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.
Ever since your famous victory over Gaius van Baelsar, the halls of the Waking Sands have been thronged with petitioners seeking to engage the Scions' services for personal gain. Although Minfilia is loath to entertain their dubious proposals, she wonders if accepting such patronage might ultimately empower the order to do greater good. Before making any decision, she would like to hear the opinions of your fellow Scions. Speak with Thancred, Y'shtola, Yda, Paplymo, and Urianger.
As expected, the other Scions are deeply concerned about the ideological implications of accepting conditional support. Perhaps Alphinaud can offer a different perspective on the matter?
Alphinaud seizes the opportunity to make a bold counter-proposal: move the Scions' headquarters to Mor Dhona, beyond the borders of Ul'dah and the other great nations. Though Minfilia makes a show of listening to the young Elezen's reasoning, she is not to be convinced, decrying his idea as reckless beyond words before unceremoniously dismissing him. As you silently watch Alphinaud take his leave, you sense that, beneath their heated words, another conversation was taking place...
MOVING ON
Desiring to be left alone with her thoughts, Minfilia bids you assist Alphinaud with an unspecified task. Respect the Antecedent's wishes and join Alphinaud outside the solar.
According to Alphinaud, the Antecedent's blind refusal to contemplate leaving Ul'dah stems from the empty hope that her late mother F'lhaminn still lives. For whatever reason, rumors have recently begun to circulate that the famed songstress did not perish in the fires of the Calamity. Convinced that Minfilia will not see sense until these rumors have been proven false, Alphinaud has resolved to determine their origin, and asks that you assist him. Speak with Father Iliud at the Church of Saint Adama Landama to learn the source of one such rumor.
Father Iliud makes no claim to have seen F'lhaminn himself, only to have met someone who claims to have done so... Fortunately, the fellow in question is close at hand. Seek him out in the lichyard and hear his testimony.
The visitor seems supremely confident that the woman he spied in Costa del Sol was indeed F'lhaminn, despite having only seen the famous performer once before — a full seven years ago. It may be prudent to ask Father Iliud whether he believes this man's tale should be taken seriously.
Without proof, it is impossible to determine whom the visiting mourner did or did not see. Nevertheless, you now know the location of an alleged sighting, and Father Iliud believes it merits further investigation.
FLOWERS FOR ONE
Father Iliud reasons that, if F'lhamiin had indeed been employed at Costa del Sol, Master Gegeruju should know her whereabouts. Make haste to eastern La Noscea and seek an audience with the wealthy Lalafell.
A heartbroken Gegeruju is further dismayed to learn that the object of his affections, who only recently left, was none other than the famed Songstress of Ul'dah. Though he recalls her expressing a desire to visit Wineport, he assures you that F'lhaminn will soon tire of her rough style of living and return to his waiting arms. Providing you do not share his optimism, journey to Wineport and question the local residents.
Your cursory investigation yields a promising lead, provided by the incorrigible Wine Baron of Limsa Lominsa. Apparently, a woman matching F'lhaminn's description visited Byrglaent's winery very recently, but, finding her perfume to be intolerable, he expelled her from the premises. Though he has no inkling as to where she went next, the Wine Baron suggests that you solicit the aid of Shamani Lohmani, reasoning that his unique talents may enable him to track the perfumed lady.
Shamani Lohmani vividly recalls the woman's scent, as well as the conversation he had with her. After observing that her perfume was reminiscent of a local species of flower, she asked him where she might find the most pristine specimens, and he duly told her. Assuming she followed his directions, she would then have proceeded south into Raincatcher Gully. With luck, she may still be there.
You succeed in locating your quary mere moments before a ravenous goobbue emerges from the forest, seemingly intent on devouring you both. Undeterred, you set about the beast, and it soon succumbs to your onslaught. All that remains is to verify the identity of the perfumed lady.
Your attempts to ascertain the perfumed lady's identity succeed only in arousing her suspicion, but when Alphinaud subsequently enters the scene, she has no choice but to admit that she is indeed F'lhaminn. With much to discuss, the three of you agree to adjourn to Wineport, where you may continue your conversation in safety.
Alphinaud informs you that, despite his best efforts, F'lhaminn will not be persauded to return to Ul'dah until she has completed her perfume. Left with no better option, he asks that you hasten the process by assisting her in whatever way necessary.
ALL THINGS IN TIME
The remaining ingredient F'lhaminn's perfume requires is pristine salamander oil, which can only be obtained from the belly of a gurangatch, a species of wavekin found in upper La Noscea's Bronze Lake. Unfortunately, the creatures are notoriously elusive, and will need to be lured out of hiding. Journey to Bronze Lake and slay three mud pugils for use as bait.
Gazing upon the foul-smelling pugil carcasses is enough to deprive you of any lingering appetite. You can only hope that the gurangatch will regard them more favorably. Place the bait at the water's edge in gurangatch territory and find out if your quarry's tastes truly are so different from your own.
The trap now set, you can but wait and hope. Retreat to a safe distance and bide your time.
As if to confirm the fundamental differences between the palates of your respective species, the pugil carcasses prove irresistible to a truly gigantic gurangatch, which you duly slay. While you set about the nauseating task of scraping the creature's belly oil into a flask, you ponder what manner of individual first thought to use the secretions in a perfume... Push such irrelevant musings aside and deliver the fetid fruits of your labors to F'lhaminn in Wineport.
F'lhaminn requires only a brief moment to finish her perfume. Her preparations complete, she agrees to accompany you and Alphinaud to Vesper Bay. Return to the Waking Sands and seek an audience with Minfilia.
Upon seeing Alphinaud escort F'lhaminn into the solar, Minfilia rushes forward to embrace her long-lost mother, overjoyed to learn that reports of her death were indeed exaggerated. During their tearful reunion, Minfilia explains that her father was once a member of the Ala Mhigan Resistance, and that following his death in a tragic accident, F'lhaminn raised her as her own. After praising Minfilia for her victories over the Empire, F'lhaminn states that the Scions must leave Ul'dah behind if they are to continue their work. Agreeing at last to Alphinaud's proposal, a reinvigorated Minfilia declares that the order will quit Vesper Bay and establish a new headquarters in Revenant's Toll.
THE RESOLUTE
As Minfilia begins to explain the importance of securing the cooperation of the Adventurers' Guild, Alphinaud returns to the solar with one of the guild's emissaries, offering to handle negotiations on her behalf. Having no further need to dispatch you to Revenant's Toll, Minfilia requests that you assist her mother with whatever matter is troubling her.
The cause of F'lhaminn's sudden sadness appears to be a damaged earring. Though she would like to have it repaired, she cannot bring herself to set foot in the Goldsmiths' Guild for reasons she refuses to explain. Take the earring to Ul'dah in her stead and seek the services of a guild goldsmith.
At the Goldsmiths' Guild, you meet a Lalafell by the name of Memedesu, who immediately recognizes the earring as F'lhaminn's Aria, a famous design created by the master goldsmith Niellefresne. Honored to be entrusted with the task of repairing the legendary piece, he refuse spayment-- asking only that you attend to a minor errand in his stead so that he may focus on his work. Travel to Byregot's Strike in southern Thanalan and collect a shipment of ores from Memedesu's supplier, Odinel.
A surprised Odinel is more than happy to give you the ores, remarking that doing so will spare him the tedium of one of Memedesu's time-consuming inspections. Deliver the shipment to the Goldsmiths' Guild and see if the earrings are ready.
Memedesu accepts the ores with a cursory glance before assuring you that he took every precaution when handling F'lhaminn's Aria. Deliver the restored earrings to F'lhaminn at the Waking Sands.
F'lhaminn grows somber at the sight of the earrings, and grimly recounts the tale of their creator's fate. Murdered with a magicked blade, his body refuses to decay, and to this day she still prays that his soul finds peace in Thal's realm. Regaining her composure, she insists that Minfilia has no need to worry about her, and that you should both concentrate on more important matters. Visit Minfilia in the solar and inform her of all that has transpired.
With everyone assembled in the solar, Alphinaud proclaims that negotiations with the Adventurers' Guild have concluded, and that the Scions of the Seventh Dawn will soon have a new home: The Rising Stones. Minfilia follows this momentous announcement with the news that the Alliance leaders have pledged to support the Scions' plans, before finally declaring that the time is now right for the order to cast off the remaining vestiges of its former secrecy, that none may ever doubt its independence again. Though these plans entail significant risks, she is confident that the Scions will rise to the challenge, and together overcome.
LAYING THE FOUNDATION
Minfilia has entrusted you with a number of documents pertaining to the forthcoming move to Mor Dhona. You are to deliver them to Slafborn at Revenant's Toll, and then place yourself at his disposal, in accordance with the agreement between the Scions and the Adventurers' Guild.
Slafborn is pleased that you were the Scion chosen to represent the order in Revenant's Toll, and waggishly declares that he intends to impose the work of a dozen men upon you. Though he subsequently claims to be jesting, his wry expression leads you to suspect that your time in Mor Dhona will not be spent in idleness...
ROCK-SOLID PROTECTION
The Adventurers' Guild seeks a wardstone to further fortify Revenant's Toll against enemy incursion. Travel to the Sunken Temple of Qarn in southern Thanalan and speak with Bibimu to learn more.
Bibimu welcomes you to the temple with a slightly funereal air. Plumb the ruin's depths and obtain a wardstone.
※The Sunken Temple of Qarn dungeon.
You have gained a wardstone, as well as a few more nightmares to carry to the end of your days. Deliver the precious find to Slafborn at Revenant's Toll and be done with it.
Slafborn is happy to add the stone to the settlement's considerable defenses. If safety is an illusion, there is much magic in the Roegadyn...
CRATE GO KABOOM
Sark Malark observes that Garlean forces around Revenant's Toll are becoming too frisky by far. Infiltrate Castrum Centri once more, and introduce their crates of new toys to high-quality explosives.
The explosives had the last word in that encounter. Report to Sark Malark that the crates are no more.
Sark Malark was appreciative, but not confiding. It seems he means to keep his old life a secret, even — or especially — from a fellow adventurer.
BETTER LATE THAN SEVER
The carriage's usual route brings it within shouting-- and mug-raising-- distance of Fallgourd Float, if Guolgeim's tart comment is any indication. See if the Wood Wailers in Fallgourd Float know more of its whereabouts.
The Wood Wailer you speak with is somewhat distracted, having just received word of an Ixali attack on a carriage. The duty officer doubts that it is the selfsame carriage you seek, but you know there are no coincidences in the North Shroud. Another of Fallgourd Float's finest is one the scene, if you wish to inquire further. You arrive only to be informed that it was indeed a supply carriage that was attacked, and both the cargo and the coachmen were captured. You suspect you are vindicated, but a difficult rescue-and-recovery mission is indicated. To the logging grounds you must go, to free the captives and recover whatever supplies remain.
You successfully liberate several crates of cargo, as well as the two coachmen. Only they can tell you whether Revenant's Toll will get its supplies. Return to the carriage and speak with the Elezen coachman.
You discover the carriage is in no condition to continue on to Revenant's Toll. Though Guolgeim will not be pleased to hear it, the result could have been much worse. Return with due optimism to Revenant's Toll and give your report to Guolgeim.
Your optimism turns out to have been justified, for Guolgeim was not surprised in the slightest. As a denizen of Revenant's Toll, she is privy to all manner of rumors, including persistent whispers of the primals' inevitable return...
WELCOME TO MORBOL COUNTRY
The Adventurers' Guild's entreaties go unanswered as the adventurers of Revenant's Toll each pursue their separate quests, and they forget that the Toll's survival depends on the contributions of many. One cannot underestimate the effect of a luminary such as yourself aiding in the outpost's expansion, namely by keeping the frontier hands safe from morbol attacks. Delve deep into the Tangle and strike at the morbols where they live.
You have delved deep into morbol territory, stemming their assaults for the time being. Report the news of your courage to Slafborn.
Slafborn is pleased with the excitement your actions have stirred among the adventurers of Revenant's Toll. Your deed has inspired others to take on responsibility for the growth of the outpost, a trend that Slafborn hopes continues.
The adventurers of Revenant's Toll have been undertaking more work from the guild than ever, but Slafborn worries that one disastrous mission will undo all that you have accomplished. He asks that you aid a scouting party in the Singing Shards by slaying the hapalits blocking their progress, before an inexperienced adventurer takes a job for which he is unprepared.
The hapalits prove little challenge, and the scouting party can now proceed with their mission. Report the happy news to Slafborn.
Thanks to your fellow adventurers' fondness for ale and gossip, your brave deeds have once again become the talk of Revenant's Toll. Slafborn declares the guild's morale to be unwaveringly high, before slyly reminding you that this too is a kind of sorcery.
YOU'RE GONNA CARRY THAT
It would seem your painfully productive stay at Revenant's Toll is finally over. Alphinaud has requested that you return to the Waking Sands and report on your progress in person. Much as you would like to run one final errand for Slafborn prior to taking your leave, it would not do to keep a fellow Scion waiting.
Upon returning to the Waking Sands, Alphinaud declares that preparations for the move to Mor Dhona have fallen behind. Demonstrating an almost Slafbornian eagerness to put you to work, he then bids you scour the headquarters for any packages labeled for shipment to Revenant's Toll. It would seem your report will have to wait.
A cursory search yields four labeled packages. Though an average person might feasibly struggle to carry them all, the same cannot be said of you. Bluntly, you have faced greater challenges. Take the packages to Tataru who is waiting outside.
No sooner have you washed your hands of one errand than Tataru begs your assistance with another. With luck, it will take no longer than the previous one...
THE THINGS WE DO FOR TEA
Out of concern for her fellow Scions, Tataru has resolved to brew a special tonic which she believes will help to revive flagging spirits. To that end, she requires highland tea leaves, which are harvested from a rare plant native to Coerthas. Consult with Tataru's acquaintance Medguistl in Camp Dragonhead to learn where you might acquire the ingredient.
Medguistl states that her stores of highland tea leaves were depleted but a few bells prior to your arrival. She advises you to seek out Emanuel the wine seller, who plies his wares in the courtyard of Camp Dragonhead.
Recognizing you from your previous escapades in Coerthas, Emanuel regretfully explains that his next shipment of highland tea leaves is unlikely to arrive for some time. This being the case, he proposes that you harvest the leaves yourself from the plants which grow along the riverbanks in Boulder Downs─adding that you may need to mind your surroundings whilst doing so.
Braving all manner of unfriendly wildlife, you succeed in harvesting a sufficiency of highland tea leaves. Deliver your fragrant haul to Tataru, who is waiting outside the Waking Sands, and be done with this second errand.
Tataru wastes no time preparing her tonic, and you listen with mounting disgust as she recites its ingredients in song. For a mercy, you are spared the full horror of the recipe when she abruptly remembers that a crisis has erupted in your absence.
IT'S POSSIBLY A PRIMAL
According to Tataru, a messenger from the Adders' Nest visited the Waking Sands a short while ago, and whatever news he bore appears to have greatly unsettled Minfilia. Perhaps you should ask her what is amiss.
Evidence suggests that a primal ─ or an entity resembling one ─ has been summoned in Gridania, and the Scions are duty-bound to investigate. High Serpent Commander Heuloix of the Order of the Twin Adder has requested you by name, and Minfilia bids you answer his summons. Make for the Adders' Nest with all haste.
You receive a warm welcome from the high serpent commander, who affirms his belief that you are the most qualified for the task at hand. Endeavor to live up to his high opinion and press him for further details.
HAIL TO THE KING, KUPO
Claiming to have information on an imminent threat to mooglekin and Gridanian alike, Kuplo Kopp has petitioned the Elder Seedseer for an audience. Speak to the silent conjurer to gain admission to the Lotus Stand, where the moogle will explain all.
Good King Moggle Mog, the Twelfth of His Name, has returned to Gridania after a five-year absence. Though the precise nature of said quasi-mythical being is debatable, all present agree that the danger he poses is akin to that of a primal. Convinced of the need to act, Kan-E-Senna beseeches you to drive the king out of the Twelveswood, urging you to consult Brother E-Sumi-Yan upon the matter of how his magical defenses might be breached.
Brother E-Sumi-Yan takes great comfort in your arrival, observing that the influence of Good King Moggle Mog XII could forever corrupt mooglekind's peaceful nature if nothing is done. Before explaining how you might reach the legendary king, the conjurer bids you see to whatever preparations you feel are necessary for the coming confrontation.
YOU HAVE SELECTED REGICIDE
The sanctuary of Good King Moggle Mog XII is protected by magical wards, which can only be nullified through the use of keystones. Fortuitously, these keystones are in the possession of the selfsame moogle who warned Gridania of the king's coming. Gaining entrance to Thornmarch should thus prove simple─assuming you can persuade Kuplo Kopp to take a more active role in betraying his brethren. With a heavy heart, Kuplo Kopp consents to your plan, and bids you take the ferry to Sweetbloom Pier. Rendezvous with the moogle in the North Shroud as agreed.
At Sweetbloom Pier, you find Kuplo Kopp being chastised by three members of the Mogglesguard. Fearing that violence may be about to erupt, you rush to Kuplo Kopp's defense. Though the three Mogglesguard eventually leave in peace, one insinuates that all who defy the king's will shall soon face a terrible reckoning ─ a threat which Kuplo Kopp subsequently confirms, to your dismay. Speak with the moogle once more to learn where the king's sanctuary may be found.
The entrance to Thornmarch lies at the heart of the Bramble Patch. However, the way is guarded by enchanted beasts who can see through moogle magicks. Kuplo Kopp bids you escort him to the warded entrance, fending off any beasts who attempt to do him harm as you go.
At long last, you arrive at your destination, your moogle companion none the worse for wear. Speak with Kuplo Kopp to learn what you must do next.
Kuplo Kopp instructs you to raise your hand towards the entrance and focus, as if you were attuning to an aetheryte. Do as bade so that he can open the way.
Naught remains to bar you from your destination. Steel yourself for a mighty struggle, and venture forth into Thornmarch, where Good King Moggle Mog XII and his loyal Mogglesguard await.
※Thornmarch trial.
The loyal Mogglesguard can only watch in horror as their beloved king of legend disintegrates into aether, leaving behind no corpse. Their liege lord fallen, the moogles flee into the forest, leaving you behind to ponder the meaning of what you have just observed.
An ecstatic Kuplo Kopp greets you warmly upon your return, plainly relieved that the king and his Mogglesguard were stopped before their plans could come to fruition. He then asks that you bear word of your victory to Kupuni Paku, who is in the company of Raya-O-Senna at Camp Tranquil in the South Shroud.
Kupuni Paku is also pleased to learn of the king's fall, declaring that all mooglekind owes you a debt of gratitude. Observing that Raya-O-Senna has overheard your report, he moves aside so that you might speak with the Elder Seedseer's younger sister.
ON THE PROPERTIS OF PRIMALS
Raya-O-Senna declares that your brave deeds in service to the Twelveswood shall not be forgotten. Certain that her sister will be eager to hear the tale of Good King Moggle Mog XII's defeat from the mouth of the woman responsible, she urges you to return to the Lotus Stand in Old Gridania.
Your eloquent description of the events in Thornmarch serves to confirm the worst fears of the Elder Seedseer and your fellow Scions: like the primals of the beast tribes, Good King Moggle Mog XII was called forth by means of a rite imparted to the Mogglesguard by the Ascians. Papalymo bids you return to the Waking Sands and report these troubling findings to Minfilia while he and Yda discuss the matter of the Scions' compensation with the Elder Seedseer.
Though Minfilia has already received word of your victory, she is nevertheless eager to hear your version of events. After listening to your account, she too is forced to conclude that Ascians were behind both of Good King Moggle Mog XII's recent appearances. Though unquestionably unfortunate, Minfilia reflects that this latest incident did at least provide an opportunity to remind the Elder Seedseer of the Scions' unique role in Eorzea ─ persuading her to proffer much-needed additional support.
THE GIFTED
Rather than leaving en masse, the Scions will travel to Mor Dhona in several small groups. You are to remain with Minfilia until all the rest have gone. While you await your turn to depart, the Antecedent explains that Urianger will not be joining you at Revenant's Toll, and bids you inquire of him if anything has been left undone.
While discussing the future of the Waking Sands with Urianger, you hear a cry from the solar which could only be Minfilia's. After bursting through the doors, you find the Antecedent collapsed upon the floor, alive─thank the gods─but unmoving. Wielding the power of the Echo, you learn that an Ascian robed in white was present mere moments before, having infiltrated the Scions' inner sanctum unnoticed. As the vision unfolds, the trespasser proclaims himself an emissary, and speaks cryptically of the Echo and its power, asserting that mastery of this gift could end hostilities between the Ascians and the children of Hydaelyn forever. Back in the present, Minfilia rises to her feet, disoriented but unharmed, and commands you to search Vesper Bay for the Ascian, whom she suspects may still be lurking nearby.
You are shocked to find the Ascian standing in the center of Vesper Bay, making no attempt to conceal his presence. Although he recognizes you as the one who bested Lahabrea in the Praetorium, he expresses some doubt as to your true capabilities. After declaring that he will walk north, he adds that you may follow, but warns that you will be waylaid should you choose to do so.
A trio of imps ambush you outside the gates of Vesper Bay, precisely as the Ascian predicted. Though he does not appear to be present, you cannot shake the sensation that you are being watched...
You are soon waylaid by another voidsent ─ a gargoyle, this time ─ which you duly slay. As before, you feel certain that the battle was observed...
Upon entering Parata's Peace, you are assailed by a pair of gnarled gargoyles, but they are unable to stop you from pressing forward. To the north, you spy the white-robed Ascian standing motionless, as if daring you to approach. Oblige him.
As the white-robed figure watches in silence, four black-clad Ascians appear and engage you in combat. Wielding dire magicks, they push you to your mortal limits, but in the end you claim victory. As the last one falls, you see what looks like a grin flash across the face of your observer. Accost him and find out what he has to say.
"As it was, so shall it be again.“ The words of Elidibus linger in your memory, simultaneously inviting and eluding interpretation. Intriguingly, the Ascian emissary claims to serve the same god as Lahabrea, yet he appears to bear no ill will towards you and your fellow Scions. Quite why this should be is unclear ─ if, indeed, it is even true... Return to the Waking Sands and report all that has transpired to Minfilia.
Your tale serves only to confound an already troubled Minfilia, who is at a loss to explain Elidibus's actions. Though it would seem that the white-robed Ascian is no friend to Lahabrea, everything else about him remains a mystery.
BUILD ON THE STONE
Minfilia's father, Warburton, was a Garlean spy whose true loyalties lay with the Ala Mhigan Resistance. Before his untimely death some fifteen years ago, he stole a wealth of imperial research on the primals, and compiled the findings in his private journal. Though this journal has served to guide Minfilia ever since, she has resolved ─ after no small amount of soul-searching ─ to entrust it to Urianger, in the hope that he may succeed in unraveling its remaining mysteries. Present Warburton's journal to Urianger on Minfilia's behalf.
By curious coincidence, Minfilia contacts you via linkpearl immediately after you deliver the journal to Urianger. She has departed for Revenant's Toll, and bids you follow as soon as you are able. Travel to Mor Dhona, and speak with Tataru inside the Seventh Heaven to gain entrance to the Rising Stones.
Tataru welcomes you as warmly as always, and assures you that the Scions' new headquarters will more than meet with your expectations. Take a moment to explore the Rising Stones, and speak with Minfilia when you are satisfied that you know your way around.
Even as the Scions of the Seventh Dawn celebrate the inauguration of their new headquarters, Urianger arrives unannounced, bearing troubling news. The distant yet dependable Students of Baldesion are no longer responding to his messages. Fearing the worst, Minfilia bids Urianger do everything he can to determine the cause of their uncharacteristic silence. For the time being, however, the Scions have no choice but to continue their work without the aid of one of their closest allies.
During a recent audit, it was discovered that the crystal stores of Amajina & Sons Mineral Concern have been covertly pillaged. Fearing that the culprits may have ties to the Amalj'aa, the Scions have agreed to assist in the investigation. Proceed to Horizon in western Thanalan and report to Y'shtola.
You find Y'shtola preoccupied and unwilling to converse at length. Speak to Fufulupa, the Brass Blade leading the investigation, to learn more about the thefts. Fufulupa informs you that a heavily laden carriage recently broke through a checkpoint on the Royal Allagan Sunway. Convinced that it must belong to the thieves, he bids you share this news with Y'shtola forthwith.
Though plainly unconvinced by Fufulupa's assertion that the incident at the checkpoint and the crystal thefts are connected, Y'shtola cannot wholly discount the possibility. Accordingly, she bids you rendezvous with Thancred in eastern Thanalan, where the carriage was said to be headed.
