Difference between revisions of "Ferre's Playground"

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| style="padding:5px;" |C major
 
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| style="padding:5px;" |C, E, G
 
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| style="padding:5px;" |A, C, Eb
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Revision as of 00:49, 24 December 2023

Ferre's Playground
Requirements

Base Level:

1 (lv 80+ as a party recommended)

Job Level:

1

Job Class:

Any Class

Party:

No (Need to be in a party but can be a party of 1)

Quest Prerequisites:

None

Other Requirements:

None

Rewards

Item(s):

Costume Diabolic Headphones

2 Pumpkin Candy Holder

Additional reward may vary. See quest details.



Basic Info

The starting point of this quest is in Tessera (134, 180). If you have 25 Faeheim Reputation Points, then you'll overhear 2 Fae children talking about fairies moving to the old, abandoned Hunter's Guild in Payon.

It's recommended to have Google on standby for part of the quest if you are not "musically inclined."

The quest will eventually lead you to have access to Ferre's Playground instance by the same name as the quest. You do NOT need to complete the entire instance to finish the quest. You need to defeat up to Room 4 out of 13 to rescue the Bard. Talk to him and he offers to lead you back to Payon to complete the quest. At this point, you no longer need to proceed further into the Instance for the quest. Be warned that Room 5 and beyond are substantially harder than the first 4 rooms, since they are not needed for quest completion. Rooms 5 to 13 are meant for high-end instance dungeons for their difficulty.

Whenever you leave the dungeon, if you have defeated Room 4 or above, be sure to go back to the entrance of the Instance and talk to one of the Ferre's there. Ferre will give you additional rewards, based on how far you have entered the instance. This part of the reward is repeatable, once per opening of the instance.

Quest Procedure

1. Walk to the Fairy Children to trigger the dialogue.

01FerreStart.png

The following Steps 2 - 5 are optional, but included for better flow. You can skip to step 6 for faster quest progress.

Optional Steps
2. (Optional) Go to Payon (186,233) and enter the building, then enter the first room on the right.

02FerreMap.png 02PayonKeyA.png 02PayonKeyB.png

3. (Optional) Talk to the NPC inside, they will tell you to find the Hunter Guildmaster.

03PayonKeyC.png

4. (Optional) Go to the Archer's guild at Payon Archer Village (142,162) and enter the room on the right to find the guildmaster.

04FerreMap.png

5. (Optional) The Guildmaster will ask you for "evidence"

05EvidenceOrder.png


6. Go to Payon Town and gather the "evidence" from the following NPCs:

  • Drunkard at Payon (210,110)

06Drunk.png

  • Woman at Payon (249,156)

06Woman.png

  • Young man at Payon (134,211)

06YoungMan.png

After talking to all 3 of them you will get a dialogue box saying you have gathered enough evidence


7. Return to the Guildmaster in Archer's Guild to get the Key

07KeyFinally.png


8. Go to Pay_Fild10.

08FerreGettingThere.png

If you have it unlocked (some people have a bug that unlocks it immediately) you can use warper service (Dungeons --> Ferre's Playground)

There will be a signpost at (148,252). Click on it to enter the Old Hunter's Guild

08FerreWarp.png 08FerreMap.png 08OldHunterGuild.png


9. Once inside, walk straight until you see a desk. You need to trigger dialogue box on 3 spots

  • Go to the desk on the left

09Left.png

  • Approach the boxes in the Center

09Boxes.png

  • Go to the desk on the right

09Right.png

Once done with all 3, walk back towards the exit and talk to the Ferre there

09Bottom.png

Pick

  • "I'm looking for a missing Bard"

and then

  • "Yes"

to play a game of Hide-and-seek with the Ferre.


