Momodi has given you three tasks to perform. Should you encounter any citizens who seem to be in need of help as you make your way around Ul'dah, why not offer your services?
You have completed all three tasks. Report back to Momodi at the Quicksand.
Momodi explains that the three locations you visited will feature prominently in your adventuring life. Heed well her advice, and travel further afield as your experience grows.
WE MUST REBUILD
According to Momodi, a Lalafell named Papashan may have some work for a burgeoning adventurer. Exit the city through the Gate of Nald and travel east. Find this Papashan at the Ul'dah Dispatch Yard and speak with him.
Papashan is seeking able adventurers to help rebuild Ul'dah in the wake of the great ruin brought about by the Calamity. Do what you can to aid the good people of Ul'dah in their efforts to restore their proud city to its former glory.
NOTHING TO SEE HERE
Papashan feels for the Sultansworn who have been tasked with defending the Dispatch Yard, and would like to do his part to keep the weary guardsmen on their feet. Take the twilight pretzels from Papashan and deliver them to the fatigued patrols. The sentries are most appreciative of Papashan's pretzels. Return to the Lalafellin stationmaster and inform him that the Dispatch Yard remains well protected. While Papashan is grateful for your assistance, there appears to be something else on his mind.
UNDERNEATH THE SULTANTREE
The stationmaster explains that he and the Sultansworn are in fact searching for Lady Lilira, a young noblewoman who has run away from home. He asks you to search for Lilira in the area to the south, near the Sultantree.
At the Sultantree, you find the young runaway, along with a sarcastic fellow who seems to know her well. Moments later, voidsent attack, forcing you to work together to protect Lady Lilira. No sooner have you bested the creatures than you are overcome by strange visions, the meaning of which eludes you. When you subsequently come to your senses, you are relieved to find that Lady Lilira is safe, and apparently eager to return to the city. Head back to the Ul'dah Dispatch Yard and report all that has occurred to Papashan.
Papashan explains that the young man was most likely Thancred, a scholar conducting research on aether-related subjects. The stationmaster then thanks you for protecting Lady Lilira and asks that you show that same kindness to the other people of Thanalan.
STEP NINE
To repay a debt of gratitude, Cicidoa wishes to give Roger a pumpkin, which he has purchased from the Royal Plantations.
The pumpkin grown at the Royal Plantations is as prodigiously plump as promised. Deliver it to Roger at the Coffer & Coffin.
Roger thanks you for delivering the pumpkin. He believes that his patrons will benefit from a more balanced diet─though whether or not they will take to the new menu remains to be seen.
DISORDERLY CONDUCT
Roger is short on hands, and needs you to attend to some of his customers. Do a round of his establishment and take down orders.
You have taken all the orders. Deliver the slips to Roger.
Roger thanks you for attending to his more demanding customers, and promises to share profitable information with you.
UNTIL A QUIETER TIME
Roger informs you that the sentries at Black Brush Station are struggling to keep the local antling population in check. Slay the vilekin and show five of their mandibles to the leader, Warin, to earn his trust.
After a series of heroic battles, you have collected five antling mandibles. Bring the proof of your prowess to Warin at Black Brush Station.
Though taken aback at first, Warin recognizes your potential and welcomes you warmly. He offers to give you more work, if you are willing and able.
PRUDENCE AT THIS JUNCTION
While Warin is impressed with how you handled the antlings, he is concerned that your equipment may not be adequate. Equip your head, body, hands, legs, and feet with gear of item level 5 or above and present yourself to him for inspection.
A single piece of equipment can be the difference between life and death. Now satisfied that you are suitably outfitted, Warin is ready to assign you a task.
OUT OF HOUSE AND HOME
A swarm of coblyns has taken to attacking ore wagons inside a tunnel south of Black Brush Station. Warin has given you a silver ore cluster, which you must use to lure out the creatures and slay them.
You have purged the tunnel of coblyn presence, thus ensuring the security of future shipments. Return to Black Brush Station and inform Warin of your success.
Thanks to your martial prowess, the ore will continue to flow and feed Ul'dah's insatiable hunger for ore.
SPRIGGAN CLEANING
You learn that someone─or something─has been scattering pieces of silver ore along the tracks. In order to avert an accident, Warin bids you identify the culprits and put an end to their devilry. *Locate and investigate areas littered with pockmarked silver ore.
Return to Black Brush Station and inform Warin that the mystery is solved.
While many miners revere spriggans as bearers of good fortune, Warin has no objections to your culling the critters. The spriggans may not mean any ill, but their actions would have eventually led to disaster.
WAY DOWN IN THE HOLE
Rumor has it that Wystan, a merchant living in Stonesthrow, is recruiting able-bodied adventurers to protect his team of prospectors. Speak to him at the Coffer & Coffin and volunteer your services.
While Wystan does not require additional escorts for the expedition, he would appreciate your assistance in convincing a group of children from Stonesthrow to stop waiting for him and return home. Offer Wystan's cookies to the children and persuade them to leave.
Your kind words and crumbling cookies are enough to satisfy the children. Let Wystan know that the situation has been resolved.
Even as Wystan is telling you about his ambitious plans for the future, one of the Brass Blades from the expedition party bursts into the bar and declares that they have made a promising discovery. Wasting no time, Wystan resolves to go and see for himself, and invites you to join him at the site.
Your confrontation with the Brass Blades is interrupted by a mysterious masked mage, who unleashes a clay golem upon you. In the chaotic battle that ensues, you somehow slay the rampaging construct moments before Thancred arrives. His presence triggers more strange visions which you are unable to explain. Though your soul cries out for answers, this is neither the time nor place. Speak with Wystan, who has returned to the Coffer & Coffin.
Wystan now understands that he has been marked for death by Lord Lolorito. The ore vein, the Brass Blades, and the golem all appear to have been part of the trap. The merchant promises to do his utmost to hide your involvement, but he also suggests you seek the counsel of Mistress Momodi at the Quicksand, in case Lolorito's spies are already aware of your actions.
Momodi confirms that Wystan is finished in Ul'dah, but assures you that no one knows of your deeds. Though many would question the wisdom of opposing such powerful forces, she clearly approves of your actions. As a reward, Momodi grants you complimentary accommodation at the Hourglass, and permission to undertake guildleves.
TAKIN' WHAT THEY'RE GIVIN'
Momodi informs you that Dadanen, a merchant who deals in precious stones, is seeking the aid of an able adventurer. Travel to the settlement of Horizon in western Thanalan and see what work he offers.
Dadanen tells you that Horizon's role as a center for trade means there is always work to be found. Look around the settlement and see what it has to offer.
SUPPLY AND DEMANDS
Dadaden has yet to receive a delivery from Copperbell Mines, and his patience is wearing thin. Deliver his notice to Drunken Stag, the miner whom he hired to deliver his product.
Drunken Stag is powerless to act, as the mines have been closed due to an incident in the depths. However, he did mention losing a haul not far from here...
GIVE IT TO ME RAW
Drunken Stag was forced to abandon a haul of raw Nashachite outside Copperbell Mines, and is still unable to reach it due to an infestation of prism coblyns. Search for his gemstones and slay any beasts that interfere.
You have recovered the raw Nashachite. Deliver it to Drunken Stag outside the Copperbell Mines.
Now that the haul of raw Nashachite has been secured, a timely delivery to Dadanen may prevent his impending fall into destitution.
THE PERFECT SWARM
Swarms of sun midges have been harassing travelers along the road connecting Horizon and Copperbell Mines, and the Brass Blades will compensate anyone willing to help remedy the situation. Do your part by slaying four swarms of the troublesome vilekin.
You valiantly exterminate legions of the tiny vermin. Report to Fufulupa and claim your reward.
Fufulupa thanks you for your hard work on behalf of Horizon, and does not hesitate to offer you more work. It seems there is much and more you can do in the bustling settlement.
LAST LETTER TO LOST HOPE
Fufulupa has asked you to ascertain the whereabouts of a missive he sent to Lost Hope. He fears that the courier has met with some misfortune en route. Search the roads southwest of Black Brush Station in central Thanalan for the courier.
You find the courier unharmed, but her chocobo did not fare as well. Until she has finished tending to her mount's injured leg, she cannot complete the delivery. Take the letter to Lost Hope in her stead and give it to Leofric.
Leofric thanks you for the letter and suggests that you do not linger in Lost Hope, lest you become associated with Ul'dah's unwanted. Despite what the crestfallen Brass Blade says, perhaps you should stay and lend a helping hand...
HEIR TODAY, GONE TOMORROW
Leofric has asked you to deal with a band of outlaws who have taken up residence in the Quiveron Manse. The leader is a self-proclaimed baron, and you must dispose of him and his cronies both.
Baron von Quiveron III Esquire and his nefarious entourage are no more. Tell Leofric that the refugees need no longer fear the bandits.
Leofric thanks you for aiding the people of Lost Hope, who continue to suffer in spite of Ul'dah's growing prosperity. Reflecting on his downfall, the captain concludes that the Brass Blades of the Rose must look to others for guidance.
PASSING THE BLADE
Leofric wishes to give an antique dagger to Fufulupa, but is in no shape to travel due to his injuries. Journey to Horizon and deliver the dagger to Fufulupa in his stead.
Fufulupa is shocked to see the dagger in your possession, explaining that only captains of the Brass Blades of the Rose are permitted to carry it. Nevertheless, he takes it into safekeeping until Leofric comes to reclaim it.
FOLLOWING FOOTFALLS
The Brass Blades of the Rose have been charged with guarding a party of thaumaturges surveying the Footfalls. Fearing that their security is inadequate, Fufulupa bids you speak with Totoruna at the ruins and offer your assistance.
Totoruna curtly informs you that his unit does not require aid. Fufulupa's gesture appears to be both unwarranted and unwanted...
Captain Baldewyn wishes to hold a feast for a party of visiting thaumaturges. For the main dish, he requires fresh fish from Crescent Cove. Nunuzofu bids you relay the captain's request to Raffe the fisherman.
Though the fishermen of Crescent Cove have had a poor catch in recent days, Raffe swears that the captain will have his fish. While your business in the village is concluded, Raffe's nervous reaction to Captain Baldewyn's request lingers in your mind. Perhaps you should speak with others in Crescent Cove and see if there is aught amiss.
COMPULSORY CATERING
A band of outlaws has taken over the tavern in Crescent Cove and is demanding to be served buzzard, thickshell, and scaphite. Slay the beasts and gather the ingredients so Merilda can begin cooking.
With little difficulty, you obtain the necessary ingredients. Deliver them to Merilda before the bandits grow impatient.
A relieved Merilda thanks you for your help, explaining that the Brass Blades of Vesper Bay and Horizon care little for the plight of the small fishing village. Some Brass Blades are even said to cooperate with the bandits...
OH CAPTAIN, MY CAPTAIN
Fufulupa has accidently overheard Merilda's tale regarding the bandits and their plans to obtain Nashachite stolen from Copperbell Mines. Before you can stop him, the Brass Blade runs to tell his supervising officer─who, unbeknownst to Fufulupa, is cooperating with the bandits. Find Captain Baldewyn before Fufulupa does!
You arrive too late to prevent Fufulupa from confronting his captain, and are forced to battle the corrupt officer and his bandit ally. Baldewyn remains defiant even after you defeat him, until the disgraced Captain Leofric reveals that Baldewyn was in fact operating without Lord Lolorito's knowledge and will therefore face severe punishment for his crimes. Return to Horizon and speak with Fufulupa when next you have an opportunity.
SECRETS AND LIES
Fufulupa reveals that he has found a sealed letter addressed to Sultansworn Owyne among his disgraced predecessor's belongings. Uncertain of what to make of his discovery, he bids you deliver the letter to Momodi of the Quicksand, a steadfast supporter of the royal family.
Momodi does not hesitate to brush aside your concerns, assuring you that Owyne would never betray the sultana. However, she has her own suspicions regarding the letter...
DUTY, HONOR, COUNTRY
Having sworn you to secrecy, Momodi reveals that the royal crown has been stolen. According to her, if the theft were to be made public, it would tarnish the sultana's reputation. She suspects that the missive which Fufulupa found amongst Baldwyne's possessions was written by the perpetrators of this crime. Momodi bids you bear the letter to its intended recipient, Owyne of the Sultansworn, and offer your assistance.
Owyne confirms that the letter is a ransom note from the thieves, stating their demands for the return of the crown. Believing there to be no other way, the guilt-ridden Sultansworn decides to give the criminals what they want. Rendezvous with him at the Unholy Heir in central Thanalan and ensure the exchange goes as planned.
Having taken receipt of their payment, the thieves rather predictably attempt to murder you, but with the aid of Papashan and a band of Sultansworn, you defeat them. Soon after, you find yourself alone with the masked mage who orchestrated the theft, and another battle ensues. Fortunately, Thancred comes to your aid, and together you emerge triumphant. Though the motives of this “Ascian” remain a mystery, his schemes now lie in ruin. Return to the Heart of the Sworn and find out if the Sultansworn have recovered the crown.
The sultana visits the Heart of the Sworn to thank you personally for helping to recover the crown, and to request your presence at the forthcoming banquet as her guest of honor. Though her gesture leaves you speechless, you gather your composure and accept, already looking forward to your next meeting.
A MATTER OF TRADITION
Owyne states that there are certain protocols that must be observed by guests attending a royal banquet. He directs you to speak with Momodi, who will explain precisely what is expected of you.
According to Momodi, all who attend the royal banquet are obliged to wear a pair of ceremonial earrings. She instructs you to visit the Goldsmiths' Guild and speak with Serendipity to obtain yours.
Serendipity presents you with a very beautiful and very locked rosewood box. For reasons of royal security, she explains, the earring cases are intended to be opened only by designated individuals. In this instance, the designated individual is apparently Momodi. Return to the Quicksand, hand over the box, and she will do the rest.
You now have the ceremonial earrings needed to gain entry to the banquet. Speak with Momodi when you are ready to join the festivities.
A ROYAL RECEPTION
The banquet is soon to begin. Put on the Voice of the Just and make for the Royal Promenade where Bartholomew awaits.
At the banquet, Raubahn recounts the deeds of the half-remembered heroes whom Eorzeans now call the Warriors of Light. The tale triggers inside your mind a vision of the final moments of the Battle of Carteneau. When you subsequently come to your senses, you are surprised to find yourself in a room at the Hourglass, with no idea how you got there. Betraying a mixture of relief and glee, Momodi explains that you collapsed, and mentions that the general would like to see you. Make your way to the Hall of Flames and seek an audience with him.
The Flame General declares that there is work to be done─and that he would have you do it. Speak to him again when you are ready to begin.
THE UL'DAHN ENVOY
Appointing you his personal envoy, Raubahn bids you deliver a missive to the other two leaders of the Eorzean Alliance. In order to facilitate your journey, he bestows upon you an airship pass, which will allow you to travel by air between the three allied nations. Before making your way to the airship landing, be sure to quiz Momodi as to what awaits beyond the deserts of Thanalan.
In addition to Ul'dah, the Eorzean Alliance encompasses the city-states of Gridania and Limsa Lominsa. Once you have made your final preparations for the journey, take the Wellhead Lift to the airship landing and speak with Elyenora at the entrance lobby.
You are now ready to embark upon the first leg of your journey, which will take you to Limsa Lominsa. Make your way to the landing area and await departure.
Having safely arrived in Limsa Lominsa, you must now seek audience with the Admiral. Speak with the Storm honor guard to receive assistance.
The Admiral awaits you at her command room on the Bridge. Take the Crow's Lift to the Bulwark Hall, and present Raubahn's missive to Zanthael before the Admiral's Lift to be admitted.
The Lominsan Admiral, Merlwyb Bloefyswyn, is receptive to the proposal detailed in her counterpart's missive. It appears the Garlean Empire remains a grave threat to Eorzea, with the XIVth Imperial Legion, led by Legatus Gaius van Baelsar, deeply entrenched in the frontier regions. Your mission in Limsa Lominsa now complete, make your way to the airship landing and speak with L'nophlo.
You are now ready to embark upon the second leg of your journey, which will take you to Gridania. Make your way to the landing area and await departure.
Having safely arrived in Gridania, you must now seek audience with the Elder Seedseer. Speak with the Serpent honor guard to receive assistance.
The Elder Seedseer awaits you at the Lotus Stand. Make your way to Nophica's Altar within Old Gridania, and present Raubahn's missive to the silent conjurer to be admitted.
Having now met the leaders of both Gridania and Limsa Lominsa, you have discharged your duty as the general's envoy, and learned of the various threats to Eorzea in the process. Amidst this period of turmoil, what meaningful contribution can a lone adventurer make to the realm? Perhaps the answer will be revealed to you in the course of your journeys to come.
CALL OF THE SEA (UL'DAH)
Baderon, the proprietor of the Drowning Wench in Limsa Lominsa, has need of a capable adventurer. Speak with him if you would know more.
Baderon warns you that the job will entail considerable danger. If you are resolved to undertake it, speak to the man again to be briefed.
IT'S PROBABLY PIRATES
Baderon and Commodore Reyner have requested your assistance with an investigation. A strange ship has been sighted off the coast of Aleport, and the subsequent appearance of a dangerous-looking group of men at the Sastasha Seagrot has the Yellowjackets greatly concerned. Speak with V'mellpa at the ferry docks on the lower decks, and receive directions to the location of the caves.
V'mellpa has suggested that you pay a visit to the Hall of the Novice before continuing your journey to Sastasha. Make your way to the Adventurers' Guild building located north of Aleport, and speak with the seasoned adventurer.
You have concluded your educational visit to the Hall of the Novice. Continue on to the north, and speak with the Yellowjacket stationed outside the entrance to Sastasha.
The Yellowjackets are concerned that the unsavory-looking men seen entering Sastasha may belong to the Serpent Reavers, the pirate allies of the Sahagin. Search the caves and ascertain whether or not such suspicions are well founded.
※Sastasha dungeon.
You have discovered a pirate den in the depths of Sastasha. Just as the Yellowjackets feared, it would appear the Serpent Reavers and their Sahagin masters are using the caves as a base for their nefarious operations. Return to Limsa Lominsa without delay, and report your findings to Baderon at the Drowning Wench.
