In a Haze of Glory  

Submitted by:AnimalOnSylph
Realm:Crystal War
Start Area: Garlaige Citadel (S)
Start NPC:Diordinne (I - 6)
Related Mobs:Effluvial Grenade
Orcish Turret
Virulent Flask
Max Level:75
This Quest requires Wings of the Goddess
Last Updated: Thu Aug 20 05:58:37 2009

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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.


Talk to Diordinne in Garlaige Citadel (S) to activate this quest.

Once you have the quest activated, head to (H-9) on the second map (behind banishing gate 1). You will find a target called Wooden Crates. Examine it for a Cut scene. Have the party leader examine it again to get transported to Ghoyu's Reverie.

This is a small zone that contains Orcs and Goblins. They con impossible to gauge, but I would guess that they are DC difficulty at 75. On the far south part of this zone, there is an Orcish Turret. That is your target. You have 30 minutes to get to this thing and kill it. You dont have to kill all of the orcs and goblins, so that will save you time.

Upon killing the Orcish Turret, you will be warped back out of the zone, and back to Garlaige Citadel (S), where you will have another cutscene.

After that cutscene, return to Rholont between 18:00-00:00 (game time) for one more cutscene and your reward, a Fullmetal Bullet.

To read the transcripts for this quest, see the In a Haze of Glory Spoilers page.

Quest Series

This quest is part of the Wings of the Goddess mission and quest series for San d'Oria. Check the Wings of the Goddess Mission and Quest Progression page for details. Other quests included in the series are:

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easier than expected
# Mar 07 2009 at 7:10 PM Rating: Decent
35 posts
Just completed this quest with 3.
Setup was:
MNK/NIN (me)
PUP/WAR (Puppet on WHM mode)

first off, i was sure mobs would have more defense and life then i first thought. They hit somewhat hard but they go down quick which is good.
Managed to avoid alot of the mobs besides 2-3 that got in the way.
Got to the turret with 20 minutes left. Started clearing out the mobs using automaton pulls to avoid links.
Only one death due to macro malfunctions so all in all, easy quest.
Turret doesnt do anything besides using those flasks (poison, for 10hp/tick).
It has a medium amount of defense seeing how Asuran Fists was only getting about 800dmg average. Recommend bringing a stack of antidotes if soloing this quest.

Edited, Mar 7th 2009 10:24pm by Elvaanancestor
# Feb 10 2009 at 9:17 AM Rating: Decent
26 posts
ok this can be soloed I believe

Within the zone are Flasks that spew out poisonous clouds, upon destroying them an orc will come from the turret to fix/rebuilt the flask, allowing you to fight them one at a time. If you can I would try and destroy at least 4 flasks enroute to the turret. Clear any agro around the flask first of course before destroying it.
After defeating it wait patiently and an orc will come eventually, kill and move to the next, rinse/repeat. By the time you get to the turret the number of orcs guarding it will have diminished depending on how many flasks you broke and camped.
Clear any remaining orcs and the turret is all yours. Is weak to magic as well as melee, basically a pretty simple mission. Would be a good idea to bring Antidotes the poison from the flasks and turret is pretty nasty.

another annoying sidenote:
if you fail you must return to Diordinne to get a new key, speak to him 3 times (till he keeps repeating about Jeuno) then wait till midnight game day and talk to him again, he will grant you a new key item to enter zone. All must have item to enter if you are in a party, it will not let party in if someone does NOT have it.
quest info on mobs
# Feb 01 2009 at 9:50 PM Rating: Decent
26 posts
ok just entered this as 75 RDM/WHM to see what the deal was.

Can make it to Turret with almost no agro if you are good at sneaking around, only engauged 2 orcs on the path, maybe possible to avoid them altogether.

They are very weak to nukes, tier 3 nuke did 600+ dmg, almost kills with 2 nukes.

The turret area to the south in the H-10 part is surrounded by orcs and almost impossible I think to solo as /whm at least. Sleepga may work well in this spot. I tried to pull some seperate but the Hexspinners would stop to cast and link them all.

The turret itself I tried a nuke on to check it's defenses, Thunder 3 for only 130ish, but may be weak to melee but could not get close enough to test it.

a little info that may help anyone thinking on a solo mission, /blm would have been better. A party could roll easy here especially with a BLM. The turret remains to be tested, I will add more if I discover anything.
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