Thancred reports that the carriage was filled with somnus, not crystals, and that the coachman appears to have no ties to the crystal thieves. Although the Brass Blades are more than satisfied with the seizure, Y'shtola will likely not be so pleased. Return to Horizon and see what other information Thancred has to offer.
According to Thancred, there is nothing to suggest that the Amalj'aa have come into possession of significant quantities of crystals. As he communicates his findings to Urianger via linkpearl, you cannot help but wonder who is behind the crystal thefts, and what their designs might be.
A FINAL TEMPTATION
For want of a better idea, Thancred suggests consulting Fufulupa once more. Speak with the Brass Blade and find out if he has aught to offer.
Upon learning that someone within the Brass Blades' ranks may be involved in the crystal thefts, Thancred and Y'shtola devise a plan to lure the thieves into the open. Posing as a courier in possession of crystals, Y'shtola will act as bait, while you and Thancred observe from a distance. Should the thieves appear, you are to subdue them by any means necessary.
Y'shtola's ruse succeeds in drawing the thieves out into the open, but when the trap is sprung, it quickly becomes clear that they will not be taken alive. Left with no other choice, you fight till each lies dead. Report all that has occurred to Y'shtola.
Although the thieves had naught in their possession to indicate their allegiance, Thancred notes that all were Sea Wolves, and that each of them sported distinctive blue facial tattoos. This observation appears to prompt a revelation in Y'shtola, who immediately takes her leave to make inquiries. Having been placed in charge of matters in Thanalan, Thancred invites you to return with him to Horizon and report to Fufulupa.
Fufulupa informs you that the traitorous Brass Blade was identified while you were away, but that the Lominsan-born Sea Wolf subdued the unit sent to detain him and took flight. Though he assures you that his comrades will soon hunt down the fugitive, you wonder if the task might better be entrusted to one more capable. Before you can volunteer, however, Thancred is informed via linkpearl that your services are needed elsewhere.
THE MOTHER OF EXILES
By way of Minfilia and, in turn, Thancred, Alphinaud has requested your presence in Vesper Bay. Report to young Master Leveilleur at the docks outside the Waking Sands.
Alphinaud informs you that travelers from the eastern nation of Doma arrived in Vesper Bay n ot long ago, apparently seeking an audience with the rulers of Ul'dah. Believing that they may have valuable information on the current state of affairs within the Empire, he is resolved to seek them out and wants you on hand to ensure that all proceeds smoothly. Knowing how unaccommodating the Sultansworn can be, he suggests beginning the search on the Royal Promenade in Ul'dah.
As predicted, you find the Doman leader and her assistants fruitlessly petitioning the Sultansworn posted outside the Fragrant Chamber. Sensing an opportunity, Alphinaud approaches the travelers and offers his assistance-- on the condition that they first accompany him to the Quicksand and explain their situation. Follow the party to the Quicksand and let Alphinaud know when you are ready to listen to the Domans' tale.
Lady Yugiri, the leader of the refugees, explains that her people have come to Eorzea in search of asylum. After their rebellion against the Empire failed, imperial forces set about razing their homeland of Doma, leaving them no choice but to flee. Moved by her tale, Alphinaud offers to speak to General Raubahn on Yugiri's behalf, and departs for the Hall of Flames, leaving the refugees in your care. Inquire of Yugiri if there is anything she needs.
Supplies on the Doman galleon have run low, and Yugiri asks that you help her secure provisions. As proprietress of the Quicksand and a proven friend to the Scions, Momodi may be the best person to speak with regarding this matter.
It so happens that a wealthy merchant recently canceled his reservation at the Quicksand, leaving Momodi with an excess of foodstuffs. She offers to send them to the Waking Sands for redistribution, and furnishes you with two letters containing instructions for her suppliers, Fridurih and Katherine, who can be found at the Sapphire Avenue Exchange.
You deliver the instructions to the merchants, who make no effort to hide their disapproval of Momodi's actions. Return to the Quicksand and inform Momodi that the shipments are on their way.
Momodi is pleased to hear that the foodstuffs will be put to good use. Share the good tidings with Yugiri.
Not long after you explain Momodi's arrangement to Yugiri, Alphinaud returns to the Quicksand with more good news: the Domans have been granted an audience with the sultana and the Syndicate. What will come of the meeting is anyone's guess, but at least Yugiri will have an opportunity to plead her people's case. Return to the Royal Promenade and speak with Raubahn to proceed into the Fragrant Chamber.
Before the assembled leaders of Ul'dah, Yugiri details the circumstances which compelled her people to seek refuge in Ul'dah. Although the sultana, Raubahn, and Teledji Adeledji are sympathetic to her cause, the most influential member of the Syndicate, Lolorito, persuades the others to refuse the Domans asylum. Thus barred from Ul'dah, Yugiri and her people must look elsewhere for a new home.
PROMISES TO KEEP
Regardless of the Syndicate's decision, Raubahn is not content to ignore the Domans' plight. He bids you and the others accompany him to the Hall of Flames to discuss what options remain available.
Concluding that the other city-states are unlike to accept the refugees, Alphinaud proffers an alternative solution. Rather than petitioning another nation for aid, the Domans might instead travel to the outpost of Revenant's Toll, where they could work as frontier hands in exchange for food and shelter. Though Yugiri is amenable to the idea, the matter of how the refugees would make a journey of so great a distance remains. Believing that the Ul'dahn Adventurers' Guild may be of assistance, Alphinaud departs for the Quicksand and invites you to follow.
Momodi has agreed to provide temporary accommodations for the Domans, so that they might regain their strength before embarking on their journey. Alas, the lack of a ready means of transportation remains an insurmountable obstacle-- until Teledji Adeledji generously offers to contract the services of the Sevent-Seven Caravans at personal expense. To ensure that all goes according to plan, Alphinaud bids you meet with Gigiyon, the Seventy-Seven Caravans representative in Scorpion Crossing
Gigiyon confesses that his ideal choice for the caravan's overseer is a man no longer in his employ. Believing that a venture of this import demands nothing less than the very best, he suggests that you speak with the Hyuran coachman at the Coffer and Coffin.
The coachman is disinclined to aid you on account of myriad personal problems. Look him squarely in the eye, and in time-honored fashion, utter the wordless promise: You can leave your problems to me.
Emerging momentarily from his trough of self-pity, the coachman directs you to Nophica's Wells, where the Brass Blades who seized his possessions are said to take their ill-gotten goods. Mindful that the upstanding gentleman in question are not like to relinquish the confiscated items willingly, he advises you to proceed with caution.
Unfamiliar with the face of Eorzea's savior, the Brass Blades attempt to rearrange your heroic features with predictable results. Having demonstrated your primal-shaming capacity for violence, inquire of the remaining Blade if he is now willing to cooperate. Happily, you find the Brass Blade far more receptive to your request at the second time of asking. Return the stolen goods to their rightful owner at the Coffer & Coffin.
Finally able to settle his accounts, the coachman departs for Scorpion Crossing. Speak with Gigiyon to confirm that everything is in order. According to Gigiyon, all preparations are now complete, and his coachmen are awaiting further orders. Return to the Quicksand and speak with Alphinaud.
Alphinaud is pleased to receive your report, and states that the next order of business is ensuring the safe passage of the Domans from Vesper Bay to Ul'dah. Judging by his tone, he means for you to play an active role in this endeavor as well...
A SMALL-SCALE OPERATION
Alphinaud is concerned that the ongoing preparations for the Domans' journey are not proceeding smoothly. To facilitate the process, he bids you return to Vesper Bay and speak with Hozan, a Doman who has been tasked with managing the first wave of departures.
After speaking with Hozan in Vesper Bay, he observes that an experienced adventurer such as you should not be burdened with the kinds of menial tasks he would assign. Nevertheless, he and his people are in need, and he ask that you retrieve a heavy crate at the docks.
The crate, while admittedly heavy, is a far cry from some of the more cumbersome objects you have carried over the course of your adventuring career. Return to Hozan and present to him the crate.
Upon inspection, Hozan is horrified to discover that the scale armor within the crate was damaged during its long storage. Fortunately, it is not beyond repair-- assuming that you can locate and retrieve the four missing scales which slipped through holes in the bottom of the crate. Retrace your steps and search for the scales.
With relatively little difficulty, you recover the errant scales. Hozan will be relieved to receive them.
Although Hozan is full glad for your help, he remains somewhat withdrawn. Gazing upon his father's armor, he wonders what will become of his people, who have naught but mementos and memories of their homeland...
YUGIRI'S GAME
As their departure draws ever closer, Hozan must account for all his charges, including a number of young children. To that end, he asks that you speak with his son, Yozan, who he believes may be able to help.
Hozan is proud of his son, and with good reason: Yozan has already instructed the other children to make their preparations. The only ones who have yet to be located are a trio who were engaged in a game of hide and seek. It would seem that the children are very serious when it comes to the game, and will not move from their hiding spots unless found, leaving you with no choice but to find them yourself.
Despite their dedication to the game, the three remaining children were not particularly good at it. Inform Hozan that your work is finished.
You learn that Yugiri is responsible for the children's regular practice of hide and seek, as she deemed it necessary to ensure their survival in the event of an imperial attack. Many would consider it a valuable skill, to be sure ─ albeit one Hozan hopes the children never need to use.
Hozan's father is refusing to board the chartered carriage due to the fact that he finds the smell of chocobos repugnant-- a sentiment shared to varying degrees by most Domans, in fact. Recalling that a waitress in the Pissed Peiste also disliked chocobos for this reason, Hozan asks t hat you speak with her to see if she can provide a solution.
Folclind has taken to eschewing carriages entirely, and thus cannot offer a foolproof solution. What she can offer is a vial of peach blossom perfume, and the dubious suggestion that you douse the chocobos with it.
The nearby coachman is less than pleased with your experiment, but states that what is done is done. That being said, the efficacy of your approach is yet unknown. For the sake of Hozan's father, you must press your face against the chocobo and breathe deep of its musk.
As the pungent odor fills your sinuses ─ and the coachman's laughter fills your ears ─ you realize at once that you have made a huge mistake. After taking pleasure at your expense, the coachman advises you to try a different method ─ one utilized by goblins, it would seem. Press him for further information.
The coachman explains that goblins pack their masks with herbs and other fragrant compounds in order to filter the surrounding air. He then proposes a similar method utilizing a scarf and your perfume, which upon cursory inspection seems more than satisfactory. Deliver the perfumed scarf to Hozan.
Hozan is delighted with your solution and leaves at once to present the scarf to his father. Follow Hozan to the docks so that you may see if the scarf meets with his father's approval.
As his father breathes deep of the peach-scented scarf and recalls cherished memories, Hozan speaks fondly of the great orchards of Doma. However, he soon falls silent, and states that it is time to move on.
WHY WE ADVENTURE
The road to Ul'dah may be regularly patrolled by the Brass Blades, but Hozan craves the peace of mind your presence would bring, and has thus requested that you accompany his party to Ul'dah. Speak with the coachman when you are ready to leave.
The coachman is concerned about recent sightings of a fearsome beast near the bridge to Hammerlea, and asks that you travel ahead of the carriage to survey the area. Should you encounter the creature in question, you are to assess the threat it poses, and take appropriate action.
Thanks to you, the road is now safe for travel once more. Retrace your steps and look for the carriage and its coachman outside Horizon.
As Hozan and Homei wax poetical about the debt they owe Yugiri, Yozan and Koharu push the two adults aside and begin peppering you with questions. Your motivations, your experiences, your secrets-- they would know them all and more. Fortunately, Hozan intervenes before they have a chance to ask you anything too embarrassing. Plainly fascinated by your chosen way of life, the two children resolve there and then to form a Doman Adventurers' Guild once they reach Revenant's Toll. First, however, they must rest awhile in Ul'dah. Report the group's safe arrival to Alphinaud in the Quicksand.
In a manner you have long since grown accustomed to, Alphinaud begins to speak of your next assignment having scarcely acknowledged the completion of the last. Stifle the sigh that longs to be set free and ask your fellow Scion for further details.
ALL DUE RESPECT
Alphinaud believes it would be for the best if Yugiri made her formal introductions to the leaders of Revenant's Toll at the first opportunity. The Doman delegation would require an escort, of course, and he can think of no better man for the job. Make your way to Revenant's Toll and speak with Slafborn.
Slafborn warmly welcomes Yugiri to Revenant's Toll, insisting that they dispense with unnecessary formality and treat each other as equals. Having paid your respects to the guild representative, ask Yugiri if she is ready to meet with Minfilia.
Deep in thought, Yugiri requests a moment's privacy, assuring you that she will join you anon. Enter the Rising Stones and look for Minfilia in the solar. You find Minfilia attempting to contact the Students of Baldesion via linkpearl-- more, you suspect, out of habit than hope. After briefly speculating upon their fate, she changes the subject and asks about the Domans-- to which you reply that Yugiri will arrive at any moment. In the subsequent meeting, Minfilia assures Yugiri that she will do her utmost to accommodate her people, as well as any others who may follow. With formal introductions now complete, all present part ways to make ready for the imminent arrival of the first carriages.
FULL BELLY, HAPPY HEART
Minfilia suddenly recalls that she asked her mother to arrange a welcome supper for the first arrivals. Observing that you are unoccupied at present, she bids you ask F'lhaminn if there is aught which needs doing.
F'lhaminn informs you that the Seventh Heaven is responsible for preparing the meals, and that all should be proceeding according to plan. However, it would seem she too is a proponent of excess caution. You are to speak with Alys to confirm the state of the meals-- but not before collecting several bottles of wine which are to be delivered as well.
Wine bottles in hand, you are now ready to speak with Alys. Venture outside and inquire as to the status of the meals.
Alys willfully misinterprets your concern as an offer to deliver the meals in her stead, placing them on the counter and waiting expectantly for you to pick them up. Refusing at this point would accomplish little; collect the meals as bade.
In a remarkable display of dexterity, you secure the plates of food without the use of trays, bags, cases, or anything of the sort. Deliver the meals and wine to the Adventurers' Guild assistant outside the northern gates.
The assistant is bemused to see that it is none other than the legendary Warrior of Light who brought her the Domans' food. Regardless of the circumstances which led to your arrival, she is nonetheless grateful for your presence, as there is a situation which would benefit from your personal attention.
WRITHING IN THE DARK
Wishing to prevent tragedy, the Adventurers' Guild assistant bids you cull rampant cobras along the road to Saint Coinach's Find. She supplies you with rancid eft meat, which should serve to lure the creatures from their nests. Make your way to the area of the imperial airship wreck, and see the deed done.
You have vanquished all the rampant cobras. Return to Revenant's Toll and report your success to the Adventurers' Guild assistant.
Having thanked you for your services, the attentive assistant informs you that something is brewing at the Rising Stones. Hasten there and speak with Minfilia to learn what is afoot.
Y'shtola returns from her investigation in Vylbrand, having confirmed beyond a shadow of a doubt that the Serpent Reavers were behind the crystal thefts. All evidence suggests that the Sahagin are preparing to summon Leviathan once more, and Admiral Merlwyb has petitioned the Scions' aid in preventing the primal's return. Desiring to learn the true nature of the Echo, Minfilia declares her intent to join you on this mission.
THE SEA RISES
Minfilia impresses upon you the urgency of your mission to prevent Leviathan's return. Make for Limsa Lominsa without delay, and report to Admiral Merlwyb in her command room. Speak with Zanthael at Bulwark Hall to be granted admittance.
In the command room, the Admiral informs you that Maelstrom scouts have been dispatched to reconnoiter Sahagin movement within the Sapsa Spawning Grounds. Make your way to Camp Skull Valley in western La Noscea, and request the latest intelligence from Commander Falkbryda.
You have arrived at Camp Skull Valley, the operation's staging point. Be at ease for now and await further instructions.
Falkbryda suggests that you partake in diversionary maneuvers intended to draw Sahagin eyes away from the Maelstrom scouts presently reconnoitering the Sapsa Spawning Grounds. Speak with U'jughal if you would lend a hand.
You offer your services to U'jughal, who is at first reluctant to have an irreplaceable hero risk himself for a trifling matter. However, she relents under your insistence, and bids you go to Halfstone and destroy Sahagin pavises with the explosives provided. If detected, you are at liberty to engage the enemy.
You have successfully blown up the Sahagin pavises and vanquished the sentries that were drawn to the commotion. Return to Camp Skull Valley and report your success to Falkbryda.
Falkbryda thanks you for your part in ensuring the scouts' safety. All that remains now is to await their safe return.
SCOUTS IN DISTRESS
Falkbryda's scouts are late to return, and she is beginning to fear for them. She bids you ascertain their fate, and furnishes you with a flask of restorative on the chance that her men are injured. Start your search by focusing on the entrance to the Sapsa Spawning Grounds, and treat any wounded you find.
You have located one of the scouts and given him the restorative. According to the soldier, he alone managed to flee from an ambush, while his comrades were captured and taken to the Serpent's Tongue. Though Falkbryda expressly forbade venturing too deep into enemy territory, in the name of camaraderie, you resolve to find and rescue the remaining scouts.
You are assailed by a trio of Serpent Reavers, but succeed in vanquishing them. Alas, you have arrived too late to save two of the scouts, who were slain in captivity. The coast being clear, you are free to pick up the corpses of the hapless soldiers, unpleasant though the task may be.
You have collected the soldiers' corpses. See them returned to Falkbryda at Camp Skully Valley, that they might receive a proper burial.
Falkbryda cannot hide her anguish at the brutal end her soldiers met, and hopes that the men still missing did not suffer the same fate. Though the price was dear, the Maelstrom now has the intelligence it sought, and the operation may commence. See to your preparations, and be ready to move out at a moment's notice.
THE GIFT OF ETERNITY
Having made her final assessment of the situation, Merlwyb gives the order for the operation to commence. According to the scout you rescued, the summoning ritual is being held at the beastman aetheryte situated deep within the Sapsa Spawning Grounds. Accompany Y'shtola into the Sahagin lair, and fight your way to the aetheryte.
Upon passing the first checkpoint, you are assailted by Sahagin guards, whom you swiftly vanquish. Make haste now for the next checkpoint.
You have made your way through the next checkpoint, dispatching the Sahagin thatb arred your way. Make haste now for the final checkpoint.
Leaving a river of Sahagin blood in your wake, you have made it through the final checkpoint. Continue on and rejoin Y'shtola.
Despite your best efforts, the summoning ritual is completed and Leviathan is come once more. But no sooner did the primal manifest than he bent his course for the open sea. Her face laden with dread, Merlwyb expresses her fear that Leviathan means to unleash a tidal wave. Speak with her again, that you might better understand the impending danger.
According to Merlwyb, the destructive potential of Leviathan's tidal wave far surpasses anything that occurs in nature. If the primal is not stopped, whole settlements will be laid waste. But with the Lord of the Whorl already far out to sea, how can such a disaster be prevented?
INTO THE HEART OF THE WHORL
Conceding that little can be done to thwart Leviathan's plans so long as he remains in the open sea, Merlwyb bids you join her in Limsa Lominsa to assess the available options. As always, speak with the guardsman Zanthael in Bulwark Hall to be admitted to the command room.
Before a hushed audience, Merlwyb recounts the tale of Halfstone, a hamlet obliterated by a tidal wave of Leviathan's making. The need for action is plain, but it soon becomes clear that neither the Admiral nor your fellow Scions know of any means to vie with the Lord of the Whorl upon the open sea. It is then that Storm Marshal Eynzahr steps forward with a most unorthodox proposal: to use the power of corrupted crystals, borne upon an improvised twin vessel, to rob Leviathan of his command over the element of water. Being the best─and only─plan available, all involved swiftly agree to support the endeavor, yet you cannot help but wonder at its ambition. Perhaps it would be useful to ask Yugiri for her opinion on the matter.
The Maelstrom has caught wind of a man who claims to have felled the mighty Leviathan. Though it seems unlikely that there is any truth to this rumor, thoroughness demands that you determine its authenticity. Make your way to the Grey Fleet in lower La Noscea, and seek out the fellow in question.
You arrive at the Grey Fleet to find your old friend Trachtoum being his usual blustering self. Though it is immediately clear that your time has indeed been wasted, you cannot help but feel a sense of relief. After all, had the fanciful claims come from a more artful liar's lips, it might have taken you days to disprove them. No sooner have you had this thought than Minfilia contacts you via linkpearl with news that the twin vessel is ready. Proceed to the Moraby Drydocks and report to Eynzahr.
Eynzahr confirms that the moment of truth is at hand. You need but signal your readiness and the Whorleater will bear you forth to your meeting with Leviathan. Brace yourself, for this voyage shall take you through the heart of the maelstrom.
LORD OF THE WHORL
With little more than a look, you signal your readiness to do battle with Leviathan. At your command, the twin vessel Whorleater will be towed out onto the open sea, where the Lord of the Whorl awaits you. The fate of Limsa Lominsa rests upon your shoulders. Do not falter.
※The Whorleater (Hard) trial.
Following a titanic struggle on the high seas, you succeed in vanquishing Leviathan. Make your way to Limsa Lominsa, that you might bask in the Admiral's gratitude. As always, speak with Zanthael in Bulwark Hall to be admitted to the command room.
You report your victory over Leviathan to a grateful Merlwyb, who pronounces you her nation's greatest ally. Apparently inspired by your philanthropic endeavors, she subsequently pledges to send provisions to the Doman refugees at Revenant's Toll. Keen to repay this act of kindness, Yugiri, in turn, offers to share knowledge of her Far Eastern martial art with any who would learn. In response to her concern that the style may seem outlandish to Eorzeans, Thancred reveals that there are individuals in Limsa Lominsa who are more than capable of adapting to the techniques. Though the details yet remain hazy, you sense that interesting times lie ahead for you and your fellow adventurers.
WHEN YUGIRI MET THE FRATERNITY
Zanthael gives you a letter of introduction from Merlwyb, which should grant Yugiri access to the Lominsan underworld. Take the letter to the southern area of the lower docks, and show it to the inconspicuous man.
Despite Zanthael's earlier warnings, the inconspicuous man extends Yugiri the warmest of Lominsan welcomes. Duly heartened, she declares her intent to study the fighting techniques employed by his fraternity, and expresses her hope that you will be her student when the time is ripe.
THROUGH THE MAELSTROM
Before parting ways with you to study the secret fraternity's combat techniques, the ever-courteous Yugiri bids you relay her gratitude to Minfilia. For want of anything better to do, return to the Rising Stones at Revenant's Toll, and convey her sentiments to the Antecedent.
You arrive at the Rising Stones, resolved to pass on Yugiri's words of thanks, but before you are able to do so, Minfilia proceeds to externalize her thoughts with regard to recent events. Based on the phenomenon she observed in the moments prior to Leviathan's summoning, the Antecedent is convinced that the true nature of the Echo and the secret to defeating the Ascians now lie within reach. Even as she resolves to take action, however, Urianger bursts into the solar bearing grim tidings: The Isle of Val, home to the Students of Baldesion, has been destroyed by a spell like in power to Ultima...
Though she is deeply troubled by the fate of the Students of Baldesion, Minfilia concedes that idle speculation will achieve nothing, and resolves to turn her thoughts to matters closer to home. But even as she begins to brief you on recent events in the Twelveswood, F'lhaminn enters the solar and announces that refugees hailing from Ul'dah have come to Revenant's Toll in search of asylum, like the Domans before them. In the ensuing exchange, it becomes apparent that the Scions lack the resources to accommodate additional numbers, however grave the need. In spite of this, Minfilia declares her intention to hear the refugees' petition, and asks that you accompany her to the Seventh Heaven.
As Minfilia struggles to turn away the petitioners, Tataru interrupts the meeting to report that Alphinaud was injured during a riot precipitated by refugees in Ul'dah, and is now receiving care at the Hourglass. Fearing for the lives of his fellow refugees, the chief petitioner begs the Antecedent to intervene ─ only to be told that those responsible will have to answer for their actions. Paying the man no further heed, Minfilia orders you to make haste for Ul'dah, in case Alphinaud is in need of assistance.
At the Hourglass, you are relieved to find that Alphinaud's condition is not so grave as you were given to believe. Sadly, the same can not be said of Ul'dah. The riot, it seems, was the result of deep-seated tensions between refugees and Ul'dahn citizens, brought to the fore in the wake of the Domans' failed bid for asylum. To make matters worse, a large contingent of the Immortal Flames is currently engaged in joint training exercises, rendering the Grand Company undermanned at this critical juncture. By the time all forces have been recalled, Alphinaud fears that the situation may have deteriorated beyond mending.
DESPERATE TIMES
Suspecting that the riot in which he was injured was not, in fact, a spontaneous outpouring of popular discontent, Alphinaud is eager to discuss the incident with General Raubahn. Follow him to the Hall of Flames and speak with the Flame General.