10. The Ferre Will be Hiding in a random spot in Pay_Fild10. You need to find her 3 times to proceed to the next step.


11. After finding her 3 times, go back to the Old Hunter's Guild Signpost and talk to the Ferre. Tell her "Sure, I guess" to proceed to the next step

11FerreGame2.png


12. Go to Pay_Fild10 (273,324) and talk to the Piano.

12PianoMap.png 12PianoFerre.png

The Game is as follows:

  • The Ferres surrounding the pianos all represent a single musical note/key
  • The piano will tell you a musical chord
  • You pick which musical note/key is involved in the chord, and tell the respective Ferre to play the note
  • After you ask all the required Ferres to play, talk to the piano to finalize your answer
  • You have to do this 4 times, and will need to redo from the start if you fail a chord



Nerdy Music Stuff
Musical Notes include seven basic note names: A, B, C, D, E, F, and G. After G, the sequence repeats.
Musical Scales A musical scale is a series of notes arranged in ascending or descending order.

The most common scale is the "major scale," which has a happy and bright sound. It follows a specific pattern of whole and half steps between notes. For example, the C major scale consists of the notes: C, D, E, F, G, A, B, and then it repeats. Another well-known scale is the "minor scale," which has a sadder sound.

Chords A chord is a group of three or more notes played together to create harmony.

The most basic chord is the "triad," which consists of three notes. The most common triads are major and minor chords. A major chord has a happy and stable sound, while a minor chord has a sadder or more emotional sound. For example, a C major chord is made up of the notes C, E, and G played together. A C minor chord would be C, E♭, and G.

Chords are often derived from scales. The notes of a chord are usually taken from a specific scale.

For instance, the C major scale provides the notes for the C major chord (C, E, G), and the A minor chord (A, C, E) comes from the A minor scale.

In summary, scales are a sequence of notes, and chords are groups of notes played together to create harmony.

Aside from Scales and Chords, we also have Sharp (♯) and Flat (♭)

Sharp (♯) When a note is "sharp," it means you raise the pitch by a half step, or "one semitones".

For example, if you take the note C and make it sharp (C♯), you move up by one half step, which is the next key on the piano (or the next fret on a guitar).

Flat (♭): When a note is "flat," it means you lower the pitch by a half step, or "one semitones".

Using the note C again, if you make it flat (C♭), you move down by one half step.

Using a sharp or a flat twice raises or lowers the pitch by a step respectively (Symbol x for double sharp and 𝄫 for double flat) An example for this is the C-sharp Augmented Chord,

Augmented Chords An augmented chord is a chord that consists of a root note, a major third (four semitones above the root), and an augmented fifth (eight semitones above the root). In the case of C sharp augmented (C♯ aug), the notes are as follows:
  • C♯ (root)
  • E♯ (major third)
  • Gx (augmented fifth)

Here, the "x" symbolizes a double sharp, indicating that the G has been raised by two semitones. Alternatively, you can think of Gx as being the same as A in this context, as they sound the same in equal temperament tuning.

Diminished Chords A diminished chord is a type of chord that consists of a root note, a minor third (three semitones above the root), and a diminished fifth (six semitones above the root). The symbol for a diminished chord is often "dim" or a small circle (°) placed after the chord's name.

For example, let's take the C diminished chord:

  • The root note is C.
  • The minor third above C is E♭.
  • The diminished fifth above C is G♭.

So, the C diminished chord is made up of the notes C, E♭, and G♭.

The diminished chord has a tense and unstable sound, making it useful for creating tension in music. It is often used in transitional passages, leading to a more stable chord. Additionally, diminished chords have a symmetrical structure, meaning that if you move any note up or down by a minor third, you still get a diminished chord.

CSharpAugmentedChord.png

In This Example,

  • the E# goes up a half step, but since there is no black key after it, it simply goes to F
  • the Gx goes up two half steps, which means G --> G# --> A

Therefore, the in-game answer for C# Augmented Chord is C♯, F, A

~End of Nerd Music Stuff~



Example of the Chords

Chord Notes / Keys in-game
C major C, E, G
C minor C, Eb, G
A minor A, C, E
C-sharp Augmented C#, F, A
F-sharp diminished 7th F#, A, C, Eb
D minor D, F, A
E diminished E, G, Bb
B augmented B, D#, G
A-sharp diminished 7th A#, C#, E, G
E-flat diminished 7th Eb, Gb, A, C
F minor chord F, Ab, C, Eb
B minor B, D, F#, A
A Flat Diminished Ab, B, D
A Diminished A, C, Eb
A Flat Major 7 Ab, C, Eb, G

After successfully completing 4 sets of chords, the Piano tells you to find the Ferre again.


