Difference between revisions of "In a Haze of Glory"

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[[fr:Triomphe et trahison]][[Category:Quests]][[Category:Crystal War Quests]][[de:Im Angesicht des Todes]]
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[[Category:Quests]][[Category:Crystal War Quests]]
 
{{Quest
 
{{Quest
 
|startnpc=[[Diordinne]] - [[Garlaige Citadel (S)]] (I-6)
 
|startnpc=[[Diordinne]] - [[Garlaige Citadel (S)]] (I-6)
 
|requirements=[[Wings of the Goddess]]
 
|requirements=[[Wings of the Goddess]]
|items=[[Number Eight Shelter Key]]
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|items={{KeyItem}}[[Number Eight Shelter Key|Number eight shelter key]]
 
|title=
 
|title=
 
|repeatable=No
 
|repeatable=No
 
|reward=[[Fullmetal Bullet]]
 
|reward=[[Fullmetal Bullet]]
 
|previous=[[Perils of the Griffon]]
 
|previous=[[Perils of the Griffon]]
|next=[[The Price of Valor]]
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|next='''Mission:''' <br> [[In the Name of the Father]]
 +
'''Quest:''' <br>[[The Price of Valor]]
 
|cutscenes=
 
|cutscenes=
 
}}
 
}}
  
 
== Walkthrough ==
 
== Walkthrough ==
* Head to [[Garlaige Citadel (S)]]
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* Talk to [[Diordinne]] at (I-6) in [[Garlaige Citadel (S)]] on the first map for a cutscene.
* Talk to [[Diordinne]] at (I-6) on the first map for a cutscene.
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* After the cutscene you will obtain the {{KeyItem}}[[Number Eight Shelter Key|Number eight shelter key]].
* After the cutscene you will receive the key item: ([[Number Eight Shelter Key]])
 
 
** The quest will appear in your log after receiving the key item.
 
** The quest will appear in your log after receiving the key item.
 
* Head to (H-9) on map 2 (past the mousse, not where the Yagudo are) and examine the Wooden Crates for a cutscene.
 
* Head to (H-9) on map 2 (past the mousse, not where the Yagudo are) and examine the Wooden Crates for a cutscene.
* Check the Wooden Crates again to enter an assault-type battle.
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* Have the party leader check the Wooden Crates again to enter an assault-type battle.
**Buffs are retained upon entry.
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*Only the party leader may start the battle.
** You have thirty minutes to defeat the [[Orcish Turret]] located at (H-10) to win. Experience points are lost upon death in this fight.
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** Buffs are lost upon entry.
** If you fail the fight, you will have to get a new key from Diordinne. You will have to talk to him and then wait until the next Vana'diel day. After midnight you will get a new key by talking to him again.
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**Trust are released upon entry but may be re-summoned once inside.
**'''Any''' [[Reraise (Status Effect)]] is lost upon wipe and ejection from the battlefield.
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** You have thirty minutes to defeat the [[Orcish Turret]] located at (H-10) to win.
 +
** '''Experience points are lost upon death in this battlefield.'''
 +
** Only players with the {{KeyItem}}[[Number Eight Shelter Key|Number eight shelter key]] or who have previously completed the quest may enter this battlefield.
 +
** If you fail to complete the objective, you will have to get a new {{KeyItem}}[[Number Eight Shelter Key|Number eight shelter key]] from Diordinne.
 +
*** You will have to talk to him and then wait until the next Vana'diel day.
 +
** '''Any''' [[Reraise (Status Effect)|Reraise]] is lost upon wipe and ejection from the battlefield.
 
* Upon defeating the battlefield, you will be returned to the Wooden Crates after a lengthy cut scene.
 
* Upon defeating the battlefield, you will be returned to the Wooden Crates after a lengthy cut scene.
* Return to [[Rholont]] in [[Southern San d'Oria (S)]] <span style="color:red;">'''between 18:00-0:00'''</span> to receive a cutscene.
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* Return to [[Rholont]] in [[Southern San d'Oria (S)]] <span style="color:red;">'''between 18:00-0:00'''</span> to receive the final cutscene.
*Check the Door: [[Lion Springs Tavern]] in [[Southern San d'Oria (S)]] at (K-6) for a cutscene to complete the mission [[In the Name of the Father]].  
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** A very brief cutscene with [[Rholont]] will take place the first time you return to him outside the timeframe.
  
=== Notes ===
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==Battlefield Details==
 
*You will be transported to [[Ghoyu's Reverie]] for this battle.
 