Having listened to your findings, Baderon expresses his satisfaction with your work, and mentions another task which might be of interest to you. It seems the Adventurers' Guild in Gridania wishes to employ the services of a seasoned adventurer. Prepare your gear, then speak with Baderon when you are ready to embark on the next stage of your journey.
CALL OF THE FOREST
According to Baderon, the Adventurers' Guild in Gridania is recruiting people for an as-yet-undisclosed task. You can learn more by speaking with Miounne, the proprietress of the Carline Canopy.
You have expressed your interest in the task to Miounne. Let her know when you are ready to hear the details.
FIRE IN THE GLOOM
It would seem that a cult known as the Lambs of Dalamud has been engaging in suspicious activity in the Tam-Tara Deepcroft. Make your way to the burial site and speak with the Quiverman posted by the entrance to receive further instructions.
You learn that the Lambs of Dalamud believe in the divinity of the lesser moon, Dalamud, whose descent ushered in the Seventh Umbral Era. Your task is to sweep the Deepcroft and purge it of cultist presence.
Arriving at the innermost depths of the Tam-Tara Deepcroft, you are assailed by the vengeful spirit of Galvanth the Dominator. At the end of a titanic struggle, you succeed in sending this dark being back to the abyss, thus foiling the cultists' plot to awaken a great evil. Make haste back to Gridania, and report all that transpired to Miounne.
Miounne laments the recent rise in casualties among adventurers. She attributes this unfortunate trend to a burgeoning demand for manpower, which makes it easier for the unprepared to take on tasks that are beyond them. Confident that you will give her no cause to worry, Miounne gladly tells you that the Adventurers' Guild in Ul'dah is recruiting. Speak with her again if you would know more.
CALL OF THE DESERT
According to Miounne, the Adventurers' Guild in Ul'dah is recruiting people for an as-yet-undisclosed task. You can learn more by speaking to Momodi, the proprietress of the Quicksand.
You have expressed your interest in the task to Momodi. Let her know when you are ready to hear the details.
It would seem that a horde of hecatoncheires has been wreaking havoc in the depths of Copperbell Mines. So that mining operations may resume, Papashan bids you subdue the hulking creatures. In preparation for the mission, the stationmaster suggests that you speak with Painted Mesa, an employee of Amajina & Sons Mineral Concern.
You learn from Painted Mesa that Copperbell Mines were reopened in order to meet the pressing demand for building materials created in the wake of the Calamity. Without a steady supply, Ul'dah's nascent recovery may slow to a standstill. Make your way to the mines, and report to the Stone Torch who stands guard at the entrance.
You've been granted permission to enter the mines. Make your way through the tunnels, putting down any hecatoncheires you encounter.
※Copperbell Mines dungeon.
You have succeeded in subduing the hecatoncheires. Report back to Painted Mesa at the Quicksand.
Your conversation with Painted Mesa is cut short by a shrill cry. Rushing to the origin of the exclamation, you find a woman being harassed by ruffians, and hurl yourself in harm's way to protect her. Immediately thereafter, Thancred arrives.
After praising your courage, Thancred reveals that he belongs to an order called the Scions of the Seventh Dawn, and invites you to join them. But who exactly are these Scions, and what is their agenda? Perhaps Momodi can shed some light on these questions.
In the course of your travels, you have crossed paths with myriad individuals, some of whom you have positively influenced. One such individual is the young conjurer Edda, who reveals that you have inspired her to embark upon a new journey as an adventurer. You sense that you, too, must soon embark upon a new journey of your own. Speak with Momodi again when you have resolved to take the first step.
THE SCIONS OF THE SEVENTH DAWN
Momodi reveals to you that the Scions of the Seventh Dawn is an order which seeks to combat the various problems that plague Eorzea. Its members are always looking for capable individuals to recruit to their cause, and it appears your recent exploits have drawn their attention. The Scions are headquartered in a place called the Waking Sands, situated at Vesper Bay in western Thanalan. Make your way there and present yourself to the guardsman.
At the entrance to the Waking Sands, you find not a guardsman but a bubbly clerk named Tataru, who informs you that the Antecedent awaits within. Let Tataru know when you are ready to be shown through.
You meet with Minfilia, the leader of the Scions of the Seventh Dawn, who tells you about your power ─ the Echo ─ and how it is the key to solving the primal problem. At the end of a lengthy exposition, Minfilia implores you lend your strength to their cause, and in good faith entrusts you with the order's password: “wild rose.”
A WILD ROSE BY ANY OTHER NAME
Taken by an inexplicable urge to be witty, you incorporate the order's password, "wild rose," into a poetic verse by way of agreeing to help. Minfilia has the grace to play along with your silliness, and welcomes you to the Scions. She introduces you to its core members: the scholars of Sharlayan, some of whom you have already met. Without further ado, you are assigned your first task - an investigation of two primal-related crimes in Ul'dah. Speak with Thancred, the debonair minstrel, to learn the details of your mission.
Thancred believes that the caravan robbery and the abductions are connected, and suggests that you first look into the missing persons. Make your way to Camp Drybone in eastern Thanalan, and seek the cooperation of a man named Isembard.
Arriving at Camp Drybone, you speak with Isembard, who offers you his full cooperation in the investigation.
UNSOLVED MYSTERY
Isembard informs you that the Amalj'aa have butchered a number of commonfolk, and asks that you retrieve the ripe corpses so that he may see them properly interred.
You have recovered the remains of the fallen. Take them back to Isembard at Camp Drybone.
Outward appearances being what they are, it is impossible that the Amalj'aa have been acting alone in the recent wave of disappearances. Isembard cannot help but wonder if another conspirator has had a hand in these troubling incidents.
WHAT POOR PEOPLE THINK
Isembard has told you of someone who knows the most about the commonfolk and their ways. Seek out Ungust and show him the note Isembard has given you.
Ungust tells you that the commonfolk are as vigilant a folk as any, and more than most. Speak with them yourself to see if he speaks the truth. In their terror, the commonfolk tell you little of use. Go speak with Ungust once more.
Ungust seems unconcerned about the growing list of missing people around Drybone. Report back to Isembard to see if he has any ideas on how to proceed.
Isembard believes that perhaps the people are holding their tongues because they have come to trust only in their gods.
A PROPER BURIAL
Isembard has asked that you visit the Church of Saint Adama Landama to inter a corpse he has prepared for burial, and to speak to the priests about the missing commonfolk. Seek out Marques in the lichyard.
Marques has directed you to an empty grave atop the nearby ridge. Bear the embalmed corpse to the gravesite.
You have gently placed the embalmed body at the foot of the grave. Perform one final duty for the deceased and provide him a proper burial. You have interred the dearly departed as Isembard requested. Return to Marques and tell him the deed is done.
Marques admits to knowing little of the commonfolk. He suggests you speak to Sister Ourcen within the church.
Sister Ourcen informs you that while the commonfolk confide a great many things in her, she has not heard anything that might help your investigation. Return to Camp Drybone and speak to Isembard once more.
Upon your return to Isembard at Camp Drybone, the ever-dashing Thancred appears to greet you. To Isembard's dismay, he suspects that the only person who could take the vigilant commonfolk by surprise is the very Sister Ourcen who takes their confession. Isembard, however, is not so easily convinced.
FOR THE CHILDREN
Isembard refuses to believe that Sister Ourcen is behind the mysterious disappearances at Camp Drybone. To this end, he bids you speak with one of her favored children in the Golden Bazaar in order to learn more of her activities. Upon arriving in the Golden Bazaar, you are told that Sister Ourcen left some time ago to search for the child's lost treasure. Fearing for her safety, the child pleads with you to go and find her.
You have rescued Ourcen from a grisly fate at the hands of rotting pikemen. After expressing her gratitude, she takes her leave and returns to the Golden Bazaar. Make your way back to Camp Drybone and tell Isembard all that transpired.
After risking life and limb to recover the orphan's memento, Isembard is more convinced than ever that Sister Ourcen is not in any way responsible for the vanishings.
AMALJ'AA WRONG PLACES
Thancred has been searching for you, and bids you meet him near the Amalj'aa encampment to the southeast of Camp Drybone.
You meet Thancred outside the nearby Amalj'aa encampment. He asks that you enter and search for evidence of their involvement in the vanishings at Camp Drybone.
You have found a suspicious leaflet. Return to Thancred and show it to him.
The leaflet does not appear to have been written by a member of the Order. Show it to Sister Ourcen at the inn at Camp Drybone to see if she can provide any insight.
Sister Ourcen confirms that the leaflet is not of the Order's making, and goes on to tell you that the church was recently plagued by a rash of missing garments. Speak with Thancred to determine your next course of action.
Thancred believes it likely that the culprit behind the vanishings is posing as a priest of the Order. Warn Isembard of this potential danger.
Isembard resolves to stay vigilant in light of the new information. Thancred, meanwhile, has withdrawn to consider the situation more carefully. What course of action might the Sharlayan bard come up with?
DRESSED TO DECEIVE
Thancred suggests that the two of you pose as impoverished souls in order to ensnare the false priest. By way of laying the foundation for this plan, you must first make it known that vagrants have newly arrived at Camp Drybone. Don a weathered shepherd's tunic and a pair of weathered shepherd's slops, and beg the residents of the camp for work.
You have made a sufficient nuisance of yourself to draw the attention of the false priest. Report back to Thancred.
It would seem that the poor have established a commune by a pond north of Sandgate, to the east of Camp Drybone. Owing to its isolation, Thancred believes it an ideal place for kidnappers to do their work. Don your disguise once more, and rendezvous with Thancred at said pond.
The false priest turns out to be none other than Ungust, the obnoxious merchant whom you first found preying upon a refugee woman at the Hourglass. The man reveals that he has been abducting people at the behest of the Amalj'aa. Take this knowledge back to Minfilia, who awaits at the Waking Sands in Vesper Bay.
Praising your investigative work, Minfilia tells you that an encounter with the Amalj'aa is inevitable. Be prepared to answer the call to arms when the time comes.
LIFE, MATERIA AND EVERYTHING
Minfilia would like you to meet a goblin scholar named Mutamix, whom she says introduced a revolutionary new method of gear enhancement to Eorzea. Make your way to the goblin's encampment at the Bonfire in central Thanalan, and present to him Minfilia's dagger.
Arriving at the Bonfire, you are treated to a zany display by Mutamix and his students. Upon learning your identity, Mutamix proceeds to teach you the basics of materia, a type of crystal which can be melded to items to enhance their powers. Assuming you understood correctly, only experienced Disciples of the Hand are capable of attaching these crystals. Take yourself back to the Waking Sands, and present to Minfilia her materia-enhanced dagger.
Minfilia impresses upon you the importance of being well equipped for battle, and explains that materia is an effective way to get the most out of your gear. Put this knowledge to good use as you undertake your future missions.
LORD OF THE INFERNO
In order to learn the whereabouts of the abductees, the Immortal Flames have devised a plan to capture Amalj'aa, using the false priest, Ungust, as bait. Minfilia bids you partake in the operation as the Scions' representative. Take yourself to Camp Drybone, and there merge with the Immortal Flames.
You have been briefed regarding the operation. It is anticipated that the Amalj'aa will offer fierce resistance, and you are urged to spare no preparations. Once you are ready, proceed to the Invisible City, and lie in wait at the designated location.
To your great dismay, you are betrayed by one of your own, and end up being captured by the Amalj'aa. After an indeterminate amount of time, you awaken within an Amalj'aa stronghold in the company of your fellow captives. Speak with them to ascertain the situation. It appears the Amalj'aa mean to make an offering of you and your companions to Ifrit. If it must end, let it be with weapon in hand. Wait for the right moment, and strike back at the Amalj'aa.
Having failed to make you his minion, Ifrit attempts to exterminate you, but against all odds you succeed in overcoming the god-like being. It would appear that he and his kind have the power to bind mortals to their will, yet for reasons yet unknown you are immune to this influence. There will be time enough to learn the truth of things later. For now, make your way back to Camp Drybone, and speak with Thancred. Having lavished you with praise, Thancred takes his leave to return to the Waking Sands. Minfilia will be eager to hear back from you as well. Report to her at the earliest opportunity.
At the Waking Sands, Minfilia and Thancred take turns bombarding you with information, explaining to you how the crystal robbery and the abductions served to advanced Ifrit's cause. Thancred then reveals a disturbing truth: in order to prevent Ifrit from gaining strength, his “tempered” victims are put to death. Even as this revelation casts a shadow over your victory, you find yourself more determined than ever to do your part as a Scion.
A HERO IN THE MAKING
Your recent exploits have garnered you the attention of the Grand Companies of Eorzea, each of which now seeks to recruit you to its ranks. That you might be better informed when deciding which one to join, Minfilia suggests that you attend the forthcoming remembrance services and listen to each Grand Company leader's address. Tataru will be able to furnish you with the particulars.
Tataru has apprised you of the three remembrance service venues: the Stateroom in Limsa Lominsa, Mih Khetto's Amphitheatre in Gridania, and the Royal Promenade in Ul'dah. Attend the services in any order you desire, and hear what each Grand Company leader has to say. You have attended all three services. Based on the words of the Grand Company leaders and the traveling twins, Alphinaud and Alisaie, it would appear that all three nations are beset with myriad problems. Your mission to be informed now complete, make your way back to the Waking Sands, where Minfilia awaits.
Minfilia expresses her hopes that you will lend your strength to a Grand Company. Weigh your decision well, and give your answer to the officer of the Grand Company you would join.
You have confirmed your intention to join the ranks of the Immortal Flames. Visit the Hall of Flames in Ul'dah, and speak with the personnel officer to be formally inducted into the Grand Company.
Your formal induction into the Immortal Flames is interrupted by an urgent report concerning an imperial attack on a Highwind Skyways airship. Head to Horizon's Edge and determine the fate of the crippled vessel and its crew.
You have defeated the imperial soldiers intent on requisitioning the downed airship. You learn that the vessel's crew, Biggs and Wedge, are engineers from Garlond Ironworks, and that Master Garlond himself has been missing since the Calamity. Return to the Hall of Flames and report to the personnel officer.
Back at the Hall of Flames, the personnel officer praises your efforts, and reassures you that the two engineers you encountered were able to continue on their way. He then expresses his eagerness to complete your induction into the ranks of the Immortal Flames. Speak with him once more when you are ready to attend to the formalities.
FOR COIN AND COUNTRY
You have been sworn into the service of Ul'dah's Grand Company, the Immortal Flames. Immediately following the assignment of your new rank, Minfilia contacts you by linkpearl and requests your presence. Return to Vesper Bay in Ul'dah and visit the Waking Sands.
You have joined Ul'dah's Grand Company, the Immortal Flames. Use this opportunity to grow as an adventurer, and experience more of the realm of Eorzea.
MY LITTLE CHOCOBO
To obtain your personal chocobo, you must present Mimigun with a Flame Chocobo Issuance. This document can be obtained by exchanging company seals with the flame quartermaster. Here's hoping you have been setting aside your seals... Mimigun brings you your bird, and it is love at first sight. Name your new companion, and make it official.
After much deliberation, you decide on a name worthy of the noblest steed. Inform Mimigun to complete the last of the formalities. And so begins the adventures of [Forename] and [Companion]. May their friendship last for eternity!
SYLPH-MANAGEMENT
Minfilia would have you ascertain the sylph tribe's intentions aide by the power of the Echo. Before making contact with the diminutive beastmen, report to Commander Vorsaile Heuloix at the Adders' Nest in Gridania.
You arrive at the Adders' Nest to find the commander thinking out loud. Apprise him as to the purpose of your visit.
WE COME IN PEACE
Vorsaile Heuloix would have you communicate directly with the sylphs and ascertain their true intentions regarding the primal Ramuh. To avoid any cross-cultural misunderstandings, you are to first travel to the Hawthorne Hut and receive a briefing on sylphic culture with the officer stationed there. Speak to Mitainie outside Westshore Pier in Old Gridania to see about transportation.
Mitainie has instructed you to take the ferry from Westshore Pier to reach the East Shroud. Once there, you will only need to head due east to find the Hawthorne Hut. Before going there, however, stop off along the way at Fullflower Comb and pay your regards to Rosa Hawthorne. Rosa Hawthorne has a sticky situation on her hands, what with killer hornets assailing her precious honeybees. Slay three hornet clouds to put her heart at ease.
You have triumphed over the killer hornets. Report your success to Rosa.
Rosa thanks you for having protected her beehives from the swarm of hornets. To express her gratitude, she has given you a pot of fresh honey, which she knows will help loosen the lips of the serpent officer you are seeking, Amelain. Proceed to the Hawthorne Hut and deliver the honey as bade.
The sweet-toothed Amelain has informed you that Rosa's husband, Rolfe Hawthorne, is well versed in sylphic culture and should hold the answers you seek.
SYLPHIC STUDIES
Rolfe's memory is not what it used to be, but it turns out that he has previously shared his stories with those around the hut. Check in with his daughter Ysabel and a couple of the patrolling sentries, Blaisette and Monne. They may remember what the old storyteller has forgotten.
You have gleaned that the sylphs are known for their mischievous and capricious nature, as they show little regard for Gridanian propriety or etiquette. Share your rediscovered tales with Rolfe Hawthorne.
Your findings have served to stir Rolfe's memory, and he recalls that dancing is the traditional greeting among the sylphs. It would seem they are a most curious tribe, indeed.
FIRST IMPRESSIONS
Rolfe tells you that it would be unwise to greet the sylphs without a proper gift, but he has trouble remembering exactly what that gift should be. However, it is possible that his wife, Rosa, can tell you. Speak with her at Fullflower Comb to see what she has to say.
Though she does not fully understand why, Rosa informs you that the sylphs are said to be quite fond of milkroot, which can be obtained from ochus. In order to find one such ochu, take the amber syrup given to you by Rosa and pour it on the curious tussock in the Honey Yard. Once uncovered, slay the ochu, and pray that you find some milkroot among its remains.
Your prayers have been answered, and you have the milkroot in your possession. Take your prize back to Rolfe at the Hawthorne Hut to ensure that it is indeed a suitable offering for the sylphs.
Rolfe immediately recognizes the milkroot upon your presentation of it, and is sure that the sylphs will appreciate the offering. Just take care not to inhale too many of the fumes yourself before giving it to the sylphs.
