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EQ:Keys and Flags

Since the Planes of Power, some EverQuest zones have required a series of flags -- that is, invisible progression markers -- to enter. Before PoP, a few zones required keys to enter.

Contents [hide]

Pre-POP Progression

  • Antonica
    • The key to the first locked door in Befallen is dropped by a shadowknight.

  • Odus

  • Kunark
    • Sebilis key quest can be found here.
    • Veeshan's Peak key quest can be found here.
    • Charasis (The Howling Stones) key quest is here while the key for the inside doors of HS is here.
    • The key to the reaver area in the City of Mist is dropped by Captain of the Guard.

  • Velious
    • Quest for the Sleeper's Tomb key is found here; it requires a drop from one of the major raid Velious bosses.
    • The Tower of Frozen Shadow requires keys to get beyond level one, a good guide hosted on EQClerics can be found here.

  • Luclin
    • Lord Seru's area in Sanctus Seru requires a quest for access; it is found here.
    • Vex Thal has a very long access quest, viewable here.
    • Emperor SSRA's chamber is locked; key quest here.

Planes of Power Progression

PoP has a huge progression component; almost every zone is initially locked. An overview of the entire progression, along with information on how to determine what flags you currently have, can be found here.

  • At this point you are now flagged for the Plane of Time, and have completed PoP progression. PoTime itself has six phases, but no progression purpose.

Gates of Discord Progression

  • All GOD zones beyond Barindu require you to be flagged. Initially, six progression missions were required to progress in to Kod'taz and beyond; after a relatively recent revamp, only one mission is required for most people. ; now, only people who want to be able to request raid expeditions need to complete all six.

  • Gamesh offers the four sewer missions, Apprentice Udranda in Barindu offers the two mountain missions, Tipt and Vxed. All six are required for raid-leader progression; only Tipt is required for general access.

  • Completing Udranda's Tipt mission allows you to access Kod'taz and Yxxta; all progression beyond that point requires a full raid.

  • Access to all zones above Kod'taz and Yxxta requires you to have completed Ikkinz Raid #4 as well as Uqua.

  • Access to Txevu requires Inktu'ta completion in addition to Ikkinz #4 and Uqua.

  • Full details on what is required to request instanced zones (i.e. progression the raidleader must do) can be found here.

Omens of War Progression

  • Discord -- the land uncovered in the Omens of War expansion -- has only one locked zone; the Citadel of Anguish.

  • Access to Anguish requires you to collect seven signets and turn them in to Taromani; unless you have completed this quest, you cannot even be 85'ed in.

    • A full overview of the signet quest can be found here. Signets for the quest drop in Riftseeker's Sanctum, The Sewers of Dranik (RCOD Instance,) The Catacombs of Dranik (RCOD Instance,) The Ruined City of Dranik, Dranik's Hollows (DS instance,) the Muramite Proving Grounds, and the Wall of slaughter. The turn in mob to complete the quest is also found in Riftseeker's Sanctum.

  • Riftseeker's Sanctum is level restricted to 69 and above. This will prevent you from completing your signet quest till you level to 69. This in effect also makes Anguish level restricted to 69+. Also, there is no way to be 85'ed around the level restriction in Riftseeker's Sanctum.

  • In addition to the signet quest, to zone in to Anguish you must either be 85'ed or you must have completed all six of the raid trials in the Muramite Proving Grounds.

    • To complete the Mastery of Adaptation, you must kill a single mob that morphs in to five different forms each with different abilities.
    • The Mastery of Foresight involves killing six permarooted Dragorn that do not summon, but has one very large caveat; you must listen to (and follow) the emotes given, or you will be hit with an 8k DD.
    • The Mastery of Corruption pits your raid force against another. Waves of six, twelve, and finally eighteen non-standard NPC's will attack your raid in succession; they are equipped with epics of their respective classes, and have the abilities that you would expect someone of that class to have. Enchanters mez and charm, clerics heal, warriors tank (going so far as to call assist) etc.
    • The trial of Endurance is a trial of attrition; you must survive longer than the two huge dragorns. You must offtank the dragorns (there's little point in DPS'ing them; they kill themselves in time) while handling multiple waves of dangerous adds. Dragorn Defenders (red ones) are mezzable, and worth locking down.
    • The Trial of Hate involves killing six perma-rooted 'momma' ferans and dealing with the adds that they spawn. The adds auto-aggro whoever is first on the momma's aggro list, and proc Lash Out on any non-plate tank (warrior, paladin, or SK) that gets on hott. There is a fairly trivial boss at the end.
    • Specialization involves a single boss that casts several different AOE's which give modifiers to the damage (both positive and negative) of specific weapon types.

  • All major named bosses inside of Anguish drop backflag pieces. A backflag piece flags you as having completed the five raid trials.

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Categories: TBD | Keys and Flags | EverQuest
This page last modified 2010-01-12 18:11:51.