*You will be transported to [[Ghoyu's Reverie]] for this battle.
**You may enter if [[Garlaige Citadel (S)]] is under Beastmen control. You will see the message: "Your request for entry is being considered...", after this just wait a few moments, like assault, and it should take you into the area.
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** The battlefield is a large multi-level area with the [[Orcish Turret]] at the far end from where you enter.
**You may get a reply of "The hands of darkness have prevented you from proceeding." if not all party members are able to go.
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*** The easiest path that's so far been found is to hug the east wall up the first ramp, then always stick to the west wall until you drop down to the Turret.
** Lots of orcs and goblins wander around inside the assault; they have extremely weak defense, but pretty high attack. They are immune to Bind, Sleep, Repose, Lullaby, Paralyze, and Silence, but are vulnerable to Slow and Gravity. They don't all need to be killed to win, but a lot of them do tend to get in the way, so fighting is unavoidable. The [[Goblin Poisoner]]s will drop [[Effluvial Grenade|grenades]] on the ground and walk away from them; easily avoided if you watch where you're going.
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**You may enter if [[Garlaige Citadel (S)]] is under Beastmen control.
**If you are exposed to a grenade blast they inflict a high-dot [[Poison]] effect.
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**[[Virulent Flask]]s will also give poison effect. They have low health and can be easily destroyed safely with a ranged attack.
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** The Orcish Turret can be found at (H-10). Destroying the flasks causes the orcs guarding the turret to come repair them (they do not aggro other orcs on the way).
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===Enemies===
*** It is surrounded by a number of [[Orcish Footsoldier]]s and [[Orcish Hexspinner]]s that will have to be dealt with first.  
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* '''All''' enemies are True Sight.
 +
* '''All''' enemies are immune to [[Sleep]], [[Repose]], [[Lullaby]], [[Bind]], [[Silence]], and possibly [[Gravity]] as well. 
 +
* '''All''' enemies may link with each other.
 +
** Aggro/Link Radius is very large at around 6-7'.
 +
** Take caution and be prepared to fight.
 +
* Enemies within the battlefield have extremely weak defense and low evasion but EXTREMELY high accuracy and attack.  MNK95 with capped evasion + full merit + evasion gears still gets me 95% of the time (missed 4 times throughout the quest).
 +
** Because of this and because of time constraints, it is suggested that you zerg each unavoidable enemy as quickly as possible. This includes low-man attempts with /DNC jobs: focus on damage over cures.
 +
* Orcish Hexspinners can cast all Elemental Tier 3 -Ga spells as well as Sleepga. However, they can be easily interrupted with normal melee attacks.
 +
* Orcish Footsoldiers have a high rate of [[Double Attack]].
 +
 
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* The [[Orcish Turret]]
 +
** Surrounded by 3 [[Orcish Footsoldier]]s and 3 [[Orcish Hexspinner]]s.
 
** The turret's only form of attack or defense is that it will periodically spawn a poison grenade. It's possible to cast spells or fire ranged attacks outside the blast radius, however melee attackers will be exposed.
 
** The turret's only form of attack or defense is that it will periodically spawn a poison grenade. It's possible to cast spells or fire ranged attacks outside the blast radius, however melee attackers will be exposed.
 
** If by any chance you stop attacking the turret and leave it alone it will begin to regenerate health. Be sure to leave a DoT effect to prevent this from happening.
 
** If by any chance you stop attacking the turret and leave it alone it will begin to regenerate health. Be sure to leave a DoT effect to prevent this from happening.
***Orcish Hexspinners can cast tier 3 area spells, which do devastating amounts of damage, and Footsoldiers have a high rate of double attack.
 
* [[Virulent Flask]] confirmed locations: Two at H-8 and one at G-9 (In a cave indentation).
 
** [[Virulent Flask]] seem to be highly resistant to magic. Water III from a level 67 rdm with capped elemental did 10 damage. I didn't bother wasting more mp so if you can please confirm this with other spells.
 
* You must either have the ([[Number Eight Shelter Key]]) or this quest completed to be able to enter the battlefield else the party leader will receive a message stating "One of the party members is not cleared to enter the battlefield." It is possible to assist people with this quest flagged if you have already completed it though you get no reward for doing so.
 
**Note that the party leader must be someone with the quest active and key item, and cannot be someone who has completed the quest and is just helping.
 
* All Orcs and Goblins are True Sight in this fight.
 
