- Job Information:
- Job Title: The Fourth Musketeer
Rank: C
Player Requirements: C-Ranked Wizard(s) or Two D-Ranked Wizards. Light Guild / Alignment ONLY. No Wizard above C-Rank will receive the bonus XP reward.
Job Requirements: Thread must be 30 posts long. 250 Words per post. Must Defeat at Least Three Groups of Enemies and the Boss. After defeating three groups of enemies "STEALTH" becomes optional, and you may keep rolling; and avoiding the enemies that appear by hiding and using espionage within Townsend Mansion until the Boss appears.
Job Location: Earthland (Minstrel), LeBuque Town
Job Description: 'Musketeers' that's what wizards are called in Minstrel. Charged with keeping the peace in the entire nation, the Musketeers are an ancient organization that accept only wizards into their Ranks. Unlike Fiore; they do not have an organization charged with keeping their Musketeers in check; rather, the Musketeers, protect the civilians of Minstrel and are the official lawkeepers of the nation.
However, there is trouble afoot in the elegant town of Lebuque. It seems; some Dark Wizards from Fiore have managed to break into the house of one of the most famous nobles in all of Minstrel. Sir Townsend. They have taken him, and his entire family hostage; and have laid demands of 1 million jewels down or it will mean their death.
The Musketeers are all to familiar with Dark Wizards, but felt it was best to contact the Guilds of Fiore for help against their own natives.
Your mission is simple; infiltrate the Mansion and free the Townsend family from the grasp of the Dark Wizards from Fiore.
The Musketeers have assigned three of their very finest Musketeers to make sure it goes smoothly.
Their names are Atha, Atma, and Portha. Blonde, Red-Head, and Brunette; respectively. These girls are REAL lookers; but don't let that fool you. All of them are extremely skilled wizards, fem fatales; and use both Gun Magic and Sword Magic at levels that far exceed this Jobs requirements.
However, they are personal friends of Sir Townsend and his family; and will stop at nothing to help you free him.
Meet up with the Three Musketeers at the location that the Musketeers organization has told you they'll be waiting for you.
Enemies:
Weak: Wind-Make Wizard x2 - Goes down in one hit of C-Ranked damage, or two hits of D-Ranked damage. Will target Lightning, Water, and Projectile Users first.
Normal: Earth-Make Wizard x2 - Goes down in two hits of C-Ranked damage, or four hits of D-Ranked damage. Will target Water and Wind type opponents first.
Strong: Summoner Wizard x2 - Goes down in four hits of C-Ranked damage. Or eight hits of D-Ranked damage. Will target Darkness or Light type opponents first.
Boss: Teleportation Wizard - Goes down in 10 hits of C-Ranked damage. Or twenty hits of D-Ranked damage. Will avoid anything less than a C-Ranked attack with an instant teleport without even trying. Will teleport behind you and attempt to use melee (hands and feet) strikes in combination with his teleportaton magics. Also may grab an item and warp it above your head to fall on you; or other tricky surprises.
Reward: A Green "Musketeer" outfit to wear when you're in Minstrel, showing that you are always welcome in Minstrel and are considered an official wizard there, just like you are in Fiore. 15k Jewels. Equivalent EXP of THREE Jobs of your Rank. May only complete this Job once.
Once again, Allison was in another country. This time though, it seemed that she had been called to the aid of the wizard guild of Minstrel-- a group of people that went by the name of Musketeers. Apparently, wizards from Fiore had invaded the country and secretly kidnapped one of Minstrel's entire noble families, along with their distinguished leader, Sir Town... Allison stopped going over the request's information and racked her brain for the noble's surname. She knew it started with "Town," but wasn't sure of the ending. Oh well, the girl thought, I suppose it really doesn't matter! Beaming and skipping along the beautiful streets, Allison gave up on figuring out a plan for the mission and made her way over to a nearby building. It seemed to be some kind of center to help foreigners get around-- and it was very useful, because as usual, Allison was lost.
Fortunately, the man gave very clear instructions as to how Allison was to get to the place she needed to be-- namely, the giant headquarters of the Musketeers. It was clearly visible in the distance, but some how, without the man's help, Allison would have ended up in the opposite side of town for sure, randomly wandering around and talking to people. With the man's directions, however, Allison made it to the Musketeer's headquarters without much delay at all, only stopping once or twice to help people that looked to be struggling with any kind of work or task. And these people were kind enough to forcibly excuse the girl from the work even after she tried to allow them to let her help, since they could obviously see that she was a foreigner and had come here for a reason. They were right-- Allison had a place to be, and it was good that she wasn't late when she finally arrived at the enormous, gleaming building, which seemed to have been built purely out of white marble and precious stones.