FIRST CONTACT
Rolfe has kindly gift-wrapped the milkroot for the sylphs, and wishes you luck in your envoy endeavors. Before you leave, however, he bids you speak with Amelain.
Amelain has entrusted you with a missive penned by the Elder Seedseer herself. Deliver it safely to Komuxio at Little Solace.
You have found Komuxio in Little Solace, but he seems unmoved by your words of greeting alone. Perform a sprightly /dance for him as a show of goodwill.
Pleased by your dance, Komuxio now seems more willing to hear out. Present him with the milkroot and the letter to the elder as proof that you come in peace.
Despite accepting your gifts, Komuxio remains unconvinced as to your intentions. Is there no way to gain the sylph's trust and secure an audience with the elder of Little Solace?
DANCE DANCE DIPLOMACY
Yda believes that the best way to earn the sylphs' trust is to dance for all the residents of Little Solace.
That was certainly exhausting. Return to Yda and tell her that you have danced as you have never danced before.
Your dancing has won many a smile, but have you truly succeeded in winning the hearts of the sylphs of Little Solace? This remains to be seen.
FOREST FRIEND
Papalymo believes that offering aid to the troubled sylphs in Little Solace would go far toward earning their trust. As the sylphs are not wont to share their troubles with outsiders, seek the advice of Hearer Imedia.
As Imedia would tell it, the sylphs live in constant fear of attacks by ill-tempered forest creatures. She bids you slay five ziz gorlins and five gall gnats, that the residents of Little Solace might rest easy, and suggests that procuring five brownie brushes in the process would also go far to curry the sylphs' favor.
You have dispatched the invasive fauna, and obtained brownie brushes for the sylphs. Report to Komuxio of Little Solace and impress upon him your good intentions.
Komuxio expresses gratitude for your efforts on behalf of Little Solace. It would seem the sylphs have begun to warm to your presence, albeit gradually.
PRESENCE OF THE ENEMY
Komuxio is troubled by sightings of unfamiliar walking ones in the forest. Speak to the residents of Little Solace and the Hawthorne Hut and uncover what information you can.
Your investigation proved a fruitful one. Return to Little Solace and share your findings with Komuxio.
Upon learning of the sightings of strange men clad in steel, Komuxio has bid you venture into the forest to investigate. Be on the lookout for signs of imperial incursion.
Stumbling upon a stack of suspicious boxes, you are attacked by a group of imperial soldiers. After fending them off, you search the boxes to uncover a quartermaster's log detailing a list of imperial supplies for delivery. Return to Little Solace and share with Komuxio this troubling development.
Komuxio deduces that the log must have been penned by someone with knowledge of the forest. Could there be a traitor in your midst?
BROTHERLY LOVE
Komuxio fears for the safety of his friend Claxio, who has wandered off unaccompanied. He bids you to find Claxio and bring him back to Little Solace.
Though you are able to find Claxio, the sylph has no intention of returning with you. Take word of this to Komuxio, who awaits at Little Solace. According to Komuxio, tempered sylphs are prowling the area, and Claxio is in grave danger. You must track him down before he falls thrall to primal influence.
You find Claxio just in time to prevent tempered sylphs from spiriting him away. Following an emotional reunion with Komuxio, Claxio agrees to return to Little Solace. Return to the village yourself and see what Komuxio has to say.
Your efforts on his friend's behalf have earned you Komuxio's unreserved trust. Will the sylph elder be as accepting?
SPIRITED AWAY
Komuxio confesses to you that his elder has gone missing, and beseeches you to seek the aid of the Order of the Twin Adder. Make for the Adders' Nest and inquire with Commander Vorsaile Heuloix as to the elder's possible whereabouts.
Commander Vorsaile Heuloix consents to assist in the search for the sylph elder. Before venturing into the forest, solicit the advice of Giah Molkoh at Bentbranch Meadows.
Giah Molkoh has pledged the Wood Wailers' cooperation in the search effort. Take yourself to Buscarron's Druthers in the South Shroud and speak with the proprietor.
You speak with Buscarron, who agrees to keep an ear out amongst his many customers for any news of the sylph elder's whereabouts.
DRUTHERS HOUSE RULES
Buscarron has no information on the sylph elder as yet, but he has something for you to do in the meantime. It seems as though one of his customers is spoiling for a fight. To put an end to any fisticuffs before they begin, Buscarron would have you go out back and obtain an empty tub which might be filled with water.
You have obtained the empty tub. Take it to the river behind the tavern and lay it down.
You have placed the tub in the water. Now fill it up with water.
You have filled the tub with water. Pick it up.
You have finally armed yourself with a mighty tub of coll water. Return to the area immediately outside the Druthers, douse the drunken lout, and remind him of the house rules.
Drenched with river water, the drunkard runs off, having come to his senses enough to realize that Buscarron means business when he says there's to be no fighting in or about his establishment. Report your success to Buscarron.
Thanks to your actions, the tavern's regulars are able to enjoy their drinks in peace. Buscarron prides himself on opening his doors to all customers — even those with unsavory reputations ‚ so long as they pay good coin and stay out of trouble.
NEVER FORGET
A Qiqirn and former employee of Buscarron's Druthers forgot some of his personal effects upon leaving. Go speak to Baensyng on Hawker's Alley in Limsa Lominsa to learn where you might find said Qiqirn.
You learn from Baensyng that a Qiqirn merchant on Hawkers' Alley named Kyokyoroon may know something of Teteroon's whereabouts. Bring the trader a chicken egg to coax him into spilling the goods.
After receiving the chicken egg, Kyokyoroon is more than happy to tell you that Teteroon has since moved on to barter his wares at Memeroon's Trading Post in upper La Noscea. Proceed to the outpost and present Teteroon with his forgotten scarlet earring.
You have delivered the scarlet earring to Teteroon. Reminded of Buscarron, he promptly lapses into nostalgic reminiscences of former days.
MICROBREWING
Teteroon has asked that you help him brew Qiqirn firewater. To do so, use an empty barrel at Fool Falls to collect water, and slay coeurl to obtain five coeurl whiskers.
You have procured the required ingredients. Take them back to Teteroon.
Teteroon has set about brewing his Qiqirn firewater from the ingredients you have provided. But good firewater takes time. Speak to him again later to learn how his concoction turns out.
LIKE FINE WINE
Teteroon has finally finished his gift for Buscarron. Deliver the special brand of Qiqirn beverage back to the eponymous proprietor of Buscarron's Druthers in Gridania.
Buscarron is delight to receive the hard liquor brewed by his old friend. However, he is less delighted when he realizes it would be best to age it a year before finally cracking it open.
Sightings of sylphs in a region of the wood beyond their domain has given cause for concern. Buscarron has marked a tract on your map. Travel there and survey the area.
You have completed your patrol of the designated area. Return to the Druthers and speak with Buscarron.
Buscarron tells you that Garlean soldiers were never before able to penetrate the forest depths. The mounting evidence seems to suggest that there is a traitor in Gridania aiding the imperial advance.
NOUVEAU RICHE
Suspicion surrounds the recent good fortune of a man named Laurentius. Seek him out in the South Shroud and inquire as to the source of his newfound wealth.
Laurentius leaves you abruptly without providing any answers. Follow him and accost him again.
Now clearly agitated, Laurentius takes his leave of you once more. Chase him down and find out what he is hiding.
You have defeated the Garlean soldier summoned by Laurentius. Confront him and ascertain the nature of his relationship with the Empire.
Laurentius has taken to his heels once more. Give chase before he makes good his escape.
Laurentius has eluded you yet again. It is time to bring this chase to an end. Apprehend him.
You vanquished a second squad of imperial troops, prompting Laurentius to admit defeat at long last. Shamed by your devotion to the cause, he repents his decision to sell information and supplies to the Garleans, and resolves to give himself up to the Order of the Twin Adder.
Return to the Druthers and tell Buscaroon all that has transpired.
After listening to the tale of Laurentius's betrayal and subsequent repentance, Buscarron expresses hope that the Order of the Twin Adder will take pity on the disgraced Wood Wailer. He then shares some exciting news: the missing sylph elder has been found.
INTO THE BEAST'S MAW
Fleeing from Garlean soldiers, the sylph elder, Frixio, has ventured into the Thousand Maws of Toto-Rak. Were any misfortune to befall him, the effort to secure peace between man and sylph would surely be undone. You must find Frixio before the unthinkable comes to pass. Make haste to the dungeon, explain the situation to Bloisirant, and obtain his permission to enter.
You have been granted entry into the Thousand Maws of Toto-Rak. Hurry within and find Frixio before he falls prey to fell fiends.
※Thousand Maws of Toto-Rak dungeon.
Within the bowels of Toto-Rak, you encounter Lahabrea of the Ascians, who unleashes a gigantic banemite upon you. Having successfully fended off the beast, you find Frixio, shaken but unharmed. Grateful for your timely intervention, he agrees to speak with you regarding Ramuh, and bids you meet him later at Little Solace.
Buscarron will wish to know of your success. Before you do anything else, report back to him at the Druthers.
Owing to your efforts, peace between man and sylph is now within reach.
A SIMPLE GIFT
Buscarron would like to send a peace offering to the sylphs of Little Solace in hopes of reinforcing the current spirit of cooperation. With this thought in mind, see Buscarron's phial of Azeyma rose oil to Knolexia in Little Solace
Buscarron's thoughtful gift has moved Knolexia. With any luck, this act and similar future gestures will serve to further strengthen relations between Gridanians and sylphs.
BELIEVE IN YOUR SYLPH
Komuxio has asked you to observe his tempered kindred in the sylph homeland, hoping that your testimony might serve to reassure the Gridanians that they have nothing to fear from his people. Take yourself to the location he has marked on your map, and lookout for tempered sylphs.
You have observed the tempered sylphs without incident. Make your way back to Gridania, and deliver Frixio's missive to Commander Vorsaile at the Adders' Nest.
Commander Heuloix is relieved to learn that the sylphs have no desire for conflict with Gridania. In no small part due to your efforts, man and sylph may continue to live in peace.
BACK FROM THE WOOD
Mere moments after Commander Heuloix bids you send his regards to Minfilia, she contacts you via linkpearl. The Antecedent expresses relief that the matter of Ramuh has been laid to rest, and requests your presence at the Waking Sands.
After giving you an characteristically warm welcome, Tataru informs you that Minfilia is waiting in the solar. Enter at your leisure.
Minfilia's exposition is interrupted by a frightened yelp from without. Rushing to the source of the commotion, you find yourself face-to-face with the sylph Noraxia, who has come to offer her aid to the Scions. Safe in the knowledge that there is no cause for alarm, resume your conversation with Minfilia.
Though Minfilia is heartened by the continued growth of her "family" of Scions, she cannot help but wonder at the appearance of the ascians. What might their presence portend?
SHADOW OF DARKNESS
The Immortal Flames reportedly have information regarding Lahabrea. Make your way to the Hall of Flames in Ul'dah, and speak with Commander Swift.
According to Commander Swift, a Brass Blade stationed at Highbridge has reported seeing a suspicious masked man, but the sentry has since died in the line of duty. Even so, you may still be able to learn something of use from the people in the area. Take yourself to Highbridge in eastern Thanalan, and speak with a merchant named Hihibaru.
Hihibaru hints at knowing of the masked man, but his mannerisms do not instill you with much confidence. Nonetheless, your investigation must begin somewhere...
HIGHBRIDGE TIMES
As it turns out, Hihibaru is more concerned with his own business than yours. He brusquely tells you to speak with the other merchants at Highbridge about the masked man.
Your conversations with the other merchants have yielded nothing of note. For want of better lead, perhaps you should speak with Hihibaru once again.
Hihibaru suspects that someone may be inciting the beast tribes. Apologizing for his earlier rudeness, he promises to keep an eye out for your target.
RATTING IT OUT
According to Hihibaru, a hulk of a man has been meeting with Qiqirn raiders in secret. Could he be the object of your search? Make your way to the Qiqirn lair southeast of Highbridge, and scout the area for clues.
You have found an undecipherable letter written in an unknown language. Return to Highbridge and show it to Hihibaru.
Much to your disappointment, it would seem that the hulk of a man is in fact an Amalj'aa, leaving you without a single lead upon which to continue your investigation. By way of a consolation, however, your efforts have served to preserve the peace at Highbridge.
WHERE THERE IS SMOKE
Hihibaru claims to have witnessed a masked man meeting his beastman accomplices in secret. Make your way to the ash-covered ground northeast of Highbridge, and use a smoldering coal to arrange a similar rendezvous.
The smoldering coal gives rise to a column of smoke, which serves to summon a bandit. Forced to defend yourself, you slay the man and find upon his corpse a peculiar scroll bearing the mark of Rhalgr, the Destroyer. Return to Highbridge and present your find to Hihibaru.
It would seem that Lahabrea has clandestine connections not only with the Qiqirn, but also the Ala Mhigans. Your investigation begins to unfold, and where it may lead is anyone's guess...
ON TO LITTLE ALA MHIGO
In light of your run-in with an Ala Mhigan bandit, Hihibaru recommends that you next take your investigation to Little Ala Mhigo. His daughter, a lass named Hihira, has taken up residence there, and should be able to lend you a hand.
Hihira has no knowledge of Lahabrea. She recommends you speak with a man named Gundobald, the leader of the refugee settlement.
As forewarned, you receive a cold welcome from Gundobald. It seems that some effort will be require on your part if the residents of Little Ala Mhigo are to warm to you.
TEA FOR THREE
Gisilbehrt of the Immortal Flames believes that one of his lookouts may have seen the man you seek. That they might be more forthcoming, he provides you with cups of sweet Thanalan tea to distribute among his men at the outpost to the south.
Based on the scant information you acquired from the sentries, it would seem that Lahabrea is in some way connected to Little Ala Mhigo. Return to Gisilbehrt and share with him what you have learned.
Who was it that was speaking with Lahabrea, and what was the nature of their conversation? if you are to make further progress in your investigation, you must somehow gain the trust of the Ala Mhigan refugees.
FOOT IN THE DOOR
In order to win the trust of the Ala Mhigan refugees, Gisilbehrt suggests that you find a compatriot of theirs who would be willing to vouch for you. Return to Vesper Bay in western Thanalan, and consult Minfilia within the Waking Sands.
Minfilia informs you that there is an Ala Mhigan native among the Scions. Hopefully, this will lead to a breakthrough in your investigation.
MEETING WITH THE RESISTANCE
Minfilia has told you of Haribehrt, a member of the Scions hailing from Ala Mhigo. Seek him out in the storage area and solicit his assistance in your investigation.
While Haribehrt no longer has friends in the Resistance, he knows someone who does. Take yourself to Quarrymill into the South Shroud, and introduce yourself to a woman named Albreda.
Mentioning Haribehrt's name to Albreda earns you an angry outburst. Nonetheless, she relents to your request and refers you to a man named Meffrid, a captain of the Ala Mhigan Resistance.
KILLING HIM SOFTLY
One of Meffrid's men requires urgent treatment for a wound, but the residents of the hamlet refuse to lift a finger. You must prevail upon Albreda to convince them to aid him.
Although her compatriot's life is in danger, Albreda cannot bring herself to disregard the will of the elementals. Instead, she bids you consult the hamlet's resident Hearer, a woman named Charline.
Despite your earnest please, Charline does not relent; the will of the elementals is absolute, and there will be no succor for the Ala Mhigans. You sorely dread having to return to Meffrid with the unhappy tidings.
Meffrid is understandably displeased with the verdict, and uses some choice words to express his opinion of the elementals. Is there no other way to aid him and his people?
HELPING HORN
Desperate to save his comrade's life, Meffrid has a mind to try an old Ala Mhigan remedy. Procure four long antelope horns and deliver them to him.
You have obtained four long antelope horns. Make haste back to Quarrymill and present them to Meffrid.
Meffrid does not have the means to prepare the horns. He bids you take them to Buscarron's Druthers in order to have the proprietor, Buscarron, make the medicine in his stead.
Buscarron has kindly provided you with medicine from his own stores. Hasten back to Quarrymill, and deliver the pot of herbal ointment to Faramund.
Thanks to your aid, Gallien now has a much improved change of survival. Slowly but surely, you are winning the trust of Meffrid and his brothers in the Ala Mhigan Resistance.
HE AIN'T HEAVY
Meffrid is distraught to discover that Gallien has disappeared from Quarrymill, and entreats your help in tracking down his wounded comrade. Start by asking Albreda if she knows anything.
In a note that Gallien left to Albreda, you have learned that the wounded Ala Mhigan decided to leave Quarrymill of his own volition, in an attempt to not burden his fellows any longer. Take word of this to Meffrid.
Meffrid is furious to learn that Gallien has taken off alone. He asks for your help to find his comrade before something terrible befalls him.
You have successfully tracked down Gallien, fending off the opportunistic goblin that sought to end him. Speak with Gallien to ascertain his safety.
Gallien and Meffrid share a touching moment, and the two of them leave to rejoin their brothers. Make your own way back to Quarrymill, where Meffrid awaits.
The spirit of unity is well and truly alive in the Ala Mhigan people. The home they have lost, they carry constantly within their hearts.
COME HIGHLY RECOMMENDED
Grateful for your many acts of kindness, Meffrid is happy to recommend you to his comraes in the Ala Mhigan Resistance. He provides you with a letter of introduction, and instructs you to show it to Gundobald at Little Ala Mhigo.
Thanks to Meffrid's letter, Gundobald casts aside his mistrust and offers you his hand in friendship. At long last, you may learn something that will lead you to Lahabrea.
According to Gundobal, some young ones of Little Ala Mhigo may be meeting the masked man in secret. Approach four youths in the settlement and hear what they have to say.
Judging by the youths' reactions, it would seem that something is indeed in the offing, and Lahabrea may be involved. Return to Gundobald with your observations.
Gundobald fears that the youths may be involved in something they do not fully understand, and are likely to commit some great folly. You must get to the bottom of this before tragedy befalls.
WILRED WANTS YOU
It seems a young fellow named Wilred wants a word with you in private. Make your way to the designated meeting point, a rocky area north of the settlement.
Somewhat predictably, the rendezvous turns out to be a trap. Wilred and his cronies fall upon you, but you succeed in overpowering them. Question Wilred and learn of his agenda.