During your conversation with General Raubahn, Alphinaud observes that the refugees were surprisingly well armed and suggests that the riot may have been instigated by outside forces. Before he can finish his thought, however, the Flame General interjects that the restoration of order is paramount, and that any official investigation will have to wait. Undeterred, Alphinaud resolves to conduct an investigation of his own. He suggests that you begin by finding out which settlements the Flames suspect may be harboring belligerents. Perhaps Commander Swift will be willing to share such information with you.
After a moment's hesitation, Commander Swift reveals that the Brass Blades have reported suspicious activity in the vicinity of Lost Hope. Journey to the settlement in central Thanalan and investigate their claims.
Leofric and Amalberga both make mention of a traveling merchant who recently left Lost Hope accompanied by a band of refugees. Apparently, another refugee by the name of Zazawaka was especially concerned by the merchant's behavior. Speak with him to learn more.
You learn that the merchant was a fanatical revolutionary who came to Lost Hope in search of new recruits. Apparently, he offered the refugees a chance to hold the rulers of Ul'dah to account, and attracted no shortage of volunteers. Zazawaka, however, was unconvinced, and refused to go with the other refugees─a decision vindicated when one of them returned, traumatized by the slaughter he had barely escaped. Zazawaka believes there may be more survivors, and implores you to find them before the Flames do. Ask the terrified refugee if he knows where his comrades are.
The survivor mutters to himself and does not respond to your inquiries. Clearly he is still haunted by the atrocity to which he bore witness. Were you to make an effort to soothe his suffering, he might become more cooperative.
Restored to lucidity by your soothing touch, the survivor reveals that the merchant furnished his fellows with weapons so that they might defend themselves against Ul'dahn forces, and then split them into two groups. Unfortunately for them, the survivor's group encountered an Immortal Flames patrol, who swiftly gave the refugees cause to rue their lack of training. Recalling that the other group has yet to return to Lost Hope, he begs you to seek them out and convince them to return.
SHOCK AND AWE
The survivor believes that the other refugees will lay down their arms if they see firsthand that they cannot stand against veteran warriors. To that end, he asks you to seek them out in the caves south of Lost Hope and challenge their leaders, twin sellswords, to combat and defeat them as all watch.
Though you came to make an example of the twins, the refugees refuse to stand aside. Only after you subdue five of their number do the sellswords appear. Fortunately, their defeat seems to have had the desired effect. Speak with the desperate refugee, and confirm that he has taken your lesson to heart. The refugee falls to his knees in despair, his will to fight broken. Inform the survivor in Lost Hope of all that has transpired.
Though saddened to learn that his comrades forced your hand, the survivor is grateful for your intervention. He is, however, concerned that the merchant will attempt to recruit more desperate refugees, perpetuating the bloodshed. Recalling that the merchant wished to approach the people of Stonesthrow, the survivor bids you continue your search there.
You find yourself drawn to a sobbing child, who tells you of a man who visited Stonesthrow and persuaded a number of people, including her parents, to leave with him. The child's account strongly suggests that it was the selfsame merchant who visited Lost Hope, but it offers no clue as to his current whereabouts. Return to the Hall of Flames in Ul'dah and share your findings with Commander Swift.
Commander Swift is full glad to hear that you convinced the refugees of Lost Hope to lay down their arms. That joy soon gives way to anger as you share the revelation that a single merchant has influenced recent events so greatly. The high flame commander declares that the merchant must be apprehended at once; doubtless he desires your help in this endeavor.
REAP THE WHIRLWIND
Suspecting that the merchant may have attempted to rally support within the city walls, Commander Swift asks you to speak with Landebert, an Ala Mhigan refugee who resides in Pearl Lane. Like many refugees, Landebert does not trust the Ul'dahn authorities, but the high flame commander believes he might be persuaded to share what he knows with you.
It would seem that word has spread of the drubbing you dealt the refugees of Lost Hope... Unsurprisingly, Landebert has no intention of listening to your side of the story, nor less of helping you. Yet in a curious twist of fate, your quarry chooses that exact moment to return to Pearl Lane, presumably hoping to recruit more refugees. As your eyes meet, the merchant grasps the situation and turns to flee. Do not let him escape!
As one would expect, the merchant is quick to deny your accusations, and equally quick to confess when pressed. He offers to divulge all that he knows, only to fall at your feet a moment later, an arrow having pierced his chest. The commotion draws the attention of two Stone Torches, one of whom would like to know why you are standing next to a dead man.
You explain to the Stone Torch that the merchant was felled by an arrow from afar, and that he was the subject of your investigation into the refugee uprisings. Satisfied with your statement, the Stone Torch bids you carry on with your work. Return to the Hall of Flames and report your findings to Commander Swift.
Swift concludes that the merchant was murdered to protect the identity of his employer. Despite this setback, he seems confident that the identity of the uprising's true orchestrator will soon be revealed.
REVOLUTION
General Raubahn has summoned you to a private meeting in the Fragrant Chamber, at which he wishes to discuss the results of your investigation, as well as his own. Alphinaud has already been notified, and will be waiting for you outside. Proceed to the Royal Promenade and speak with Bartholomew.
There are men and women who will not scruple to set the world ablaze in the pursuit of power. Teledji Adeledji is one such man, having orchestrated the refugee uprising from the start. General Raubahn and the sultana believe that he intends to exploit the chaos in order to gain control of the Carteneau Flats, in which an Allagan creation not unlike the Ultima Weapon has been discovered. Were someone to harness the power of this relic, they would have the strength to subjugate all of Eorzea─or so it is feared. Yet despite having learned of Teledji Adeledji's schemes, it would seem that your allies are not yet ready to move against him...
STORIES WE TELL
As you and Alphinaud discuss your next course of action, you are reunited with the young girl from Stonesthrow. Having learned of your desire to find the merchant who recruited her parents, she sought you out in the hopes that you might lead her to them. Although he clearly has no desire to do so, Alphinaud offers to assist the girl with her search. Soon after you are contacted by Minfilia, who requests you return to the Rising Stones immediately. The situation in the Twelveswood has taken a turn for the worse, and you will likely be asked to intervene.
Minfilia is pleased to hear that you and Alphinaud are well, and states that she is ready to brief you on the latest threat. Inform her when you are ready so that she might summon the other Scions to the solar.
LORD OF LEVIN
According to Minfilia, the Order of the Twin Adder believes that the primal Ramuh has been summoned within the borders of the Black Shroud. The Antecedent bids you answer the request of the Elder Seedseer, and offer your aid to the people of the forest. Travel to Gridania and report to Serpent Commander Vorsaile Heuloix at the Adders' Nest.
Serpent Commander Heuloix seems much relieved at your arrival. Though eager for you to begin your mission, he asks that you first meet with Kan-E-Senna at the Lotus Stand to discuss diplomatic alternatives. Speak with the silent conjurer at Nophica's Altar to gain admission.
The Elder Seedseer confirms that the primal Ramuh has indeed been summoned forth by the natives of the Sylphlands. Loath to sacrifice the hard-won peace with the sylphs, she asks that you attempt to parley with the Lord of Levin before resorting to force. Travel to Little Solace in the East Shroud and report to the serpent lieutenant who will brief you on how to proceed.
After welcoming you to Little Solace, the serpent lieutenant outlines the basic premise of the impending operation. Prepare yourself for a foray into the Sylphlands, then speak with the lieutenant once more.
As the serpent lieutenant concludes his explanation of your impending operation, you are suddenly approached by a distraught sylph. Maxio, an inhabitant of Little Solace assigned to guide the Scions, describes how the party was ambushed by a touched sylph at the threshold to the Sylphlands. It appears the Twin Adder escort was incapacitated by a stinging scalebomb, and your Scion companions scattered. Take the cleansing water offered to you by Komuxio, and use it to ease the suffering of the scouts at the ambush site.
You have tended to the stricken scouts. Confront the touched sylph responsible for their suffering.
His sack of mischief seemingly misplaced, the touched sylph retreats into the forest to prepare more stinging scalebombs. Speak with Maxio at the border to the Sylphlands and plan your next move.
Maxio proudly confesses to the theft of his fellow sylph's sack of scalebombs, and suggests that you track down his touched counterpart before he can acquire more of the stinging agent. Offering to render you unseen with his magic, the Little Solace resident hands you a scalebomb with which to incapacitate the touched sylph. Speak with Maxio when you are ready to begin the hunt, and he will cast the spell of invisibility.
You signal your readiness to Maxio, and he uses his “clever trick” to turn you invisible. Track down the touched sylph and use the stolen scalebomb to give him a taste of his own medicine.
You treat the touched sylph to an intimate encounter with one of his own stinging scalebombs, forcing your vengeful victim to flee. Report your success to Maxio.
After hearing of your success, Maxio seems confident that the touched sylph will be unable to work any more mischief for a time. Speak with the teary-eyed private, and see if he can shed any light on the whereabouts of your comrades.
Much recovered from his tearful ordeal, the private appears ready to explain the fate of your fellow Scions...
TRUE TO FORM
According to the private, the Scions escaped the worst of the stinging scalebomb and continued on into the Sylphlands. Head northeast towards the Goldleaf Dais and search for Papalymo.
You find Papalymo waiting for you at the Goldleaf Dais. Before you can exchange more than a few words with him, however, a fearsome denizen of the forest crashes into view, and you are forced to defend yourself. Needless to say, you have faced worse, and the creature is soon subdued. With the coast apparently clear, resume your conversation with Papalymo.
You speak with Papalymo, but find his manner to be oddly stilted. Plainly, he is not quite himself. Return to Maxio and share your suspicions.
Maxio believes that the touched sylphs are using an enchantment to disguise themselves as your fellow Scions. Accordingly, he provides you with scalebombs that will nullify their illusory magic. Throw the trueform scalebombs at Papalymo and Yda's doubles, and defeat the devious dissemblers.
You have defeated the touched sylphs who were masquerading as Yda and Papalymo. Report your success to Maxio.
Your sylphic guide suggests continuing the search for your comrades elsewhere. It seems you have no choice but to press on into the Sylphlands.
You locate Yda and Thancred, but have no way of knowing if they are who they seem to be...save one. Make use of the trueform scalebombs given to you by Maxio, and defeat any tricksters you reveal.
Though your scalebombs have no effect on Yda ─ besides affront and discomfort ─ they do serve to unmask the sylph posing as Thancred. With the impostor out of the way, you may now speak freely with your fellow Scion.
It would seem that Yda had no inkling of the touched sylph's deception, nor does she know where the real Thancred might be. Give the exasperated pugilist a moment to think before discussing how best to proceed.
TRUE TO FORM
Although unsure of Thancred's whereabouts, Yda is certain that Y'shtola paired up with Papalymo and headed south. Continue your search for the scattered Scions.
You finally locate Papalymo, only to find him accompanied by not one, but two Y'shtolas. Confer with Maxio, and devise a strategy to reveal which of the Scions are real and which are impostors.
Maxio suggests that you attempt to unmask any potential impostors all at once. Toss a trueform scalebomb at the suspect Scions, and reveal their true identities. Maxio's handy gift explodes in a cloud of choking dust, revealing one of the two Y'shtolas to be a skin-changed sylph. Confront the trickster, and show him the error of his ways.
You have defeated the touched sylph's boar ally. It is time to confront the sylvan trickster himself.
Though he has apologized for his mischief, the touched sylph is nevertheless determined to convince you of Lord Ramuh's absence. Return to Papalymo and discuss the obvious deceit.
Based on your tiny antagonist's dubious claims to the contrary and his own aetheric measurements, Papalymo believes he has pinpointed the spot where Lord Ramuh was summoned. Your audience with the Lord of Levin looms ever closer...
LEVIN AN IMPRESSION
Somewhat ironically, the touched sylphs' efforts at misdirection have enabled the Scions to collect aetheric readings throughout the Sylphlands. Based on the latest of these, Papalymo is convinced that he has identified the location of the summoning ritual. Head to the southeast, and investigate the area surrounding the sylphs' aetheryte.
Upon approaching the beastman aetheryte, you find yourself in the presence of Lord Ramuh. Though initially dismissive of your attempts at mediation, the primal elects to suspend judgment until you have undergone a trial by combat. Enter the Lord of Levin's domain, and prove your worth!
※The Striking Tree (Hard) trial.
You have defeated the Lord of Levin, and thus earned the right to champion the cause of peace in the Black Shroud. After witnessing your battle with the primal, it appears that Urianger has also found that which he sought...
Return to Little Solace and make your report to the serpent lieutenant.
You inform the Twin Adder lieutenant of your encounter with ─ and subsequent victory over ─ the primal Ramuh. His shocked at the news that your audience culminated in combat soon gives way to joy as he realizes the ramifications of your deed for both Gridania and Little Solace.
WHAT LITTLE GODS ARE MADE OF
After hearing the account of your battle with Ramuh, the serpent lieutenant urges you to make your report directly to Kan-E-Senna. Return to Gridania, and speak with the silent conjurer to gain access to the Lotus Stand.
You describe your encounter with the sylph's guardian deity to the Elder Seedseer. The words of Ramuh appear to resonate with Kan-E-Senna, and she is unable to refute the Lord of Levin's claim that wherever man wanders, darkness follows closely behind. You exit the Lotus Stand at the conclusion to your audience, leaving Gridania's leader troubled and thoughtful despite the news of your victory. Report the details of your meeting to Papalymo who awaits you at Nophica's Altar.
Unlike the Elder Seedseer, Papalymo appears satisfied with the outcome. Return to the Rising Stones and report to Minfilia.
After listening to your report, Minfilia alludes to some news of her own. Before divulging anything more, however, the Antecedent suggests you first listen to Urianger's latest discovery concerning the nature of the Ascians' immortality. Could it be that the scholar has stumbled upon a means to bring about the permanent destruction of the Paragons?
A HARD HAPALIT TO BREAK
Minfilia informs you that a letter has arrived expressing gratitude for the Scions' efforts in quelling the primal threat. Though the realm is not yet free of strife, the Antecedent stresses that your deeds inspire countless Eorzeans to continue along the difficult road to peace.
Conscious that you cannot be expected to spend your every waking moment attending to realm-shaking matters, however, she encourages you to stay awhile in Revenant's Toll. Just when it seems as if you have been granted leave to rest, Minfilia recalls that Slafborn has requested your assistance. Seek out the old soldier, and find out what he would have you do.
You gather that the inexperienced adventurers who now flock to Revenant's Toll are sorely testing Slafborn's patience. According to him, one young lady in particular would benefit from the guidance of a grizzled veteran like you. Make your way to the Singing Shards, and rescue the would-be hapalit slayer from her intended target.
You have slain the scabrous hapalit. Offer your aid to the struggling adventurer.
You have rescued the adventurer from almost certain death, but the young lady appears intent on blaming others for her own failings. Show her what you think of her attitude with a resounding 'huh'.
Devastated by your disappointment, the green adventurer swears to do better before slinking off in the direction of town. Return to Revenant's Toll and report to Slafborn.
You return to the bustling settlement to find an appreciative Slafborn. He has witnessed the result of your chastisement, and claims ─ somewhat hopefully ─ that the lesson will soon spread through the ranks to the rest of his young charges. He then speaks of the unavoidable hard work required to become a hero, and praises you as a fine example of what dedication and perseverance can achieve.
Slafborn has noted Tataru's perturbed demeanor, and urges you to lend a friendly ear to the troubled Lalafell. Head into the Rising Stones and speak with the Scions' receptionist.
After convincing Tataru to confide to you her woes, you learn that the burgeoning fame and swelling ranks of the Scions are straining the organization's limited resources. Not one to bow before adversity, the determined administrator has been learning the mining trade in a bid to secure more revenue. Without the sledgehammer she commissioned from the Blacksmiths' Guild, however, Tataru fears her efforts will be far less fruitful. Head to Limsa Lominsa, and question Forgemaster Brithael about the failed delivery.
You ask Brithael about the sledgehammer, but the guildmaster is adamant that the tool in question was completed some time ago. He suggests you head south from the Octant until you find the porters responsible for its delivery, and express your doubt in their work practices.
After interrogating one of the porters, you learn that Tataru's tool was simply lost in the shuffle. Search the piles of cargo, and find the sealed crate addressed to the Rising Stones receptionist.
You have liberated the box containing Tataru's sledgehammer from the forgetful porters. Make your way back to Revenant's Toll, and deliver the tool to F'lhaminn in the Rising Stones.
You return to the Rising Stones and entrust the sledgehammer to F'lhaminn. While impressed by Tataru's determination, the graceful Miqo'te is concerned that the wilds of Mor Dhona may prove too dangerous for the lone Lalafellin miner. Head out to her planned mining site northeast of the Tangle, and, with the chat mode in Say, enter any phrase containing “Tataru” to attract the receptionist's attention.
You call out to Tataru, and hear an alarmed scream in response. Rush over to the panicked Lalafell and slay the threatening morbol before it has a chance to rend her limb from limb.
You have slain the maladorous morbol. Speak with Tataru and reassure her that the danger has passed.
Though none the worse for her ordeal, the shaken receptionist is eager to return to town. Head back to the Rising Stones and speak with Tataru.
You return to the Rising Stones, and are once more thanked by a grateful Tataru─this time for the delivery of her long-awaited sledgehammer. Swearing to never again wander the outskirts of Revenant's Toll alone, the able administrator is nevertheless still determined to raise enough coin to keep the Scions in business...not to mention blood currant tarts.
GUARDIAN OF EORZEA
After thanking you once more for your timely aid, Tataru asks that you spare a moment to indulge the attention of the Doman children. Speak with Yozan within the Rising Stones.
Elated to see you returned to Revenant's Toll, Yozan and his fellow “Doman adventurers” beg you to give them a special training session. Hoary Boulder, the Roegadyn who has taken charge of the childrens' daily instruction, instead proposes a sparring match between you and himself. Head to the east of Revenant's Toll and speak with Hoary Boulder to signify your readiness to begin the demonstration of martial skill.
You have bested Hoary Boulder in the sparring match. The gathered onlookers cheer your victory, and praise your hard-won strength. Following the bout, Alphinaud approaches you and asks that you meet with him to discuss the future of Eorzea. Head to the Rising Stones and speak with the young Elezen.
You return to the Rising Stones, and Alphinaud outlines his proposal to form a new organization. Join the determined Scion as he endeavors to fulfil his role as a guardian of Eorzea.
RECRUITING THE REALM
Alphinaud lays before you the plan to establish a realm-wide Grand Company. The Scion goes on to lament that though the three nations' leaders are not opposed to the idea itself, endless deliberations over its implementation have slowed progress to a crawl. In order to demonstrate the efficacy of such a company and thus encourage the leaders to come to an agreement, Alphinaud explains that he has proposed the creation of a smaller, precursor organization─the vanguard to a future united Eorzea. The young Elezen requests that you join him on his journey to each of the three nations that you might begin scouting potential members for this trial company while he is engaged with finalizing the bureaucratic formalities. Head first to Limsa Lominsa and rendezvous with Alphinaud at Bulwark Hall.
After giving you a brief explanation on the recruitment process, Alphinaud heads up to the Bridge to speak with the Admiral. Make your way to the upper decks and begin scouting for potential company members.
You speak with a number of possible candidates for the trial organization, but are only successful in gaining the interest of Riol, a member of the now defunct Company of Heroes. Head to the airship landing and report to Alphinaud.
You have reported the fruits of your labor to the young Scion. He is impressed by the caliber of your first recruit, and bids you join him on the second leg of his journey. Travel next to Gridania, and find Alphinaud at Nophica's Altar.
You meet with Alphinaud just as he is due to begin his audience with Kan-E-Senna. Continue your recruiting efforts within Old Gridania while the determined Elezen speaks with the Elder Seedseer.
You succeed in recruiting Laurentius and Alianne to the trial company. Make your way to the airship ticket counter and report to Alphinaud.
The young Scion appears curious but nevertheless pleased at the addition of a former Wood Wailer and a seasoned adventurer to the ranks. Travel next to Ul'dah, and rendezvous with Alphinaud at the Royal Promenade.
Alphinaud is ready to bow before Her Majesty Nanamo Ul Namo and ask her permission to operate freely within Ul'dah's borders. Make your way to the lower level of the Steps of Thal, and complete the initial stage of the trial company's recruitment efforts.
Though your efforts to recruit any native Ul'dahns has failed, you are able to capture the interest of the young Ala Mhigan Wilred. Return to the Royal Promenade and report to Alphinaud.
Somewhat disappointed but otherwise unsurprised by the overall number of recruits, Alphinaud is genuinely grateful for the few valuable members you were able to secure. After reporting his own success with the sultana and attempting to dispel any doubt you might have over the Syndicate's involvement, the young Scion suggests a swift return to Revenant's Toll. Make your way back to the Rising Stones and speak with Alphinaud.
Upon returning to the Scions' headquarters, you find Alphinaud exhausted from the journey but eager to begin preparations for his trial company's inaugural ceremony. He thanks you for your recruiting efforts, and hints that the Antecedent may wish to assign you new duties. Speak with Minfilia and learn what events have transpired in Revenant's Toll in your absence.
HERETICAL HARASSMENT
Minfilia expresses concern that the bustling chaos surrounding the official commencement of Alphinaud's trial company has placed undue stress on Slafborn and his efforts to supervise the growing population of Revenant's Toll. Head outside and offer your aid to the veteran soldier.
Seemingly unfazed by the arrival of the recruits, Slafborn claims to be more worried about your unending workload. While he is dismissing your concerns, however, your conversation is interrupted by the arrival of an injured group of adventurers. You soon learn that the adventurers─and the provisions they were charged with escorting─were set upon by a band of Coerthan heretics near the border to Mor Dhona. Slafborn asks that you travel to Coerthas and aid House Fortemps in tracking down the stolen shipment meant for the frontier hands of Revenant's Toll. Make your way to Camp Dragonhead and call upon Lord Haurchefant.
You arrive in Camp Dragonhead to find Lord Haurchefant yet unaware of the reason for your visit. Explain the situation to the head of House Fortemps, and discuss what must be done...
WHEN THE COLD SETS IN
A staunch supporter of the frontier effort in Mor Dhona, Lord Haurchefant eagerly shares with you what little information he has regarding the heretics and their mysterious leader, the lady Iceheart. Reasoning that your best chance to track down the supply thieves lies in Whitebrim and its heretic-infested environs, the garrison commander suggests you bring the matter before Lord Drillemont. Make your way west to Whitebrim Front, and speak with the head of House Durendaire.
Upon explaining your mission to Lord Drillemont, he responds with an ominous description of the heretics' heightened fanaticism and rigid discipline. As fate would have it, it appears a recent victim of a heretic attack is presently resting within the outpost's infirmary. Visit the injured merchant and listen to his tale. You listen to the merchant's matter-of-fact account of the heretics' brutal robbery, and learn where his attackers were likely headed with their haul. Travel into the wilds near Snowcloak, and defeat any heretics you come across.
You have slain the heretic ambushers. Head towards the frozen wall of Snowcloak and speak with the knight of House Durendaire.
As the knight tells you of his patrol's travails, you spy a woman gazing down from near the top of the cliff. Though she quickly disappears from sight, you have some suspicions as to the figure's identity. Speak with the knight of House Durendaire once more.
The knight appears shaken by your glimpse of whom he assumes to be Iceheart herself, and wonders what terrible dangers lie hidden behind the frozen facade of Snowcloak. Take the young gallant's advice and return with your discoveries to Lord Drillemont.
Perturbed by the defeat of his elite soldiers, Lord Drillemont cautions you against rushing into what may well be a veritable den of heretics for the sake of a few provisions. Return to Camp Dragonhead and report this turn of events to Lord Haurchefant.
After hearing your tale of what transpired at Snowcloak, the head of House Fortemps insists that the matter be turned over to the authority of the Temple Knights. Before sending you on your way, however, Lord Haurchefant promises that another shipment of supplies will be sent to Revenant's Toll. Travel back to Mor Dhona and report to Slafborn.
Slafborn appears relieved to hear of Lord Haurchefant's generosity. He warns, however, that the growing prosperity of Revenant's Toll will require that everyone ─ Alphinaud's new recruits included ─ remain vigilant against the schemes of the unscrupulous.
BRAVE NEW COMPANIONS
Slafborn informs you that the preparations for the inaugural ceremony are almost complete. He is concerned, however, that Tataru yet seems buried under a mountain of small details. Head into the Rising Stones and offer your aid to the harried receptionist. Tataru appears overjoyed at your offer of help, and wastes no time in assigning you a task. Track down the recruits waiting around Revenant's Toll, and present them with their new uniforms.
You have delivered the ultramarine uniforms to the waiting recruits, some of whom you meet for the first time. Return to the Rising Stones and report to Alphinaud.
