I don't mind being quoted at all, don't worry, duxie.
But I'd like to point out that my quest is by now consisting of 3 parts. The first indeed is a newbie-quest, it's kept very simple, very obvious and I tried to make it informative, like a tutorial.
The second part, which is clearly parted from the first part by saying 'Watch out, that's not a newbie-task any more, it might take you a long time to solve it', will probably be known to some of you, because it's a recycled version of my first quest ever. It's built to be rather hard for the group it targets, young players who want to get tougher creatures, but doesn't really pose a problem to a veteran. Those, obviously, have no incentive to beat it, because they don't need the reward
The last part, the one i call the 'Expansion Pack', is extremely hard and sets both veterans and newbies at a problem they haven't seen so far. I have absolutely NOT designed that part as tutorial or newbie quest, it's something you don't solve by talking to people and finding clues. And it requires profound knowledge of combat which you don't get on MP4.
So, when i say 'practically, you need to be mp5' I mean that you can't completely solve it just like that. The newbie part itself is rather simple.
Why do i put it in one big framework, then? Because I don't feel like making 3 different games for 3 age groups. Instead i took a big chunk and split it in 3 parts. Felt like a good idea to make a newbie quest that leads people into the big, unsolved questions of MD instead of stopping at the basic interface, combat and lands stuff.