LDoN Raid: Takish-Hiz: The Palace Grounds  

Quest Started By:Description:
Where:
Who:
Rating:
*****
Information:
Level:65
Maximum Level:125
Monster Mission:No
Repeatable:Yes
Can Be Shrouded?:No
Quest Type:Expedition
Quest Goal:
  • Loot
Time Limit:03:00:00
Related Zones:
Related Creatures:
Era:Lost Dungeons of Norrath
Recommended:
Group Size:Raid
Min. # of Players:6
Max. # of Players:54
Appropriate Classes:
  • All
Appropriate Races:
  • All
Entered: Mon Dec 17 17:17:36 2007
Modified: Tue Dec 5 05:21:04 2023
This raid expedition begins with Dizzl Nulzik at the Wayfarer camp in North Ro and takes place in an instance called The River of Recollection.

You say, 'Hail, Dizzl Nulzik'

Dizzl Nulzik bows to you. 'These are most exciting times for us! Exploring the world with such great companions, there can be no greater occupation. Well, maybe tinkering, but this is great. There are so many surprises around the bends of time, aren't there? Much to do, much to do! In fact, I can see that you'd like to get involved, eh? If you can rally the call of your friends perhaps you can help us with a serious [problem].'

You say, 'Problem?'

Dizzl Nulzik says 'It seems the sand elves of Takish-Hiz are very disturbed by our presence. Now our scouts report that some Geomantic Compact masters aim to create a beast of sand to unleash on all who enter Takish-Hiz. This would impede our gathering of information and such, so we need you to stop them. You will need your best and bravest for this task. Are you [interested]?'

You say, 'I am interested'

Dizzl Nulzik says 'Put the beast of sand to sleep if you must, _____. We're counting on you.'



You have entered Takish-Hiz: The Palace Grounds



There are three non-targetable earth elementals at the entrance area: "a wayward defender", "a delinquent defender", and "an aberrant defender" . After a short time from zoning in the wayward defender will head north while the other two head southeast (aberrant defender) and northeast (delinquent defender).

In order to progress through the instance each of these three elementals must reach the guard event rooms at the end of their path. They will stop moving whenever a hostile NPC is near them but the defenders themselves cannot be killed. There is no timer involved with this event so the raid may choose to either stay in 1 big group and clear a single path at a time or to split up and assign a few groups to each elemental if they feel they are up to it.

Each path will have a modest amount of zone trash which hits from around 700-900 but mobs are spaced out enough that pulls should never be more than two mobs at a time. The biggest danger are the Insect Traps that will spawn 15 Ravenous Insects which will all attack simultaneously. These insects are weaker than normal zone trash, hitting for roughly 300 damage, but can be quite lethal as a swarm if caught unprepared.

Once all three of the "defender" elementals have reached their respective rooms the enraged guards will begin spawning. Each of the three rooms will have 5 "an enraged jeweled guard" spawn and will charge the raid if you are close enough. These each hit for around 800 damage and do not summon. To proceed, each wave of 5 guards must be killed in all 3 rooms, and there are 4 waves total. The raid will have a period of about 4 minutes between each wave from the time the final guard dies but if you need more time you can simply move further back to avoid aggroing when they spawn.

Once 4 waves of guards have been killed in each of the 3 guard rooms, a named NPC will spawn in each: "Master of the Guard" in the Northwest, "Tactician of the Guard" in the southwest, and "Champion of the Guard" in the northeast. These all function the same, hitting for about 1400 damage and can single target ramp, are rootable and are mezzable. They also leash to their rooms if pulled out and will clear all debuffs and fully heal if they do leash. Defeat them all to receive your chests.

NOTE: You need to defeat the Tactician and the Champion prior to killing the Master of the Guard in order to get all 3 chests.

Three Chests with loot will spawn in the room just south of "Master of the Guard".



Known raid loot from this event (Two items from each chest, can have duplicates from the same chest):

The Smoldering Chest
Battle-Worn Circlet of Sickness
Gemmed Sand Elf Slippers
Girdle of the Sandy Grove
Royal Gem of Alacrity
Takish-Hiz Ring of Vengeance

The Sand Covered Chest
Geomancer's Crown of Reformation
Geomancer's Ritual Drape
Sparkling Sand-Covered Helm
Takish-Hiz Architect's Leggings

The Diamond Etched Chest
Gemmed Sand Elf Leggings
Geomancer's Gloves of Celerity
Gloves of the Jeweled Guard
Spiritstorm Mask
Thick Jeweled Belt

Unknown which chest drops these:
Geomancer's Crown of Reformation
Jeweled Bracelet of the Champion
Shawl of Trapped Memories
Gloves of the Jeweled Guard
Submitted by: Bobbybick
Rewards:
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Updates
# Jun 28 2019 at 8:07 AM Rating: Good
1 post
Ran this today and I got the achievement, so that bug has been fixed at some point.

Updated loot:
Geomancer's Crown of Reformation dropped from The Sand Covered Chest
Gloves of the Jeweled Guard dropped from The Diamond Etched Chest

New loot:
Thick Jeweled Belt dropped from The Diamond Etched Chest
Girdle of the Sandy Grove dropped from The Smoldering Chest
Corrections to the Walk Through
# Oct 15 2018 at 10:50 AM Rating: Excellent
Important differences on Agnarr as of 10/13/18.

The raid is timed, you get 3 hours.

None of the rooms enraged jeweled guards spawn until all three of the elementals enter their respective designation rooms. Once they start spawning they will continue to spawn about every 6 minutes. Consequently if your raid hangs out entirely in one room, you will have to fight the boss and 20 of his body guards in the other two rooms.