You return to Alphinaud, and the young Scion proclaims the inaugural ceremony ready to begin. After taking his place before the assembled ─ and newly garbed ─ recruits, Alphinaud launches into an impassioned speech. He reiterates their mission to protect Eorzea, and at last reveals the name he has chosen for the trial company: the Crystal Braves. As the cheers die down, Minfilia congratulates Crystal Brave Commander Leveilleur on the culmination of his hard work. Speak with the Antecedent and discuss what is to come.
Though enthusiastic about the formation of the Crystal Braves, Minfilia's jubilance is muted by a grave concern─the prolonged silence of the Mothercrystal. After confirming her suspicions, the Antecedent realizes that Hydaelyn has spoken to neither of you since the final battle with the Empire. Just as it seems Eorzea will at last win free of the Calamity's stifling shadow, another darkness gathers to cast its ominous pall across the land...
Conscious of the many practical difficulties facing the newly formed Crystal Braves, Minfilia asks that you place yourself at Alphinaud's disposal. Find the boy commander within the Rising Stones, and offer him your aid.
Grateful for your offer of aid, Alphinaud bids you speak with Captain Ilberd, his second-in-command, to be briefed on the sensitive matter in which he requires your assistance.
Ilberd reveals that a Garlean spy known as the Ivy has infiltrated one of the Grand Companies. A suspect was identified among the Immortal Flames, but the man proved to be but one of many in the agent's employ. Accompany Ilberd to his meeting with Raubahn at the Hall of Flames, and remain on hand in the event that the Ivy chooses to make a move.
You learn that Raubahn and Ilberd have been friends and rivals since before the fall of Ala Mhigo. Under the guise of a long-awaited reunion, the two men discuss the matter of the Garlean spy. At the meeting's conclusion, it is agreed that both parties will continue their inquiries.
BACK AND FORTH
With Raubahn now informed of the Garlean spy in his midst, your business in Ul'dah is concluded. Accompany Ilberd back to the Rising Stones and report to Alphinaud.
Upon returning to the Rising Stones, Alphinaud informs you that a unit of Crystal Braves was ambushed by Garlean forces during your absence. Worse, it seems that one of the unit's members was captured and taken to Castrum Centri. With no time to form a rescue party, Ilberd asks that you lead a mission to free the prisoner. Make your way to the Tangle, by the entrance to the imperial stronghold, and receive further instructions from Alianne.
Alianne fears that her wounded comrade may not survive the rough treatment of her Garlean captors. Accompany her and the 4th Unit as they infiltrate Castrum Centri, and find Crystal Brave Rhesh Polaali.
You find Rhesh Polaali alive, but in no condition to move unaided. Seeing this, Alianne asks you to create a diversion, that her comrade might be borne away unmolested. Make your way around the castrum, striking down any imperial forces you encounter, and thereby ensuring that all eyes are on you. You have wreaked considerable havoc within Castrum Centri, hopefully affording the 4th Unit a chance to bear away their wounded comrade. Head outside the stronghold and search for Alianne.
You are relieved to find that Alianne and the others made it to safety. Return to the Rising Stones and report the mission's success to Alphinaud.
Back at the Rising Stones, Alphinaud and Ilberd take turns congratulating you on the success of the rescue mission. You have little time to glory in your triumph, however, as Alphinaud goes on to reveal that your work for him is not yet done. It is time to set down your weapon and don the hat of diplomacy, for your presence has been requested at a meeting with an Ishgardian dignitary...
COMING TO TERMS
Alphinaud has been granted an audience with Ser Aymeric, Lord Commander of the Ishgardian Temple Knights, who will be acting as a representative of the Holy See. Keen to ingratiate himself, Alphinaud has asked you to accompany him to the meeting, as Ser Aymeric has expressed a desire to meet the famous Warrior of Light. Minfilia will surely give you her blessing once she learns of the plan.
Ever since the Battle of Silvertear Skies, the city-state of Ishgard has kept her neighbors at arm's length. Not even the threat posed by the VIIth Legion was enough to coax the reclusive nation back to the negotiating table. Now, however, after two decades of near silence, they have reached out—but to what end? Regardless of Ser Aymeric's agenda, Alphinaud is resolved to advance his own. Travel with him to Camp Dragonhead and speak with Lord Haurchefant upon your arrival.
As always, you receive a warm welcome in Camp Dragonhead, and are informed that Ser Aymeric is already present and ready to meet with you and Alphinaud. Weary though you may be from your travels, make your way to the intercessory and prepare to meet the Ishgardian ambassador.
After favoring you with a few kind words, Ser Aymeric and Alphinaud proceed to debate Ishgardian policies at length. Alas, the ambassador is not easily swayed, and it becomes apparent that the Holy See has no intention of rejoining the Eorzean Alliance. However, Ser Aymeric eventually reveals that he came to the meeting with a different purpose in mind... You learn that the astrologians of Ishgard have foretold the return of Midgardsormr ─ the fallen guardian of Silvertear Falls ─ and that Ser Aymeric wishes to enlist the Scions' aid in keeping watch over the great wyrm's remains. In exchange, he will ensure that the shipments of aid from House Fortemps to Revenant's Toll will continue unabated. Content with the arrangement, Alphinaud agrees ─ only to learn moments after that the latest shipment has been waylaid by Iceheart and her followers...
THE INTERCESSION OF SAINTS
Given the decidedly unfortunate timing of Iceheart's most recent attack, Alphinaud cannot help but wonder if the gods themselves are conspiring against him. Yet even if they were, he would not hesitate to defy them. Follow him and speak with Lord Haurchefant to learn more of the heretics' activities.
The route taken by the caravan was known only to a few, yet by all accounts, the ambush laid by the heretics was executed flawlessly ─ a fact which does not escape Aymeric's subordinate. In spite of this, Alphinaud believes that a thorough examination of the ambush site must be conducted before pursuing other avenues of inquiry. Travel to Boulder Downs and question the House Fortemps knights keeping watch there.
One of the knights investigating the scene shares his thoughts with you regarding the attack, speculating that the heretics came prepared with their own wagons to transport the crates. He also makes mention of a squire who survived the attack, who is currently receiving care at the Observatorium. With luck, he will have regained consciousness by the time you arrive.
The wounded squire's words paint a grim picture indeed. Disguised as pilgrims, Iceheart and her brethren slaughtered the caravan's guards, and the young man only survived by feigning his own death. As he lay still in the snow, he heard the heretics speak of "Shiva's resurrection" ─ the thought of which fills the squire with disbelief and dread in equal measure. Alphinaud must know what the squire saw.
Apostate to the Holy See, patron saint to the heretics, Shiva lay down with dragons long ago. But she is long dead, and the dead are forever lost to us...are they not? The heretics seem convinced that her resurrection is nigh, but Alphinaud believes it to be something far worse: the summoning of yet another primal, made possible with the crystals stolen from the caravan. If he is right, Iceheart's plan cannot be allowed to come to fruition.
STRENGTH IN UNITY
Having discerned Iceheart's true motive for attacking the supply caravan, Alphinaud quickly devises a plan of action. You and he will journey to Whitebrim Front and speak with Lord Drillemont, whose knights have been scouring Coerthas for the heretics ever since your encounter with them near Snowcloak. With luck, he will have information which may lead you to their lair.
According to Lord Drillemont, a party of pilgrims resembling those who attacked the caravan was seen transporting a large number of crates towards Snowcloak, where they vanished without a trace. Convinced beyond a shadow of a doubt that Iceheart's followers have gone to ground somewhere in the vicinity, Ser Aymeric declares that his Temple Knights will join in the hunt for Iceheart. Not to be outdone, Alphinaud responds that he has already summoned a unit of Crystal Braves to Whitebrim Front for the same purpose. With so formidable a force devoted to the task, the heretics cannot hope to remain hidden for long. Alphinaud, however, would leave nothing to chance, and bids you explore other ways in which Iceheart might be found.
DARK WORDS, DARK DEEDS
In an effort to weed out any enemy sympathizers within the ranks, Lord Drillemont ordered a covert evaluation of all stationed in Whitebrim Front. One man in his service was thus identified as a possible heretic, though these suspicions have yet to be confirmed. If the suspect is indeed in league with the heretics, Lord Drillemont believes he will attempt to warn his allies of the impending search operation. Observe the man as he reports to Ser Jeantremont in the yard and discreetly track his movements.
His duty complete, the suspect makes for the southwest gate. Follow him and continue to observe at a safe distance.
The suspect proceeds along the road to the east. Continue your surveillance.
Straying from the road, the suspect pauses to survey his surroundings before proceeding south towards Daniffen Pass. Follow in his footsteps.
From a distance, you observe the suspect meeting with a robed man. Though you cannot make out the entirety of their conversation, it is clear that the stranger is one of the heretics, and that the movements of the Temple Knights and the Crystal Braves are already known to them. Worse, it seems that the heretics have formulated a plan to prevent the allied forces from completing their search ─ though quite what the role the tunnels in Boulder Downs will play you cannot say. Perhaps Lord Drillemont will be able to make sense of things.
Lord Drillemont's face darkens as he listens to your report. Convinced that the heretics in Boulder Downs pose a genuine threat to the allied forces in Snowcloak, he declares that they must be stopped...
FIRST BLOOD
According to Lord Drillemont, it had long been suspected that the heretics used secret tunnels to travel throughout the highlands of Coerthas undetected. In light of the information you overheard, he is convinced that the heretics encamped in Boulder Downs now plan to make use of such tunnels to ambush the allied forces in Snowcloak. He has ordered a contingent of House Durendaire knights to begin searching for the ambushers, but he believes that your presence would do much to bolster their efforts. Travel to Boulder Downs and rendezvous with the House Durendaire knights.
You arrive in Boulder Downs to discover the knights of House Durendaire slain after what must have been a desperate battle with Iceheart's followers. Before you can take stock of the situation, you find yourself surrounded by the surviving heretics, who are plainly hungry for retribution... Though they fight with the passion of true believers, they are no match for you, and soon they too lie motionless in the snow. What now? For want of a better idea, search the heretics' bodies for anything which might offer some insight into their plans.
You rifle through a heretic's knapsack and find a curious parchment with dates and times writ upon it. Could it be of significance? Lord Drillemont will know.
Lord Drillemont recognizes the parchment as a timetable of guardsmen's shift changes from the outpost in Snowcloak. With it, the heretics could pass into and out of their tunnels without fear of discovery, and thereby prepare an ambush for the allied forces searching the area. Despite your best efforts, it would seem the Temple Knights and Crystal Braves are still in danger, and Lord Drillemont has no choice but to send reinforcements.
THE PATH OF THE RIGHTEOUS
Lord Drillemont fears that the heretics may fall upon the allied forces at Snowcloak before reinforcements can reach them. Lest they be taken unawares, he bids you make haste to the frozen wall and warn Ser Aymeric of the danger.
Your warning comes as little surprise to Ser Aymeric, who reveals that he had been anticipating an attack. Keen to reassure you, he pledges to place his knights on high alert. Perhaps Alphinaud will wish to do the same.
Even as Alphinaud laments the search operation's lack of progress, two heretics reveal themselves and charge towards the startled young man. Before you can rise to his defense, Yda appears as if from nowhere and subdues the heretics with a flurry of blows. The battle for Snowcloak has begun, and for a moment, Alphinaud is concerned ─ until the fortuitous discovery of a promising tunnel serves to brighten his spirits. Alas, the tunnel is rather narrow, and will not accommodate more than a handful of troops at a time. Given that additional numbers may prove more a hindrance than a help, it is decided that the task of charting the tunnel should be entrusted to a small and highly mobile party of seasoned adventurers. Speak with the stalwart Temple Knight to learn the location of the tunnel's entrance.
Were it not for the knight's directions, you would never have found the tunnel's entrance, which even now appears to be nothing more than a continuous piece of ice. What dangers lie within Iceheart's secret fortress? You know only that the heretics are expecting you ─ and that it would be a pity to disappoint them.
※Snowcloak dungeon.
“What we do, we do for the greater good.” ...The words of a true believer, spoken in all solemnity by the woman once known as Ysayle. It is plain that she will not be swayed from her path. Though weary from your previous encounter, you prepare yourself for battle, only to see your foe make instead for the nearby aetheryte and teleport away. Iceheart has eluded you.
Though you failed to apprehend Iceheart, you have driven the heretics from their lair. Hopefully Alphinaud will take comfort in this partial victory.
Alphinaud receives your report with surprising optimism, turning his thoughts to how recent events might contribute to the Crystal Braves' good repute. Of course, everything is contingent upon the successful prevention of Shiva's summoning. But with the aid of the Scions ─ and you in particular ─ the young commander is confident that all will turn out as it should.
How much knowledge has been lost over the centuries ─ over the millenia? And how differently would we view the world had we a better understanding of its past? Little is known of Shiva's life and deeds, yet the heretics venerate her as a saint. Ser Aymeric's ancestors are said to have founded Ishgard by the will of Halone, yet he admits that scripture only tells so much. Ultimately, however, the details of his people's war with the dragons are irrelevant. Regardless of how the conflict began, it is destined to continue ─ unless Iceheart's plan succeeds, which the Scions cannot allow. While Minfilia and the others search for a means to breach Iceheart's sanctuary, you are to assist Yuyuhase and the 3rd Unit Braves in tracking down the heretics who attempted to ambush the allied forces.
The heretics were last seen heading towards Daniffen Pass, and the 3rd Unit Braves are already in pursuit. Yuyuhase leaves to join them and bids you follow. Do as bade and speak with any 3rd Unit Braves you find.
Many of the 3rd Unit Braves are unaccustomed to the frigid conditions in Coerthas, and the young man you find kneeling in the snow is no exception. Having twisted his ankle, he is no longer able to keep up. Press on without him and join the others south of Daniffen Pass.
You come across several sets of tracks which appear to belong to the Braves and their quarry. Follow them southwest and keep your eyes peeled for both friend and foe.
You find a solitary Brave. Though not seriously injured, he is clearly disoriented and in no condition to fight. According to him, the heretics split up, prompting the Braves to do so as well ─ and Yuyuhase followed one trail alone. Search for the officer in the woods to the east.
You rescue Yuyuhase from certain death, slaying Iceheart's followers before they can deliver the telling blow. Speak with the Crystal Brave and confirm his condition.
Yuyuhase reveals that he was able to slay one heretic, and was in the process of searching his victim's body when the dead man's comrades surprised and overpowered him. With a grin, he then produces a piece of parchment and proceeds to read you the message written thereon. It would seem to be an escape plan devised in the aftermath of the heretics' failed ambush at Snowcloak. The plan mentions a rendezvous point near the Observatorium, as well as a merchant sympathetic to the heretics' cause. Search the outskirts of the Observatorium and seize the fugitives before they escape.
Outside the walls of the Observatorium, you chance upon the merchant and a single heretic, who subsequently attempt to flee. However, they are stopped in their tracks by the unexpected arrival of Captain Ilberd, Alphinaud, and Yugiri. After Ilberd takes them into custody, Alphinaud explains that they had been seeking the merchant in connection with their investigation into the Ivy. Wait with Alphinaud outside the gates while Captain Ilberd interrogates the merchant.
The interrogation of the merchant is not expected to take long, but Alphinaud is doubtful that it will yield any useful information. The Ivy would surely not be so careless. Be that as it may, all you can do now is wait and hope that your fellow Scion is wrong.
TENDRILS OF INTRIGUE
At the Observatorium, Ilberd furnishes you and Alphinaud with a progress report on his hunt for the Ivy. It is revealed that one of the imperial spy's confederates, a Flame stationed at Revenant's Toll, had been selling secrets to the merchant you apprehended, who had in turn been passing information to the heretics. Yet even as this revelation explains how the heretics came to possess knowledge of the caravan routes, it raises the question of how they and the imperial agents might be connected. Could it be a purely financial arrangement, or something more worrying? Whatever the answer, Ilberd seems confident that he is drawing closer to discovering the Ivy's identity. After issuing the captain further orders, Alphinaud bids you accompany him to an emergency meeting between Alliance members. Speak with him again to be informed of the particulars.
The council of Alliance leaders will convene at the Lotus Stand in Old Gridania. Alphinaud bids you join him at Nophica's Altar prior to the meeting.
The council of Alliance leaders will be convening shortly. Speak with the silent conjurer to be shown to the Lotus Stand.
At the Alliance council, you learn that the Garlean war of succession has concluded with the crowning of Varis zos Galvus, the late emperor's grandson. Under his leadership, it is feared the Empire will soon resume its march upon Eorzea. If the realm is to stand against the reinvigorated might of Garlemald, it seems clear that the Alliance must not only regain its former unity, but find a way to entice the long-estranged Ishgardians back into the fold. Speak with Alphinaud to hear his thoughts on the matters discussed.
Having bent your ear with his philosophical musings, Alphinaud informs you that Ilberd has made further progress in his hunt for the Ivy. Seek the captain in front of the Adder's Nest in New Gridania, and place yourself at his disposal.
You have reported to Ilberd. At your word, the final hunt for the Ivy will commence.
CHASING IVY
Ilberd reveals that the Ivy is none other than Flame Marshal Eline Roaille, Raubahn's second-in-command. He believes that she has come to Gridania with treachery in mind, and means to catch her in the act. Join him in watching her every move. Eline Roaille appears to be bound for the Blue Badger Gate. Continue to shadow the suspect.
Eline Roaille has entered the Carline Canopy, and Ilberd bids you look for her within. If she is not on the upper level, take your search to the landing area below and speak with Crystal Brave Ephemie.
Ephemie is certain that Eline Roaille has not boarded an airship. Make your way back outside the Carline Canopy, and report her mysterious disappearance to Ilberd.
Ilberd believes that Eline Roaille may have availed herself of a room at the Roost to throw pursuers off her trail. While he conducts a thorough search of the premises, speak with the Crystal Braves posted at Gridania's four main egresses—the Blue Badger Gate, the White Wolf Gate, the Yellow Serpent Gate, and Westshore Pier. If the flame marshal has left the city, one of them will surely have spotted her.
It would seem that none of the Crystal Braves stationed around Gridania have seen Eline Roaille. Report your findings to Ilberd, who awaits you at the Aetheryte Plaza.
Just when it seems as though your quarry has eluded you, a shinobi of Doma appears with word that Eline Roaille has left Gridania by way of Westshore Pier. Your hunt will next take you to the East Shroud.
DOMAN CONNECTION
Thanks to the Domans' watchful eyes, you have picked up Eline Roaille's trail once again. Rejoin Ilberd at Sweetbloom Pier in the East Shroud.
After joining Ilberd at Sweetbloom Pier, the two of you are met by Yugiri, who informs you that Eline Roaille is headed in the direction of the Hawthorne Hut. However, your reunion with the Garlean spy must wait, for another matter requires your immediate attention. An imperial squadron has set forth from Castrum Oriens on a mission to destroy an Alliance communications-jamming device in the South Shroud. If they succeed, Eline Roaille may well abort her secret rendezvous, thus depriving you of the chance to secure damning evidence of her treachery. Make haste to the South Shroud, and seek out the shinobi at Quarrymill who will brief you on the situation.
The shinobi informs you that the advancing imperial squadron is presently near Amdapor Keep. Intercept the Garleans, and destroy their magitek weapons.
You have destroyed all the death claws. Report your success to the shinobi who awaits nearby.
With the imperial squadron defeated, the jamming device is now safe. As such, Eline Roaille will have no choice but to communicate with her accomplices in person. All that remains is to catch her in the act.
IN FLAGRANTE DELICTO
Having thwarted the Garleans' attempt to destroy the jamming device, you are now free to resume your pursuit of Eline Roaille. Make your way to the Hawthorne Hut in the East Shroud, and report to Yugiri.
You arrive at the Hawthorne Hut to find that Eline Roaille has already departed for the Bramble Patch. Rendezvous with Yugiri ahead of what promises to be the dramatic conclusion of your hunt.
With the Domans' aid, you have apprehended Eline Roaille in the act of meeting her imperial contact. Her guilt is now surely beyond dispute. Speak with Yugiri to hear her thoughts on the mission.
Yugiri promises to attend to the aftermath of your hunt, leaving you free to report your recent adventures to Minfilia, back at the Rising Stones.
Minfilia is shocked to learn of Eline Roaille's arrest and the accusations that have been brought against her. Setting aside her dismay, she informs you that the Scions have made progress in their quest to gain entry into Iceheart's sanctum.
It would seem that Minfilia's claims of progress on the matter of finding a way into Iceheart's sanctuary are somewhat premature. After a lengthy discussion with Urianger, the Antecedent has concluded that the Scions in Revenant's Toll lack the expertise to develop a solution and must therefore turn to another for assistance ─ a Sharlayan colleague who is currently en route to Mor Dhona. Minfilia invites you to accompany her to the northern gates, where she intends to greet the newcomer's arrival.
While you and Minfilia converse upon matters deep and profound, a carriage arrives in Revenant's Toll. A tall Roegadyn woman disembarks from it, whom Minfilia introduces to you as Moenbryda, an accomplished Sharlayan scholar and an authority on aetheryte technologies. Now that your new colleague has arrived, it would seem a good time to trouble Minfilia for a plan of action.
Eager to resolve the situation in Snowcloak, Minfilia and Moenbryda return to the Rising Stones. Join them in the solar where you can discuss the matter in private.
It turns out that Moenbryda's meeting with the other Scions is less an introduction and more a reunion ─ a particularly emotional one, in the case of Urianger. Setting her mind to the problem of the missing aetheryte, she quickly devises a solution involving white auracite, a material she has been researching for the purpose of capturing Ascian souls. By using it to channel a burst of concentrated aether into the aetheryte by which Iceheart escaped, she believes she can recreate the beacon at the opposite end. If successful, it should theoretically be possible for you to teleport to it. Should it fail, of course, any such attempt would result in your death ─ a painless death, to be sure, but a permanent one nonetheless.
THE INSTRUMENTS OF OUR DELIVERANCE
According to Minfilia, Alphinaud has asked to speak with you before you join your fellow Scions inside Snowcloak, where preparations for Moenbryda's plan are already underway. Though she believes with all her heart that you will survive, she nevertheless thanks you for all you have done in service to the realm. Bid farewell to the Antecedent and rendezvous with Alphinaud at Snowcloak.
Accompanied by Alphinaud and Moenbryda, you journey to the heart of Snowcloak, where the assembled Scions channel their aether into Moenbryda's white auracite. The scholar then directs the flow into the nearby aetheryte, which begins to glow brightly. At Moenbryda's instruction, you attune to the giant crystal, opening a path to Iceheart's sanctuary... probably. Speak with Alphinaud one last time before teleporting to only the gods know where.
Given the likelihood that Iceheart is now aware of your plans and making haste to complete the summoning ritual, Alphinaud advises you to assemble a party of battle-hardened adventurers capable of felling Shiva if necessary. However, before you do so, he bids you speak with the stalwart Temple Knight, who bears a missive from Ser Aymeric addressed to you.
The lord commander of the Temple Knights is appreciative of your efforts, and he prays that Halone will see you safely home. Call upon your allies, place your faith in Moenbryda's plan, and put an end to Iceheart's crusade.
※The Akh Afah Amphitheatre (Hard) trial.
Those driven to the brink of despair are ever the most dangerous of foes, as you are reminded when Iceheart offers her own body as a vessel for Shiva's soul. The resurrected saint of eld lashes out with a righteous fury, pushing you to your mortal limits...yet the battle ends as it began, with the young maiden kneeling in the snow, cursing your ignorance.
“Hear... Feel... Think...” Of Iceheart's cryptic parting words, her final three leave the deepest impression, for few indeed are the ways in which one could come to know them. Could it be that Hydaelyn speaks to your enemy too? For the time being, put aside such troubling thoughts and inform Moenbryda of your victory. Moenbryda is understandably skeptical about your description of events. However, she is willing to give you the benefit of the doubt for the time being ─ on the understanding that you did not suffer any form of head trauma. Certain of what you saw, you elect not to inform her that cranial injuries are only to be expected when doing battle with a primal.
THE ROAD LESS TRAVELED
Seeing little point in pondering the implications of your tale in Coerthas, Moenbryda declares that she and the others will return to the Rising Stones. Before you join them, journey to Whitebrim Front and inform Alphinaud that you are still alive, among other things.
Alphinaud's voice swells with pride as he asks you to recount the events in Snowcloak. Though he is disappointed and concerned by Iceheart's success in summoning Shiva, Ser Aymeric advises him to take solace in your victory. As further comfort, he reveals that some of the supplies stolen from the House Fortemps caravan have been recovered and will be delivered to Revenant's Toll forthwith. The lord commander then requests that you accompany him to Camp Dragonhead, as it seems a certain lord has been praying for your safe return.
