What Goes Up

''It turns out the Netherese are holding Oriphaun captive deep within the glacier. But that's not all - they have also excavated an artifact called a Mythallar, there. Its purpose remains a mistery. '' {{Quest
 * name= What Goes Up
 * level= 19
 * epic= 27
 * duration= long
 * xp={{xpcolors|solo=??|normal=8,462|hard=??|elite=9060}}
 * epicxp={{xpcolors|solo=??|normal=24,278|hard=24,726|elite=25,174}}
 * loc= Mountain Glacier
 * npc= Sherrod Starym
 * zone= Eveningstar
 * patron= The Harpers
 * favor= 7
 * free= no
 * extreme= no

''Sherrod Starym was able to scry the captured Oriphaun Huntsilver's location. He is being held inside the Mountain Glacier, at the high peaks of the Storm Horns.''
 * loadingpic= L What Goes Up.jpg
 * overview=

Sherrod also told you that the magical artifact known as the mythallar is growing in power to dangerous proportions, and that you should deal with it at the same time that you rescue Oriphaun.

You have to complete all 4 of the Secret of the Storm Horns pre-quests to be able to open this quest instance. You can enter the instance if any of your party members is flagged for this quest, though you won't get a quest end-reward nor the chain end-reward.


 * obj=
 * (Optional) Find the jeweled keys {{Xpcolors|normal=635|hard=?|elite=906}} / {{Xpcolors|enormal=?|ehard=?|eelite=?}} <= 1717
 * (Optional) Defeat Vocis the Shade {{Xpcolors|normal=?|hard=?|elite=1812}} / {{Xpcolors|enormal=?|ehard=?|eelite=?}}
 * (Optional) Find a use for the jeweled keys {{Xpcolors|normal=407|hard=?|elite=566}} / {{Xpcolors|enormal=?|ehard=?|eelite=?}} <= 943
 * (Optional) Jump off the flying glacier! {{Xpcolors|normal=635|hard=?|elite=?}} / {{Xpcolors|enormal=?|ehard=?|eelite=?}} <= 1888
 * traps= Trap DCs


 * Evil Spellward in the Armory
 * Telekinetic Spellward in the locked room.
 * misc=
 * Unlocking the barriers requires a skill check or donation of Astral Shards. (Input data on this page)
 * The Wolf Signet is behind some barrels to your left as you enter the Armory.
 * Oriphaun (who possesses the Bat Signet) and the Silver Key used in the Council Chamber to unlock the Dark Room can be found inside the Storeroom.
 * Treasure barricade contains slow spellward and four chests which all require the jeweled keys to open. Two are empty, two are nice and full. Use your spot skill and walk near each one to see which has been "used recently".
 * Three important notes regarding the boss fight:
 * First of all, if you fall off the plateau to a spot without land below, you will die and your soul stone will be deposited by the outdoor res shrine.
 * Secondly, the shrine right before the boss (near the base of the ramp up to the plateau) will become inaccessible when fight goes into shadow-fell mode.
 * Lastly the boss cannot be killed with flight pillars intact.

{{XP bonus|n1=|n2=|n3=|k1=|k2=315|k3=|t1=1|t2=|t3=|s1=|s2=|s3=|b1=38|b2=51|b3=61}}
 * chest=


 * npcreward= Always contain following 3 named Rings

Named Reward

 * Guardian's Ring
 * Sage's Ring
 * Skirmisher's Ring
 * unique= yes
 * monsters=

Named monsters

}}
 * Netherese Archwizard - Orange named human Wizard
 * Ithran - Red named pseudodragon
 * Vocis - Red named shade, holds the second Jeweled Key
 * Zeligat - Red named human Wizard, casting a ritual on the Mythallar
 * Flight Pillars - Red named Inanimate Object (4 total)
 * Amskar - Red named human Wizard, Final boss
 * Shadovar - Orange-named shade