once people actually decide to test this quest.


If you survive, chances are that you will recieve one of Free Heaven's wares, to remind you of the 'fun time' you had.