Lord Haurchefant is more than a little distressed that you did not think to involve him in your daring endeavor. Though plainly overjoyed that you survived, it is clear that the stress has taken its toll on him. Composing himself, he informs you that Ser Aymeric has requested a private audience with you and Alphinaud in the intercessory, though he makes no mention of what the lord commander wishes to discuss.
The cordial mood between Alphinaud and Ser Aymeric abruptly turns sour when the Scion accuses his counterpart of manipulating the situation to his advantage. In response, the lord commander all but declares his desire to work with Alphinaud for the betterment of Eorzea, while stressing that a man in his position must act with the utmost discretion. Alphinaud relents, having at last gained an understanding of the pragmatic ambassador, and the rift between the two is quickly mended. Ser Aymeric then formally introduces his second-in-command, Lucia, who will act as his representative when he is otherwise indisposed. As a final gesture of goodwill, the lord commander shares the results of the Ishgardian investigation into the heretics' attacks with Alphinaud, which should help the Crystal Braves to dismantle the remainder of Eline Roaille's network of spies. Whatever else Ishgard may be, it is plain that she is no friend to Garlemald.
EYES UNCLOUDED
The implications of Iceheart's actions are not lost on Alphinaud, who is eager to discuss them with your colleagues at the Rising Stones. Return with him to Mor Dhona and report to Minfilia.
Was Shiva a primal, or something heretofore unseen? Did Iceheart truly become her, and if so, did she retain control? Did the Ascians have a hand in her plans? Your tale raises more than a few questions which the Scions are unable to answer. Minfilia is most troubled by Iceheart's final words to you, from which she concludes that the heretics' leader is blessed with the power of the Echo. What drove the young maiden to take such drastic action remains unclear, but if she is to be believed, then the answer may lie with Midgardsormr ─ the great wyrm that perished at the Battle of Silvertear Skies, and that Ishgardian astrologians fear may soon rise from the dead...
THE REASON ROAILLE
Minfilia has scarcely begun to tell you of her intent to study the great wyrm Midgardsormr when some manner of commotion erupts just outside the solar. Do as the Antecedent bids and see if aught is amiss.
A clearly agitated Alphinaud informs you that Eline Roaille has somehow managed to slip her confines and escape. He believes that the disgraced flame marshal means to flee to her imperial masters at Castrum Meridianum. Make haste to Camp Bluefog in northern Thanalan, and join Ilberd and the 1st Unit in their hunt for the fugitive.
You arrive at Camp Bluefog to the news that Eline Roaille passed through scarcely a bell before. Follow Captain Ilberd to the nearby Ceruleum Processing Plant, the next notable landmark on the way to Castrum Meridianum.
You overtake Eline Roaille at Raubahn's Push, but not before she is joined by her imperial allies. Undeterred, you stand shoulder to shoulder with the Crystal Braves and the shinobi of Doma, and engage the enemy, succeeding at length in overwhelming the Garleans and recapturing the fugitive. Wholly unrepentant, Eline greets the subsequent arrival of Alphinaud with a hail of vitriol, and is lambasted by Ilberd for her shamelessness before being dragged away. Ask Alphinaud for his thoughts on the heated exchange.
Alphinaud seems troubled. Though the sordid business of the Ivy is concluded, it has plainly left an unpleasant taste in his mouth.
LET US CLING TOGETHER
Alphinaud informs you that he and Ilberd are planning to question Eline Roaille before reporting their findings to Raubahn. While they conduct their interrogation, you are to return to the Rising Stones and inform Minfilia of all that has occurred.
With the Ivy unmasked and her network of spies in disarray, the Empire's power to observe and influence Eorzean affairs has been greatly diminished. Meanwhile, your fellow Scions have made further progress in the quest to find a means to destroy the Ascians. If their theories are correct, white auracite may allow you to recreate the blade of Light you once used to vanquish Lahabrea.
As the Scions of the Seventh Dawn have grown in size and influence, so too have their responsibilities, prompting Minfilia to consider if their expansion was wise. Alphinaud, however, does not harbor such concerns, having embraced his role as commander of the Crystal Braves and guardian of Eorzea. The yound Elezen now wishes to aid the Immortal Flames in their ongoing efforts to bring stability to Ul'Dah, and he would like your assistance with his mission as well. Join him outside the Solar and listen to what Riol, his subordinate, has to say.
Riol, who has been attempting to trace the source of some weapons wielded by disgruntled refugees, has learned of a large shipment which may be intended for the same purpose. A black marketeer in eastern Thanalan is planning to resell the weapons and reap a tidy profit - unless you and Ilbert intervene before the exchange takes place. Rendezvous with the captain of the Crystal Braves at Highbridge.
Ilberd informs you that the black marketeer's clients have arrived. With luck, you may prevent the sale of illicit goods, seize the men who covet them, and learn their intent.
BAIT AND SWITCH
Ilberd states that the 1st Unit will establish a perimeter, preventing the clients' escape, while you and he seize the black marketeer and his weapons. Follow the captain to the Burning Wall and survey the area.
Although he spies only a single sentry, Ilberd concludes that there must be others in hiding. He bids you create a distraction while he and his men slip past into the tunnels where the black marketeer and his clients are meeting. Approach the lone sentry and strike up a friendly conversation.
The sentry is less than pleased with your presence, and he and his comrades attempt to summarily dispatch you. They do not succeed. Captain Ilberd and his men are nowhere to be seen, and so you have no choice but to wait outside the tunnel as instructed.
A sudden scream of agony rings out from within the tunnel. Proceed inside and seek out the source of the disturbance.
You find a flustered Ilberd standing over a man who lies motionless in a pool of his own blood. The captain explains that the black marketeer fought back with a hidden blade, and that one of his subordinates, fearing for his safety, slew the man. What is worse, a party of Duskwight sellswords believed to be the clients managed to slip past the 1st Unit, which is currently giving chase. As a final ignominy, it would seem that Riol's information was erroneous, and that the massive shipment of weapons consists of a single wooden crate...
BEST LAID SCHEMES
Ilberd wishes to join the 1st Unit in their pursuit of the Duskwight sellswords. However, the crate of weapons you and he have confiscated cannot simply be abandoned. He asks that you collect it and deliver it in his stead to Yuyuhase of the 3rd.
With remarkable ease, you secure the wooden crate filled with weapons. All that remains is to leave it in the care of Yuyuhase, who can be found on the Steps of Thal in Ul'dah.
You find Yuyuhase conversing with Alianne of the 4th Unit and her subordinate, Wilfred, and place the crate of weapons at their feet. Although Alianne struggles to accept that the single crate is the entirety of the shipment, Yuyuhase dismisses the discrepancy as Riol's failure. After you part ways with the three Braves, Riol steps from the shadows and begs a private audience, though he does not explain why. Seek him out at the Sapphire Avenue Exchange.
After listening to your account of events at the Burning Wall, Riol shakes his head in disbelief and insists that something is not right. He reiterates his claim that there should have been more weapons, crediting his experience deciphering financial transactions, as he once did for the Crystal Braves to ensure that no funds came from unsanctioned sources ─ though such precautions are no longer taken, it would seem. Apologizing for his outburst, he takes his leave, moments before Tataru summons you to Revenant's Toll via linkpearl. Return to the Rising Stones and speak with the receptionist.
Tataru thanks you for returning so quickly and states that a guest from Ishgard has requested your presence. Given the urgency of the receptionist's summons, it seems likely that the envoy has a dangerous task in mind.
THE RISING CHORUS
Brooking no delay, Tataru bids you follow her to the solar to meet with the Antecedent, who is waiting for you with the Ishgardian envoy. Proceed within and speak with Minfilia.
Waiting for you in the solar is Lucia, Ser Aymeric's second-in-command, who has come on his behalf to request your assistance with a matter of grave import. The astrologians of the Observatorium have interpreted recent signs as an indication of Midgardsormr's imminent resurrection. Alas, the knights of Ishgard are in no position to dispatch forces to the Keeper of the Lake at present, and so Ser Aymeric would have you investigate the wreckage on their behalf and ascertain the veracity of the astrologians' claims. Before proceeding to the Keeper of the Lake, however, Minfilia advises you to speak with a Doman watch who has been stationed on the northern shore.
The Doman watch reports that forces from Castrum Centri have been scavenging materials from the wreckage, but that otherwise the distant monument has shown no signs of activity. Given the imperial presence, a stealthy approach will be necessary. Gather your allies and take the watch's ship to the base of the Agrius and survey the fallen airship from bottom to top.
※The Keeper of the Lake dungeon.
The Ishgardian's worst fears have seemingly come to pass, as atop the wreckage of the Agrius you confront the fallen guardian of Silvertear Falls. With no choice but to fight, you engage the wyrm lord in battle, at last laying him to rest forever.
As you turn to leave, the voice of Midgardsormr rings out once more, and you are invited to plead your case. Yet your words fall on deaf ears, and the wyrm lord flatly states that his children now sing of Ishgard's imminent destruction. Your fate sealed, he prepares to end your life ─ only to hesitate when Hydaelyn intervenes and marks you as one of her chosen. Midgardsormr then relents ─ but not before somehow stripping you of the Mothercrystal's blessing. Revealing that a covenant binds him to you, the essence of the wyrm lord coalesces into a tiny vessel, and though it subsequently vanishes, you can yet feel his eyes upon your back...
Before you can even begin to speak of your experiences, the Doman watch informs you that Alphinaud has summoned you to the Rising Stones. Return and seek out the young commander.
In private, you share your experiences with Minfilia, Alphinaud, and Urianger. Together, you conclude that it would be best to keep the majority of your conversation with Midgardsormr a secret, given Ishgardian attitudes towards consorting with Dravanians. Alphinaud leaves to speak with Lucia, and for a moment you are left alone with Minfilia, who observes that you are somehow changed. Having no choice, you reveal what you kept concealed from the others ─ that Midgardsormr took from you the blessing of Light. The Antecedent accepts your reassurances that everything is well...yet Midgardsormr's constant presence is a reminder of the opposite. Unaware of your new burden, Lucia thanks you for besting Midgardsormr, and for bringing confirmation of the impending Dravanian attack. Though she has complete faith in her nation's capacity to defend itself, Alphinaud remains doubtful, and as the knight takes her leave he mutters quietly to himself, head bowed in thought.
Despite his reservations, Alphinaud acknowledges that the Scions of the Seventh Dawn are in no position to intervene. Until such time as they choose to request aid, you and the others have no choice but to watch and wait.
AETHER ON DEMAND
You speak with Alphinaud, and the young commander of the Crystal Braves mentions Moenbryda's request for the Scions to assemble in the solar. Find Moenbryda within the Rising Stones, and let her know that your business with the Ishgardians is concluded. You have located the Roegadyn scholar and informed her that her requested meeting may now take place. Make your way to the solar and speak with Moenbryda once more.
Moenbryda reveals that she has formulated a means of producing the staggering amount of aether required to destroy a captured Ascian soul ─ namely, by siphoning energy from the corrupted crystals found across Eorzea. It is at this point in her presentation that Alphinaud arrives and suggests that she conduct her experiments in northern Thanalan, where such crystals formations are bountiful yet not too closely grouped. He soon adds, however, that the imperial forces in the area are seeking to ransack the resources of the Ceruleum Processing Plant. With a knowing smile, Alphinaud laments that Moenbryda's experiments will be nigh impossible to perform without the Scions first cooperating with the Crystal Braves to defeat the Garlean threat. Speak with Alphinaud at the Rising Stones to learn more about your role in defending the processing plant from the advancing imperial soldiers.
Alphinaud has bid you rendezvous with the 4th in northern Thanalan while he moves to take command of the Crystal Braves stationed in Ul'dah. As you make to depart, you encounter Hoary Boulder and Coultenet, who have been charged with escorting F'lhaminn during her efforts to recruit her influential Ul'dahn acquaintances to the Scions' cause. It seems that the call of duty shall once more empty the Rising Stones of Eorzea's stalwart defenders. Travel to the Ceruleum Processing Plant and report to Wilred.
After reporting to Wilred, the eager Crystal Braves member takes you to Lieutenant Edelstein for a briefing on the current situation. Edelstein appears elated at your presence, but his mood quickly turns sour as he relates to you the news of how several imperial explosive devices have been discovered within the perimeter of the plant. Join the soldiers and the newly arrived Scions in the search for any suspicious boxes that could prove a danger to the garrison. You have scoured the entire compound and uncovered what you believe to be four more imperial explosive devices. Return to Lieutenant Edelstein and deliver the suspicious containers.
Lieutenant Edelstein gingerly receives the crates from your steady hands, and puts them aside for his sappers to disable. Though one threat has been effectively neutralized, the garrison commander informs you that returning scouts have reported movement amongst the nearby Garlean forces...
ON THE COUNTEROFFENSIVE
Lieutenant Edelstein informs you that imperial soldiers have been seen marching from Castrum Meridianum. The garrison leader would have you join the Crystal Braves in their efforts to repel the advancing Garleans. Speak with Lieutenant Alianne of the 4th Unit Braves, and lend your strength to her planned counteroffensive.
Upon speaking with Alianne, you learn that another force of imperial soldiers has been spotted attempting to conceal themselves along the west approach to the processing plant. Before the lieutenant can outline her strategy, however, Captain Ilberd arrives, and drafts you into assisting the 3rd Unit Braves as they set out to engage this second threat. Speak with Yuyuhase at Raubahn's Push for further instructions.
Yuyuhase welcomes your arrival, and explains his plan to uproot the Garlean raiders from their places of concealment. Search your assigned areas, and eliminate any imperial soldiers you encounter.
You have discovered and defeated an imperial squad. Move on to the next location, and engage any remaining Garlean soldiers.
You have defeated the remaining imperial troops. Return to Yuyuhase at Raubahn's Push and report your success.
You rejoin Yuyuhase, and he speaks of similar victories in the field. The Lalafellin Brave offers to share news of the Garleans' demise with Alianne, and asks that you do the same for Lieutenant Edelstein. Return to the Ceruleum Processing Plant and make your report to the garrison leader.
You make your report to a relieved Lieutenant Edelstein, who once more thanks you for your deeds. With the Garlean threat neutralized, it would appear the processing plant has been delivered from potential disaster.
With the battle against Castrum Meridianum's soldiers concluded, Moenbryda is now free to conduct her experiments in the field. Find the scholar at Dalamud's Talons, and see how her research progresses.
After witnessing Moenbryda perform a successful trial upon a corrupted crystal formation, you are visited by an Ascian who introduces himself as Nabriales. The Paragon soon senses that you have lost Hydaelyn's blessing and teleports away, seemingly intent on taking advantage of the Scions' vulnerability. Moenbryda realizes that the staff Nabriales spoke of is likely Tupsimati, the relic once wielded by Louisoix himself. Hurry back to the Rising Stones and protect Minfilia from the Ascian's intrusion.
You return to the Rising Stones to find Nabriales already in the solar with Minfilia, the Antecedent clutching the shards of the broken Tupsimati. With dismissive contempt, the Ascian reveals his plans to use the power yet hidden within the staff to bring about a new Rejoining. He then tears open a dimensional rift, through which he escapes with both Minfilia and the relic she holds. Follow Nabriales into the rift, and put a stop to his nefarious plans.
※The Chrysalis trial.
You have defeated Nabriales and rescued Minfilia. Return to the Rising Stones.
Upon your return to the Rising Stones, you are once more visited by Nabriales, who taunts you with his immortality. Before he can flee into the void, however, you succeed in trapping the soul of the weakened Ascian within the chunk of white auracite. But try though you might, without Hydaelyn's blessing, you are unable to summon enough aether to truly destroy him. As she witnesses light struggle to triumph over dark, Moenbryda finally comes to understand her mentor Louisoix's dedication to his duty. The wounded scholar then expends her own life energy in a brilliant burst of aether, allowing your glowing blade to at last pierce Nabriales's essence. A step too late, the rest of the Scions enter the solar to be greeted by the tragic news of Moenbryda's sacrifice. Somewhat comforted by the knowledge that his dear friend was, at the last, liberated from doubt and confusion, Urianger departs to grieve at the Waking Sands. Speak with the Antecedent to discuss the aftermath of the battle.
Though assailed by her own grief, Minfilia yet worries more for Urianger and the loss he must be feeling. The Antecedent then voices her intention to hold a memorial service for the Scions' fallen friend, and honor all that Moenbryda has accomplished.
IN MEMORY OF MOENBRYDA
Wishing to hold a simple service to honor the fallen Moenbryda, Minfilia suggests a gathering at the nearby monument ─ a stone sacred to Thaliak, the guardian deity of Sharlayan. Travel to Rathefrost in Mor Dhona, and wait at the mark of the Scholar for the other Scions to arrive.
You kneel before the mark of the Scholar, and offer a prayer for Moenbryda's soul. Now, more than ever, the Scions are determined to bring an end to the Ascians' destructive crusade. Return to the Rising Stones and speak with Minfilia.
Though her resolve threatens to crumble under the weight of yet another companion lost, Minfilia reminds herself of her duty to the fallen. She cannot surrender to her grief while Eorzea remains besieged on all sides. The Scions look to their leader for strength, and the Antecedent, in turn, confesses her reliance upon you. With the myriad perils yet menacing the realm, she will yet have need of your steadfast presence...
MASK OF GRIEF
Minfilia expresses concern over Yda's emotional state following the loss of Moenbryda. Seek out the melancholy pugilist at the Rising Stones, and see if there is anything you can do to lighten her burden.
Yda explains how Moenbryda would disapprove of her gloominess, and outlines a plan to cheer herself up. You learn that she has ordered a rare flower in memory of her friend, which is currently awaiting collection at Rowena's store. Unfortunately, it would seem Yda finds the merchant rather trying, and is therefore reluctant to pay for the goods in person. Head to the store in your fellow Scion's stead, and use the purse provided to purchase the moon daisy.
You have collected the moon daisy ─ as well as a flurry of unsolicited advice ─ from Rowena. Take the flower to the mark of the Scholar at Rathefrost, and hand it to the waiting Yda.
As Yda places the moon daisy before the mark of the Scholar, the skies over Rathefrost are suddenly darkened by the passing of Dravanian wings. Moments later, you are contacted by an audibly anxious Alphinaud, who bids you return to Revenant's Toll at once. Hasten back to the Rising Stones and speak further with the young commander.
Upon returning to the Rising Stones, you are informed that events are coming to a head in Ishgard, and that an envoy from the Holy See is already en route to the Scions' headquarters, bearing an urgent report...
DEFENDERS FOR ISHGARD
The envoy from Ishgard turns out to be Lucia, Ser Aymeric's second-in-command. The knight brings grim tidings, and has come to seek the aid of the Crystal Braves and the Grand Companies in bolstering her city's defenses. She also bears a personal request from the lord commander, who wishes to speak with you. Travel to Camp Dragonhead in the Coerthas central highlands, and rendezvous with Alphinaud prior to the meeting with Ser Aymeric.
You join Alphinaud in Camp Dragonhead, but it appears that Ser Aymeric has yet to arrive. As you wait together, the Crystal Braves' commander notes the unusually agitated mood in the camp ─ Dravanian invasion or no ─ and suggests that further investigation might be in order. Make your way to the Gates of Judgement, and question the unsettled knights.
You learn from the knights stationed at the Gates of Judgement that they were attacked by Lady Iceheart and her followers. Inform Alphinaud of this development.
Shortly after apprising Alphinaud of your discovery, you are accosted by Lucia, who confirms that which you have already learned: a heretic force has broken through the outer defenses and dispelled the first layer of arcane wards protecting the city of Ishgard. Now is not the time to debate the ramifications of this event, however, as Ser Aymeric is waiting for you back in Camp Dragonhead.
THE WYRM'S ROAR
Eager to begin his meeting with Ser Aymeric, Alphinaud puts the Gates of Judgement behind him. Return to Camp Dragonhead and ask Lord Haurchefant where the audience is to be held.
After welcoming you with his customary warmth, Lord Haurchefant informs you that Ser Aymeric awaits within the nearby intercessory. Speak with the House Fortemps guard to gain entry to the audience chamber, and announce your arrival to the lord commander.
Shortly after greeting Ser Aymeric in the intercessory, you are joined by Estinien, the Azure Dragoon. Owing to his prolonged contact with the Eye, Estinien is able to hear Nidhogg's "voice," and confirms that the roar that recently shook the heavens was the vengeful wyrm's call to battle. It would appear that Iceheart, if not directly in league with the creature, at least shares Nidhogg's desire to invade the city and lay claim to the Eye.
Swayed by Ser Aymeric's grim prediction of a desolate Coerthas providing a new staging point for the Empire, Alphinaud agrees to aid the beleaguered lord commander. Speak with the young Scion and hear his thoughts concerning the Ishgardians' request.
The Dravanians converge upon the city of Ishgard in their thousands, and there is no guarantee that her defenders will be able to repel them-- even with outside assistance. Nevertheless, Alphinaud seems grateful for this opportunity to bring the nations of Eorzea together as allies once more.
COMMITTED TO THE CAUSE
Though resolved to aid Ishgard in her hour of need, Alphinaud thinks it wise to report back to the Antecedent before preparing for war. Return to the Rising Stones and speak with Minfilia.
Along with the Crystal Braves, the Scions of the Seventh Dawn have committed themselves to the defense of Ishgard. As your companions depart the chamber with singular purpose, however, it appears that Riol is more concerned by the private words passing between Ilberd and Yuyuhase...
VOLUNTEER DRAGONSLAYERS
Hoping to rally support for Ishgard, Minfilia has once more dispatched your comrades to every corner of the realm. The tasks she has in mind for you, however, will keep you close to Revenant's Toll. In addition to recruiting volunteers from among the adventuring population, the Antecedent wishes you to consult with Slafborn regarding the town's state of readiness. Speak first with Tataru, and invite the receptionist to join you and the Adventurers' Guild representative in discussing the troubles that might spill over the border from the conflict in Coerthas.
You explan Minfilia's request to Tataru, who immediately begins to plan for every possible eventuality. Follow in the enterprising young receptionist's wake, and join her in consulting with Slafborn.
Though Slafborn readily acknowledges the importance of elevating the Toll's state of readiness, he is unwilling to make any formal commitment to assist in the coming conflict. Consult with Tataru regarding the possibility of approaching adventurers directly.
Tataru seems more than happy to recruit volunteers face-to-face. Speak with the adventurers in Revenant's Toll and attempt to rally them to Ishgard's cause.
You have approached a number of adventurers, and been greeted with responses ranging from cautious interest to barely concealed hostility. After being rebuffed by a particularly reluctant Roegadyn, you are suddenly pulled aside by Riol, who proceeds to explain the suspicious circumstances surrounding the disappearance of Wilred, the youth from Little Ala Mhigo. With battle looming on the horizon, however, there is little time for you to delve into this latest mystery. Return to Tataru and inform her of the results of your recruiting efforts.
You compare notes with Tataru, and are pleased to find that her recruitment efforts have met with similar results. Should those who expressed an interest be true to their word, the forces of Ishgard will soon be bolstered by a small but experienced contingent of adventurers...
AN ALLIED PERSPECTIVE
Tataru has received word from Alphinaud that the Alliance council has convened to discuss Ishgard's plight, and that your presence has been requested at the meeting. Travel to Ul'dah, and rendezvous with Alphinaud on the Royal Promenade.
You look on in silence as Alphinaud delivers an impassioned plea for assistance to the Alliance leaders. But despite his best efforts, he is unable to persuade them to pledge more than a token force to aid in Ishgard's defense. Citing local concerns more deserving of their resources, the leaders refuse to provide meaningful assistance, and suggest instead that you assemble a contingent of elite adventurers, similar to the company that proved so effective during Operation Archon. With that, the council is dissolved, and you are ushered out onto the Royal Promenade. Trouble Alphinaud for his thoughts on the day's proceedings.
Alphinaud's lamentations are interrupted by a linkpearl call from Captain Ilberd. It would seem the Dravanians have begun their assault on Coerthas. Wasting no time, the Crystal Brave commander dispatches his forces, and requests that you and your fellow adventurers assemble on the Steps of Faith, ready to repel the Horde. Make your way to the Gates of Judgement in the Coerthas central highlands, and report to Ser Marcelain.
Upon arriving at the Gates of Judgement, Ser Marcelain hurriedly briefs you on the skirmishes that have broken out around the central highlands. Before digging in for the main siege, you are to aid the Crystal Braves and your fellow adventurers in repelling the Dravanians' advance forces. Head first to Whitebrim, and slay the dragons that threaten the area.
You have defeated the Dravanian forces harrying Whitebrim. Travel next to Providence Point, and slay what dragons remain.
You have eliminated the Dravanian presence at Providence Point. Return to the Gates of Judgement and report to Ser Marcelain.
Ser Marcelain is dismayed to learn of the fate of the recently arrived reinforcements, and calls upon you to avenge your fellows in the battle to come.