The boss and the guards are leashed, and will clear debuffs and full heal when the pop back to their spawn points. The guards are rootable and about half of them are mezzable.

The chests spawned in the room south of the Master of the Guard (who spawned in the NW room both times I've done the expedition).

Happy Hunting,
Thundarr of Good Tidings
Agnarr

Edited, Oct 15th 2018 12:51pm by ThundarTheBarbarian
works now
# Aug 20 2017 at 5:14 AM Rating: Good
Sage
***
1,079 posts
as far as the bug in the wall, I got the same thing. I just sent a pet on it. It is similar mechanics as when a water creature gets stuck and seems to warp back and forth. just have to time the attack right.
The bug is bugged!
# Aug 11 2017 at 6:11 PM Rating: Good
Sage
***
3,035 posts
As of 8/11/17 still does not update achievement. Which is really sad since it's not a raid I'd want to repeat. I've been enjoying soloing these old LDoN raids for the achievement flag and the occasional Type 3 augment drop for my warrior. The +ATK and +REGEN augs are still worth equipping on a melee class, which can't usually fill all their Type 3 aug slots. But this raid isn't much fun to solo because you have to run across the zone about 12 times to slay the guards that spawn before seeing the bosses. By the end I was using egress to save some of the running time and tedium.

One thing to note: when the "ambush bugs" spawn, be careful how and where you fight them. I had a bug end up inside a wall and could not target it and the elemental would not go past that spot. I had to bail out the first time. The second time I camped for a few minutes and then returned. The bug was still in the wall but the elemental had moved past it so I could continue. But this is a real "bug" about a, er.... bug. ;)
____________________________
Sippin 115 DRU **** Firiona Vie ****Agnarr
FV: 115 WAR ENC CLE MAG WIZ SHD SHM Master Alchemist ROG Master Tinkerer & Poison-Maker
Master Artisan (300+) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
Agnarr: 65 DRU ENC SHD MAG CLE ROG WIZ BRD WAR
No check mark
# Jul 24 2017 at 5:37 AM Rating: Decent
Avatar
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270 posts
As of 07/23/17 this particular raid does not seem to update LDoN raid achievement check mark like all the others.
We all had completion & lockout timer. Bug report submitted.
____________________________
~YoPauly
Updated, lol
# Mar 07 2017 at 9:04 PM Rating: Good
**
528 posts
Updated, though I wonder if anyone will actually run this for it to matter considering there are no augs. Smiley: lol
Updated, lol
# Apr 17 2017 at 9:43 PM Rating: Good
**
528 posts
Updated quest to identify which chests drop which loot rewards along with how many drops from each chest for those looking for a particular item.

There are a handful of items that we don't know exactly where they come from but have been reported to drop from this particular LDoN. Typically LDoN chests have 5sh items from each so that would add up with what we currently have info on.

If any TLP/Live players happen to run this instance in the future and see these items drop if they could make a note of which chest they got it from so that we can update it that'd be awesome!Smiley: grin
3 chests
# Feb 26 2010 at 3:20 PM Rating: Good
*
238 posts
The 3 chests with the loot at the end all spawn in the same room. Each chest has 2 loots in it + 2 junk (roots, larva, etc)

The chests are called:

The Diamond Etched Chest
The Sand Covered Chest
The Smoldering Chest
Data
# Apr 10 2008 at 7:29 PM Rating: Decent
Scholar
***
2,607 posts
Basically, there are three non-targtable earth pet MOB's at entrance area. After a short pause, one goes north and other 2 go (east?).

Bascially you need to clear the way for each of these NPC's to get to the end rooms in the SE, NE and NW (think those are right).

After that, they will despawn and about 4 waves of (5)sand elf Guards will spawn in each of those 3 rooms. Lots of running back or forth or leave groups in each area.

After the waves are down, "named" guards will spawn.

Suspicion: Kill all 3 and get 3 chests at end, rather than just one.

Master Guard drops a note (lore). 3 chests spawn in room just before Master guards a room, after he is dead.

Drops are mostly low end 2-slot armor.
____________________________

Data
# Apr 11 2008 at 8:46 AM Rating: Decent
Bonzz beat me to the post. We were able to complete this by having the raid force of about 3 groups run between the rooms. The trash mobs were all green to 80 except the bug traps which were gray. The guard waves were all lt blue at 80. A selfsufficient group of 80s can hold each room instead of running between them.

Raid NPC was Dizzl Nulzik at the NRO LDON camp.


Edited, Apr 11th 2008 12:48pm by Omegga
Mobs we encountered
# Mar 30 2008 at 6:52 PM Rating: Decent
***
2,308 posts
You have entered Takish-Hiz: The Palace Grounds.

Opened in the Expedition window. We were 34 of 54 allowed.

All cons to a level 60.

a vengeful defender -- yellow to red con, rock mob Flurry
a furious stone frog -- yellow con Enraged
a ravenous insect -- light blue to dark blue con
a seething sandspirit -- yellow to red con Rampaged
a concealed observer -- dark blue, npc
a poisonous scarab -- dark blue con
a hollow tree -- grey con
a wayward defender -- non targettable (earth pet type model)
an angry sapling -- dark blue con

Faction hits were:

Your faction standing with Sandworkers got worse. Only mob on this faction was a vengeful defender.



Additional loots
# Jan 03 2008 at 7:27 AM Rating: Good
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76 posts
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