Test of the Maestro
Test of the Maestro is a one-time, solo quest in Lineage 2 BoHPTS for characters of level 39+. It starts with Lockirin in Dwarven Village.
This quest is one of the three marks of:
In order to become a maestro, you must pass the Test of Maestro. Lockirin of the Iron Gate who administers the test says that you must obtain and bring back recommendations from three other elders. Will you indeed be able to obtain recommendations from the three Dwarven elders who are known to have very high standards?
Test of the Maestro walkthrough
The third quest for the second profession of the crafter (Warsmith): Test of the Maestro. Both the spoilers and the crafters have to do the same quests at 35 and 37 (Trial of the Guildsman and Testimony of Prosperity), but at 39 the quests are different.
Dwarven Village. Find Iron Gate's Lockirin in the main hall of the village and take the quest.
The third quest for the second profession of the crafter is taken in the dwarven village at level 39, in the round house opposite the teleport, where all the elders stand: we come up to Lockirin, and he explains that three tasks have to be done and three recommendations got from the elders, who stand right here in the house. Recently an unpleasant point came to light, and why it happened I still do not know. I did this quest back on the C3 chronicles, five times, and the order of actions was exactly as written below. But recently, already on C4, I read in the chat that a dwarf was not being given the task of this quest (he was doing it by this very guide). I came to the dwarves, and together we found out that Arin really does not give the task; by trial and error we found that Balanki sends you to the orcs, and after that task was done Arin gave out his own. It is unclear what the slip was and why the order changed, but keep it in mind when you do the quest.
Recommendation of Arin
Find Black Anvil's Arin in the main hall of the village. You receive:
Paint of Teleport Device.1. Black Anvil's Arin gives you the Paint of Teleport Device, blah-blah-blah; in short, Master Toma, so dearly loved by all the spoilers, has pinched a teleporter, and it has to be returned to its place. How to find this rogue is described in detail in the walkthrough Path of the Scavenger; we read carefully and go to look for the dwarf.
Talk to Master Toma.
We find the thief and present our claims; Toma says that the device does not work a bit, it is broken. And he suggests that we see for ourselves by pressing the teleport button. Nothing for it, we press: we are teleported somewhere deep into the dwarven lands, and three quest mobs appear nearby.
Hunt King Bugbear (lv. 32) until you have:
Broken Teleport Device.Return to Master Toma. You receive:
Teleport Device ×5.We beat them and quick-quick return to Master Toma. He repairs everything quickly and gives us 5 pieces of Teleport Device.
Return to Black Anvil's Arin in the main hall of the village. You receive:
Recommendation of Arin.We hand them in to Arin and get the first letter of recommendation.
Recommendation of Balanki
Find Silver Scale's Balanki in the main hall of the village. You receive:
Letter of Solder Detachment.2. Silver Scale's Balanki sends us to Chief Croto: this is the orc I often ran past, wondering why he stands here among the dwarves (he stands opposite the smithy).
Talk to Chief Croto. You receive:
Paint of Kamuru.Croto sends you to the Cave of Trials (teleport from the orc village) in search of the orc Kamuru, who went missing somewhere here long ago.
Cave of Trials (teleport from Orc Village). Talk to Jailer Dubabah.
We enter the cave and, crossing the bridge, turn left along the branch of the bridge. The corridor leads you to the prison cells, one of which will be open.
Talk to Corpse Of Kamur.
In it you find the corpse of Kamuru and talk to it. In general it should tell that the evil eye killed it, but I was told that there is no quest for me. That is no trouble, we continue the quest. One wall in the cell is false: poke at it and the character walks through the wall.
Kill Evil Eye Lord (lv. 37) to get:
Necklace of Kamuru.Farther on there will be a corridor that leads to the quest mob Evil Eye Lord of level 37; we kill it and get the Necklace of Kamuru.
Dwarven Village. Return to Chief Croto.
We give it to Croto and get a paper for Balanki.
Return to Silver Scale's Balanki in the main hall of the village. You receive:
Recommendation of Balanki.We hand this part in and get the second recommendation.
Recommendation of Filaur
Find Gray Pillar Member Filaur in the main hall of the village. You receive:
Architecture of Cruma.3. Gray Pillar's Filaur: this scoundrel sends us to Cruma (teleport from Dion).
Cruma Tower (teleport from Town of Dion). Talk to Researcher Lorain. You receive:
Ingredients of Antidote.We teleport to the entrance of the tower, but do not go in: we turn our back to the tower, and by the exit on the right side stands the dwarf girl Lorain. She has to be helped to prepare an antidote for the poisoned researchers of Cruma.
Cruma Marshlands (teleport from Town of Dion). Hunt Giant Mist Leech (lv. 25) until you have:
Leech Blood ×10.In the marshes of Cruma we hunt the Giant Mist Leech (from the entrance of Cruma we run straight until we bump into the leeches) and knock out 10 Blood of Leech.
Cruma Tower (teleport from Town of Dion). Hunt Stinger Wasp (lv. 30) until you have:
Stinger Wasp Needle ×10.Next we turn left (if the tower is behind your back) and look for the "striped wasp", Stinger Wasp, and knock out 10 Stinger Wasp Needle.






Hunt Marsh Spider (lv. 34) until you have:
Marsh Spider's Web ×10.We run still farther (it is not far) to the spider Marsh Spider and beat until we get 10 Marsh Spider's Web. It should be noted that here, unlike in the previous quests, the developers took pity on us, and the drop of the quest items is 100%.
Return to Researcher Lorain. You receive:
Report of Cruma.We hand everything in to Lorain and get the architectural plan of Cruma.
Dwarven Village. Return to Gray Pillar Member Filaur in the main hall of the village. You receive:
Recommendation of Filaur.And return to the dwarven village. We have handed the plan in to Filaur and got the third letter of recommendation.
Mark of Maestro
Return to Iron Gate's Lockirin in the main hall of the village to complete the quest. You receive:
Mark of Maestro.All the recommendations we hand in to Iron Gate's Lockirin and get the long-awaited mark Mark of Maestro; we check whether all three marks are in place, trot off to Giran to the head blacksmith and get the profession Warsmith.
Tips
- Lorain hides behind the rocks to the right of the Cruma Tower entrance; all three monsters for her antidote live in the marsh around the tower.
Rewards
- EXP2,058,244
- SP141,240
Adena×372,154
Quest journal
The Elders' Recommendations
Lockirin explains that if you wish to become a Maestro, you must obtain the recommendations of three elders.
Return to Lockirin
You've collected all three elders' recommendations. Return to Lockirin of the Iron Gate.
Go to: Lockirin of the Iron Gate
Map




Quest items
Quests: level 35–43
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