THE STEPS OF FAITH
Ser Marcelain explains that the damage Iceheart inflicted on Ishgard's arcane barrier has allowed the dragons to land directly upon the Steps of Faith-- the bridge which spans the Sea of Clouds between the Gates of Judgement and the city proper. You are to take up position on the Steps of Faith, and aid the Temple Knights in defending the vital structure against the Dravanian Horde.
※The Steps of Faith trial.
You have succeeded in driving the Dravanian Horde from the Steps of Faith. Return in Triumph to the Gates of Judgement.
As the remnants of the Dravanian Horde take to the skies in disarray, Ishgard's weary defenders breathe a sigh of relief. The siege is ended. Speak with Alphinaud at the Gates of Judgement and find out how your allies fared in the battle at the Steel Vigil.
Minfilia greets your return with a mixture of triumph and relief. Having snuffed out the Dravanian threat, it is time to enjoy a well-earned rest.
Though she had hoped to grant you some respite after your exertions in Ishgard, an unexpected invitation from Ul'dah compels Minfilia to beg your assistance once more. A feast is being held to celebrate Ishgard's victory, and it would seem the Scions are expected to attend. Though Tataru wastes no time making the necessary arrangements, her uncharacteristic sighs tell Minfilia that something is amiss. Look for the troubled receptionist at her desk outside the solar.
You search for Tataru, but find her desk unattended. Mayhap F'lhaminn knows of her whereabouts.
F'lhaminn informs you that Tataru recently left through the front door of the Rising Stones, sighing as she went. Head out into Revenant's Toll and search for the receptionist.
You find Tataru alone, grappling with a problem she feels unable to share. After drawing encouragement from your stoic presence, however, she decides to bring the issue to the Antecedent. Return to the Rising Stones and speak with Minfilia.
Citing a need for some measure of martial prowess, Tataru requests a leave of absence to study her chosen discipline. Just as the determined Lalafell is departing, Hoary Boulder arrives to petition the Antecedent with a request of his own. It would seem that the adventurer assigned to his escort party has been seriously injured, leaving them in need of a replacement guard...
AN UNEXPECTED AMBITION
Recalling a conversation with Urianger, Minfilia surmises that Tataru may have taken up the study of arcanima. Despite the young woman's declaration that she will return as receptionist and bodyguard both, the Antecedent cannot help but worry. To put Minfilia's mind at ease, journey to the Arcanists' Guild in Limsa Lominsa and search for Tataru.
You find Tataru on the practice floor of the Arcanists' Guild, sporting a brand-new ensemble and the same old enthusiastic expression. With obvious pride, she declares that she must undertake a special training exercise at Mistress Thubyrgeim's behest, and hurries off before you can respond. Given the circumstances, it may be prudent to ask the acting guildmaster what manner of training she has asked Tataru to complete.
Upon learning that you are a friend of Tataru's, Mistress Thubyrgeim shares her concerns regarding the young receptionist's potential as an arcanist-- or lack thereof. She then implores you to oversee Tataru's training outside the city, south of Zephyr Gate, in case something goes awry.
As you watch from a distance, Tataru approaches several crates in order to conduct a mock inspection. Wild beasts soon approach, and she steels herself for battle-- only to be abandoned by her Carbuncle. Tataru has no choice but to flee, just as you have no choice but to follow.
Despite your carefully impassive expression, Tataru soon realizes that you bore witness to her shame. Crestfallen, she renounces arcanima and returns to the city. Though the trial ended in failure, Mistress Thubyrgeim shoukd be glad to learn that her student did not come to harm.
Tataru returns to the guild shortly after you arrive and proceeds to deliver a scathing appraisal of her performance and general aptitude to a bemused Mistress Thubyrgeim. Before your young friend can heap further scorn upon herself, however, the acting guildmaster tells her not to lose sight of her strengths-- to remember that, while there are studies at which she may not excel, there are others to which she is well suited. Though Tataru claims that she will take these words to heart, it is plain that her confidence has been dealt a crushing blow...
ANCIENT WAYS, TIMELESS WANTS
Though Tataru has been forced to abandon her pursuit of a new profession, she would not see her brief sabbatical end without accomplishing something of note. Accordingly, she asks that you accompany her to Costa del Sol-- though for what purpose she does not say.
Once more, you find Tataru dressed appropriately for the occasion ─ her goal this time being the procurement of pearls from clams native to Bloodshore. The endeavor is not without risk, however, as the clams are a favorite food of certain dangerous creatures. Follow Tataru to the sands below and see if she requires any assistance.
Fortune smiles on the young woman, as she soon uncovers a clam. While she works to remove the pearl within, stand watch for any creatures that might do her harm.
A ravenous serpent sets its sights on your friend and her prize, but you promptly slay it. Happily, Tataru appears to have completed her task-- let her know that you have too.
Tataru reveals her intent to use the blood pearls she has harvested to fashion charms for her fellow Scions. In this way, she hopes to ensure that they will always come home. Having accomplished her task, she makes for Limsa Lominsa, where F'lhaminn awaits, and bids you return to Minfilia at the Rising Stones. After listening to your account, Minfilia concludes that despite Tataru's failure to become an arcanist, she nevertheless benefited from the experience. With the benefit of hindsight, she suspects that the receptionist would have managed on her own... but is grateful that you indulged her request even so.
WHEN WE ARE NEEDED
That they might better understand the impact of primal summonings, the Scions of the Seventh Dawn employ scholars to travel across Eorza taking aetheric readings. These expeditions often entail visiting dangerous areas, and so each scholar is assigned an escort. Unfortunately, an adventurer charged with accompanying one such scholar was recently injured, leaving Minfilia with no other option but to ask that you serve in his stead. Hoary Boulder, who awaits you outside the solar, will brief you on the details.
Hoary Boulder welcomes the opportunity to work with you personally ─ though Coultenet observes that your duties will take you in different directions. Your charge awaits you at Camp Tranquil in the South Shroud. Make your way to Gridania and see your mission done.
Your late arrival does little to endear you to the scholar, who curtly instructs you to follow him to Issom-Har without further delay.
Having found a suitable location, the scholar begins to calibrate his instruments. Leave him to his work and keep watch for wild beasts. A brief moment of action provides a welcome distraction from an otherwise uneventful duty. Speak with the scholar to see if he has finished taking measurements.
Rather than express gratitude for your protection, the scholar requests that you make a more concerted effort to slay your assailants quiety. Resist the urge to remind him who he is talking to, and accompany the vile ingrate to the Snakemolt so that he might continue his mission.
The scholar wastes no time preparing to take measurements, and orders you to stand watch as before.
You dispatch your assailants with practiced efficiency. With luck, the scholar will have no complaints this time.
Suddenly disconcerted by the atmosphere in Snakemolt, the scholar hurriedly departs for Rootslake, where the final survey site awaits. Follow him and complete your mission.
His words terse and his mood tense, the scholar motions for you to stand guard once more.
The attack comes as little surprise, as does your victory. Inform the scholar that all is well.
Apparently unconvinced by your assertion that all is well, the scholar flees the lingering stench of slaughter for the relative safety of Camp Tranquil.
After a cursory analysis, the scholar concludes that there has been a widespread decrease in ambient aether concentrations following the Calamity. However, as his results are far from conclusive, he deems it necessary to take further measurements ─ accompanied, presumably, by you...
THE LEAST AMONG US
Eager to obtain additional readings with which to confirm his theory, your scholarly companion proposes a visit to Urth's Fount. Proceed to the next ─ and hopefully final ─ survey site.
Having arrived in Urth's Fount, the scholar bids you do what you have done before: stand watch at an appropriate distance while he takes his measurements. The survey takes a tragic twist when the scholar discovers the body of Wilred, the young Ala Mhigan whom you personally recruited to the Crystal Braves. Hoary Boulder and Coultenet soon arrive at the scene, and they conclude that the boy was murdered ─ though by whom and for what reason they can only speculate. The pair offer to look after the scholar in your stead and impore you to report the boy's death to Minfilia at the Rising Stones.
The news of Wilred's death comes as a shock to Minfilia, who cannot fathom why anyone would want to harm the boy. In a hollow voice, she declares that Alphinaud will want to conduct an investigation and send word to Wilred's family, before sinking back into her own thoughts...
A TIME TO EVERY PURPOSE
As four great nations stand poised to commemorate the successful defense of Ishgard, Minfilia is haunted by memories of the lost and concerns for the future of Eorzea. But while she would rather remain at the Rising Stones and focus on her work, she recognizes that this is a time for celebration, and that the Scions of the Seventh Dawn must stand united as a beacon of hope to all. And so she departs for Ul'dah to rendezvous with the other Scions, instructing you to follow when you are ready.
As you leave the Solar, Riol calls out to you, and you take the opportunity to share the news of Wilred's death. In response, the Crystal Brave reveals he has uncovered evidence that Teledji Adeledji has bribed members of the 1st and 3rd Units. Riol also divulges that Wilred had begun to ask pointed questions, which likely led to his demise at the hands of these traitors. Troubling as these revelations may be, you have obligations in Ul'dah which cannot be postponed.
You rendezvous with the other Scions on the Royal Promenade, ready for the feast. However, Minfilia reveals that you will not be making your entrance together as planned, due to an untimely request for aid from Mistress Momodi. It would seem that your presence is required at the Quicksand...
It would seem that a matter at the Quicksand requires your immediate attention. Minfilia asks that you make your way to the Steps of Nald and speak with Momodi, before joining her and the other Scions in the Fragrant Chamber.
By way of Momodi, Alianne of the 4th has requested a private meeting so that she might show you something of importance. According to the proprietress' account, the lieutenant appeared to be deeply troubled... Journey to the station west of the Coffer & Coffin and await her arrival as instructed. You stand in plain view and patiently wait for Alianne to appear. As the minutes roll by, however, you begin to wonder at her whereabouts.
After a further indeterminate period of waiting, you come to doubt that Alianne will ever arrive. No sooner has the thought entered your mind than you chance to catch sight of a vial at your feet. Though it may be no more than discarded refuse, it does not appear to have lain there for long...
As you puzzle over the significance of the vial, a familiar voice reaches your ears. Laurentius, another man you personally recruited to the Crystal Braves, is surprised to see you out in the field so soon before the royal banquet. He tells you that he has seen no sign of Alianna on his patrol, but reassures you that if he does happen to meet with her, he will tell her that you waited. Time is growing short, yet something about the vial troubles you. Perhaps Momodi will know what to make of it.
Momodi can offer little insight into the vial, save that it resembles those used by alchemists. Like Laurentius, she implores you not to worry about Alianne, and to turn your thoughts to more pressing matters.
THE PARTING GLASS
Before you make your entrance at the banquet, you must answer the summons of Her Royal Majesty Nanamo Ul Namo. Speak with her handmaiden on the Royal Promenade when you are ready to meet the monarch.
In private, the sultana reveals to you her intent to abdicate the throne and establish a fair and equitable republic. However, she is not so naive as to think that the transition will be without difficulty, which is why she asks that you support Raubahn however you can in the days ahead. You agree, and see relief wash over Nanamo's face... only to be replaced with confusion and terror as her body is racked by convulsions. Time seems to slow down as she falls to the floor and lies motionless, and as you rise to your feet to aid her, Teledji Adeledji and a contingent of Brass Blades burst into the room. The scene thus set, Teledji proclaims to all and sundry that Her Royal Majesty Nanamo Ul Namo has been murdered with poison ─ and that you, the Warrior of Light, are the man responsible.
Captain Ilberd of the Crystal Braves delivers you bound into the Fragrant Chamber and declares that you stand accused of regicide. Your bewildered allies vehemently deny Teledji's claims, but the Syndicate member counters their protestations with accusations that they too had a hand in the assassination. Ludicrous as it sounds, you see fear and doubt spreading across every face in the room ─ save for that of Raubhan Aldynn, a man foundering in a sea of disbelief and despair. Yet it is not words of comfort which serve to bring him back to shore, but Teledji Adeledji's unconcealed glee at ridding himself of the sultana once and for all. Unable to resist, he goads the Bull of Ala Mhigo into action, and is cleft in twain for his troubles, never to mock Nanamo again.
Lost to fury, Raubahn then advances upon Lolorito ─ only to be taken unawares by Ilberd, who severs his arm with a single practiced stroke. His true colors thus revealed, he delights in tormenting his rival in Teledji's stead, going so far as to claim credit for Nanamo's murder. His rage rekindled, the general rises to his feet, and in the ensuing struggle succeeds in freeing you from your bonds. As he and Ilberd eye each other from across the room, Raubahn bids you and the Scions escape ─ to clear your names and see justice done ─ before preparing to cross swords with the man he once called brother.
Bereft of allies and branded fugitives, you and your fellow Scions flee the scene, with a legion of Braves and Blades in hot pursuit. But it soon becomes plain that they are not to be outrun. One by one, your comrades choose to remain and hold back the tide of pursuers, until at last, when you emerge from the Sil'dihn ruins, you find yourself alone. For a mercy, you are soon reuinited with Alphinaud, at least, as well as an unexpected friend: Brendt, the peddler whom you met when traveling to Ul'dah long ago. Together with Pipin Tarupin ─ Vice Marshal of the Immortal Flames, and Raubahn's adopted son ─ you flee to Black Brush, where Brendt asks you to wait until help arrives.
Your promised help turns out to be none other than Cid Garlond, who is prepared to spirit you away from Thanalan aboard the Enterprise. But where will you go? Somewhere beyond the reach of the Monetarists and the Crystal Braves both, Pipin offers, prompting Alphinaud to conclude that Coerthas is your best choice. And so you part ways with the young Vice Marshal, who swears to do what he can to clear your names, and climb aboard the Enterprise. After what seems a short journey, you disembark near Camp Dragonhead, where a downcast Alphinaud proposes you seek Lord Haurchefant's counsel.
You receive a customarily warm welcome from Lord Haurchefant, who has already had the particulars of your tale from Alphinaud. Though plainly sympathetic to your plight, it would seem that he has a tale of his own to tell...
BEFORE THE DAWN
You learn that the Dravanians renewed their assault on Ishgard in your absence, and that several wyverns broke free into the city proper. The beasts were duly slain, though not before wreaking considerable havoc, and so it comes as little surprise that your petition for asylum will not be heard until the threat to Ishgard has diminished. For the time being, Lord Haurchefant invites you and Alphinaud to join your companions in the intercessory. Speak with the knight stationed outside to gain entry, and find out who awaits you within.
To your surprise, you find Tataru and Yugiri waiting for you in the intercessory, the refugee leader having rescued the young receptionist from the Crystal Braves in Limsa Lominsa. Together, you learn, they traveled to the Waking Sands, where Urianger cast a powerful glamour to mask the presence of those taking refuge within. This small blessing is soon tempered by the realization that, aside from you and Alphinaud, every other Scion who attended the banquet remains unaccounted for. Succumbing to a fit of melancholy, Alphinaud curses himself for being blind to the traitors in his midst, and foolishly believing that he could save the world single-handedly. Seeing this, Lord Haurchefant and Tataru remind him that all is not lost ─ that they still have allies to whom they can turn. With these words ringing in their ears, the remnants of the Scions of the Seventh Dawn resolve to resume their journey and seek their redemption... one step at a time
In an amazing display of teamwork, your fellow Scions inform you that the beast tribes are seeking to summon their primals once more. With the Grand Companies having suffered grievous losses in the recent operation, the task of vanquishing the god-like beings has fallen to you. Speak with Urianger for an overview of your mission.
In cryptic words, Urianger informs you that the Amalj'aa may have already succeeded in summoning Ifrit. Speak with Thancred, who has recently resumed his duties as a Scion, and ascertain the latest situation in Thanalan.
IFRIT BLEEDS, WE CAN KILL IT
Thancred confirms Urianger's words that Ifrit has been summoned once more. Report to the Hall of Flames and speak with Commander Swift to learn how you might arrange a meeting with the Lord of the Inferno.
According to Commander Swift, a beastman aetheryte leading to Ifrit's domain, the Bowl of Embers, has been discovered within Zahar'ak in southern Thanalan. Fight your way to the innermost depths of the Amalj'aa stronghold, and attune to the aetheryte.
You have attuned yourself to the Zahar'ak aetheryte, and the path to the Bowl of Embers lies wide open. Assemble your stoutest adventuring comrades, and vanquish the Lord of the Inferno.
※The Bowl of Embers (Hard) trial.
IN FOR GARUDA AWAKENING
On the heels of the Amalj'aa, the Ixal have also succeeded in summoning their primal. Report to the Adders' Nest and speak with Command Heuloix to learn how you might arrange an encounter with Garuda.
According to Commander Heuloix, a beastman aetheryte leading to Garuda's domain, the Howling Eye, has discovered with Natalan in the central highlands of Coerthas. Fight your way to the innermost depths of the Ixali stronghold, and attune to the aetheryte.
You have successfully attuned yourself to the Natalan aetheryte, and the path to the Howling Eye lies wide open. Assemble your stoutest adventuring comrades, and vanquish the Lady of the Vortex.
※The Howling Eye (Hard) trial.
IN A TITAN SPOT
As if on cue, the kobolds have succeeded in summoning Titan. According to Y'shtola, in his current incarnation, Titan now surpasses even Garuda in strength. Report to Maelstrom Command and speak with Commander Rhiki to learn how you might arrange a confrontation with the Lord of Crags.
According to Commander Rhiki, a beastman aetheryte leading to Titan's domain, the Navel, has been discovered within U'Ghamaro Mines in outer La Noscea. Fight your way to the innermost depths of the kobold stronghold, and attune to the aetheryte.
You have successfully attuned yourself to the U'Ghamaro aetheryte, and the path to the Navel lies wide open. Assemble your stoutest adventuring comrades, and vanquish the Lord of Crags.
※The Navel (Hard) trial.
PRIMAL NATURE
Urianger has heard word that the primal Garuda has returned. Travel to the Adders' Nest in Gridania, and speak with High Serpent Commander Vorsaile Heuloix to learn more of this seemingly immortal foe.
Commander Heuloix warns you that the tempestuous primal has displayed a degree of power far greater than any of her previous incarnations. Speak with the commander when you are ready to receive a briefing on what promises to be a most demanding and dangerous mission.
GALE-FORCE WARNING
After briefing you on the unusually potent manifestation of the primal, Commander Heuloix bids you confront Garuda in her domain in the Howling Eye. Travel to the Coerthas central highlands and battle your way to the beastman aetheryte deep within Natalan. You have fought past the ranks of the Ixal to once more stand before the Natalan Aetheryte. Assemble your companions, and do battle with the Lady of the Vortex!
※The Howling Eye (Extreme) trial.
You have defeated the primal Garuda and obtained a strange object fashioned of bone.
Deliver the bone curiosity to Commander Heuloix at the Adders' Nest in Gridania, and inform him of your success against the primal Garuda.
Commander Heuloix surmises that the unsettling memento you retrived from the Howling Eye is likely some manner of ritual object. Return to the Waking Sands in Vesper Bay, and consult with Urianger on the nature of your grisly trophy.
You deliver the ritual focus to Urianger, and the scholarly Elezen surmises that Garuda's enhanced powers are likely the result of an altered rite of summoning. Doubting the Ixal's willingness to meddle in the traditional ritual, Urianger suspects the involvement of the chaos-breeding Ascians. As if to underscore his suspicions, the Scion prepares to tell you of yet another primal threat...
QUAKE ME UP BEFORE YOU O'GHOMORO
Titan, the Lord of Crags, has made his presence known in Vylbrand with ground-shaking force. Travel to Maelstrom Command in Limsa Lominsa, and speak with High Storm Commander R'ashaht Rhiki to offer your assistance. Summoned once more by his kobold followers, the primal Titan has settled into his usual abode in the Navel. Infiltrate the kobolds' stronghold in outer La Noscea, and reestablish your link with the U'Ghamaro aetheryte.
You have re-attuned to the aetheryte hidden within U'Ghamaro Mines. Assemble your companions, and storm the domain of the Lord of Crags!
※The Navel (Extreme) trial.
You have defeated the primal Titan and obtained a ritual focus.
Deliver the ritual object to Commander R'ashaht Rhiki at Maelstrom Command in Limsa Lominsa, and inform her of your success against the primal Titan. Commander R'ashaht Rhiki appears as unsure of the purpose of the ritual focus as her counterpart in Gridania. Return to the Waking Sands in Vesper Bay, and deliver the second trophy of bone to Urianger.
After listening to the tale of your adventures, Urianger begins comparing the common elements surrounding the unusually powerful resurgence of both Garuda and Titan. It appears that the growing strength of the primals neatly coincides with your own steadily burgeoning abilities...
IFRIT AIN'T BROKE
Though there have been no overt signs of Ifrit's stirring, Urianger suspects that the situation will soon change. Visit the Hall of Flames in Ul'dah, and warn High Flame Commander Swift of the impending danger.
The disappearance of the Immortal Flames scouting parties deployed into Zahar'ak suggests that Ifrit once more rages within the Bowl of Embers. Commander Swift bids you gather a party of stout-hearted companions, and renew your bond with the Zahar'ak aetheryte in southern Thanalan.
You have re-attuned to the aetheryte at Zahar'ak. Assemble your companions, and confront the Lord of the Inferno in his own domain.
※The Bowl of Embers (Extreme) trial.
You have defeated the primal Ifrit and obtained a ritual focus.
Deliver the ritual object to Commander Swift at the Hall of Flames in Ul'dah, and inform him of your success against the primal Ifrit.
Commander Swift appears eager to devise new tactics for dealing with the strengthened primals. Return to the Waking Sands in Vesper Bay, and deliver the third ritual focus to Urianger along with Swift's hopes for a successful investigation.
You deliver the ritual object to Urianger and describe your encounter with the shadowy Ascians. The Elezen laments that while he is occupied with uncovering a more permanent solution to the primal threat, there is no recourse but to continue slaying the beastman deities whenever they arise. It appears, however, that he may have a means to aid you in this increasingly dangerous endeavor.
Urianger wishes to introduce you to a means of acquiring superior arms.
Urianger has arranged for a merchant in Mor Dhona to accept the ritual foci as fair exchange for a unique weapon. Take the three primal trophies you collected, and trade them to Rowena at Revenant's Toll.
After scrutinizing the uncanny objects of bone, Rowena appears satisfied that they will sell for a handsome sum. Deliver the ritual tools to Laraina, the merchant's acquisitions officer, and formalize the transaction.
You deliver the primal trophies to Laraina, and receive three merchant's tokens in exchange. With such tokens in your possession, you are now able to make a selection from Rowena's stock of high-quality armaments. Laraina explains that should you wish to obtain more of their weapons, you need only bring her another set of “stomach-churning” ritual foci.
PRIMAL FOCUS
Laraina has offered you another token in exchange for a complete set of ritual foci. Defeat the primals Garuda, Titan, and Ifrit to obtain the three ghastly trophies that the acquisitions officer has requested.
You have once more collected a full set of primal-summoning ritual tools. Deliver the trophies to Laraina at Revenant's Toll in Mor Dhona.
You obtain another three merchant tokens from Laraina in exchange for the set of ritual foci. Though you might wish to acquire more tokens to spend at Rowena's shop, you must exercise a measure of patience as you wait for the beastmen to once again initiate the rites of summoning.
THE KING LIVES
Urianger informs you that the Mogglesguard have once more succeeded in calling forth the daunting avatar of Good King Moggle Mog XII. Make your way to the Adders' Nest in Gridania, and report to High Serpent Commander Vorsaile Heuloix.
In somewhat pained tones, Vorsaile Heuloix explains how Kuplo Kopp attempted to chastise the Mogglesguard for their previous folly in summoning the king. Unfortunately, Kuplo's words did not have the desired effect-- fueled by fear and righteous indignation, the Mogglesguard proceeded to summon an even more potent incarnation of their maniacal monarch. Make haste to the Bramble Patch in the East Shroud, and rendezvous with your frantic moogle acquaintance. Kuplo Kopp has called upon you to depose "Great" King Moggle Mog XII, and to give the Mogglesguard a sound thrashing. Enter Thornmarch through the nullified ward, and defeat this royal menace!
※Thornmarch (Extreme) trial.
WHORL OF A TIME
According to the request for aid Urianger received from Maelstrom Command, the primal Leviathan has made an unexpectedly swift and deadly reappearance. Travel to Limsa Lominsa and report to High Storm Commander R'ashaht Rhiki for a briefing on the situation.
R'ashaht Rhiki confirms that the Lord of the Whorl has indeed returned to terrorize the seas. Reports of the primal's most recent attack suggest that this incarnation of Leviathan is possessed of truly nightmarish power and represents a threat that must be neutralized with all possible haste. As soon as your preparations are complete, make your way to the Moraby Drydocks and speak with Sergeant Styrnlona.