Wilred manages to give you the slip, but not before mentioning a plan to bring down the Empire. Gundobald will want to know of this.
Gundobald is troubled to learn that Wilred and his companions will stop at nothing for their plan. What could the young ones possible mean to do?
BIG TROUBLE IN LITTLE ALA MHIGO
Gundobal has scarcely opened his mouth when the battered and bruised figure of Bertliana stumbles back into Little Ala Mhigo. Through choked sobs, she reveals that she was being held captive by the Corpse Brigade. Fearing that this incident may spur Wilred and the others to action, Gundobald bids you go to them and see that they do not do something they may later regret.
To your dismay, it would seem that Wilred and his friends have already set their plan in motion. Hurry back to Gundobald and show him the blunt hunting knife and the Zanr'ak map you have found.
It seems that Wilred and his friends have been plotting to summon Rhalgr. To this end, they seek to infiltrate an Amalj'aa stronghold and steal the beastmen's cache of crystals. Intercept Wilred and his conspirators to the east of Little Ala Mhigo before the unthinkable comes to pass.
Wilred's plan has come to naught, as have his hopes of reclaiming his homeland. Return to Little Ala Mhigo and speak with Gundobald.
Wilred reveals that it was the masked stranger who first prompted him and his friends to entertain the notion of summoning Rhalgr. But what did Lahabrea—if indeed it was he—hope to accomplish by putting great power in the hands of the unworthy?
BACK TO SQUARE ONE
There is no more that Gundobald and his people can tell you of the masked stranger. Without another lead to investigate, return to the Waking Sands in Vesper Bay and report all that has transpired to Minfilia.
Listening to your report, Minfilia cannot hide her disquiet over the incident at Little Ala Mhigo. Thanking you for your efforts, she promises to look further into the matter.
TERROR AT FALLGOURD
According to Minfilia, there has been another potential sighting of Lahabrea in the North Shroud. Speak with the sylph Noraxia for the details.
Noraxia tells you that a miner named Medrod witnessed an unsavory masked character in the wood. Take yourself to Fallgourd Float in the North Shroud, and learn all you can from him.
You find Medrod at Fallgourd Float, but the man is too perturbed to speak of his experience. Perhaps his companion at the table can help to settle him down.
According to Aideen, nothing calms Medrod like a serving of lentils and chestnuts, his mother's speciality. Obtain a sample of this dish and bring it to him.
You have brought Medrod his favorite dish, but it will take a bit more effort on your part to calm his frayed nerves. For want of a better idea, try to soothe the man.
Medrod finally settles down and recounts his blood-curdling experience seeing the masked man, whom he swears is Death incarnate. As Minfilia mentioned, it appears that this individual is indeed connected to the recent spate of mysterious deaths.
ZIZ IS SO RIDICULOUS
It is popularly believed that the local ziz may be responsible for the deaths. Aideen suggests that you cull six of the scalekin to see whether you can find any clues.
You have culled six ziz as suggested, and have little to show for it besides a rich crop of bites and gashes. Return to Fallgourd Float and report to Aideen.
Aideen strikes ziz from her list of suspects, and turns her attention once more towards the masked man and his winged eyeball.
SEEING ROCK OF RANCOR
Aideen tells you that all the victims thus far have been comely maidens. Rumors have arisen that, in death, their rancor has gone into a rock to the southwest, causing it to flash and moan. Hopeful for a clue, Aideen bids you use a firesand stick to blow off pieces of the rock, and then bring back the fragments for her to examine.
You have used the firesand stick on the rock. Gather the lightning-aspected crystals that litter the area.
You have gathered all of the lightning-aspected crystals. Return to Fallgourd Float and present them to Aideen.
Aideen cannot hide her disappointment at your haul of lightning-aspected crystals. Unfortunately your efforts did not serve to advance the investigation.
SEEING EYE TO WINGED EYE
Ivaurault reveals that he has also seen the winged eyeball. The sighting took place at the rocky area to the west. Take yourself there and investigate.
Instead of the winged eyeball, a monstrous banemite appears, and you are forced to defend yourself. Return to Fallgrourd Float and report to Ivaurault.
You learn that the banemite you slew had long been a scourge upon the locals. While Ivaurault is duly impressed with your skill at arms, he wonders whether he only imagined seeing the winged eyeball.
POWER OF DEDUCTION
While uncertain for a time, Ivaurault is now convinced that it was a winged eyeball that he encountered at the rocky area to the west. There may well be another victim out there, waiting to be discovered. The three friends would leave the task of investigating to the expert — you.
As the three friends had feared, there was indeed another victim. The authorities must be informed. Bear your grisly find back to Fallgourd Float, and show it to Aethelmaer.
A cursory examination of the body turns up a button engraved with a lily motif. A similar object had been discovered upon an earlier victim. Could this be a clue to solving the mysterious deaths?
SECRET OF THE WHITE LILY
Aethelmaer entrusts you with the lily button, thus far the most promising lead in the murder investigation, and suggests that you show it to Miounne at the Adventurers' Guild in Gridania. Perhaps she will be able to recognize the sigil it bears.
While Miounne appreciates the button's exquisite craftsmanship, she is unfamiliar with its sigil. She suggests you show it to Bernadette, the keen-eyed sentry sentry who stands guard at the Aetheryte Plaza.
Unfortunately, Bernadette does not recognize the lily sigil. In her turn, she suggests that you have it examined by Wood Wailer Ceinguled, who stands before the Lancers' Guild.
Ceinguled recalls having seen a man named Ursandel wearing an identical button upon the breast of his jacket. You will find him by the entrnace to the Gentrys Ward, northwest of the Lancers' Guild.
Ursandel instantly recognizes the sigil as that of the old and proud Dartancours family. With a sigh of resignation, he agrees to reveal the truth behind the mysterious murders... on the condition that you promise to help him with what will most certainly be an unsavory task.
SKELETONS IN HER CLOSET
In grim tones, Ursandel reveals to you how Lady Amandine, his once beautiful mistress, was disfigured in the Calamity, and how she subsequently began to hold rites of rejuvenation at the urging of masked men. It would seem these rites involve the spilling of maiden blood. Knowing that this madness must end, Ursandel bids you do whatever is necessary to stop Amandine from claiming another victim. Make your way to Haukke Manor, situated on the western edge of the Central Shroud, and seek a way in.
You are now able to enter Haukke Manor. Fight your way through to the innermost chambers, and put an end to Lady Amandine's madness.
※Haukke Manor dungeon.
No sooner have you defeated Lady Amandine than two masked men appear, their ominous exchange suggesting that it was they who masterminded the atrocities committed within the manor. Before you can bring them to account for their crimes, they vanish, leaving you with still more unanswered questions. Just who are these Ascians, and what is it that they seek to achieve.
Owing to your valor, no more innocent blood need be spilled. Make your way back to Gridania and report the glad tidings to Ursandel.
Upon hearing your tale, Ursandel implores you to visit harsh retribution upon the masked men, before pledging to surrender himself to justice for failing to prevent his former mistress's crimes. Your work in the Twelveswood now done, return to the Waking Sands and report all that has transpired to Minfilia.
In light of the recent incidents fomented by the Ascians, Minfilia declares her intent to recommend that each nation tighten security. Your investigation having yielded up all the information it is like to for the present, she bids you prepare yourself for a different challenge.
WRATH OF THE TITAN
The Maelstrom has requested that the Scions slay the primal Titan, who has been summoned by a tribe of Kobolds who reside near Limsa Lominsa. Report to High Storm Commander R'ashaht Rhiki at Maelstrom Command for further information.
Upon arriving at Maelstrom Command, you are received by Admiral Merlwyb Bloefhiswyn herself, who pledges the full support of the Maelstrom in the forthcoming operation. Before risking direct confrontation with Titan, Y'shtola proposes that you learn more about your foe by speaking to former members of the Company of Heroes-- the famous band of mercenaries who defeated the dread primal once before. She directs you to the Grey Fleet mills in lower La Noscea, where one such individual is said to reside.
Your search leads you to Trachtoum, the self-proclaimed "best axeman" of the Company of Heroes. Explain the situation to him and see what he has to say.
TALES FROM THE TIDUS SLAYER
Althought Trachtoum claims to have battled a dread primal known as "Tidus," you cannot help but question his account. He quickly recognizes your doubt, and refuses to reveal the Company's secret strategy-- that is, unless you destroy a nest of wild rats by one of the windmills outside. If you wish to defeat Titan, then you have no choice but to acquiesce to his demands.
You effortlessly slay the vermin and destroy their nest. Return to Trachtoum and tell him the deed is done.
It would appear that Trachtoum used you to handle work he himself had been tasked to do. In spite of this irritating revelation, you must swallow your pride and press him for more information.
Trachtoum is concerned that you lack the strength to face a primal in battle. If you wish to prove yourself to him, you must head west of the Grey Fleet, search for any goobbues in the area, and slay them if they approach.
Although Trachtoum's instructions nearly lead you into the gaping maw of a goobbue, you dispatch the giant beast with little difficulty. Return to Trachtoum and tell him of your accomplishments.
Your deeds serve to shock the veteran marauder, but they are not enough to earn his confidence. It seems you have much and more left to do...
THE LOMINSAN WAY
Your conversation with Trachtoum is interrupted by an irate miller, who accuses the flustered marauder of shirking his duty. As you look on in stunned silence, Trachtoum claims to have slain the goobbue that you but recently dispatched. Unconvinced, the miller decides that the truth will be revealed "the Lominsan way." Speak with the miller outside and discover what this entails.
After besting Trachtoum in a boulder-breaking contest, you discover that the marauder was never a member of the Company of Heroes. However, he tells you that one of the Company's former captains now works at Costa del Sol. Journey to the resort and beg the veteran's assistance.
While Wheiskaet acknowledges your passion, he is reluctant to send an adventurer of unknown character to his death. If you wish to learn how the Company of Heroes defeated Titan, you must yet again prove yourself by completing Wheiskaet's challenges.
NIX THAT
Before he bothers giving you a truly demanding task, Wheiskaet would first have you attend to a simple one. Place the herring he has given you on an eastern cape near Costa del Sol to lure out the nix that has been seen in the vicinity. Having baited the trap with your herring, all that remains is to wait for and slay the nix that comes forth to claim it.
You dispatch the slimy creature with great fanfare and sever one of its legs as proof of your kill. Show Wheiskaet that the deed is done.
Wheiskaet explains that a recent incident with a former employee has forced him to treat strangers with greater caution. Having proven yourself to be nothing like that other poor, unfortunate soul, he is now willing to give you a challenge as befits your talents.
A MODEST PROPOSAL
Two highly distinguished individuals are scheduled to visit Costa del Sol, and Master Gegeruju wishes to welcome them with an elaborate banquet. Wheiskaet bids you assist in this endeavor by bringing him the ingredients required for this exotic feast. To obtain the first ingredient, you must seek out Landenel at Camp Tranquil in the South Shroud.
You learn that the first ingredient is the egg of a giant adamantoise. Though Landenel will not assist you directly, he will tell you how you can obtain an egg yourself.
THE PENITENT MAN
Satisfied that you will not share his secret past with anyone, Landenel tells you that to even approach the adamantoise breeding grounds, you must first deal with the Wood Wailer sentries. Landenel muses aloud that if agaric flies were spotted feasting on the brownie brushes in the Lower Paths, he would be forced to send his sentries to guard the crop. He surreptitiously hands you a bottle of stingbrew, which you can use to weaken the flies should you encounter them.
As Landenel feared, agaric flies have already taken notice of the brownie brushes. Having slain a swarm of the vilekin, collect a brownie brush as evidence.
You harvest a single succulent brownie brush. Deliver it to Landenel and tell him of the agaric fly infestation.
Landenel is unsurprisingly horrified to hear that you encountered agaric flies in the Lower Paths. All that remains is to inform his sentries...
CHANGING OF THE GUARD
Landenel has asked you to inform his sentries that the agaric fly infestation in the Lower Paths requires their immediate attention. Search for the three Wood Wailers stationed in Rootslake and give them their new orders.
All three sentires have departed for the Lower Paths. Return to Camp Tranquil and speak with Landenel.
The adamantoise breeding grounds will not remain unguarded for long. Landenel urges you to act quickly if you intend to obtain one of the precious giant eggs.
TRIAL BY TURTLE
Landenel has told you of an egg suitable for your purposes. However, he believes that you will surely perish if you attempt to take it, and states that other heroes will rise to the occasion and slay Titan even if you do not. If you have the courage to press onward, journey to the nest and attempt to claim the egg.
As Landenel suspected, you were immediately attacked by the mother adamantoise when you touched the egg. It was a mighty struggle, but in the end you survived. You may now claim your prize.
The adamantoise egg is now yours. Return to Camp Tranquil and present it to Landenel.
Landenel is impressed by your reckless bravery. After taking the egg on behalf of Wheiskaet, he bids you journey to Forgotten Springs in southern Thanalan and speak with a man named U'odh Nunh, who will help you obtain the second ingredient.
Contrary to what Landenel said, U'odh Nunh has no intention of aiding you in your quest. It seems the old Miqo'te will require some convincing.
THE DRAKE EXCEPTION
U'odh Nunh explains that his tribe does not offer aid to strangers. Before he will even consider entertaining your request, you must prove yourself a competent hunter by slaying seven sundrakes and collecting their blood.
You now possess the blood of seven ferocious sundrakes. Return to Forgotten Springs and present the blood to U'odh Nunh.
Although U'odh Nunh now recognizes you as a passable hunter, he still refuses to tell you of the ingredient. This may take a while...
THE PERFECT PREY
U'odh Nunh has bid you slay an Amalj'aa veteran who dwells in the encampment to the east of Forgotten Springs. The warrior is cautious and must be lured out somehow. Perhaps the spear U'odh Nunh gave you may be of some use. Inferring that the spear may be of some importance to your quarry, you place it within sight of the encampment. Lie in wait for the Amalj'aa veteran and see if he takes the bait.
The old warrior walks right into your trap, where you take him by surprise and slay him in a duel. Having torn the crude necklace from his lifeless corpse, you can now return to Forgotten Springs and speak with U'odh Nunh.
U'odh Nunh is impressed with your accomplishment, and is at last willing to tell you of the ingredient that you seek.
WHEN THE WORM TURNS
The ingredient you seek is the meat of a Wellwick worm. The creatures are exceedingly rare and must be lured out before they can be slain. To this end, U'odh Nunh suggests you slay an angler and use its carcass as bait.
You have obtained the requisite angler carcass. Place it atop the sand ridge to the east in the midst of Wellwick worm territory.
The trap is set, and now all that remains is for you to wait. When the Wellwick worm appears, slay it and collect its meat.
Thought the beast was indeed fearsome, it was no match for you. Return to Forgotten Springs and present your prize to U'odh Nunh.
U'odh Nunh must first prepare the meat, but he promises to send it to Wheiskaet in time for the banquet. Because he does not know the location of the third ingredient, you must return to Costa del Sol and speak with the former captain for more information. However, before you can depart, U'odh Nunh has one final favor to ask.
THERE AND BACK AGAIN
Now that your business in Forgotten Springs is concluded, you must return to Costa del Sol to learn where the third ingredient can be found. Since you will be meeting with Wheiskaet again soon, U'odh Nunh has asked that you deliver a bottle of onyx brandewine on his behalf. Return to Wheiskaet and present to him U'odh Nunh's gift.
Wheiskaet is surprised by the gift, and resolves to thank his old comrade when next they meet. With that matter settled, you can now speak with him about the last ingredient.
THE THINGS WE DO FOR CHEESE
In truth, Wheiskaet never intended for you to collect the final ingredient. Brayflox, his former quartermaster, was planning to deliver it to Costa del Sol herself. However, something appears to have befallen Brayflox and her people, and Wheiskaet would have you travel to their settlement and offer your assistance. Speak with Ozun Nazun at the Hidden Falls docks to receive directions to to Raincatcher Gully, where Brayflox's Longstop can be found.
Ozun Nazun tells you to ride the ferry to the Raincatcher Gully docks, and from there make your way west towards the goblin settlement. Follow his instructions and see if you can locate Brayflox or one of her people.
Having been informed of your impending arrival, Brayflox quickly explains that a large flying beast has driven the goblins from their lands. If you wish to obtain the final ingredient, you must first help the goblins reclaim their territory.
※Brayflox's Longstop dungeon.
In an epic battle that shall be forever remembered by goblin historians, you slay the invading dragon and return the displaced goblins to their beloved homes. Speak with Brayflox once more to claim your reward.
Brayflox proudly presents to you a hunk of gobbie gouda. Its unassuming appearance belies its powerful odor. Despite your overwhelming desire to throw it into the nearest river, endure the foul stench and bear it back to Wheiskaet at Costa del Sol.
Wheiskaet struggles to keep his composure as he accepts the goblin cheese. When pressed as to how the cheese is made, he replies that some things are best left unknown.
WHAT DO YOU MEAN YOU FORGOT THE WINE
Wheiskaet applauds your performance, but still refuses to tell you of Titan's secrets. Before you can face the Lord of Grags in battle, you must help Dyrstweitz, the man overseeing preparations for the banquet, obtain a suitable wine. Ask Dyrstweitz what you can do to help.
Dyrstweitz gives you an order slip and bids you speak with Shamani Lohmani, a mercenary turned vintner, in Wineport. Travel to the settlement and search for the supplier.
Shamani Lohmani immediately deduces your intent with his impressive sense of smell. Having explained why he did so, he is now ready to discuss business.
AN OFFER YOU CAN REFUSE
Shamani Lohmani tells you that the only suitable wines for Master Gegeruju's banquet are in the possession of Byrglaent, who owns and operates the largest winery in Vylbrand. Introduce yourself to Byrglaent and explain your request.
Byrglaent is less than receptive to your requests, and instead offers to serve you goobbue urine. Deliver the bad news to Shamani Lohmani.
The neophyte vintner is disappointed but not surprised by Byrglaent's harsh refusal. It seems you must find another way to acquire wine for the banquet.
IT WON'T WORK
Shamani Lohmani has suggested that you search for a bottle of Bacchus wine. This popular wine was once abundant in Wineport, but most stores were destroyed during the Calamity. However, rumor has it that one of the resident vignerons may be keeping a secret cache. Speak with the vignerons and see if there is any truth to these tales.