  
* All Orcs and Goblins also link and aggro from about 6-7' away.  So when traveling through, be prepared to fight, sometimes linking 3 or more at a time. If you get aggro stop immediately and take care of it, or a few Orcs could cause a wipe in a spot ill-suited for raising.
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* [[Effluvial Grenade]]
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** If you are exposed to a grenade blast they inflict a high-dot [[Poison]] effect.
 +
 
 +
* [[Virulent Flask]]
 +
** Destroying the flasks causes the Orcs guarding the [[Orcish Turret]] to leave the defense of the turret and repair them.
 +
** '''<u>Destroying several flasks on the way to the [[Orcish Turret]] will greatly reduce the danger of wiping while clearing its sentries.</u>'''
 +
**[[Virulent Flask]]s will also give poison effect. They have low health and can be easily destroyed safely with a ranged attack or by timing a melee charge.
 +
** Has a high [[Magic Defense]].
 +
*** [[Bio II]] is a very good method for killing these as a mage as the [[Damage Over Time | DOT]] takes off over 10% per tick.
  
* Everything is [[Sleep]], [[Repose]], [[Lullaby]], [[Bind]], and [[Silence]] immune.
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=== Tips ===
 +
* If you fail you must return to [[Diordinne]] to get a new key. Speak to him 3 times (until he keeps repeating about Jeuno) and wait until game day midnight then talk to him again, when he will grant you a new key item to enter the zone. If you are in a party, all members must have the item to enter; it will not let a party in if someone does NOT have it.
  
 
* The battlefield is quite easy, and can be easily duo'd/trio'd or a hard solo as long as you have [[Poisona]] or [[antidote]]s.  
 
* The battlefield is quite easy, and can be easily duo'd/trio'd or a hard solo as long as you have [[Poisona]] or [[antidote]]s.  
 +
** '''For solo or duo attempts, be aware that this battlefield is crawling with enemies: [[Goblin Poisoner | Goblin Poisoners]], [[Orcish Hexspinner | Orcish Hexspinners]], and [[Orcish Footsoldier | Orcish Footsoldiers]], as well as all the [[Virulent Flask | Virulent Flasks]] and [[Effluvial Grenade | Effluvial Grenades]]. The hardest part is having enough time to kill the [[Orcish Turret]] after making your way (by avoiding as many enemies as possible and killing the unavoidable ones as quickly as possible) across the battlefield.
  
 
* With [[Barwatera]] and [[Barpoisonra]], the poison from the Turret will miss nearly every time.  
 
* With [[Barwatera]] and [[Barpoisonra]], the poison from the Turret will miss nearly every time.  
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* [[Puppetmaster]] using [[Spiritreaver Head|Spiritreaver]] automaton set up for power nuking can one-shot any of the monsters in the area using [[Blizzard IV]]. Hexaspinners have a chance at surviving every once in a while.
 
* [[Puppetmaster]] using [[Spiritreaver Head|Spiritreaver]] automaton set up for power nuking can one-shot any of the monsters in the area using [[Blizzard IV]]. Hexaspinners have a chance at surviving every once in a while.
  
* Easiest path we have found is to hug the east wall past the very first goblin, then always stick to the west wall until you drop down to the Turret. You can slip off the ledges and into little nooks that will keep you from getting aggro. Beware that one nook does have a Flask in it. Stick to the west wall like glue, falling down off the ledges into the nooks when you can, going up the closest ramp in front of you still going west. You will have to deal with minimal aggro, mostly from Footsoldiers.
 
 
*Orcish Hexspinners have [[Fast Cast]]; it only took one 10 seconds to cast [[Flare]].
 
 
* {{Testimonials}}
 
* {{Testimonials}}
  
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|summary=Despite heightened security, the Garlaige Citadel has been infiltrated by an unseen enemy who is emitting poisonous gas with brutal results. Amidst the confusion, zealous new captain, Rahal, has ventured off on his own. Find him and ensure he does not come to harm.
 
|summary=Despite heightened security, the Garlaige Citadel has been infiltrated by an unseen enemy who is emitting poisonous gas with brutal results. Amidst the confusion, zealous new captain, Rahal, has ventured off on his own. Find him and ensure he does not come to harm.
 
}}
 
}}
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 +
{{spoiler2}}

Latest revision as of 03:27, 30 July 2017

Start NPC Diordinne - Garlaige Citadel (S) (I-6)
Requirements Wings of the Goddess
Items Needed Key ItemNumber eight shelter key
Repeatable No
Reward Fullmetal Bullet
← Previous Quest Next Quest →
Perils of the Griffon Mission:
In the Name of the Father

Quest:
The Price of Valor

Walkthrough[edit]

