Two Halves Become One
Sulfuras · quest entry 5051
Western Plaguelands — zone entry 28, named from this realm's area table.
- Quest level
- 54
- Required level
- 50
- Base experience value
- 5,450
- Money at the level cap
- 2g 61s 0c
- How it is completed
- stored id 2
This realm keeps one row per patch for some quests, and this is the patch 0 row — the newest it carries. This realm's own quest table holds 4,727 rows for 4,433 quests, counted from this realm — the difference is the patch rows.
Who starts it
| Name | What kind of thing |
|---|---|
| Janice Felstone | creature |
One start, from this realm's own creature table.
In the realm's own chain
| Position | Quest |
|---|---|
| Previous | Good Luck Charm |
The chain is the realm's own: these are the previous and next entries this quest row stores.
Items this row names
| Role | Item | Count |
|---|---|---|
| Asked for | 1 | |
| Reward | 1 |
Every item here is named by this realm's own item table, and each name is a link to that item's page.
The gossip a player reads first
The ramblings of the poor ghost continue:$B$B"I'm so cold, John. Bring me your charm, and we'll be together! Quickly John, before the plague comes to change us into hideous beasts! I can't see you John... but I know you're near. I feel you near me."$B$BPerhaps if the second half of the charm was found and reassembled, this would constitute what the spirit of Janice Felstone is seeking.
Objectives
Locate the other half of the Good Luck Charm somewhere on the Felstone Farm in Western Plaguelands and reassemble it.$B$BGive the Good Luck Charm to Janice Felstone on the Felstone Farm, Western Plaguelands.
When the items are handed over
John, don't let the ghouls get you... don't let the ghouls get me... nasty ghouls... our charm will keep us safe.
What the quest-giver says at the end
You hand the reassembled good luck charm to Janice Felstone's ghost. As soon as she grasps it, you observe an almost immediate change in her. Her ethereal form shimmers, and she looks upon you with clear yet sad eyes.$B$B"You've freed me... I no longer will need this charm. Please, take it and perhaps it will give you the solace it has given me."
This is the text the realm stores, written as stored. A vanilla quest writes a line break as “$B” and refers to its item counts as “%d”; the rules that turn those into a sentence belong to the game client, so the page keeps the codes rather than guessing at the prose.
Every row above is this realm's own quest row, read from its quest_template table.
A value the realm did not record is left out or written as none rather than filled in with a plausible number.
The figures labelled “stored id” — how the quest is completed, its type, and a reward spell — are keys into game
data this realm was never sent, so they are printed as stored and carry no invented meaning. The experience
figure is the base value the row holds: the amount a player is actually given depends on the character's level,
and that rule belongs to the game client.