Alas, the vignerons reiterate that there is no point in searching for Bacchus wine. You must once again bear the bad news back to Shamani Lohmani.
Even though he knew it was a ridiculous idea, Shamani Lohmani is still saddened to hear that no one in town has a bottle of Bacchus wine. He also admits that he has a personal preference for the drink, as it rekindled his love of fine spirits and helped him to find a new direction in life. With both his plans foiled, the blind vintner begins contemplating how to best approach the situation.
GIVE A MAN A DRINK
Reflecting on his past, Shamani Lohmani has decided that he cannot bear to disappoint his former captain, and he swears that he will find a suitable wine for the banquet. In the meantime, he asks that you deliver a bottle of his own original wine to Drest, a man who saved his life several years ago. Though he does not know exactly where Drest now lives, he does know that the man sometimes works at the Raincatcher Gully docks. Speak with Rhitskylt and see what he knows of Drest.
Rhitskylt knows little of Drest, and is more than happy to keep it that way. However, he does know that Drest lives alone at the Severed String, which lies far to the southwest of the docks. Traverse the jungle and deliver Shamani Lohmani's wine to the hermit.
You find Drest living alone in a squalid shack. Though he accepts your gift of wine, he does so with great trepidation. It is immediately clear to you that there is something very, very wrong with this disheveled, nervous man...
THAT WEIGHT
Drest cannot sleep due to the incessant buzzing of midge swarms. Seek out the noisy vilekin and exterminate them for the distressed hermit.
The jungle is noticeably quieter now that you have slain several swarms of dung midges. Return to the Severed String and speak with Drest.
In the midst of thanking you for your assistance, Drest abruptly cries out to an unseen presence and begins pleading for mercy. It seems that slaying a few midge swarms did little to bring him peace.
Drest has been saving for years so that he can buy passage back to his homeland. However, he yet requires more funds to make his dream become reality. To that end, he asks that you bring him several jungle coeurl hides, which he can sell for a tidy sum. Hunt down and slay four of the beasts for their prized pelts.
You have successfully skinned four jungle coeurls. Deliver their hides to Drest.
The hermit confesses that he is an imperial deserter, though he himself is not Garlean. The Empire conquered his native lands, and he holds no ill will towards the people of Eorzea. Nevertheless, he had no choice but to come to Vylbrand, where he now toils in secret so that one day he might return home.
BATTLE SCARS
To express his gratitude to Shamani Lohmani, Drest has asked you to deliver three coconuts filled with palm wine, a sweet beverage made from naturally fermented tree sap. Collect the three coconuts Drest has placed at Red Mantis Falls.
You have no trouble locating Drest's palm wine. Deliver the gifts to Shamani Lohmani at Wineport.
The blind vintner immediately identifies the palm wine with his impeccable sense of smell. Grateful for the gesture, he reflects upon the similarities between himself and the troubled man. Shamani Lohmani then thanks you for looking after Drest, with whom he resolves to spend more time.
IT WAS A VERY GOOD YEAR
Shamani Lohmani has determined that the leaves Drest used to seal his palm wine coconut shells are none other than those of the legendary Bacchus grape vine. Eager to confirm his assertions, he bids you take one of the leaves back to Drest and press him for more information.
Drest had no idea that the leaves were so rare, and he states that he found them near the crashed juggernaut to the south of the Severed String. He did not see any grape-bearing vines in the region, but he did notice fresh goobbue tracks, which leads him to believe that the Bacchus vines may be growing on the back of a wandering goobbue. Search for the goobbue near the juggernaut, but be prepared to defend yourself if the creature turns hostile.
Having encroached upon the goobbue's territory, you have no choice but to slay it. Fortunately, as Drest suspected, the beast was indeed the source of the Bacchus leaves. Having collected a pristine cutting of the grape vine, you may now return to Wineport and present it to Shamani Lohmani.
Moments after Shamani Lohmani confirms that you have brought him a cutting of Bacchus vine, Byrglaent storms outside to see the truth for himself. He confirms Shamani Lohmani's claim, and is subsequently shocked by the blind vintner's decision to give him the Bacchus cutting free of charge. Moved by Shamani Lohmani's simple desire to see the Bacchus vineyards restored to their former glory, Byrglaent bequeaths to him a bottle of 1547 Bacchus, arguably the finest wine ever produced. Having at last obtained a suitable wine for Master Gegeruju's banquet, the blind vintner entrusts the bottle to you, and bids you deliver it to Wheiskaet at Costa del Sol.
Wheiskaet is not ignorant of your wine's stellar reputation, and he declares that this will be the most luxurious feast Costa del Sol has seen in years.
I FINAL IGNOMINY
The two guests of honor have already arrived in Costa del Sol, and Wheiskaet has asked you to help Dyrstweitz with the banquet's final preparations. Speak with Dyrstweitz and offer your assistance.
Dyrstweitz has asked you to lay out the food, drink, and decorations for the banquet. Do your utmost to create an aesthetically pleasing floral arrangement.
Given the skill with which you decorated the feasting table, none would fault you if you chose to abandon adventuring and become a professional florist. Next, unleash your inner tavernkeep and position the bottles in ideal locations.
Dyrstweitz eyes you with suspicion as you arrange the wine with alarming alacrity. Perhaps he believes you to have designs on his job. In any case, it may be best for you to portion out the feast quickly so you may excuse yourself before things become awkward.
The banquet is ready, and your work is complete. Report to Wheiskaet, and pray that he has no further requests to make.
Wheiskaet declares that since both guests are now present, the banquet can be held as planned. Noting your confusion, he suggests that you speak with the scholarly associate seated on the bench nearby.
IN TEH COMPANY OF HEROES
In a wholly unexpected turn of events, Wheiskaet reveals that the banquet preparations were but an excuse for his comrades to evaluate your worthiness to face Titan. The other former members of the Company of Heroes are also in attendance, and the five men all agree that you have the necessary qualities to defeat the Lord of Crags. Their assessment now formally concluded, Wheiskaet decrees that all present should enjoy the festivities. Be sure to thank the bronze-skinned beauty for the dazzling performance being given by her troupe.
After congratulating you on your accomplishments, the troupe leader encourages you to partake of the feast with the other guests.
It would seem Drystweitz's reputation as a culinarian is well-founded, as the feast exceeds all expectation. Having sated your hunger, converse with the former members of the Company of Heroes.
You listen carefully to the parting words of each former mercenary, and accord them due respect. All present seem to have enjoyed themselves immensely, save perhaps for Y'shtola who seems loathe to carouse with the other guests. Maybe you should inquire as to the cause of her reticence.
Y'shtola observes that the festivities wee as much for the benefit of the Company of Heroes as they were for you. Nevertheless, you have satisfied Wheiskaet's conditions, and may now ask him how to reach Titan's Lair.
AS YOU WISH
In order to face Titan, Wheiskaet bids you travel to Bronze Lake in upper La Noscea, where you must meet with a man named Riol. As Riol's knowledge is a closely guarded secret, he will not even emerge to meet you until you have given the correct signal. Whistle loudly at the three locations marked on your map.
Your whistling carries for malms across Bronze Lake, and you have no reason to believe Riol did not hear it. Go to the designated meeting point and speak with Riol if he is present.
Before beginning his explanation, Riol asks for your undivided attention, as he does not wish to repeat himself. When you are ready to listen carefully, ask him to proceed.
LORD OF CRAGS
Riol reveals that the Company of Heroes reached Titan not by fighting their way through the mines of O'Ghomoro, but by using a beastman aetheryte. In this way, they bypassed the kobolds' defenses and traveled to the heart of Titan's sanctuary, aided by an unnamed Sharlayan. Search for and attune with the beastman aetheryte in Zelma's Run.
In the absence of Sharlayan technology, Y'shtola must remain behind to amplify the power of the aetheryte in Zelma's Run. At long last, the time has come for you to follow in the footsteps of the Company of Heroes and face the Lord of Crags.
※ The Navel trial.
In a moment that shall forever be enshrined in the annals of Eorzean history, you slay the Lord of Crags and spare Limsa Lominsa his terrible vengeance. In the aftermath, you sense a dark, stifling presence watching you. The feeling does not last long, however, and you are left to wonder if it was anything more than the fancy of a weary mind. Just then, Y'shtola appears to teleport you back to the beastman aetheryte, instructing you to rendezvous with her at Camp Bronze Lake.
You return to Camp Bronze Lake to find Y'shtola waiting for you. Ever businesslike, she promptly suggests that the two of you discuss how best to proceed.
ALL GOOD THINGS
Though news of your victory over the Lord of Crags has almost certainly reached Limsa Lominsa already, Y'shtola would like you to return to Maelstrom Command and formally report to High Commander Rhiki that Titan is no longer a threat.
High Commander Rhiki thanks you for your efforts on behalf of Limsa Lominsa, and bids you send her regards to your fellow Scions. Shortly afterwards, Minfilia contacts you via linkpearl to offer her congratulations on your victory and request your presence at the Waking Sands. Upon your return to the Waking Sands, you are greeted by a sight to make your blood run cold. The bodies of your allies lie strewn about — victims of what must have been a desperate struggle. Would that you had been there to protect them. Search for survivors and offer them what succor you can.
While searching for signs of life, you come upon Noraxia. To your dismay, the sylph is mortally wounded. Using the power of the Echo, you learn from her that the Waking Sands was raided by imperial forces, who slaughtered countless Scions before departing — with prisoners. Minfilia is among them. With her dying breath, Noraxia implores you to seek shelter at the Church of Saint Adama Landama in eastern Thanalan. The thought of leaving her and the others fills you with anguish... but if you are to rescue the prisoners and avenge the dead, you must first survive.
Suspecting that Fater Iliud is a friend, you wave the Scions' password into a humble request, much as you did on the day you joined the order. Recognizing you as an associate of Minfilia, the priest offers you sanctuary while you consider how to proceed in the wake of this terrible tragedy.
WITH A LITTLE ELBOW GREASE
Eaduuard has come into possession of what he believes to be an oven. Though he would like to use it to prepare hot meals, the device appears to be broken and unusable. The boy asks you to show it to Marques, who has demonstrated an aptitude for repairing similar contraptions.
Marques identifies the oven as an alchemist's alembic, and states that while he can modify it for Eaduuard's purposes, he requires a bronze ornamental hammer, which can be purchased from the merchants at Camp Drybone.
According to Marques, the makeshift oven should take no longer than a day to prepare — a truly amazing feat of engineering. Just how the refugee acquired such advanced skills is a mystery to all, including the man himself...
YOU CAN'T TAKE IT WITH YOU
When tending to the bodies of the recently deceased, Marques came across a broken horologe. The contraption is strangely familiar to the refugee, and he hopes that, by tinkering with it, he will recall its significance. Marques requests that you assist him by traveling to Ul'dah and acquiring the necessary tools: a bull point chisel and a pair of needle-nose pincers. As these tools are somewhat uncommon, you may need to visit the Goldsmiths' Guild and browse the markets in order to find them.
You scour Ul'dah and acquire the necessary tools. Deliver the tools to Marques at the Church of Saint Adama Landama.
Upon receiving the tools, Marques immediately sets to work and repairs the horologe, as if by instinct — an act that only serves to unnerve the troubled refugee. Apologizing for the inconvenience, he bids you take the device to Sister Eluned, who is currently tending to the body of its owner outside the church.
Sister Eluned has never before seen an intricate device like the horologe, which is reminiscent of the technological marvels Garlemald is said to possess. The brief association causes her to suspect that the deceased owner may have been a Garlean spy, and she considers informing the Immortal Flames stationed in Camp Drybone. However, Marques's ability to repair the horologe appears to be an even more stunning revelation, one which also bears further investigation.
A TALL DRINK OF AQUA DEL SOL
After observing you assisting the priest with their work, Ilcum has been inspired to do the same. She wishes to make and distribute Aqua del Sol to everyone, but she lacks both the requisite ingredients and the martial skilsl needed to acquire them. Search for and slay a sabotender del sol so that Ilcum can aid the priests.
As is often the case in your adventures, you quickly hunt down and slay your quarry. Delvier the brazo del sol to Ilcum at the lichyard.
Wasting no time, Ilcum prepares a sample of Aqua del Sol — but not for you. She insists that Marques be the first to receive the drink, and asks that you give it to him on her behalf.
Marques is puzzled by the gesture, but grateful. However, believing that Father Iliud is in greater need of the juice, he decides to offer it to the priest instead.
Having recognized you as father Iliud's guest, Sister Eluned offers her condolences for the lives lost in the attack on the Waking Sands. She then informs you that the bodies of your fallen comrades are currently being prepared for transport from Vesper Bay to the lichyard. Believing that it might help you find closure, she suggests that you travel to Vesper Bay and assist with this task.
While many bodies have already been sent to the lichyard, many still remain outside the Waking Sands. Suppress whatever distaste you may harbor for the task at hand, and gather as many corpses as you can carry.
Trying best not to think of who these brave men and women once were, you gingerly gather four of your fallen comrades. Bear their bodies to the chocobo carriage waiting at the east gate of Vesper Bay.
You load the four bodies into the back of the chocobo carriage. Alas, four still remain outside the Waking Sands.
With a heavy heart, you have gathered the final our bodies. As before, take them to the chocobo carriage at the east gate.
The last of the fallen Scions are now ready to be taken to the lichyard. Return to Sister Eluned and tell her she can expect the bodies to arrive soon.
Sister Eluned tells you that the first carriage from Vesper Bay arrived prior to your return, and that your fallen comrades are already being prepared for burial. She tells you to take comfort in the fact that death came quickly to most, and assures you that they will be afforded the utmost respect so that they may find peace in Thal's realm.
THE WARDEN WORKS IN MYSTERIOUS WAYS
Unfortunately, there is insufficient space on church grounds to bury the staggering number of deceased Scions. Father Iliud has therefore decided that the dead be buried in the same plots as those who perished in the Calamity five years ago. Sensing that this news might upset you, Sister Eluned suggests that you make a pilgrimage to the mark of the Warden and offer prayers to Azeyma that the imperials face justice for their crimes.
In remembrance of your fallen brothers and sisters, you kneel before the mark of the Warden. Return to Sister Eluned at the Church of Saint Adama Landama.
What will result from your pilgrimage can never truly be known. Nevertheless, Sister Eluned believes that the souls of the departed Scions will be comforted by your actions.
BURY ME NOT ON THE LONE PRAIRIE
The Church of Saint Adama Landama can perform rites for most of the fallen Scions. However, Noraxia, a sylph from Little Solace, is an exception. Sister Eluned believes that it would be best if the sylph's body was returned to her home in the Black Shroud and she asks that you accept this responsibility.
The sylphs thank you for bringing Noraxia's remains back home. Though her death has been cause for great sadness in Little Solace, it has also sparked anger against the imperials. When the time comes to confront the forces responsible, it would be wise to seek the aid of the humble forest dwellers. Return to Sister Eluned at the Church of Saint Adama Landama.
Upon your return, Sister Eluned informs you that the last of your comrades has finally been laid to rest in the lichyard. Sister Eluned further implores you to set aside your burdens and take a rest, as you have already done so much on behalf of the fallen Scions.
EYES ON ME
Marques cannot shake the feeling that he is being watched. Apparently, the sensation comes and goes, but he felt it quite strongly not long ago. Put his fears to rest by searching the surrounding area for hidden onlookers.
While patrolling the lichyard, you come under attack from an unknown assailant. After slaying the man in self-defense, you note that his sword is unlike any you have seen before, and retrieve it in the hope that it might serve to identify him. Inform Marques that his fears were justified.
Marques has no idea why the man would be monitoring his activities, but he suspects it may have something to do with his past-- a past which he still cannot recall, despite his best efforts. As this may not be the last time dangerous men come in search of Marques, he asks that you inform Father Iliud of everything that has transpired. Perhaps you should show him the unusual sword you discovered as well.
Recognizing the sword you found to be Garlean steel, Father Iliud concludes that the man observing Marques was an imperial soldier. Before he can dispatch you to inform the authorities, Alphinaud Leveilleur strides into the church an declares Marques to be none other than Master Cid Garlond, who has been missing since the Calamity five years ago. While he has yet to recover his lost memories, Cid senses that the boy speaks the truth, and decides to join him. Resigned, Father Iliud produces Cid's belongings, which the priest had stored for safekeeping. Alphinaud then reveals that the Ixal have summoned Garuda, and that Cid's lost airship, the Enterprise, will be required if they surviving Scions are to reach the Primal. Together with Cid and Alphinaud, make for Gridania, where the Enterprise was last seen.
HE WHO WAITED BEHIND
Father Iliud suggests that you begin your search for Cid's airship in Fallgourd Float, located in Gridania's North Shroud. Journey to the settlement and speak with the Twin Adder forces stationed there for more information.
The final flight of the Enterprise appears to be a well-known moment in Gridanian history, as Aethelmaer has no trouble recounting the event. He bids you speak with Vortefaurt at Florentel's Spire, a sentry who saw the airship with his own eyes that day five years ago.
Vortefaurt confirms that he bore witness to the vessel's passing. Listen well as the veteran Wailer spins his yarn, for it shall doubtless provide essential information that leads you to the errant vessel's location.
COLD RECEPTION
According to Vortefaurt, the Enterprise disappeared over the mountains of Coerthas to the northwest. Presuming it was not destroyed during the Calamity, he recommends that you elicit the cooperation of the astrologians at the Observatorium, who were doubtless monitoring the skies that night and possess information that may be valuable to the search. However, as Ishgardians are wont to turn away outsiders, Vortefaurt advises you to first offer your services to the soldiers who guard the Observatorium, as a gesture of goodwill.
Your offer of aid is curtly refused by the Ishgardian knight. It may require aggressive efforts on your part to convince the locals that you mean no harm.
THE UNENDING WAR
Ser Ludovoix declares that if you are intent upon remaining in the area, you might as well make yourself useful by helping him locate a missing sentry, whom Ser Ludovoix instructed to patrol the lands west of the Observatorium.
You locate the missing man with little difficulty, but are forced to defend yourself against several unknown assailants. With malice in his voice, the Ishgardian names the attackers as heretics — those who have pledged their allegiance to the dragons. Report to Ser Ludovoix and tell him of what transpired.
