Access to Anguish, the Fallen Palace
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| Access to Anguish, the Fallen Palace | |
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| Name: | Access to Anguish, the Fallen Palace |
| Zone: | Riftseeker's Sanctum |
| Starting NPC: | Taromani |
| Ending NPC: | Taromani |
| Type: | Quest |
| Goal: | Advancement |
| Related Zones: | |
| Related NPCs: | |
| Related Items: | [edit] Items Used
[edit] Rewards |
[edit] General Information
In order for a player to gain access to Anguish, that player must meet two requirements. One is done with a single group or a small handful of characters; the player must retrieve 7 signets from around Kuua and return them to Taromani, an NPC in Riftseeker's Sanctum. The other is done with a raid; the player must own a Seal: Mastery of All; players without the latter can be pushed into Anguish, but push is not possible without the signets completed.
[edit] Signets
In order for a player to zone into Anguish, push or no push, that player must have their signet quest completed. The first step (although this can be performed after the signets are completed, and oftentimes that is what players opt to do, as it's easier to have to clear to her only once, rather than twice) is for players to get Taromani's Insignia Case from Taromani, a Pyrilen NPC found in Riftseeker's Sanctum. This is easily done; players simply need to take a group (or enough to clear the way, a full group isn't necessary) into the fire side of Riftseeker's Sanctum, take the first right, then the second left (a map of this can be found below). Then, after clearing the room, hail Taromani and follow the dialog:
| “ | You say, 'Hail, Taromani'
Taromani says 'Greetings, _______. You have certainly traveled far from home. To what does Taromani owe the pleasure of this visit? Have you come to tell me a [story]?' You say, 'I have come to tell you a story.' Taromani says 'Splendid! I relish an opportunity to swap tales with mortals. Allow me to go first. In a shattered realm, there existed a twisted overlord that ruled all. He laid waste to entire worlds, destroying or consuming whatever he touched. Those that resisted his influence were quickly annihilated or enslaved. His lands were governed with an iron fist and later abandoned when they no longer served his purpose. This overlord was universally feared and despised. Yet, while his presence was eternally felt, the despot was rarely seen. He had sealed himself away in his citadel in the sky, flanked by his most trusted underlings. None [dared challenge] him there.' You say, 'Nobody at all dared challenge him?' Taromani smirks and continues, 'The reason no one challenged the overlord was because his realm was fatal to all but a select few. The forces of chaos magic present there would tear most beings to shreds. Only with the proper protection could a mortal hope to enter the citadel of Anguish and survive the experience. It was the ultimate defense against invasion. However, there was a [flaw] in the overlord's plans.' You say, 'What flaw?' Taromani licks her lips and whispers, 'The overlord failed to consider what would occur if a certain race named _______ were to do a few favors for a Pyrilen named Taromani in return for her protection. Now it's your turn to finish the story. How does it end? Does the race assist with the [favors]?' You say, 'I will do your favors.'
Taromani says 'Very good. A life in Mata Muram's army is a dangerous one - often nasty, brutish and short. He must regularly replenish his ranks, promoting the most talented individuals of the lower tiers to replace those that have fallen. Seek out and eliminate these promising soldiers, the up-and-coming members of his forces. Bring me their insignias in this case to prove completion. This will slow down their progress considerably. When you have done what I have asked, I will follow through with my part of the bargain and provide you with the protection you need to access his citadel.' | ” |
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| Map to Taromani |
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After receiving the container, the next step (and main body) of the quest is to collect seven signets from around Kuua. The signets are as follows:
- Weather-Worn Signet - found in Ruined City of Dranik, dropped by a Dragorn Prodigy.
- This spawns near Lirah the Bridgekeeper; it's a bit of a pain to get to, being so far out of the way, but is easy to camp, and shouldn't take long to get.
- Tarnished Signet - found in Wall of Slaughter, dropped by a Dragorn Mastermind or a Dragorn Tactician.
- These spawn around the wall of fire (near the teleport location) and in the northwest caves. They may also spawn in other camps.
- Glimmering Signet - found in Muramite Proving Grounds, dropped by a Dragorn Tactician.
- This is also pretty easy to get; it can be found most commonly towards the northeast corner of the zone.
- Crystal-Gemmed Signet - found in Riftseeker's Sanctum, dropped by a Dragorn Battlemaster.
- At least one of these spawns at most camps in the zone. It's highly common; it shouldn't pose a problem to get.
- Two-Toned Signet - found in Dranik's Hollows, dropped by a Shrewd Dragorn.
- The only signet hated by players more than this one is the Discolored Signet, from the Sewers of Dranik. This one is very easy, but a huge pain to get to, with little to no experience yielded while camping it, because the zone is geared for lower-level players.
- Discolored Signet - found in Sewers of Dranik, dropped by a Cunning Dragorn.
- This mob is found in the far back room of the sewers. The crawl to get to it is littered with see invis mobs, and traps that break invis. It's a huge pain, although not very difficult.
- Dust-Marred Signet - found in Catacombs of Dranik, dropped by an Insidious Dragorn.
- This isn't as bad as the Sewers of Dranik signet; there are two mobs between the zone-in and the Insidious Dragorn's spawn point that can be see invis (but aren't always - it's random). Once the camp is cleared, it's easy to just camp this mob until it spawns.
Once a player collects all seven signets and combines them in Taromani's Insignia Case, the sealed container must then be taken back to Taromani. She can be found in the same place as before, just hand her the box to trigger this dialogue:
| “ | Taromani says 'Yes, you haven't disappointed me. This is exactly what I was hoping to see, _______. Mata Muram's forces will be hampered considerably. Now for your reward. . .' She kisses her palm and reaches forward, pressing the hand against your cheek. The skin is warm, almost unbearably so. You feel queasy for a moment, and when the sensation passes she withdraws her arm. 'You'll soon discover that his impenetrable defenses aren't so impenetrable after all. Soon you will be seeing the world through the shroud of Anguish.'
You are now protected from the chaos magic in Mata Muram's citadel. | ” |
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[edit] Seal: Mastery of All
| Map with Projections |
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The second requirement for entry to Anguish is possession of a Seal: Mastery of All. This can be acquired two ways. The easier way is to be pushed into an Anguish raid and loot a bagflag from any of the greater named mobs in the zone. This, however, poses the obvious problem that it requires the player to be pushed into an Anguish raid; it wouldn't work to get an entire raid flagged for the zone. The "normal" way to gain entry to the zone, for guilds who aren't in Anguish yet, is to complete all six raid trials in Muramite Proving Grounds:
- Mastery of Adaptation, offered by the Projection of Realms (rewards Mastery of Realms Rune)
- Mastery of Corruption, offered by the Projection of Power (rewards Mastery of Power Rune)
- Mastery of Endurance, offered by the Projection of Body (rewards Mastery of Body Rune)
- Mastery of Foresight, offered by the Projection of Tactics (rewards Mastery of Tactics Rune)
- Mastery of Hate, offered by the Projection of Mind (rewards Mastery of Mind Rune)
- Mastery of Specialization, offered by the Projection of Arcana (rewards Mastery of Arcana Rune)