Sergeant Styrnlona eagerly informs you that the twin vessel, the Whorleater, and its towing ship are ready to leave port as soon as you board. The time has come to sail forth and confront the Lord of the Whorl once more.
※The Whorleater (Extreme) trial.
JUDGMENT BOLTS AND LIGHTNING
Lieutenant Scarlet conveys to you the disturbing news of Ramuh's resurgence. According to the Twin Adder officer, Frixio has requested your counsel regarding the primal's all-too-sudden return. Make your way to Little Solace in the East Shroud, and announce your arrival to the the elder sylph's attendant, Dellexia.
After welcoming you back to Little Solace, Frixio explains that the touched sylphs─fueled by fear and anger─have once more summoned their thunderous god. Though adamant that Ramuh holds no destructive agenda, the elder sylph admits that the primal's very presence is a danger to the land. The Lord of Levin must be defeated, not only to protect the realm, but also to teach his vengeful thralls the futility of their actions. Head deep into the territory of the touched sylphs and attune yourself to the Sylphlands aetheryte.
You have attuned yourself to the Sylphlands aetheryte. Gather your companions, and challenge the Lord of Levin beneath the boughs of the Striking Tree!
※The Striking Tree (Extreme) trial.
You have once more banished Ramuh to the sea of aether. Travel to the Waking Sands in Vesper Bay and report to Urianger.
You rouse Urianger from his studies to tell him of your second victory over the Lord of Levin. Listening intently to your tale, the Archon appears convinced that the touched sylphs have adopted the enhanced summoning ritual invented by the Ascians. For what terrible purpose do the servants of darkness seek to corrupt the essence of the primals...?
DROP DEAD SHIVA
Urianger grimly confirms that which a part of you already suspected: Lady Iceheart has recovered from her wounds and resumed her campaign against Ishgard. A letter from Lord Drillemont makes mention of a recent theft of crystals, which would suggest that the heretic leader intends to summon Saint Shiva once again. Return to Whitebrim Front and speak with Lord Drillemont to ascertain the situation.
Lord Drillemont reveals that he had intended to establish an Ishgardian outpost at Snowcloak. Alas, Lady Iceheart and her forces fell upon his men in a surprise attack, retaking the fortress along with the knights' sundry supplies. He implores you to confront the heretic leader and, if necessary, put down the dread primal Shiva once again. A Temple Knight posted at Snowcloak can escort you through hidden tunnels to the aetheryte within the heretics' lair which you can use to reach Lady Iceheart's sanctuary.
The Temple Knight stands ready to guide you through the tunnels. Assemble your companions and do what you must for the good of the realm.
※The Akh Afah Amphitheatre (Extreme) trial.
At the end of a titanic struggle, you succeed in defeating Saint Shiva, but cannot prevent Lady Iceheart from making her escape once again. Be that as it may, Lord Drillemont will doubtless be relieved to hear of your victory.
The troubling events of recent days have given Lord Drillemont much to consider; in particular, whether or not Ishgard has the capability to address the heretic threat on its own. Putting aside such concerns, he thanks you for your timely intervention, and bids you convey his gratitude to Urianger and the other Scions.
Long accustomed to the sight of your triumphant swagger, Urianger discerns that Saint Shiva is no more before you have even opened your mouth. Your subsequent description of the events at Snowcloak gives him pause, however, and he concludes that the Ascians yet labor to incite the heretics and Lady Iceheart to continue their crusade. Undaunted, the Archon declares his belief that Eorzea will one day be rid of the Ascian menace, and that you are the key to the realm's salvation.
FEAR AND ODIN IN THE SHROUD
The elder primal Odin has reared his head again. This time, however, Brother O-App-Pesi has devised a strategy to put an end to the Dark Divinity's hunt through the Shroud. He has personally asked for your aid, and has called for you to attend him in Urth's Fount.
O-App-Pesi wastes no words─you are to head a company of adventurers against the Dark Divinity. The brother and E-Sumi-Yan will behold your battle with Odin from afar in hopes of learning why the primal is never long gone from the Shroud. When you are ready, proceed to Urth's Fount and challenge Odin.
※Urth's Fount trial.
The Dark Divinity rides no more. Speak with O-App-Pesi and learn what he has observed.
The two brothers present a fascinating theory: Odin is not the being who wields the Zantetsuken, but rather a manifestation of the blade itself. Before they are able to study the sword further, however, a sworn man of the Gods' Quiver steals the Zantetsuken. O-App-Pesi vows you will get the chance to shatter the fell blade on the day the sword is again found.
Cryptic as ever, Urianger informs you that the as yet unidentified primal may soon awaken. He then reveals that an equally unidentified individual who is known to the Scions has taken it upon herself to investigate the being, and would solicit your assistance. Make your way to Wineport in eastern La Noscea, where the mystery maiden awaits.
You arrive at Wineport to find Alphinaud's twin sister, Alisaie, who has been conspicuous by her absence throughout your struggles thus far. She reveals to you that Castrum Occidens straddles a cavern formed in the wake of the Calamity, and expresses her desire to probe its uncharted depths. Fight your way through the imperial stronghold and seek a path down into the darkness.
You have found the entrance to the cavern in the innermost sector of Castrum Occidens. Report your success to Storm Private J'brohka.
J'brohka reveals to you that she is in the service of Alisaie, although she has enlisted with the Maelstrom for reasons of convenience. Her affiliations thus declared, J'brohka invites you to notify her when you are ready to enter the Binding Coil. Alisaie believes the truth of the Calamity sleeps within the cavern's unknown depths... but will she find the answers she seeks?
ALISAIE'S PLEDGE
Having thanked you for keeping Alisaie safe from harm, Urianger bids you join the young Scion in reflecting upon all that you witnessed within the Binding Coil. After laying Eorzea to waste in the catastrophic event now known as the Calamity, Bahamut was sealed deep beneath the Carteneau Flats seemingly by Louisoix, who was presumed dead. Even in his imprisoned slumber, however, the primal continues to drink of the land's aether, and in time will awaken to cast his dark shadow over Eorzea once more. In order to prevent a repeat of the Calamity─and to be reunited with her grandfather─Alisaie declares that she will investigate the two other enormous fragments of Dalamud that fell to earth. Aid her in this endeavor, that the realm might know true peace.
ANOTHER TURN IN THE COIL
After sharing their findings with the Sons of Saint Coinach, Urianger and Alisaie have come to a conclusion: that the elder primal Bahamut can be banished into the aether if the colossal devices which hold him captive are deactivated. According to their information, the path to the second mechanism can be found in the North Shroud, where a gigantic fragment of Dalamud impales the ground. Make your way to Fallgourd Float and speak with Alisaie's assistant, Lieutenant Anaelle, to learn what dangers lie ahead.
Lieutenant Anaelle briefs you on the preliminary investigation made into the fragment, then requests that you speak with a colleague stationed nearer to the massive structure. Find the sharp-eyed private in Alder Springs, and listen to his more detailed report.
According to the private, the lack of an imperial presence meant that he and his colleagues were obliged to carve an approach to the fragment themselves. Though the ground itself is now passable, the scout warns you that much peril yet lies in wait. Hurry back to Lieutenant Anaelle, and rendezvous with Alisaie as planned.
You return to the serpent lieutenant's post, but it is Alphinaud, and not Alisaie, who meets you there. Your fellow Scion asks that you watch over his sister, and help her find her true purpose. Wasting little time, he then takes his leave, keen that Alisaie should not learn of his visit. Prepare and provision yourself well, and speak with Anaelle when you are ready to begin exploring the Second Coil of Bahamut.
ALISAIE'S RESOLVE
Alisaie bids you return to the Waking Sands and deliver your initial report to Urianger, promising that she will join you as soon as she has set her troubled thoughts in order. Make for Vesper Bay.
Alisaie appears at the Waking Sands even as you complete your summary of events for Urianger. In the discussion which follows, the archon focuses his attention on the unexpected presence of Nael van Darnus, the defeated imperial legatus who once sought to bring the red moon Dalamud crashing down upon Eorzea. Urianger surmises that van Darnus's early efforts to establish control of the Allagan satellite inadvertently awoke the sleeping Bahamut, exposing the White Raven to the elder primal's irresistible will. Given the role played by such thralls in perpetuating Bahamut's existence, Alisaie declares that all must be found and eliminated─Louisoix's aetherial shade included. With that, she thanks you and departs, leaving Urianger to muse upon the value of uncovering a truth that promises so much anguish and sorrow...
FRAGMENTS OF TRUTH
You have scarcely exchanged two sentences with Urianger when Alisaie appears seeking the Archon's counsel on how to gain entry to the remaining internment hulks. Urianger suggests that she return to the connecting fragments of Dalamud in your company, in hopes that your presence will set events in motion, as it has so often in the past. In the meantime, the Archon promises to seek answers of his own. Make your way to the fragment situated at the Burning Wall in eastern Thanalan, and speak with Alisaie's assistant who has been reconnoitering the site.
To your disappointment, Alisaie's assistant reports that he has been unable to identify a viable path to the fragment's exterior, let alone a means to access its interior. Just as you are about to leave for Mor Dhona, where the next fragment lies, he adds that he has lost contact with his colleague there. Make haste to the Singing Shards, and ensure that the man does not come to harm.
You arrive at the Singing Shards just in time to prevent Alisaie's second assistant from coming to a sticky end. Unfortunately, the news he has for you is not good. If the fellow is to be believed, there will be no entering the fragment of Dalamud in Mor Dhona. Moments later, however, Urianger contacts you via linkpearl to notify you that he may have found a way to breach the remaining fragments. Make haste to the Ceruleum Processing Plant in northern Thanalan, where the Archon will furnish you with the details.
Urianger explains to you the method which he and certain other nameless individuals have conceived to reach the remaining internment hulks. Requiring that the laws of aetherial travel be bent to breaking point, the process entails considerable danger, but Alisaie is willing to take the risk. Meet her at the crystal formation known as Dalamud's Talons situated to the north of the plant.
Alphinaud arrives at Dalamud's Talons shortly after you do, revealing himself to be Urianger's mysterious collaborator. Having questioned his twin on the origin of her resolve, he declares that he will be joining your party on this descent into the Binding Coil. Speak with Erkenrad at the Ceruleum Processing Plant when you are ready to embark upon your mission.
Erkenrad acknowledges your readiness. At your word, you and your comrades will be transported directly inside the first of the two remaining internment hulks. Upon arrival, you must make your way to the main bridge and disable the coil responsible for Bahamut's regeneration. Spare no preparation and expect fierce resistance.
ALISAIE'S PATH
Having banished the elder primal Bahamut to the aether, you and the Leveilleur twins are transported back to Dalamud's Talons in northern Thanalan. Make your way to the Ceruleum Processing Plant, and report the mission's success to Urianger.
If anything, Urianger seems more relieved at your safe return than glad of your victory─though it is indeed a proud achievement. Thanks to you, Bahamut is no more, and with all his worshipers eliminated, the primal shall never again return to threaten the realm. As Alphinaud and Urianger embark on their diplomatic mission to conceal the truth of the Calamity, Alisaie bids you accompany her to the Burning Wall in eastern Thanalan. Having offered a prayer to all those who lost their lives at the start of the Seventh Umbral Era, Alisaie declares that she will embark on a journey to find her own reason to fight for the realm. Inspired by your fine example, she pledges to help those in need, and grow stronger in so doing.
Nojiro tells you of a portal in the South Shroud that has set Gridania's rumor mill to spinning. While it sounds like nothing more than a fanciful fabrication, he explains his tale comes straight from the Wood Wailers who dared to enter. As he heard it, the portal leads to a labyrinth that changes its design every time scouts enter its long-abandoned halls. Though the potential for spoils intrigues him, he finds the risk is not worth the reward.
If you should be bold enough to enter, however, he bids you speak with the Wood Wailers at the mouth of Issom-Har to learn more. You find a dutiful Wood Wailer keeping watch over the entrance to Issom-Har. He directs you to Quarrymill, where their reconnaissance team is recruiting adventurers willing to brave the depths of the ruins.
The head of the Wood Wailers' reconnaissance team explains to you their dire situation. Though they have had little success in navigating the ruins, a padjal mage in their company has devised weaponry to aid those willing to enter. With a plan of action and equipment in hand, the Wood Wailers bid you venture into the depths of the ruins to discover what secrets lie within.
HALLO HALATALI ※HALATALI
Nedrick Ironheart has told you of a training ground in eastern Thanalan known as Halatali. Find its entrance, and then speak with one Fafajoni.
You have been granted free use of the training grounds of Halatali.
BRAVING NEW DEPTHS ※SUNKEN TEMPLE OF QARN
Nedrick informs you that the Immortal Flames are recruiting adventurers to explore the Sunken Temple of Qarn. Travel to the entrance of the temple and seek out one Bibimu.
Bibimu has granted you permission to explore the Sunken Temple of Qarn. Steel yourself for the many challenges that lie in wait.
DISHONOR BEFORE DEATH ※CUTTER'S CRY
The advancing years spell the end of Sibold's annual pilgrimage to Cutter's Cry. Along with Nymeia lilies for the burial mound, the famed sellsword entrusts you with the tale of his companions' death — and of his own survival.
Time has gentled the countours of the earth raised over the dead. You place the lilies and say your young man's orisons before espying Private Norman guarding the entrance of the cave. Speak with him.
Norman affirms that the chimera still lives. The sound he bade you listen to seems to grow stronger, melding with the beat of your own heart...
FORT OF FEAR ※DZEMAEL DARKHOLD
According to Carrilaut, the unfinished home keep of House Dzemael is much troubled by the voidsent. In readiness of your acquiescence, Carrilaut has arranged for someone to meet you there. Speak to this Ophelie.
Ophelie has eagerly granted you permission to explore the Dzemael Darkhol. Take up the challenge, but remember the oath you swore on your first day as an adventurer.
GOING FOR GOLD ※AURUM VALE
According to Nedrick, an area known as the Aurum Vale might hold a suitable challenge for an adventurer of your accomplishments. The vale may be found in the southwesterly reaches of the central highlands of Coerthas. Travel there and seek out a man by the name of Willielmus.
Willielmus reluctantly grants you entry to the Aurum Vale. Take up the challenge, but be ever mindful of the lethal fumes within!
TRAUMA QUEEN ※THE WANDERER'S PALACE
Allene tells you of the Wanderer's Palace, a glittering trove of treasures uncovered by the Calamity. She burns to return there, that much is obvious. Speak with Abazi Charazi down at the docks west of Camp Bronze Lake.
Unhinged by the loss of her lover to a tonberry's blade, Allene has been luring adventurers out to the palace with a tale much embroidered. Abazi Charazi offers to take you there, if you are prepared and so inclined.
GHOSTS OF AMDAPOR ※AMDAPOR KEEP
Sensing that you may be wanting for stimulation, Nedrick Ironheart tells you of Amdapor Keep, a ruined fortress situated in the South Shroud. If you would walk its halls and delve into the past, speak with Maxinne, the Wood Wailer who stands guard at the entrance.
You learn that Amdapor Keep is overrun with the Lambs of Dalamud and the voidsent they have taken to summoning. Satisfied that you will hold your own against such foes, Maxinne grants you permission to enter.
SIRIUS BUSINESS ※PHAROS SIRIUS
The smith Daimanda has been dispatched to Pharos Sirius to assist in the restoration effort, only to find the lighthouse infested by a siren and its fell minions. Seek further information about this troubling turn of events from the foreman Mimidoa, who bides his time in Aleport.
Master Mimidoa confirms the dire tidings and implores you to silence the siren's song, that he and his apprentice may get on with their work. Make for Pharos Sirius and speak with Davyd, a guard posted outside.
Heartened by your arrival, Davyd advises you to enter Pharos Sirius via the flood cellar so as to catch your foe off guard. Rid the lighthouse of the siren and its thralls so that the restoration effort might commence in earnest.
WHY SO SIRIUS
Diamanda is overjoyed to hear of your triumph over the siren, the brave deed having served to avenge her father and clear the way for the long-overdue restoration of Pharos Sirius. She urges you to convey the good news to Master Mimidoa in Aleport, that the two might commense their work.
Good tidings were met with grim revelations, as Master Mimidoa revealed that the crew of undead seamen in the siren's thrall were none other than the wretched remains of Diamanda's beloved brother and his loyal mates. In hearing the painful truth with that which she had long suspected, she resolves to devote herself to the restoration effort to honor the memory of her family.
OUT OF SIGHT, OUT OF MINE ※COPPERBELL MINES (HARD)
In hushed tones, Hugubert speaks of ill tidings from the mines of Copperbell. The fiendish hecatoncheires — believed to have been driven back to the umbral depths — have resurfaced, and many a roseate miner has paid the eternal price for returning to work too hastily. Your informant encourages you to speak to the Stone Torch posted outside the mines, located in western Thanalan, to see if aught can be done about the situation.
The proud Stone Torch grudgingly admits that hecatoncheires have returned to plague the mines and, what is more, have proven far too formidable an opponent for his vaunted unit. Indeed, the entire mining operation is at risk if this new threat is not dealt with, and swiftly. It would seem that Copperbell dost want for an adventurer's succor once more.
MANIAC MANOR ※HAUKKE MANOR (HARD)
Lauriane's words are concerning, indeed. If the stranger she encountered in Gridania is to be believed, Haukke Manor — once cleansed of its demons by your own hand — now houses newfound horrors. Seek out your old acquaintance Ursandel to the northwest of the Lancers' Guild and see if there is any substance to the rumors.
A visibly shaken Ursandel confesses to you that the rumors are all too true: Someone — or something — has returned to Haukke Manor, and the blood of ill-fated young maidens spills more freely than it did at the height of his lady's reign of madness. Set forth for the manor, that you might witness the horrors with your own eyes.
You have gained entrance to Haukke Manor. Lend your strength to the Wood Wailers who do battle within, and put an end to the tragic horrors of this accursed place once and for all.
ONE NIGHT IN AMDAPOR ※LOST CITY OF AMDAPOR
The magicks entombing the lost city of Amdapor have recently faded, and the darkness within grows restless. Brother E-Sumi-Yan would have you still its stirring, and in his subtlety, has sent you to consult with Seedseer Raya-O-Senna. Make your way to Camp Tranquil in the South Shroud, where the Padjal awaits.
The Seedseers Raya-O-Senna and her brother, A-Ruhn-Senna, apprise you of the darkness that has emerged within Amdapor. Suffice it to say, it falls to you to vanquish the fell presence. To venture into the lost city, speak with Alphene, the Wood Wailer stationed at the entrance in the South Shroud.
From Alphene, you learn that the great gates he guards offer a way into the lost city. By all accounts, what awaits you is hideously dangerous and likely to be revolting. Meet the corruption in Amdapor with your loins girt!
THIS TIME'S FOR FUN ※HALATALI (HARD)
According to Hugubert, the training grounds at Halatali have been reopened to challengers, and your reputation as a seasoned battler precedes you. If you would take Hugubert up on his offer, make your way back to the reinvigorated training arena and speak with its sentry, Arlh.
Arlh informs you that the former deathtrap is now a well-oiled dungeon. While there are myriad calls on your talents, you cannot deny the appeal of proving yourself in Halatali.
CURDS AND SLAY ※BRAYFLOX'S LONGSTOP (HARD)
Your wanderings have led you into the company of one Bloezoeng, a local chef in the Seventh Heaven. As it turns out, you and he share a mutual acquaintance: Dyrstweitz, the owner of the Flying Shark in Costa del Sol. Dyrstweitz, it would seem, has sent out a call for help on behalf of his own friend, Wheiskaet. For friendship's sake, seek out Wheiskaet in eastern La Noscea to see what is troubling him.
Wheiskaet has pointed you in the direction of yet another old acquaintance, Brayflox Alltalks from the Company of Heroes. Proceed to Brayflox's Longstop, and assist the goblin in any way you are able.
You speak with Brayflox and discover that her camp is under attack by the Illuminati, a secretive fraternity of goblin scholars. This enigmatic band may well have good reasons for their assault, but in the name of friendship, you must brush such doubts aside as you prepare to stand with Brayflox.
KING OF THE HULL※HULLBREAKER ISLE
Bloezoeng informs you that an old friend, a Lominsan of no small repute, desires your services for a highly confidential task. If you would learn more, make your way to the seaside city–state's upper decks and seek out a man named Denston.
Your client turns out to be none other than the Maelstrom's second–in–command, Storm Marshal Eynzahr Slafyrsyn. Following a lesson in maritime history and natural phenomena, the man tasks you with going to Hullbreaker Isle in order to retrieve a golden coffer which belonged to the pirate king Mistbeard. See to your preparations, then speak with Denston at the Moraby Drydocks to be ferried over to the isle.
Denston stands ready to bear you and your comrades over to Hullbreaker Isle. After arriving, fight your way to the wreck of the Haar, and obtain Mistbeard's coffer.
Following a briny encounter with a tentacled seabeast, you come into possession of Mistbeard's coffer. Take your prize back to the upper decks of Limsa Lominsa and present it to Denston.
No sooner do you deliver the coffer to Denston than Eynzahr appears. The storm marshal unlocks the coffer to produce a mask bearing a menacing visage, which he explains has been worn by all the individuals who have borne the name Mistbeard. The legendary pirate, it would seem, is not one man, but many. Eynzahr goes on to say that the current Mistbeard will be the last, having chosen to consign himself and his predecessors to the pages of history ─ all for the sake of one woman and her dream of a brighter future for Limsa Lominsa...
BLOOD FOR STONE ※THE STONE VIGIL (HARD)
According to Failicie, Lord Drillemont prepares to retake the Stone Vigil, and begs the presence of the adventurer who once walked its dragon-haunted galleries. Take yourself to Whitebrim Front and hear what Drillemont has to say.
Lord Drillemont receives you with every courtesy. So unused are you to such deference from the mistrustful masters of Ishgard that you enjoy it rather less than you thought. By contrast, storming the Stone Vigil by air sounds quite comfortable indeed. Join Nathelain near the Vigil in the Coerthas central highlands and await the airship.
The feat of one can buoy the spirits of many, and Ser Nathelain tells you that you were the one, and shall be again today. Fight your way through the Stone Vigil, and reclaim the ancient fortress from the Dravanian Horde.
The battle is done. After six years and countless lives, Ishgard has won back the Stone Vigil. Who would have thought the rocks to have had so much blood in them? You would do well to dismiss such dark thoughts and go seek out Lord Drillemont instead.
Lord Drillemont proves to be no stranger to dark thoughts. While others rejoice, he sees that this victory is hollow unless the fortress can be rebuilt with alacrity. In the grim set of his jaw, you read an unspoken thought ─ what was retaken can be lost again, for a ruin is hard to hold...
Paiyo Reiyo has received a wedding invitation from a former adventuring comrade, a lass named Edda with whom you are acquainted. While impending matrimonal festivities would ordinarily be a cause for gladness, the fact that the groom-to-be is no longer among the living has left the Lalafell deeply perturbed. Paiyo Reiyo indicates that he means to consult a former comrade and fellow invitee regarding the strange affair, only to learn from you that she, too, has been dead for some time. Racked by uncertainty, he requests to see Liavinne's grave with his own eyes. Meet Paiyo Reiyo at the Church of Saint Adama Landama, and show him where your fellow Scion was laid to rest.
Arriving at the lichyard, Paiyo Reiyo is dismayed to find Liavinne's grave despoiled and her body missing. He believes that Edda is the one responsible, having lost her battle with despair in the aftermath of her fiance's death. The Lalafell departs for the Tam-Tara Deepcroft forthwith, determined to put an end to whatever madness his erstwhile comrade is about to commit. Given Edda's admiration for you, it seems likely that your presencce will prove valuable to this endeavor. Make your own way to the Deepcroft, and speak with the Wood Wailer guarding the entrance.
Huguemont informs you that a Lalafell fitting Paiyo Reiyo's description recently entered the Deepcroft, and in the company of a maiden garbed all in white. Venture into the crypt, and aid Paiyo Reiyo in ending Edda's madness.
Within the depths of Tam-Tara, you come face-to-face with Edda, and succeed in thwarting her dark ritual. Her plummet into the abyss is a sight you will not soon forget. Turn your attention now to Paiyo Reiyo.
With the unsavory affair put to rest, Paiyo Reiyo reveals that he has lost the will to continue adventuring. Before he is able to finish speaking, however, he abruptly breaks into a flurry of apologies, and flees like a man possessed. It would seem the Lalafell's troubles are not yet over...
THE NIGHTMARE'S END
Word of your exploits in the Palace of the Dead has spread, and a Wood Wailer stops you to speak of his men's praises. He also broaches the subject of a peculiar fellow down at Buscarron's Druthers. For the past several days, this drunkard has been spouting nonsense of the supernatural, and mumbling about you. Assuming you two to be friends, the Wood Wailer asks that you go to the Druthers and see what you can do to console this ale-sodden soul.