Ser Ludovoix is pleasantly surprised by your success in finding a rescuing his knight. He states that he will inform the astrologians of your intent and directs you to spek with a woman named Edmelle.
Though she is surprised to receive a foreigner, Edmelle directs you to speak with Chief Astrologian Forlemort, who can be found up above. As Chief Astrologian Forlemort berates you for daring to make such a ridiculous request, an Ishgardian inquisitor named Guillaime appears, seeking an audience with the chief astrologian. Apologizing for the interruption, the inquisitor quickly takes his leave, but not before subtly cautioning you against becoming involved in Ishgardian affairs. Nevertheless, you may have no choice but to do just that if you wish to find the Enterprise.
MEN OF HONOR
Having overheard your conversation with the chief astrologian, Jocea understands that your quest is one of great import. She is willing to assist you, but requires that you first help her by locating a missing colleague and confirming his safety. The astrologian in question was planning to conduct observations at a cliff to the east of the Observatorium, but he may have run afoul of Ixal said to be in the area. Proceed with caution and locate the missing man.
At first, the missing astrologian rejoices at your coming. However, his mood abruptly changes upon realizing that you are not an Ishgardian knight. Declaring that a man of House Durendaire cannot be seen in the company of an unbeliever, he abruptly storms off, presumably to return to the safety of the Observatorium. Return to Jocea and inform her that her associate is safe.
Making no effort to conceal her disdain, Jocea tells you that the highborn astrologian feels disgraced to have been rescued by an unbeliever. True to her word, she offers you an alternative means by which you might locate the Enterprise. Approach Lord Portelaine and petition him for formal introductions to the other High Houses, who may have information that can help you locate the missing airship.
Lord Portelaine does not deny that you have helped House Durendaire twice. However, as there are three High Houses to which you have requested formal introductions, he requires that you perform a third act before he will oblige you. Unable to deny his logic, you brace yourself for the duty to come.
THREE FOR THREE
As a condition of providing you with three formal introductions to the other three High Houses, Lord Portelaine has asked you to investigate the scene of a recent robbery west of the Observatorium. Search for and recover any parcels that you find, but make sure that you are prepared to defend yourself if the perpetrators are still present.
Your search yields three parcels which likely belong to the porter who was ambushed. Present them to Lord Portelaine in exchange for your introductions.
Much to your dismay, your arrangement with Lord Portelaine is brushed aside when the Ishgardian discovers a draconian rosary in a chest belonging to Lord Francel of House Haillenarte. As this could be considered proof of heresy, Lord Portelaine advises you against associating with any man of House Haillenarte. As the lord talks of informing the inquisitors, the knight standing behind him locks eyes with you, in an obvious attempt to catch your attention. Perhaps you should take a moment to speak with the grizzled knight.
THE ROSE AND THE UNICORN
Ser Carrilaut tells you in hushed whispers that Lord Francel could not possibly be a heretic, and that these accusations could prove disastrous for House Haillenarte. He bids you deliver a warning to Lord Francel at Skyfire Locks, adding further that you should speak to him of an edelweiss so that he knows you can be trusted.
Lord Francel laments that this is only the latest in a series of incessant accusations against House Haillenarte. Alas, he will likely have to answer to the inquisitors, even if the charges are without merit. Given these circumstances, he cannot assist you in your search for the airship. Instead, he furnishes you with a letter of introduction to House Fortemps, assuring you that Lord Haurchefant of Camp Dragonhead will offer you his full support.
Lord Haurchefant's face darkens as he reads the contents of the missive and learns of the charges against Lord Francel. Putting his frustration aside, he invites you to stay in Camp Dragonhead as a guest of House Fortemps, and states that he will make inquiries on your behalf. Having found a powerful friend in Coerthas, it may be wise to repay his kindness.
FEATS OF STRENGTH
Lord Haurchefant has asked that you help train his knights while you wait for your inquiries to bear fruit. Speak with the storied knight outside the western walls to learn how you might be of service.
The veteran wastes no time, immediately calling out to three young knights under his command, who attack you without warning. However, their greater numbers are no match for your superior skill. Inform Lord Haurchefant that you have done as requested.
Lord Haurchefant praises your performance, admitting that he observed everything from the stronghold's walls. Remarking that you are doubtless a man of action, he proposes that you take a more active role in his inquiries into the whereabouts of the Enterprise.
THE TALK OF COERTHAS
Lord Haurchefant explains that while the High Houses of Ishgard are unwilling or unable to offer you formal assistance in your search, there are nevertheless influential individuals in the High Houses that may be sympathetic to your cause. More specifically, he suggests that you speak with Lady Ninne of House Fortemps, Cravellin of House Haillenarte, and Chief Astrologian Forlemort of House Durendaire.
Contrary to Lord Haurchefant's expectations, the three Ishgardians provide you with no information relevant to your search. Return to Lord Haurchefant and share with him your findings — or lack thereof, rather.
With regret, Lord Haurchefant tells you that his inquiries have yet to yield any useful information. It seems that the only topic of discussion in recent times is that of heretics in the High Houses...
Lord Haurchefant has received a report that Lord Francel and several knights were seen heading towards the Steel Vigil, an outpost which was overrun by the Dravanian Horde long ago. Uncertain what has motivated this dangerous excursion, Lord Haurchefant bids you travel to the ruined outpost, search for Lord Francel, and offer him succor if necessary.
You come upon Lord Francel mere moments before he is slain by a Dravanian minion, which you dispatch with your usual heroic flair. Thanking you for your timely intervention, Lord Francel begs you to search the surroundings for his three knights, whom he has not seen since the beast attacked.
After a cursory search, you find all three knights, none of whom appear to be mortally wounded. Return to Lord Francel and tell him that his knights are well.
Lord Francel thanks you for attending to his knights, and explains that their expedition was a foolhardy attempt to improve the reputation of House Haillenarte, which has suffered greatly since the loss of the Steel Vigil and the recent accusations of heresy. Though you have saved his life today, he explains that he will soon have no choice but to accept the judgement of the inquisitors... whatever it may be. Return to Lord Haurchefant and tell him of all that has transpired.
Lord Haurchefant thanks you for saving Lord Francel's life, and is pleased to inform you that a witness to the final flight of the Enterprise has been found. Unfortunately, your past visit to Skyfire Locks has become common knowledge, and the witness is reluctant to assist a foreigner who may have been consorting with an accused heretic. Lord Haurchefant concludes that if you wish to obtain the witness's testimony, you will first need to clear Lord Francel's name.
FOLLOWING THE EVIDENCE
Upon learning of the circumstances in which the draconian rosary said to be Lord Francel's was discovered, Lord Haurchefant has begun to suspect that the evidence may have been planted. He advises you to speak with Rickeman, a man in service to House Haillenarte, whom Lord Haurchefant thinks might have knowledge of how such an act could be accomplished.
Rickeman explains that if the shipments were indeed tampered with, the only possible culprits are porters and those who inspect their shipments. As the inspectors are all Ishgardian knights and inquisitors, Rickeman is forced to conclude that only the porters could be responsible. He reluctantly suggests that you question a crew of porters that should be arriving in Camp Dragonhead shortly.
Your intentions are misinterpreted by the porters, who take offense at being accused of tampering with shipments. One porter bids you search the parcels to your heart's content, as he is confident you will find nothing unusual.
Rifling through the shipments yields a startling discovery: the two parcels bound for Skyfire Locks both contained a draconian rosary! Present your findings to the porter and see what he has to say.
The porter denies any knowledge of the draconian rosaries, asserting that it would make no sense for him to allow you to search the parcels had he known what they contained. Consult with Lord Harchefant to determine the best course of action.
Lord Haurchefant concludes that the rosaries are a blatant attempt to sully House Haillenarte's reputation. Having acquired what he believes is sufficient evidence, he exclaims that you and he must act quickly to stop Lord Francel's trial before it is too late.
IN THE EYES OF GODS AND MEN
With Lord Francel's trial close at hand, Lord Haurchefant bids you inform the inquisitors of your findings and petition them on behalf of House Fortemps to postpone the trial indefinitely. Relay Lord Haurchefant's words to Inquisitor Brigie at Camp Dragonhead.
Inquisitor Brigie informs you that Inquisitor Guillaime is already overseeing Lord Francel's trial at Witchdrop, and that it is impossible to call a halt to proceedings. Inform Lord Haurchefant of this development.
Refusing the abandon Lord Francel to his fate, Lord Haurchefant bids you rendezvous with one of his knights at Witchdrop, and do whatever is necessary to prevent Lord Francel from coming to harm. With Ser Hourlinet's aid, protect Lord Francel until Lord Haurchefant arrives.
Inquisitor Guillaime ignores your pleas and instead commands his knights to slay you then and there. Even Lord Haurchefant is unable to convince the inquisitor to yield-- until you reveal that one of the temple knights was a heretic in disguise. Forced to acknowledge that there is merit to Lord Haurchefant's claims of a conspiracy, Inquisitor Guillaime agrees to withdraw his charges and departs-- though not before reminding you to stay focused on your search for the Enterprise. Now that Lord Francel's good name has been redeemed, return to Camp Dragonhead and ask Lord Haurchefant to summon his reluctant witness.
Lord Haurchefant thanks you for saving the young lordling's life, and indeed his own, at Witchdrop. Like you, he is eager to return to the matter of the Enterprise, and none too soon...
THE FINAL FLIGHT OF THE ENTERPRISE
Lord Haurchefant has bid you speak with the witness he discovered. The man in question should be waiting outside.
The cataloger states that he saw the Enterprise land somewhere far northwest of the Observatorium five years ago. Though he cannot provide a more accurate location at the moment, he is confident tha, with the right astroscope log, he could calculate one. To that end, he asks that you bring to him volume six of the 1572 readings — a large red leather-bound tome, which should be stored on the uppermost floor of the Observatorium.
Much to your surprise, you quickly locate and retrieve the correct volume. Return to the cataloger and present to him the tome.
The cataloger quickly concludes that the airship landed somewhere near the Stone Vigil, which means that it was almost certainly seized by the garrison which occupied it at the time. Report your findings to Lord Haurchefant and see what advice he proffers.
Lord Haurchefant explains that the Stone Vigil is currently held by Dravanian forces, and that all access to the ruined outpost is restricted by House Durendaire. To help you obtain permission to enter the Stone Vigil, he writes for you a letter of introduction to Lord Drillemont of Whitebrim Front. However, he suspects that his endorsement alone will not sufice, and he advises you to ask Lord Francel to write a letter for you as well.
Lord Francel is happy to oblige your request. Before you depart, he reminds you that the cravens who attempted to destroy Housee Haillenarte have yet to be revealed, and that they may target you in the future in retaliation for your interference. Duly warned, proceed to Whitebrim Front and present your letters to the sentry at the gates.
The surly sentry's demeanor quickly changes when he recognizes the seals on the letters you bear. Nevertheless, he seems reluctant to simply wave you inside...
YE OF LITTLE FAITH
Ser Brunadier has informed you that it is not his responsibility to escort visitors within Whitebrim Front. After returning to you your letters, he suggests that you speak with Ser Alboise in the storeroom.
Ser Alboise cannot fathom why Ser Brunadier directed you to her, for she is but a low-ranking knight. She directs you to head chirurgeon Astidien, as Lord Drillemont is known to be fond of the man.
Head chirurgeon Astidien is bemused by your request, explaining that you can proceed directly to the barracks by virtue of the letters you carry. He recommends that you first speak with Ser Goudernoux to confirm that Lord Drillemont is present and available.
Ser Goudernoux bids you address Lord Drillemont yourself, but cautions you to treat the lord with respect and not to waste his time. Head upstairs and present Lord Drillemont your letters.
As you, Alphinaud, and Cid begin to petition Lord Drillemont for aid, Inquisitor Guillaime suddenly appears and accuses you of lying about your identities and your intentions. Lord Drillemont heeds the inquisitor's warning and refuses to listen to your protestations. Alas, it seems that it will take significant time and effort to obtain Lord Drillemont's trust.
FACTUAL FOLKLORE
Having heard of your desire to earn Lord Drillemont's trust, Haustefort proposes that you do so by helping him serve the knights of Whitebrim Front a decent meal. To that end, the cook asks you to bring him the meat of a mudpuppy's tail so that he can prepare steaks. He furnishes you with a bottle of cider vinegar, explaining that the locals believe it can be used to weaken the beasts — though Haustefort himself has his doubts. In any case, travel to Daniffen Pass and attempt to use the vinegar to slay a mudpuppy.
Local superstition appears to be accurate, as the ravenous mudpuppy falters mere moments after you sprinkle the cider vinegar upon it. Having slain the beast and severed a solid portion of its tail, return to Haustefort so he can prepare the steaks. Haustefort demonstrates an unbelievable level of skill by preparing three steaks mere moments after you deliver the meat. Dole out the fresh steaks to the hungry knights of Whitebrim Front.
Every steak met with overwhelming approval. Return to Haustefort and tell him that you have finished your task.
Haustefort has prepared one final steak for Cenota, a young chirurgeon whom he suspects is in need of proper nourishment. Deliver it to her in the infirmary.
The odor of freshly cooked meat serves to remind Cenota of her neglected needs. She thanks you profusely and proceeds the devour the steak in moments, much to the chagrin of the disoriented patient who has suddenly found himself forgotten.
OPPORTUNITY KNOCKS
Ser Benedict has pointed out that it would be reckless for Lord Drillemont to accept your claims without question. The knight believes that, at the very least, you should perform a few menial tasks on behalf of House Durendaire, like slaying feral crocs. A simple gesture like that will likely earn you the favor of Ser Clotairion, he adds. Take Ser Benedict's advice to heart and do as he suggests.
One might be inclined to tell you that those crocs fought the good fight. That they gave you a memorable challenge, one that you would proudly share with comrades over a tankard of ale. But Eorzea is no fairy-tale world, and life is not a song. Sometimes you slay a primal, sometimes not. But perhasp Ser Clotairion will have a greater appreciation for your accomplishments.
Ser Clotairion is grateful for your service, though he realizes full well that your intent was only to ingratiate yourself with him. Nevertheless, he promises that Lord Drillemont will know of your deeds.
ALL BY OURSELVES
Nivie, a humble herald of House Haillenarte, had been tasked with delivering an important missive to Whitebrim Front. Unfortunately, it was blown from her hands by a sudden gust of wind during a fearsome blizzard. Afraid to venture outside, she has asked that you recover the missive and deliver it to Lord Drillemont in her stead.
After traipsing around in the snow for an indeterminate length of time, you recover the lost missive. Deliver it to Lord Drillemont as requested.
Lord Drillemont scoffs at the missive from Houses Fortemps and Haillenarte, which calls for the increased reliance on foreign sellswords. He rejects the proposal without hesitation, shouting that Ishgard need not rely on outside help to win its war against Dravania. Though Nivie will doubtless not welcome the news, you should probably share with her Lord Drillemont's response.
Nivie admits that Lord Drillemont's disdain is not unwarranted, as House Durendaire has been charged with reclaiming an outpost that House Haillenarte lost. Despite it being her duty to convey Lord Drillemont's exact words to Lord Francel, she is understandably reluctant to do so.
THE BEST INVENTIONS
Having observed that the infirmary lacks sufficient alembics, Cid has resolved to furnish the chirurgeons with an additional, more advanced device. His work is nearly complete, but thee is one final component that he cannot obtain on his own: six ice sprite cores, which he has asked you to bring him.
You obtain the requisite cores with little difficulty. Return to the infirmary and deliver the cores to Cid.
Cid's efforts are ultimately for naught, as Inquisitor Guillaime makes another unannounced visit and warns the chirurgeons against accepting gifts from foreigners who have interfered with the trial of an accused heretic. The revelation shocks the chirurgeons, who immediately reject Cid's newly constructed alembic. The inquisitor appears to have developed a hated for you and your associates, and it has become increasingly clear that he will do his utmost to prevent you from achieving your goals.
INFLUENCING INQUISITORS
The incident with the alembic has convinced Cid that Inquisitor Guillaime will continue to interfere with your efforts to prove yourself to the people of Whitebrim Front. Therefore, Cid suggests that you speak with the people of the stronghold in order to learn more about the inquisitor, in the hope that you will find a way to convince him to change his mistaken opinions.
After speaking with a variety of residents, you feel as though you have a much clearer picture of the inquisitor. Share your findings with Alphinaud, who awaits you in the square.
Alphinaud suspects that the inquisitor may have a hidden agenda, one which may be revealed should you review the testimonials you obtained...
Ser Joellaut, the injured knight currently recuperating in the infirmary, previously tol you of the night when Inquisitor Guillaime first arrived. When you relayed this account to Alphinaud, he found several questionable details which he cannot reconcile. He asks that you retrace the path the inquisitor is said to have taken that night, and see if it sheds any light on this mystery.
Your investigation leads you to a frozen corpse in the chasm which bears a striking resemblance to Inquisitor Guillaime. If you inspect the body, perhaps you will find some clue to his identify.
You find a bloody encyclical on the corpse which suggests that the man was newly appointed inquisitor. Present the document to Alphinaud and see what he makes of it.
Alphinaud declares that your discoveres prove that the Inquisitor Guillaime you know is an imposter. However, his true identity and objectives remain unknown.
BLOOD FOR BLOOD
Although you have discovered proof that Inquisitor Guillaime is an imposter, Alphinaud wishes to determine his true identity before speaking with Lord Drillemont. Confront Ser Joellaut with the bloody encyclical and see what he has to say.
Ser Joellaut refuses to consider the possibility that Inquisitor Guillaime is not who he claims to be. He bids you speak with Ser Prunilla, the knight who helped the inquisitor carry his unconcious body to the infirmary that night, if you still doubt his story.
Ser Prunilla claims to know nothing of the bloody encyclical, but her nervous fidgeting suggests otherwise. As time is of the essence, you should cease with the pleasantries and doubt her account with fervor.
Ser Prunilla confesses that she knew of Inquisitor Guillaime's true identity, but was unable to reveal the truth out of fear for her loved ones.
She was also aware that the inquisitor was framing innocent Ishgardians and sentencing them to death, but could not bring herself to act until Lord Francel came under suspicion. Even then, she could only afford to tamper with shipments bound for Skyfire Locks, in the hopes that the draconian rosaries she stole from the inquisitor's chest and hid within the parcels would be discovered and used as evidence of a conspiracy against House Haillenarte. Having learned of the inquisitor's hidden supply of draconian rosaries, search the area southeast of Whitebrim Front and see if you can locate the chest.