  • Talk to Diordinne at (I-6) in Garlaige Citadel (S) on the first map for a cutscene.
  • After the cutscene you will obtain the Key ItemNumber eight shelter key.
    • The quest will appear in your log after receiving the key item.
  • Head to (H-9) on map 2 (past the mousse, not where the Yagudo are) and examine the Wooden Crates for a cutscene.
  • Have the party leader check the Wooden Crates again to enter an assault-type battle.
  • Only the party leader may start the battle.
    • Buffs are lost upon entry.
    • Trust are released upon entry but may be re-summoned once inside.
    • You have thirty minutes to defeat the Orcish Turret located at (H-10) to win.
    • Experience points are lost upon death in this battlefield.
    • Only players with the Key ItemNumber eight shelter key or who have previously completed the quest may enter this battlefield.
    • If you fail to complete the objective, you will have to get a new Key ItemNumber eight shelter key from Diordinne.
      • You will have to talk to him and then wait until the next Vana'diel day.
    • Any Reraise is lost upon wipe and ejection from the battlefield.
  • Upon defeating the battlefield, you will be returned to the Wooden Crates after a lengthy cut scene.
  • Return to Rholont in Southern San d'Oria (S) between 18:00-0:00 to receive the final cutscene.
    • A very brief cutscene with Rholont will take place the first time you return to him outside the timeframe.

Battlefield Details[edit]

  • You will be transported to Ghoyu's Reverie for this battle.
    • The battlefield is a large multi-level area with the Orcish Turret at the far end from where you enter.
      • The easiest path that's so far been found is to hug the east wall up the first ramp, then always stick to the west wall until you drop down to the Turret.
    • You may enter if Garlaige Citadel (S) is under Beastmen control.


Enemies[edit]

  • All enemies are True Sight.
  • All enemies are immune to Sleep, Repose, Lullaby, Bind, Silence, and possibly Gravity as well.
  • All enemies may link with each other.
    • Aggro/Link Radius is very large at around 6-7'.
    • Take caution and be prepared to fight.
  • Enemies within the battlefield have extremely weak defense and low evasion but EXTREMELY high accuracy and attack. MNK95 with capped evasion + full merit + evasion gears still gets me 95% of the time (missed 4 times throughout the quest).
    • Because of this and because of time constraints, it is suggested that you zerg each unavoidable enemy as quickly as possible. This includes low-man attempts with /DNC jobs: focus on damage over cures.
  • Orcish Hexspinners can cast all Elemental Tier 3 -Ga spells as well as Sleepga. However, they can be easily interrupted with normal melee attacks.
  • Orcish Footsoldiers have a high rate of Double Attack.
  • The Orcish Turret
    • Surrounded by 3 Orcish Footsoldiers and 3 Orcish Hexspinners.
    • The turret's only form of attack or defense is that it will periodically spawn a poison grenade. It's possible to cast spells or fire ranged attacks outside the blast radius, however melee attackers will be exposed.
    • If by any chance you stop attacking the turret and leave it alone it will begin to regenerate health. Be sure to leave a DoT effect to prevent this from happening.
  • Virulent Flask
    • Destroying the flasks causes the Orcs guarding the Orcish Turret to leave the defense of the turret and repair them.
    • Destroying several flasks on the way to the Orcish Turret will greatly reduce the danger of wiping while clearing its sentries.
    • Virulent Flasks will also give poison effect. They have low health and can be easily destroyed safely with a ranged attack or by timing a melee charge.
    • Has a high Magic Defense.
      • Bio II is a very good method for killing these as a mage as the DOT takes off over 10% per tick.

Tips[edit]

  • If you fail you must return to Diordinne to get a new key. Speak to him 3 times (until he keeps repeating about Jeuno) and wait until game day midnight then talk to him again, when he will grant you a new key item to enter the zone. If you are in a party, all members must have the item to enter; it will not let a party in if someone does NOT have it.
  • The Turret seemed to take half damage from Blizzard spells.
  • If you decide to not kill the flasks along the way and just go for the guards at the end, pull the Footsoldiers first when you are sure you can get a clean pull. Kill the 3 Footsoldiers, then go after the Hexspinners as they will stand in place and cast, almost always linking everything else.
  • As a BLM/WHM with decent gear, Burst II nearly always one-shotted a goblin or Footsoldier, but only sometimes a Hexspinner. Be prepared to drop another quick nuke on a Hexspinner. Freeze II was also effective.
  • Puppetmaster using Spiritreaver automaton set up for power nuking can one-shot any of the monsters in the area using Blizzard IV. Hexaspinners have a chance at surviving every once in a while.

Game Description[edit]

Client
Diordinne (Garlaige Citadel (S))
Summary
Despite heightened security, the Garlaige Citadel has been infiltrated by an unseen enemy who is emitting poisonous gas with brutal results. Amidst the confusion, zealous new captain, Rahal, has ventured off on his own. Find him and ensure he does not come to harm.