13. She is at Pay_Fild10 (193,39). Use the Ferre's Playground Warp to quickly get to her. Rotating the screen allows you to see her easily. Select "Yes" to open the instance. Make sure you are ready since you will be immediately warped inside!

13FerreMap.png 13FerreInstance.png 13FerreDialogue.png


At this point you have unlocked the instance and can run it as many times as you'd like.


14. In Room 4 of the instance, talk to the bard to send him back to town. He is located in the upper left corner of the room.

You have the option to keep going or go back with him, either choice will make him spawn in town.


15. Talk to the bard at Payon (202,120) to get:

  • Costume Diabolic Headphones

15FerreHeadphones.png

16. Warp to Ferre's Playground (Pay_Fild10), and talk to the Ferre at (181,40) to get:

  • 2 Pumpkin Candy Holders

16FerrePumpkin.png

There may be additional rewards but it will vary each time. See the reward section down below.

Instance Info

Note: the first 4 rooms can be completed by well-equipped non-trans lv 80 characters, or a duo of only moderately geared trans characters.

Room 1

Room 1 is to find the Right Ferre disguising as plants, and slay(?) it

Note : need confirmation on whether slaying is required, or simply finding will do

Room 2

Room 2 is to find the right Ferre from all the "Ferre?" mobs. The right mob's name is "Playful Ferre"

Room 3

Room 3 is to avoid being touched by the superspeed Ferres and reach the portal on the top left side of the room. The Ferres avoid attacks, but can be frozen (storm gust), or bound (spiderweb). There are other ways to go through this room, Good luck and have fun!

Room 4

If you talk to the Bard, he'll warp you back to Payon and give you the quest reward, Costume Diabolic Headphones. You can use the warper to go back to the instance if you wish, or go find him on your own in Payon after you've finished exploring the instance.

Room 5

Note: From this point onward, the difficulty of the instance is designed for a team of trans characters.

Room 6

Room 7

Room 8

Room 9

Room 10

Room 11

Room 12

Room 13

Rewards

Talk to one of the Ferre at the entrance to pick up your reward after you've exited the instance.

For defeating Room 4, you may get 1 of the following:

  • 25% to get 1 Pumpkin Candy Holder
  • 25% to get 1 Small Elunium Box
  • 25% to get 1 Small Oridecon Box
  • 25% to get 5 Faeheim Reputation Points

For defeating Room 8, you may get 1 of the following:

For defeating Room 12, you may get 1 of the following:

For defeating Room 13, you may get 1 of the following:


All rewards are cumulative and every party member earns their individual reward! Defeat the instance with a large party and everyone will be rewarded handsomely!

During heRO's belated Halloween celebration, you also get additional items. You may get 1 item out of either the common, uncommon or rare item pool. The chance to get an item from each pool varies depending on how far you have gone in the instance (minimum defeating Room 4.) The chance of common, uncommon and rare distribution are as follows:

  • Defeating Room 4: 90%-9%-1%
  • Defeating Room 8: 75%-23%-2%
  • Defeating Room 12: 50%-47%-3%
  • Defeating Room 13: 30%-63%-7%

The items in each pool are:

Common:

  • 2 Old Green Box
  • 1 Gold
  • 5 Allegiance Token
  • 1 Bloody Branch
  • 5 Old Purple Box

Uncommon:

  • 1 Past Halloween Gear Box
  • 1 Zombie Card
  • 1 Pumpkin Mojo
  • 1 Halloween Pet Box

Rare:

  • 1 Costume Diabolic Rock Guitar
  • 1 Gold Bullion
  • 1 OCA