You find the hidden chest as Ser Prunilla described. Open it and see what secrets it contains.
The chest is filled with draconian rosaries, which Inquisitor Guillaime has doubtless used to condemn countless innocent Ishgardians to death. Having obtained incontrovertible proof that the inquisitor is in fact a heretic, you can now approach Lord Drillemont and convince him of the truth.
Lord Drillemont is devastated by the revelation, and wastes no time apologizing for misjudging you. But before he agrees to grant you permission to enter the Stone Vigil, he asks that you help him bring the false inquisitor to justice.
THE HERETIC AMONG US
Lord Drillemont has asked you to accompany him to Snowcloak, where the heretic masquerading as Inquisitor Guillaime is said to be conducting another interrogation. if the imposter refuses to surrender, Lord Drillemont intends to use force. Prepare for the worst and rendezvous with the knights at Snowcloak.
Faced with Lord Drillemont's accusations, the false inquisitor declares that he cannot betray that which he owes no allegiance, and that all Ishgardians must be held to account for their persecution of the heretics. With that, he summons his Dravanian allies and endeavors to defend himself, going so far as to use his magicks to assume the form of a dragon. The ruse serves only to anger Lord Drillemont, however, and with his aid you dispel the heretic's glamour and slay his scalekin accomplices. Defiant to the last, the nameless heretic rejoices in the vengeance he wreaked, predicting with his dying breath that you will meet your end in the Stone Vigil. Return to Whitebrim Front and inform Alphinaud of the imposter's demise.
Alphinaud refuses to revel in your victory over the false inquisitor, declaring that there will be time enough to celebrate when the Enterprise has been secured. Happily, your path into the Stone Vigil now seems clear. All that remains is for you and your companions to pay one final visit to Lord Drillemont.
IN PURSUIT OF THE PAST
Now that the matter of the false inquisitor has been resolved, naught remains to prevent you from entering the Stone Vigil. Alphinaud instructs you to seek an audience with Lord Drillemont, vowing that he and Cid will follow shortly.
Lord Drillemont confirms that according to Ishgardian records the Enterprise was indeed seized by the troops garrisoned at the Stone Vigil shortly after the Calamity. However, it has now been some time since the outpost fell to the dragons, and he cannot vouch for the airship's preservation or even its presence. Though it may all be for naught, you have little choice but to search the ruins regardless. Make your way to the entrance to the Stone Vigil, which stands to the northwest of Whitebrim Front, and speak with Ser Nathelain to gain admission.
Ser Nathelain confirms that you may enter the Stone Vigil whenever you wish.
※The Stone Vigil dungeon.
While fighting your way through the Stone Vigil, you stumble upon the Enterprise, which appears to be in one piece. Unfortunately, that piece is situated dangerously close to a vast sleeping dragon. Leaving you to keep an eye on the beast, Cid and Alphinaud sneak aboard the airship and begin preparing it for departure. It is at this moment that Lahabrea appears. After remarking that you of all mortals may well have the strength to defeat Garuda, the Ascian uses his magicks to awaken the dragon, and you are soon locked in a desperate struggle with the creature as Cid and Alphinaud look on.
After a titanic struggle, you somehow succeed in slaying the dragon, earning yourself the praise of Alphinaud in so doing. Your elation at having survived the encounter is dampened somewhat by the revelation that the Enterprise is more badly damaged than had been hoped. Thankfully, Cid manages to make sufficient repairs to the ship to enable you to make the flight back to Gridania. Speak with Alphinaud, and together determine how best to proceed.
Despite Alphinaud's claim that recovering the Enterprise would be a cause for celebration, the young Sharlayan seems disinclined to revel. Instead, he reminds you that your work is far from done, and that the airship was only ever a means to an end. Next, you must find a way to restore the Enterprise to its former glory.
INTO THE EYE OF THE STORM
In its current condition, the Enterprise cannot endure the tumultuous winds which encircle the Howling Eye, Garuda's sanctuary. To breach the barrier, Cid has devised a plan to harness the power of a corrupted crystal. While he himself has no idea where to find one, he knows a man who might — the scholar, Lamberteint, who resides in Camp Drybone.
After learning of your shared interest in corrupted crystals, Professor Lamberteint seems eager to discuss his work. With any luck, your time in Thanalan will be brief and forgettable.
ALL DUE PRECAUTIONS
According to Professor Lamberteint, corrupted crystals emit harmful energies which can be hazardous to one's health. Before you can begin your search, you must fashion a vessel to carry the crystal. He suggests that you browse the Golden Bazaar for a common clay pot, which would adequately serve.
In yet another curious twist of fate, you come upon a merchant forcing passerbys to accept his old pots free of charge. Conceal your delight lest he changes his mind and deliver the pot to Professor Lamberteint.
The "unremarkable piece of rubbish," so dubbed by the good professor, will suffice for your purposes. Now, watch and be amazed as he uses science to transform the pot into something far greater.
SEALED WITH SCIENCE
With a liberal application of Professor Lamberteint's secret alchemical sealant, the pot is reborn as a corrupted crystal containment device. Duly armed, proceed to Highbridge and introduce yourself to Hahasako, one of Professor Lamberteint's dedicated pupils.
Hahasako's annoyance turns to delight as he realizes that the professor bade you seek him out. Interpreting his mentor's decision as a tacit acknowledgement of his expertise, Hahasako struggles to regain his composure so that he might aid you.
WITH THE UTMOST CARE
Hahasako explains that the Burning Wall is filled with corrupted crystals. However, if you wish to obtain the highest-quality sample, you must journey to the deepest depths and search for a corrupted cluster. Then, wielding the quarrying maul given to you by the scholar, you must fracture the cluster so that a smaller piece can be removed. In the name of science, you strike the shimmering cluster with all your might. Sections of the fractured cluster can now be easily wrenched free.
With a sharp tug, you remove a fragment of the corrupted cluster and seal it within the warded pot, thus shielding you from its harmful energies. Of course, this does nothing to counteract the prolonged exposure to the cluster that you have already endured. Try not to ponder the potential ramifications of this fact as you make your way back to Highbridge and present the crystal to Hahasako.
Hahasako has naught but praise for your specimen, which he bids you show to the professor as well-- at which time he expects you to recount to his mentor how instrumental his instructions were to your success.
Professor Lamberteint explains that your efforts in Thanalan have yielded a corrupted crystal that will only serve to strengthen Garuda's barrier. As this would be contrary to your goal, you have essentially wasted your time, regardless of what the good professor would have you believe.
A PROMISING PROSPECT
Betraying no signs of remorse for his previous oversight, Professor Lamberteint tells you of another location where corrupted crystals might be found. Another pupil of his, Ceana, claims to have discovered a promising site in western La Noscea on the Isles of Umbra. Journey to Aleport and search for the scholar.
Ceana, like Hahasako, claims to be the greatest pupil of the good professor. Like the Lalafell before her, the accuracy of this bold claim remains to be seen.
IT'S PROBABLY NOT PIRATES
Ceana is certain that the area surrounding Pharos Sirius on the Isles of Umbra is replete with corrupted crystals. However, she has yet to test this hypothesis, as all access to the isles is prohibited at present. As she lacks your charming wit and way with words, she bids you question the Yellowjackets of Aleport in her stead, and attempt to discover the reason behind the travel restrictions.
The three Yellowjackets you elect to question speak of spirits and undead infesting the Isles of Umbra. Relay this disturbing news to Ceana. Ceana is quite perturbed by the revelation that undead abominations are the cause of her troubles. Hopefully this will not deter her from aiding you in your quest...
REPRESENTING THE REPRESENTATIVE
While you were questioning the Yellowjackets, Ceana was enjoying a pint at the local pub, where she heard tell of a man named Skyfryn, recently returned from the Isles of Umbra, who was detained for unknown reasons. She asks that you speak with Skyfryn in an effort to learn how he obtained permission to travel to the isles. Skyfryn does not respond to your questions and instead rambles incoherently about a woman he desires desperately to see again. In a rare moment of lucidity, he gives you a golden feather and bids you give it to a man named Mimidoa, along with his apologies. Return to Ceana and see what she makes of Skyfryn's words.
Ceana knows Mimidoa, and states that he grabbed her arse at the pub the other day. Refusing to have any further interaction with the man, it falls to you to discover his connection to Skyfryn.
Mimidoa was dispatched to Aleport so that he might oversee the work being performed at Pharos Sirius. However, the craftsmen have all abandoned their work or simply vanihsed, presumably due to the rumors of an undead infestation. Upon learning that you wish to visit the Isles of Umbra for your own purposes, Mimidoa offers you a writ of passage on the condition that you look into the rumors on his behalf. Share this good news with Ceana.
Thought skeptical of Mimidoa's claims at first, Ceana recognizes that the writ of passage is genuine. She wishes you well on your journey to the Isles of Umbra, as she has no intention of accompanying you herself.
At your insistence, Ceana agrees to accompany you to the Isles of Umbra to help you acquire a corrupted crystal. Speak with the ferry skipper to begin your journey.
A cursory survey of the shore reveals no signs of undead. Even so, you observe that Ceana's hands are visibly shaking as she grips your warded pot. Find out what is troubling her
In the end, Ceana succumbs to her fear and flees back to the mainland, though not before returning your warded pot to you, and instructing you to speak with the man standing guard at the gates to Pharos Sirius.
Though Davyd understands your intent, he is nevertheless unable to oblige you. It would be easy to slay the man and proceed inside to claim your crystal. However, as that is not particularly heroic, you might as well make an earnest attempt to change his mind.
SWEET SOMETHINGS
In exchange for furnishing you with the corrupted crystal you seek, Davyd wants you to help him resolve the undead situation. To that end, he would have you first discover the cause behind the sudden influx of shambling corpses. Begin your inquiries by speaking with the party of adventurers who have made camp on the eastern shore.
The adventurers speak o a beautiful, irresistible voice heard at the Ship Graveyard, which may be connected to the undead. Report your findings to Davyd.
Although Davyd appears to have an inkling of what the cause might be, he does not deign to share it with you. Perhaps you should pressure him to voice his thoughts.
HISTORY REPEATING
Davyd informs you that Mimidoa has come to the Isles of Umbra in search of you. Return to the northern shore and greet the old man.
According to Mimidoa, a siren is behind the recent troubles. Declaring that the two of you must stop the creature, he furnishes you with a pair of brass earplugs and bids you follow him to the Ship Graveyard.
You arrive at the Ship Graveyard to find that the grizzled Lalafell has prepared a large campfire. Convinced that the flames will draw the siren to shore, he instructs you to wait with him by the fire until she appears.
Just as you and Mimidoa are about to drift off to sleep, the siren emerges and begins to sing her beguiling song. Shocked into wakefulness, you plug your ears just in time to prevent the creature from luring you to a watery grave. Finding that her words have fallen on hastily deafened ears, she proceeds to send wave after wave of undead thralls to assail you in vain, before at last relenting and retreating to the depths whence she came. Find out if Mimidoa is still in possession of his wits.
To your great relief, Mimidoa is unharmed and in good spirits. The redoubtable old Lalafell applauds you on your performance, and proclaims that the siren will not risk returning to the Isles of Umbra for some time. Return to Davyd and tell him that the siren is no longer a threat. Davyd is both shocked and relieved to hear your tale, and he rewards you with the corrupted shard as promised. Return to Aleport and present the shard to Ceana.
Betraying no hint of sympathy, Ceana reveals that the corrupted shard is the manifestation of an over-abundance of the element of fire, and tht it will do little if anything to tame the element of wind. It would seem that your adventures in Aleport have been a waste of time.
THE CURIOUS CASE OF GIGGITY
An associate of Ceana's is conducting studies on a corrupted crystal which fits your criteria. Return to Gridania and meet with Hedyn to learn where your quarry can be found.
According to Hedyn, ascertaining the precise location of the crystal at any given moment is difficult, due to the fact that it has been devoured by a notorious spriggan named Giggity. The creature has grown so fearsome that other spriggans, fearing for their safety, have begun to petition the kinder inhabitants of the Twelveswood for aid. One such spriggan recently visited Little Solace, and Hedyn suggests that you journey there and attempt to track down the wayward creature.
Komuxio confirms that a spriggan did indeed come to Little Solace, though he is deeply concerned for the creature's safety. It may be in your best interests to locate the spriggan quickly...
OF SYLPHS AND SPRIGGANS
Komuxio tells you that the wayward spriggan headed north into Larkscall, despite his warnings of hostile creatures and tempered sylphs. Search for the spriggan and offer assistance if necessary.
You come upon the spriggan desperately trying to escape the wrath of a tempered sylph. In typical heroic fashion, you rescue the creature, who promises to return to the safety of Little Solace. Return to the settlement and speak with Komuxio to ensure that the spriggan kept his word.
Tiggy, the wayward spriggan, had petitioned the sylphs of Little Solace to put an end to Giggity's reign of terror. However, Komuxio observes that the notorious spriggan is clever and cautious, and will likely not reveal itself unless it is tempted by an especially rare ore. While Komuxio knows little and less of ore, he remarks that a goldsmith helping to restore the Sanctum of the Twelve surely does. Journey to the sanctum and speak with Maerwynn.
Giggity's deeds are known even to Maerwynn the goldsmith. After a moment's thought, she states that she may have a way to lure out the rampaging spriggan, though she warns you that the idea is both unorthodox and convoluted.
CRAZY ENOUGH TO WORK
Calling upon wisdom she gained through a lengthy relationship with a thaumaturge, Maerwynn explains that the ore used to create a chert golem would surely prove irresistible to Giggity. She proffers this suggestion due to the serendipitous appearance of a chert golem not far from the gates to the Sylphlands. Should you lie in wait for an extended period of time, the construct is sure to appear.
After dealing the errant golem a right thrashing, you now find yourself in possession of a golem soulstone. However, in its current state, it will not serve as bait. In accordance with Maerwynn's instructions, you must journey to Amberscale Rock in the Central Shroud, and rub the soulstone against the giant concentration of amber in order to dispel the enchantments woven into the chunk of true heart ore.
Through a series of bizarre and rather random actions, you have obtained a chunk of true heart ore. Your new prize is being eyed hungrily by Tiggy the spriggan, who apparently followed you to Amberscale Rock. Explain your strategy to the spriggan before he attempts to devour your ore.
Tiggy is delighted to learn of your plans, and tells you that the ravenous Giggity is presently lurking within the Spriggan Dig. Make your way into the lair of the spriggans and use the true heart to lure out and slay Giggity.
The furry inhabitants of the Spriggan Dig can at last breathe a collective sigh of relief, for the notorious Giggity has finally fallen. In a primal frenzy, you rip and tear open the spriggan's huge guts and claim the corrupted crystal nestled deep within. Present your prize to Hedyn so that he can confirm it is the crystal you seek.
Hedyn confirms that the foul-smelling, offal-laden crystal is comprised of ice-aspected aether. To your chagrin, you learn that you cannot cleanse the crystal of the spriggan entrails, as the thick coating of digestive juices is the only thing protecting you from the crystal's detrimental effects. Hopefully Cid will have developed a less irksome way to do the same...
BETTER LATE THAN NEVER
Your inexplicably long and drawn-out quest to secure a corrupted crystal is at last at an end. Deliver the crystal to Cid at the airship landing in New Gridania.
Cid's work on the Enterprise is nearly complete, and all that remains is for him to test the crystal you have brought. His voice swelling with Pride, Cid declares that the airship will soon be transformed into something far greater, something extraordinary. You need only wait ti see the fruits of his labor.
LADY OF THE VORTEX
Stirred by the familiar roar of the Enterprise's engines, Cid endeavors to recall his past, but try though he might, he is unable to navigate the dark corridors of his mind alone. But what if he had company? Wielding the power of the Echo, you guide him through a series of forgotten memories, detailing the path that led the once loyal engineer to turn his back on Garlemald and flee to Eorzea. When you finally awake from the visions, Cid triumphantly declares that he remembers everything-- his name, his people, and his purpose. Shortly thereafter, he guides the Enterprise through Garuda's wall of wind without incident, delivering you to the Howling Eye at long last. Speak with Alphinaud before proceeding into the primal's sanctuary. Alphinaud declares that the end is at hand-- be it Garuda's or your own. Strike ffear into the hearts of beastmen across Eorzea by defeating the Lady of the Vortex.
※The Howling Eye trial.
Amidst the whirling winds, you succeed in striking down the Lady of the Vortex, only to see her rise once more, reinvigorated by the belief of her Ixali disciples. Yet the beastmen's prayers come to naught when Garuda's attempt to temper you fails, prompting a mysterious force to tear a Crystal of Light from her breast. It is at this moment that Gaius van Baelsar enters the fray, seemingly bent on goading the defeated primal into one final act of defiance. Garuda duly obliges, slaughtering her captive kobolds an Amalj'aa whose cries of agony serve to summon their own patron deities. As Garuda prepares to consume the aether of her lesser brethren, the Black Wolf calls forth an unknown imperial weapon which summarily dispatches and seemingly absorbs all three primals. Wholly unprepared to face this awe-inspiring new foe, you have no choice but to flee for your life.
Safely back aboard the Enterprise, with the imperial forces now fast-diminishing specks upon the horizon, Cid and Alphinaud begin to discuss how to address this grave new threat. Believing the best course of action is to reform the Scions of the Seventh Dawn, they decide to return to the Waking Sands. Having safely arrived in Ul'dah, speak with Alphinaud prior to continuing on to Vesper Bay.
Alphinaud reiterates that the beast tribes and their primals are no longer a threat, and that all efforts must now be focused upon destroying the Empire's ultimate weapon. But having seen what you have seen, it is plain that this task will ask far more of you than any you have undertaken thus far. For Eorzea's sake, you must hope that you are up to the challenge.
RECLAMATION
Before you can contemplate tackling the Empire's terrifying new weapon, the Scions of the Seventh Dawn must be reborn. Return to the Waking Sands with Cid and Alphinaud.