You find the gentleman in question who, failing to look up from his mug, demands you bring him another bottle of ale. However, when he hops down from his chair, you realize it is Paiyo Reiyo, whom you once rescued from the Tam-Tara Deepcroft. He tells you he has been plagued by thoughts of Edda ever since and is taken aback when you tell him of your encounter with the fallen mage in the Palace of the Dead. You hand him her engagement ring and a look of remorse passes his face. After a few moments, he then asks you to accompany him outside.
Tormented night after night by nightmares of Edda and her beloved, Paiyo Reiyo had decided to hold a small remembrance service for them, hoping to lay their spirits to rest. The problem, however, was that there were no bodies to bury ─ a problem for which he found a solution the moment he thought of Edda's ring. He plans to use their engagement rings for the service. All he requires now is Avere's ring, which just so happens to be in the river near Buscarron's Druthers.
You search along the riverbank and find a pair of rusted gauntlets. While examining them, you manage to dislodge a ring from within one. Take it to Paiyo Reiyo and see if it is what he has been searching for.
Paiyo Reiyo is beside himself with excitement when you show him the ring. He decides on a place to bury their keepsakes, eventually settling on Summerford. From there one can gaze upon all of Limsa Lominsa, the place where the two lovers first met.
Having lain the rings gently in the soil, Paiyo Reiyo offers up a prayer, hoping Edda and Avere have at last found peace in the great beyond. He thanks you and promptly takes his leave, heart unburdened and mind at ease. As you turn to follow, a soft wind blows, carrying what sounds like a whisper on the breeze. Perhaps it was your imagination. You stop to take one last look at Limsa, knowing that Edda is finally in a better place.
IT'S DEFINITELY PRIATES ※SASTASHA (HARD)
According to Bloezoeng, Commodore Reyner of the Yellowjackets has need of a capable adventurer for what promises to be a grueling task. If you would answer the call, make your way to Limsa Lominsa and present yourself before the commodore at the Coral Tower on the upper decks.
Reyner informs you that Sastasha has been overrun by an unidentified group of pirates... who may in fact be monsters. Recalling the way you once drove the Serpent Reavers from the caverns, the commodore is confident that you will be able to quell the new threat ─ whatever it is. Make your way to Sastasha in western La Noscea, and report to D'perjha, who stands guard by the entrance.
D'perjha has briefed you on the current situation. In the absence of new intelligence, you have no choice but to play it by ear. Venture into Sastasha, and eliminate the threat within.
Deep within the bowels of Sastasha, you corner the hideously transformed resurrection of Captain Madison who summons forth the Kraken to do his bidding. However, the dread pirate's dastardly plan rebounds upon him when, with a flick of its tentacle, the creature sends him flying. Setting aside this bizarre scene, you and your comrades engage the gargantuan sea beast, and succeed in vanquishing it. Your mission thus accomplished, make your way back to the outside world and report to D'perjha.
D'perjha is shocked to learn that the monsters that had overrun Sastasha were none other than the Serpent Reavers. Having informed you that their bodies will be collected for analysis, the Yellowjacket bids you report to Reyner, who has since arrived in Aleport.
No sooner do you begin speaking with Reyner than the body of one of the jellyfish men arrives from Sastasha. The scholar Ceana believes that its hideous form is the result of overexposure to aether, most likely due to repeated tempering. In light of recent developments, Reyner pledges to tighten security around Aleport.
THE WRATH OF QARN ※THE SUNKEN TEMPLE OF QARN (HARD)
According to Hugubert, Amajina & Sons Mineral Concern is in urgent need of adventurers. The craggy Highlander is uncharacteristically mealymouthed about the clients, however. Speak with one of them at the Miners' Guild and get a measure of this Seserukka.
You learn that to speak with Seserukka is to hear from Popokkuli, and to speak with Popokkuli is to have an earful from Seserukka. What they demand is a rescue mission, but there is nothing simple about entering the Sunken Temple of Qarn─especially after some raiders have set off the ancient traps within. Still, the scholar Nenekko must be rescued, or her brothers will have your hide. Bibimu will allow you entry into the temple once you arrive in southern Thanalan.
From Bibimu, you learn that your two clients are the “sons” in Amajina & Sons Mineral Concern. In addition, Nenekko is a rising star in the scholarly world. With this knowledge in mind, enter the Sunken Temple of Qarn and pull off the rescue.
You return to the treacherous corridors of the Sunken Temple of Qarn, and live to tell the tale.
Nenekko proves to be an unflappable little person in very little need of rescuing. Precede her back to the Miners' Guild to set her brothers' minds at rest, and remember: non-intrusive first and systematic always.
The twins are relieved to see you and positively ecstatic to see their sister. They have loving hearts, all three, though in the twins it comes cloaked in much bluster. Nenekko's plan to sow superstitious fear should protect the ruins ─ and her team ─ from further danger created by unscrupulous raiders. What time has devoured, knowledge can recreate. And what was lost, soft eyes can find.
NOT EASY BEING GREEN ※THE WANDERER'S PALACE (HARD)
Bloezoeng is overjoyed to hear that you are the very adventurer who survived the Wanderer's Palace. He explains that a fellow in his acquaintance ─ a treasure hunter of sorts ─ has been searching for you. Go and discover why at Camp Bronze Lake in upper La Noscea.
You speak with the blundering treasure hunter and his companion. The two tell a harrowing tale, of how close they came to death within the Wanderer's Palace themselves, only to be saved by the tonberries. Their respite was short-lived, however, as a bloodthirsty band of Mamool Ja sellswords invaded not long after, slaughtering many tonberries and locking the remainder away. The treasure-hunting duo barely escaped the attack with their lives. Now, they ask that you give the mercenaries the boot, and so aid their tonberry comrades. Speak with the ferryman Abazi Charazi to gain entrance to the Wanderer's Palace.
Deciding to overlook his hatred of the tonberries, Abazi Charazi grants you passage to the Wanderer's Palace to save the beleaguered creatures from the Silverscales.
The Silverscales are now sleeping with faerie bass, so to speak, and the tonberries are rescued. Return to Camp Bronze Lake, and tell the treasure hunters of your triumph.
The treasure-hunting pair are overjoyed to hear of your success. They thank you profusely, vowing that they will do all in their power to ensure the tonberries' safety. With smiles on their lips, the two depart to live happy lives amongst their green friends.
FOR KEEP'S SAKE ※AMDAPOR KEEP (HARD)
Upon learning that it was you who purged the Lambs of Dalamud from the bowels of Amdapor Keep, Lauriane informs you there is one who would speak with you. His name is Brother Adestan, and he waits at Camp Tranquil in the South Shroud. Venture there to hear his story.
Brother Adestan reveals that he is investigating Amdapor Keep at the behest of A-Ruhn-Senna. New evil festers within the castle walls, and its source is voidsent invoked by an unknown fiend. While the mystery of the summoner can wait, the voidsent threat must be destroyed with all haste for the good of the Shroud. Adestan bids you speak with Maxinne, the guard watching over Amdapor Keep, that you might behold the terrors within for yourself.
Maxinne grants you entry to the castle, but not without a warning. The darkness inside has made the forest life turn savage and feral. It will pose a deadly challenge to you until the voidsent lord lurking at the castle's heart is defeated.
You have felled the voidsent lord, a nightmarish being seemingly garbed in harlequin's attire. Return to Camp Tranquil and tell Brother Adestan that you have had the last laugh.
After hearing of your adventure, Adestan realizes the voidsent were summoned forth not by the living, but rather by the dead. The Lambs of Dalamud's dark rites had been complete but for blood. When you purged them, their vitality ran forth over the ground, and brought their foul rituals to fruition. Adestan wonders if the voidsent drew the Lambs to Amdapor in the first place, before dismissing such theories as improbable. He nevertheless thanks you for restoring peace to the Shroud.
At Revenant's Toll, an oddly garbed visitor informs you of a rare opportunity to uncover the wisdom of the ancients. Make your way to Saint Coinach's Find and speak with the site's chief supervisor, Rammbroes, whom the stranger believes would welcome the services of a storied champion such as yourself.
Upon arriving at your destination, you find the Sons of Saint Coinach making preparations for an expedition into the forbidding Crystal Tower-- aided by your old friend Cid Garlond. Speak with Rammbroes when you are ready to assist in the Sons' mission to understand and preserve the potent technology of the fallen Allagan Empire.
According to Rammbroes, the entrance to the Crystal Tower is guarded by potent elemental defenses which will need to be circumvented before any expedition into the structure can be attempted. Cid's research suggests that the wrath of the elements can theoretically be reflected by crystals of sufficient clarity. Unfortunately, such flawless specimens are most likely to be found in the midst of the various beast tribe strongholds, and will not be had without a fight. It falls to you to obtain a flawless earth crystal from the U'Ghamaro Mines in Outer La Noscea, and a flawless water crystal from the Sapsa Spawning Grounds in Western La Noscea.
You have wrested the flawless crystals from the clutches of the kobolds and the Sahagin. Deliver your prizes to Rammbroes where he awaits you at Saint Coinach's Find.
After taking receipt of the two flawless crystals you acquired in La Noscea, Rammbroes asks that you seize the equivalent fire-and-wind-aspected specimens held by the Amalj'aa and the Ixal. Obtain a flawless fire crystal from Zahar'ak in southern Thanalan, and a flawless wind crystal from Natalan in the Coerthas central highlands by participating in the FATEs "He's a Firestarter" and "The Storm Caller," respectively.
You succeed in infiltrating the strongholds of the Amalj'aa and the Ixal, and escape with the beastmen's flawless fire and wind crystals. Deliver them both to Rammbroes at Saint Coinach's Find.
Thanks to your daring forays into the beastmen's strongholds, the Sons of Saint Coinach now possess flawless crystals of each of the four elements. If they are to be relied upon to reflect the wrath of the tower's sentinels, however, the crystals must be cut and polished to exacting specifications. According to Rammbroes, this process calls for certain extraordinary materials. Clearly, much work remains to be done.
SANDING IT DOWN
Rammbroes explains that four varieties of an extremely rare abrasive known as aethersand are required to polish the flawless crystals. Take the purse given to you by the dig supervisor and deliver it to Serendipity, the master of the Goldsmiths' Guild in Ul'dah. It is Rammbroes's hope that the presence of a celebrated adventurer will prompt the goldsmiths to redouble their efforts to procure the required materials.
Upon arriving at the Goldsmiths' Guild, you encounter an old friend: Biggs. By some strange coincidence, it appears that the Roegadyn engineer is also intent on purchasing what little aethersand there is to be had. After a somewhat one-sided negotiation, he relinquishes his questionable claim on the only available batch in exchange for a role in the forthcoming expedition. The fire-aspected aethersand thus secured, inquire as to whether Biggs might know where to obtain the three remaining varieties.
Biggs reveals that his partner, Wedge, has traveled to northern Thanalan to meet with a merchant rumored to be in possession of a quantity of earth-aspected aethersand. Make for Bluefog and seek the Lalafell, who should be accompanied by a hired adventurer bodyguard.
According to the adventurer hired to guard Wedge, she last saw her employer during a bungled attempt to retrieve some aethersand, which had been stolen by bandits. Betraying scarcely a hint of shame, the bumbling bodyguard speculates that Wedge may still be trapped inside the abandoned Amajina mythril mine which the bandits call home. Make haste to the site and rescue Bigg's stricken friend before it is too late.
To your great relief, Wedge bears no scars from his recent ordeal. Unfortunately, he also bears no aethersand, having dropped it whilst fleeing from his pursuers. Search the mine and retrieve the precious mineral before the bandits stumble upon it.
You have succeeded in retrieving the lost aethersand. Return to Wedge and inform him of your success.
Wedge is plainly overjoyed to have the aethersand back, but when he hears of your impending expedition, he decides to surrender the precious mineral to you, reasoning that your need is greater. It is time to head back to Saint Coinach's Find, and deliver the fire- and earth-aspected aethersand to Rammbroes.
After delivering the two samples of aethersand, you regale Cid with tales of his indefatigable employees' most recent misadventures. When thoughts subsequently turn to the two outstanding varieties of aethersand, Rammbroes declares that he has made "arrangements" to procure them. Quite what form these arrangements may take is unclear, but his expression betrays no small amount of apprehension...
A PERFORMANCE FOR THE AGES
Rammbroes explains that he had made arrangements for an acquaintance of his to obtain the remaining varieties of aethersand. Since doing so, however, the dig supervisor has received no word of any kind, prompting him to worry that something may be amiss. Seek Parsemontret in the Gridanian markets, and inquire as to the to the whereabouts of Rommbroes' missing friend.
Parsemontret informs you that aethersand has not been sold in the markets for many years. Sensing your dejection, he mentions that you might consider mining the ore from which the water-aspected variety of the abrasive is refined. He is quick to point out, however, that the dangers inherent in this course of action make it an errand fit for desperate fools alone. Though you would ordinarily take issue with at least half of this description, it seems you have little choice but to accept the master's suggestion. Travel to Urth's Gift in the South Shroud and scour the territory of a particularly nasty hog.
While examining a large porcine carcass in Urth's Gift, you are addressed by an unseen observer who smugly declares that he has already collected the water-blessed ore that you came to find. Ostensibly on a whim, he then proposes a race to obtain a quantity of wind-aspected aethersand held by the Ixal. Hurray to the Ixal logging grounds in the North Shroud, and wrest the precious abrasive from the talons of the feathered beastmen.
After fighting your way past countless Ixal, you succeed in securing the wind-aspected aethersand. No sooner have you done so than you hear the voice of the unseen observer again. He thanks you for providing an entertaining spectacle, and declares his intention to reward your efforts. Travel to the clearing in Proud Creek and collect your prize, whatever it may be...
Upon arriving at the clearing in Proud Creek, you are surprised to find the very thing you need most: water-aspected aethersand. With predictable timing, the unseen observer chooses this moment to break the silence, praising your deeds before promising that the two of you will soon meet again. Return to Saint Coinach's Find in Mor Dhona, and deliver the remaining abrasives to the waiting Rammbroes.
LABYRINTH OF THE ANCIENTS
Assuming the role of expedition leader, G'raha Tia issues instructions to the assembled fellowship of NOAH, detailing how the operation will proceed. Make your way to the large gate located to the south east of Saint Coinach's Find, and await the arrival of the rest of the survey team.
To the great relief of all concerned, the crystal "fangs" make short work of the tower's lethal outer defences. Reasoning that the structure's inner reaches are likely to contain further hazards, Cid volunteers you for the task of securing the Labyrinth of the Ancients. Rid the maze of anything which might pose a threat to the survey team.
FOR PROSPERITY
Now that a path through the Labyrinth of the Ancients has been secured, it is time for the fellowship of NOAH to discuss the next stage of the expedition. Begin by apprising Rammbroes of your progress.
The most significant finding of your initial survey is also the most obvious: namely that the long-dormant mechanisms of the Crystal Tower have somehow been reawakened. In order to ascertain what coaxed them into motion after several thousand years of stillness, there is no recourse but to forge onwards and upwards into the spire itself. Given the danger inherent in this proposition, however, it is agreed that no further forays should be made until Cid and his assistants have conducted an exhaustive analysis of the tower's next line of defense. Faced with the prospect of a lengthy delay, G'raha Tia warns you against idleness, doubtless anticipating that the challenges to come will punish any hint of rustiness in your technique.
Rammbroes informs you that the investigation of the Crystal Tower is being hindered by the most mundane of security measures: a gate that refuses to open. Even as Cid and G'raha Tia rack their brains to find a solution, two peculiar individuals arrive and offer their aid. They introduce themselves as Doga and Unei, scholars of ancient Allag sent by the Students of Baldesion. Though Rammbroes is at first suspicious of their origin, he relents at G'raha Tia's behest and allows them to join NOAH in an advisory capacity. Without further ado, Doga and Unei are asked to examine the sealed gate which leads into Syrcus Tower. Accompany the two scholars to the Eight Sentinels, and there speak with Biggs to be shown to the gate.
Much to the surprise of all present, Doga and Unei open the gate as if they were born to do it. Speak with Doga to learn how this feat was possible.
Doga and Unei reveal that they are "clones"-- copies of two individuals who claim direct descent from Emperor Xande, the founding father of the Allagan Empire. In his desire to bring the world under his rule, Xande consorted with forbidden powers. Fearful of what might befall the world, the original Doga and Unei attempted to thwart their emperor's scheme. They imbued their clones with their will, that their work might continue in the event of their death. After millennia in slumber, the two clones now seek to finish what their namesakes had begun, but they require your help to succeed. The members of NOAH unanimously agree to join their cause, and Rammbroes tasks you with eliminating all hostile elements within Syrcus Tower and finally defeating Emperor Xande. See to your preparations, then speak with G'raha Tia.
You have declared your readiness to enter Syrcus Tower to G'raha Tia. Fight your way to the top of the structure, and strike down Emperor Xande.
※Syrcus Tower raid.
You have defeated Xande, but your victory proves short-lived. Even as Doga and Unei attempt to annul the emperor's dark covenant, an entity calling itself the Cloud of Darkness pulls them into the rift that had manifested before the throne. Nero attempts to save them for his owns reasons, only to end up sharing their fate.
With the rift having vanished, you are powerless to help your friends. For now, return to Saint Coinach's Find, and consult Rammbroes as to a way to bring them back.
Rammbroes believes that Doga, Unei, and Nero were drawn through a Voidgate, and into the dark realm beyond. Though they do not yet know how, the members of NOAH are determined to save their comrades and eliminate the threat posed by the Cloud of Darkness. Rammbroes pledges to search for the answer, and bids you rest up in preparation for the instrumental role you will doubtless play in the impending rescue mission.
THE WORLD OF DARKNESS
Rammbroes and G'raha have been hard at work finding a way to rescue Unei, Doga, and Nero from the World of Darkness. However, their research has revealed a more pressing problem: Emperor Xande's covenant with the voidsent known as the Cloud of Darkness remains in effect, and his orders still control the Crystal Tower. Thus, the Allagan structure continues amassing energy to open a Voidgate, and unleash the Cloud upon Eorzea. Should this come to pass, all that is will be destroyed. However, even amidst such dire circumstance, there is a sliver of hope. If NOAH can retrieve Unei and Doga from the dark realm, then the tower can be halted and the covenant broken. Garlond Ironworks has labored to make a machine able to open a small rift, through which a brave band of adventurers can enter the World of Darkness. Cid arrives to inform you the preparations are nearly complete, and bids you speak with Wedge at the Eight Sentinels.
Wedge ushers you to the throne room of Syrcus Tower. In the moments before opening the rift, G'raha Tia falls into a strange mood, and tells you of a band of heroes in ancient Allag who sought to dethrone Xande. Ultimately, though, they did not succeed in stopping the emperor. History aside, Cid receives word that the Ironworks' machine is ready. With a devilish glint in his eye, the engineer orders the Voidgate opened. Lights flash and power hums, and before your very eyes a rift appears. Rammbroes now lays the burden of rescuing your friends from the World of Darkness upon you. As you turn to go, G'raha Tia asks for a moment of your time. Speak with him at the Eight Sentinels to discover what is on his mind.
G'raha Tia reveals his inner struggle. Though he has learned the hue of his eye marks him as close to Allag, he does not know why. However, he feels instinctively that he must accompany you beyond the rift. You gladly accept his offer of company, and ready yourself to pass through the Voidgate to rescue your three lost comrades.
※The World of Darkness raid.
After vanquishing the Cloud of Darkness, you find your lost companions safe. You discover that Unei and Doga's royal blood offers them protection from the shadowy realm, and learn of their will: The Cloud of Darkness suddenly rears up around you, harrowing you. G'raha is hit... and mysteriously unharmed. Astounded, Unei proclaims that the royal blood of Allag flows in G'raha – though only through some tremendous technological feat. The two clones then tell the historian he can control the Crystal Tower, and bid you all hasten back to Eorzea. Concealing a deep sadness at the loss of friends, G'raha begins the race homewards. You and Nero follow.
You have spoken with Rammbroes, who thanks you for your service to both NOAH and the realm. He concludes that the saga of the Crystal Tower is nearly finished, and that it will be but a short time before Allag's sad history may be laid to rest.
THE LIGHT OF HOPE
ou tell Cid and Rammbroes of what occurred in the World of Darkness. Suddenly, a researcher dashes up, and tells you in panicked tones that G'raha Tia is ordering researchers out of the Crystal Tower. Hasten back to the Eight Sentinels, and speak with the son of Saint Coinach to discover what is happening.
You rush to the Crystal Tower. Before you can enter the Crystal Tower to discover what is afoot, G'raha bids you stop. It seems he has a mind to seal the gates with himself inside. He reveals that the survivors of the Fourth Umbral Calamity prayed the tower would become a beacon of hope in the future. Tomake that a reality, Princess Salina – the only remaining royal Allagan – gave her blood and memories to her most trusted advisor. That man was G'raha's ancestor. Now, to ensure the wish of the ancients comes true, the historian has decided to put the Crystal Tower once again into a long slumber. He leaves you with a task: build a bright future. His farewells fade with the closing of the Crystal Tower. It would be best to return to Rammbroes and discuss all that has transpired.
Though the tower is silent and Cid has left to pursue new ventures, Rammbroes vows that NOAH will not disband. He promises to continue onwards-in honor of the wish passed down from ancient Allag, in honor of Unei and Doga's sacrifice, and in honor of G'raha's future. Now, a new dawn has come to Eorzea.
Main Scenario Quests
Date: 2019-07-08 01:35 pm (UTC)A Realm Reborn (2.0)
Date: 2019-07-08 01:37 pm (UTC)A Realm Awoken (2.1)
Date: 2019-07-08 01:40 pm (UTC)Through the Maelstrom (2.2)
Date: 2019-07-08 01:44 pm (UTC)Defenders of Eorzea (2.3)
Date: 2019-07-08 01:44 pm (UTC)Dreams of Ice (2.4)
Date: 2019-07-08 01:45 pm (UTC)Before the Fall (2.5)
Date: 2019-07-08 01:45 pm (UTC)no subject
Date: 2019-07-08 01:46 pm (UTC)no subject
Date: 2019-07-08 01:46 pm (UTC)no subject
Date: 2019-07-08 01:47 pm (UTC)no subject
Date: 2019-07-08 01:47 pm (UTC)no subject
Date: 2019-07-08 01:48 pm (UTC)no subject
Date: 2019-07-08 01:48 pm (UTC)no subject
Date: 2019-07-08 01:48 pm (UTC)no subject
Date: 2019-07-08 01:49 pm (UTC)no subject
Date: 2019-07-08 01:49 pm (UTC)no subject
Date: 2019-07-08 01:50 pm (UTC)no subject
Date: 2019-07-08 01:50 pm (UTC)no subject
Date: 2019-07-08 01:51 pm (UTC)no subject
Date: 2019-07-08 01:51 pm (UTC)no subject
Date: 2019-07-08 01:51 pm (UTC)no subject
Date: 2019-07-08 01:53 pm (UTC)no subject
Date: 2019-07-08 01:53 pm (UTC)no subject
Date: 2019-07-08 02:06 pm (UTC)no subject
Date: 2019-07-08 02:08 pm (UTC)no subject
Date: 2019-07-08 02:09 pm (UTC)no subject
Date: 2019-07-08 02:10 pm (UTC)no subject
Date: 2019-07-08 02:11 pm (UTC)no subject
Date: 2019-07-08 02:12 pm (UTC)no subject
Date: 2019-07-08 02:14 pm (UTC)no subject
Date: 2019-07-08 02:15 pm (UTC)no subject
Date: 2019-07-08 02:15 pm (UTC)no subject
Date: 2019-07-08 02:16 pm (UTC)no subject
Date: 2019-07-08 02:17 pm (UTC)no subject
Date: 2019-07-08 02:18 pm (UTC)no subject
Date: 2019-07-08 02:19 pm (UTC)Side Dungeon Quests
Date: 2019-07-08 02:33 pm (UTC)Primal Side Quests
Date: 2019-07-08 02:35 pm (UTC)The Binding Coils of Bahamut
Date: 2019-07-08 02:36 pm (UTC)The Crystal Tower
Date: 2019-07-08 02:37 pm (UTC)no subject
Date: 2019-07-08 02:37 pm (UTC)no subject
Date: 2019-07-08 02:38 pm (UTC)no subject
Date: 2019-07-08 02:38 pm (UTC)no subject
Date: 2019-07-08 02:39 pm (UTC)no subject
Date: 2019-07-08 02:39 pm (UTC)no subject
Date: 2019-07-08 02:40 pm (UTC)no subject
Date: 2019-07-08 02:40 pm (UTC)