Within the echoing halls of the Waking Sands, you are reunited first with Yda and later Y'shtola, to the surprise and delight of all concerned. The pair reveal that they have spent the days since the raid searching for information on the location of the Scions taken prisoners by the Empire. What is more, Y'shtola's latest inquiries have borne fruit: your comrades are being held at Castrum Centri, an imperial stronghold in Mor Dhona. While the others begin to digest this news, you are left to reflect instead on the cryptic warning imparted to you by Hydaelyn in yet another vision...
CASING THE CASTRUM
Y'shtola states that before a rescue plan can be devised, the Scions must first gather intelligence on the stronghold of Castrum Centri. With this in mind, she suggests traveling to the Observatorium in Coerthas, and there petitioning Lord Portelaine for aid.
Lord Portelaine confirms that four prisoners matching the descriptions of Minfilia, Urianger, Papalymo, and Tataru were observed being led into Castrum Centri. Furthermore, he informs you that two men-- likely Biggs and Wedge-- escaped from a downed imperial airship not long ago. After a brief discussion, Y'shtola decrees that the Scions will immediately begin searching for the missing engineers, conscious that the Garleans are not like to spare their lives a second time.
EYES ON THE EMPIRE
According to Lord Portelaine, word of the imperial airship's emergency landing came to the Observatorium by way of Dzemael Darkhold. So as to expedite your mission, he provides you with an introduction letter to show to Ser Bircelt, a knight stationed at the entrance to the subterranean fortress.
Ser Bricelt informs you that two captives reportedly fled the airship the instant it landed. You are next directed to seek out a knight named Pierremons, who stands guard at the Aurum Vale.
At the Aurum Vale, Ser Pierremons, Ser Pierremons recounts his sighting of the imperial ariship. The vessel has since taken back to the skies, but not before deploying a contingent of imperial troops.
FOOTPRINTS IN THE SNOW
At the entrance to the Aurum Vale, Ser Pierremons confirms that two prisoners escaped from the airship when it made its forced landing. Evidence strongly suggests that the pair came in this direction. Search the area for footprints.
You have found a set of footprints. Search the area for another.
You have found another set of footprints. Search the area for more.
You have found a third set of footprints. They seem to be taking you northerly. Continue your search.
You have discovered a fourth set of footprints. Search the area for another.
Straining your ears, you hear the sound of teeth clattering interspersed with the occasional whimper. The noises seem to be emanating from the nearby bridge. Perhaps you should go and investigate.
Much to your relief, you find Wedge cowering under the bridge, frightened, cold, and hungry, but otherwise unharmed. Make your way to Monument Tower and await Cid's arrival.
Arriving at Monument Tower, you and Wedge receive a heartfelt welcome from Abelie. While the lure of warmth and rest is great, you are loath to sit idle while Biggs is still alone out there.
Wedge has implored you to search for Biggs, who is still alone in the cold with the enemy on his trail. Perhaps one of the Ishgardians stationed at Monument Tower has seen something. Begin by asking Abelie. While Abelie has not seen Biggs, she suggests that he might have taken refuge within the Fury's Gaze, south of Monument Tower. For want of a better lead, make your way there and investigate.
Your search of the Fury's Gaze yields nothing but a confrontation with vengeful ghosts. Report back to Wedge, who awaits you in Monument Tower.
Wedge sinks in disappointment upon hearing your report, but the Lalafell is no less determined to find his companion.
NOTORIOUS BIGGS
Wedge has again implored you to search for Biggs. Though Abelie's suggestion yielded nothing, it is possible that one of the other Ishgardians stationed at Monument Tower might be able to point you in a more fruitful direction. Ignace suggests that Biggs may have attempted to reach Whitebrim Front. If true, he would have needed to make his way through Daniffen Pass, whose southern entrance is found to the northeast of Monument Tower.
With the aid of Yda and Y'shtola, you succeed in rescuing Biggs from a detachment of imperial troops. Make your way back to Monument Tower and speak with Wedge.
With Biggs's safe return, the three core members of Garlond Ironworks are together again, and the future seems brighter for their reunion. Now it is time to turn your thoughts to the next challenge: rescuing Minfilia and the remaining Scions.
COME-INTO-MY-CASTRUM
All evidence suggests that Minfilia and the others are being held captive at Castrum Centri. Cid bids you make your way to Revenant's Toll in Mor Dhona, and solicit the local adventurers for information.
It appears that Castrum Centri is presently on high alert, and you will need to rely on stealth and deception to rescue your friends. Before you begin your preparations, Slafborn suggests that you seek the aid of one Glaumunt, whom he says has a personal agenda against the Empire.
You have informed Glaumunt of your intent to infiltrate Castrum Centri. If his response is any indication, it would seem you can indeed expect his aid.
GETTING EVEN WITH GARLEMALD
Prior to launching your rescue missions, Glaumunt recommends that you first ascertain your comraddes' presence at Castrum Centri. He tells you of a drainage pipe that leads from the stronghold's command tower and down into the southwestern corner of the adjoining swampland called the Tangle. Find the pipe and investigate.
You have put down all the chigoes that issued forth from the drainage pipe. Take their place within and listen to what sounds may be heard.
You have heard enough to confirm that your comrades are indeed being held at Castrum Centri. Bear word back to Revenant's Toll, where the Scions await.
You return to Revenant's Toll and report all you have learned to Alphinaud. Glad for your tidings, he bids you speak with Cid for the details of the rescue mission.
Ever enthused, Glaumunt is currently looking into the procurement of a suit of magitek armor. In the meantime, Cid requires your assistance for some preparation of his own.
ACTING THE PART
Your disguise can only ever be as good as your acting. To this end, Glaumunt bids you learn how to perform an imperial salute. Take yourself close to Castrum Centri, and observe the imperial soldiers on patrol.
You have committed the imperial salute to your memory. Report your success to Glaumunt at Revenant's Toll.
At Glaumunt's urging, you refrain from demonstrating the imperial salute to him. It would not do to sustain a cracked skull ahead of the rescue mission.
DRESSED FOR CONQUEST
Expressing his desire to aid in your plight, Sark Malark bids you obtain three imperial uniforms and three imperial helms. The former is worn by 5th Cohort signiferi, secutores, and equites; the latter by 5th Cohort hoplomachi and laquearii.
You have succeeded in wresting imperial helms and uniforms from their owners, but the items did not survive your fury unscathed. Return to Revenant's Toll and present the damaged equipment to Sark Malark.
Sark Malark declares that the damaged items are likely to draw suspicion, and urges you to have them repaired. Take the uniforms to the Weavers' Guild in Ul'dah, and the helms to the Armorers' Guild in Limsa Lominsa.
Both the uniforms and the helms are now in good repair—at least outwardly. Return to Revenant's Toll and present them for Sark Malark's inspection.
Sark Malark has given your imperial uniforms and helms his seal of approval. All that remains of your preparation is to obtain a suit of magitek armor.
DROWNING OUT THE VOICES
In order to hinder communication among imperial forces, Cid declares his intent to put together a makeshift jamming device. To this end, he lends you his electromagnetic reader, which he bids you use at the hill-sized cluster of corrupted crystals to the west of Revenant's Toll.
You have taken sufficient readings. Return to Revenant's Toll and report to Cid.
Cid is satisfied that the crystals will suit his needs, though he expresses his reluctance to harness their power.
FOOL ME TWICE
In excited tones, Glaumunt reveals to you his cunning plan for appropriating a magitek reaper. For the first step, seek out an imperial patrol outside Castrum Centri, and alert them to the presence of enemy forces. Remember to greet your superiors with an Imperial Salute.
You have alerted the imperial patrol to the enemy's presence. As Glaumunt forewarned, however, the soldiers seem hesitant to venture far beyond the sight of the castrum's walls. You will need to lure them out by using the imperial smoke signal at the specified location. You have succeeded in acquiring a magitek reaper, though some repairs will be required before it can be put to use. Cid bids you meet him back at his workshop in Revenant's Toll. Speak with Slafborn at the front door to be admitted.
You arrive at Cid's workshop to find that Biggs and Wedge have already set about repairing the magitek reaper. When their work is complete, it will finally be time to undertake the most dangerous phase of the mission: the rescue itself.
EVERY LITTLE THING SHE DOES IS MAGITEK
According to Cid, the magitek core at the heart of the reaper's servomechanism is worn beyond use. Unfortunately, a replacement will not be easy to come by in Eorzea. Speak with Wedge and learn of his proposed solution.
Wedge believes that a mammet heart may serve as a substitute for the worn magitek core. Make your way to the Goldsmiths' Guild in Ul'dah, and collect a mammet heart from Guildmaster Serendipity.
You have acquired a shiny new mammet heart. Return to Cid's workshop in Revenant's Toll, and deliver it to Wedge.
Having installed the mammet heart, Wedge asks you to put the fully repaired magitek armor through its paces. Speak with him when you are ready to begin, and he will help you into the pilot's seat.
You are now in control of the magitek armor. First, make your way to the camp ruins, and climb to the top of the adjoining crystal mound. In the event that you need to dismount, speak with Wedge again to restart the test run.
The feet appear to be in good working order. Next, jump down from your vantage point and make your way to the northern edge of the camp ruins.
The shock absorbers appear to be in sound condition. Make your way back to where Wedge and the others await.
You have put the magitek armor through its paces. Speak with Wedge to hear his full diagnosis.
According to Wedge, the servomechanism is not as responsive as it should be. He posits that the mammet heart may be possessed of emotions, and suggests that you all give the magitek armor a warm welcome. While the notion sounds positively absurd, for want of a better idea, you may as well do as requested.
Did the armor respond to your vigorous welcoming, or was it all in your mind? Speak with Biggs to learn his thoughts on the matter.
Soon after Wedge's bizarre welcoming ritual, you are discovered by imperial troops bent on reclaiming or destroying the magitek armor. Disinclined to relinquish your prize, you repel the enemy, at which time the reaper seemingly responds to your presence. While the workings of advanced machina are foreign to you, Cid and the others take this awakening to mean that the servomechanism is now fully functional. If the experts are convinced, who are you to say otherwise? Time to make your way back to Cid's workshop in Revenant's Toll.
After countless unforeseen difficulties, and through no small amount of effort, you are now the proud owner of a fully functional suit of magitek armor. At long last, the time is come to infiltrate Castrum Centri and rescue the imprisoned Scions.
After much painstaking preparation, the time has finally come to infiltrate Castrum Centri and rescue your fellow Scions. Don your imperial pot helm and short robe, and proceed to the rendezvous point east of the stronghold.
You have succeeded in entering the castrum undetected. Next, you must gather information on where your comrades are being held. Approach three imperial soldiers and greet each with a disarming Imperial Salute.
Based on what you have learned, Minfilia and the others are being held within the storage tower. Accessing this tower requires a special identification key, which you must somehow obtain from the imperial centurion. Approach the forbidding fellow and win his good opinion with a perfectly executed Imperial Salute.
Through deft use of the magic word, you succeed in convincing the centurion to loan you his identification key. Biggs will know what to do with it.
Using the identification key, you have gained access to the sector in which the storage tower stands. Enter the tower via the steel gate, and set your friends free.
Though the rescue mission was a success, the shocking revelation that Thancred has been possessed by Lahabrea has cast a dark pall over the Scions. Painful though this blow may be, you have no choice but to take it on the chin and forge on for the sake of Eorzea. You have safely arrived in Ul'dah. Speak with Minfilia to learn her mind.
None can say how the Alliance leaders may respond to the threat posed by the Ultima Weapon, but Minfilia is certain of one thing: so long as it exists, Eorzea shall never know peace.
THE BLACK WOLF'S ULTIMATUM
In urgent tones, Minfilia reveals to you that Gaius van Baelsar has issued the Alliance leaders with an ultimatum. Even now, they are discussing how best to respond. Lest they make an uninformed decision and inadvertently seal Eorzea's doom, it is imperative that Minfilia be given an opportunity to plead her case. Make haste to the Royal Promenade and ask Batholomew to admit you to the Fragrant Chamber.
Owing to your timely intervention, Eorzea's leaders have resolved to fight the Empire to the last. Return to the Waking Sands in Vesper Bay, and speak with Minfilia.
The path ahead is now clear-- all that remains is to walk it. Join your fellow Scions in preparing for the battle to decide the future of the realm.
OPERATION ARCHON
So begins Operation Archon, the Eorzean Alliance's eleventh-hour bid to purge the realm of the imperial menace. Suffice it to say, your role in the counteroffensive will be crucial to its success. Proceed to the Immortal Flames encampment north of Vesper Bay, and speak with the allied communications officer to receive your orders.
The Immortal Flames stand ready to launch their assault on the imperial outpost at Cape Westwind. Make your way to the staging point situated before the enemy stronghold, and report for duty to Lieutenant Adalbert.
Phase one of Operation Archon is now in motion. Enter the imperial outpost and fight your way through to the innermost sector.
The path leading to the innermost sector of the imperial outpost is now open, and a confrontation with Rhitahtyn sas Arvina awaits. Proceed when you are ready and strike down the praefectus.
※Cape Westwind trial.
At the end of a fierce struggle, you deal Rhitahtyn his death-blow, consigning the first Roegadyn to hold the rank of praefectus to history. Phase one of Operation Archon has ended in success.
With Rhitahtyn's demise, the forces garrisoned at Castrum Occidens have been thrown into disarray. For now, withdraw to the Immortal Flames encampment north of Vesper Bay, and report to the allied communications officer.
The time has come to commence the second phase of Operation Archon. When you are ready, request further orders from the allied communications officer.
A HERO IN NEED
The allied communications officer informs you that the Alliance garrison at Camp Bluefog is in low spirits and would be better for a hero's visit. Make your way to the camp in Northern Thanalan, and make yourself at the disposal of Sergeant Cracked Fist.
Arriving at Camp Bluefog, you present yourself to Sergeant Cracked Fist, who wastes no time beseeching your help in raising the morale of the garrison. The duty of a hero is truly manifold.
THE LADLE IN THE DARKNESS
Desperate to raise the garrison's floundering morale, Sergeant Cracked Fist has taken a lesson from Gridanian history,and humbly requests that you make a stew and distribute it among the troops. First, obtain the three required chunks of basilisk meat.
You have obtaiend enough basilisk meat. Take it to the cookfire just outside Camp Bluefog's northern gate, and add it to the bubbling cauldron.
It will take a little while for the meat to be cooked through. Watch the cauldron until the stew is ready.
Your keen instincts tell you that the basilisk stew is now ready. Scoop it from the bubbling cauldron.
You have three steaming bowls of basilisk stew expertly balanced in your hands. Make your way around Camp Bluefog and give them to the neediest soldiers.
You have doled out all the basilisk stew, which seems to have had the desired effect. Report your success to Sergeant Cracked Fist.
A jubilant Sergeant Cracked Fist thanks you for inspiriting his troops. They now remember their purpose, and stand ready to do their part in the impending phase of the operation.
ALL UPON THE WATCHTOWERS
Sergeant Cracked Fist bids you deliver a message to the two watchtowers that lie en route to the Ceruleum Processing Plant. Seek out Private Wymund on the west and Private Hopeful Dawn on the east.
You have successfully delivered the message to both watchtowers. Continue on to the Ceruleum Processing Plant and report to Lieutenant Edelstein.
You have spoken with Lieutenant Edelstein, who informs you that the Flame General himself has arrived at the plant.
HEARTS ON FIRE
You learn that Raubahn arrived at the Ceruleum Processing Plant a short while ago, and is presently inspecting the garrison. Report to him and see if he has need of your services.
Raubahn bids you rally the garrison at the Ceruleum Processing Plant as you did at Camp Bluefog. Make your way around the plant and psych up the green recruits whose resolve appears to be failing.
Your visceral gesticulations have helped the recruits steel themselves for the battle to come. Now go to Lieutenant Edelstein and psych him up as you did the recruits.
Lieutenant Edelstein admits that the fire of his resolve had grown dim, and thanks you for making it rage anew. With both the Bull of Ala Mhigo and your good self present, the entire garrison is fairly ablaze with determination.
SETTING THE STAGE
The enemy's presence at Raubahn's Push is proving an impediment to the operation's progress. Lieutenant Edelstein bids you vanquish three imperial vanguards and three imperial soldiers, that the main host might march upon Castrum Meridianum unhampered.
You have sufficiently thinned out the imperial presence at Raubahn's Push. Proceed to the operation's staging point and report to Raubahn.
You find the Flame General standing in the shadow of Castrum Meridianum. The final battle for the future of Eorzea will soon be joined.
ROCK THE CASTRUM
So begins the penultimate phase of Operation Archon. While the main Alliance host wreaks havoc without, you must steal inside Castrum Meridianum and disable its magitek field generator.
※Castrum Meridianum dungeon.
You have successfully disabled the magitek field generator protecting the Praetorium, and defeated Livia sas Junius into the bargain. Though you are eager to press on with the fourth and final phase of Operation Archon, you will require the use of an airship if you are to reach the Ultima Weapon's resting place. For now, make your way back outside and report to Raubahn.
After gruffly reaffirming his trust in your abilities, Raubahn declares the third phase of Operation Archon a success. All that remains is the small matter of finding and destroying the Ultima Weapon.
THE ULTIMATE WEAPON
The Enterprise stands ready to bear you to the Praetorium-- the fortress within a fortress wherein the Ultima Weapon sleeps. Prepare for the fight of your life, and report to Cid at the Ceruleum Processing Plant.
You have arrived at the Praetorium, the stage upon which the fate of the realm shall soon be decided. Fight your way into the depths of the structure, in search of the Ultima Weapon, and when you find the Allagan relic... send a piece of it to each of the seven hells.
※The Praetorium dungeon.
With Gaius van Baelsar slain, and the Ultima Weapon destroyed, it would seem that Eorzea may finally look forward to an era of peace. Yet even as the people of the three city-states gather to celebrate their deliverance, a deafening roar reverberates throughout every corner of the realm... A dread primal has awakened.
What fearsome primal is this that has been roused? Perhaps Minfilia will be able to shed some light on the mystery.
In troubled tones, Minfilia reveals to you that shortly after the roar was heard around the land, an aetheric disturbance was observed, bearing a disquieting similarity to a phenomenon recorded five years ago. It would seem that your struggles are far from over. Steel your resolve anew, and set forth to shine the Crystal's light upon the realm.
A Realm Reborn (2.0)
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