<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://ffxiv.consolegameswiki.com/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Hubry</id>
	<title>Final Fantasy XIV Online Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://ffxiv.consolegameswiki.com/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Hubry"/>
	<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/wiki/Special:Contributions/Hubry"/>
	<updated>2026-10-11T01:20:59Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.44.2</generator>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Lalah_Jinjahl&amp;diff=1576890</id>
		<title>Lalah Jinjahl</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Lalah_Jinjahl&amp;diff=1576890"/>
		<updated>2026-10-06T09:50:17Z</updated>

		<summary type="html">&lt;p&gt;Hubry: /* Dialogue */ msq trigger&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NPC infobox&lt;br /&gt;
| name = Lalah Jinjahl&lt;br /&gt;
| description = &lt;br /&gt;
| image = &lt;br /&gt;
| location = Limsa Lominsa&lt;br /&gt;
| coordinates = 9.4,12.9&lt;br /&gt;
| dungeon = &lt;br /&gt;
| raid = &lt;br /&gt;
| trial = &lt;br /&gt;
| title = Sharlayan Maiden&amp;lt;br&amp;gt;the Studious&lt;br /&gt;
| gender = female&lt;br /&gt;
| age = 22&lt;br /&gt;
| race = Miqo&#039;te&lt;br /&gt;
| clan = Keeper of the Moon&lt;br /&gt;
| class = &lt;br /&gt;
| job = Paladin&lt;br /&gt;
| profession = &lt;br /&gt;
| birthplace = Sharlayan&lt;br /&gt;
| organization = &lt;br /&gt;
| level = &lt;br /&gt;
| aggression = &lt;br /&gt;
| service = quest&lt;br /&gt;
| goal = &lt;br /&gt;
| release = endwalker&lt;br /&gt;
| patch = 6.0&lt;br /&gt;
}}&lt;br /&gt;
{{quests started}}&lt;br /&gt;
{{quests involved}}&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
{{NPC location table header}}&lt;br /&gt;
{{NPC location info|Limsa Lominsa|9.4,12.9|-}}&lt;br /&gt;
{{NPC location info|Middle La Noscea|20.9,24.8|-}}&lt;br /&gt;
{{NPC location info|Idyllshire|6.1,5.7|-}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
{{quotation|Encyclopaedia Eorzea Volume III, p. 237|&amp;quot;I took up the shield because I wanted to protect all life, just as she did to her dying breath...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A young graduate of [[the Studium]], twenty-two-year-old Lalah Jinjahl holds the similarly gifted [[Alisaie Leveilleur]] in high esteem. Lalah&#039;s own surpassing intellect and skill as a swordswoman saw the Forum seek her out for a mission of utmost clandestinity—her duty, to locate a group of fugitives who had stolen technological secrets. Her investigation led her to [[Limsa Lominsa]], where she began working with an adventurer to track down Loifa—the accused—and his accomplices.&lt;br /&gt;
&lt;br /&gt;
Though Lalah did not find somanoutics suited to her talents, she nevertheless studied the art extensively whilst enrolled at the Studium, and is considerably versed in its workings. Thus, upon noticing how the sage&#039;s soul crystal in her belongings reacted to her adventuring comrade, she took it upon herself to offer tutelage.}}&lt;br /&gt;
&lt;br /&gt;
Lalah is a [[Sharlayan]] operative come to [[Eorzea]] to hunt fugitives who have escaped after being involved in heinous experiments that have enhanced them and others via forbidden means, which drove one man to kill another, then perish. They have also made off with classified information kept within a [[Soul Crystal]]. She hires the [[Warrior of Light]] to act as her guide, and explained the details of her mission to them. She shows them another of the Soul Crystals, which reacts to their presence, growing extremely hot. Taking it as a sign that the Soul Crystal belongs with the Warrior of Light, she furnished them with the crystal and the garments and tools of a [[Sage]], as long as they promise to use their tools for good.&lt;br /&gt;
&lt;br /&gt;
While in [[Idyllshire]], the pair come across the fugitives Lalah is hunting, and rescue a man named [[Faldrinet]] from them. He explains that he has no idea why he was attacked, but was most likely related to the fugitives seeking access to [[Saint Mocianne&#039;s Arboretum]] to gather illicit plants. Using this knowledge, Lalah tracked the fugitives to the Arboretum, training the Warrior of Light on how to use the spells of a Sage along the way. They eventually catch up to the fugitives, [[Mahaud]], [[Ancel]] and [[Loifa]]. They attack Lalah and the Warrior of Light but eventually flee, realizing they may not win a head-on fight. Upon escaping, Loifa dropped a small pouch full of a strange plant, proving Faldrinet&#039;s hunch correct. Lalah sends the plant back to Sharlayan for further analysis, and encourages the Warrior of Light to continue to hone their Sage craft.&lt;br /&gt;
&lt;br /&gt;
Sometime later, Lalah shared that she had received word about the strange plant that Loifa had dropped, and that it was known as muscmaloi, a plant with [[aether]]-fortifying properties that had been banned from cultivation for some time. With this knowledge, Lalah figured that the fugitives would set out and find another method to obtain the plant, and had identified a merchant who sold the plant out by [[Black Brush Station]] in [[Thanalan]]. With this target in mind, the pair set out.&lt;br /&gt;
&lt;br /&gt;
Finding the apothecary, they learn that Loifa and his men had not attacked her, but instead set upon one of her clients, and had made off to [[Lost Hope]]. Sure enough, Lalah and the Warrior of Light find Ancel and Mahaud there with Faldrinet. The pair attack, but soon collapse to the ground in pain. Loifa uses his powers to enhance an antling, which the Warrior of Light dispatches before it can cause harm.&lt;br /&gt;
&lt;br /&gt;
Lalah, upon seeing the two on the ground, is reminded of the effects of the experiments of a rogue Sage named [[Guildivain]], who had disappeared from Sharlayan years ago, and [[The Forum]] denied him ever existing, or rumors of his horrid testing. Loifa mocks Lalah, and teleports the trio away. The apothecary later revealed to Lalah that Mahaud and Ancel were her adopted children who became sick with Aetherspurn, a disease that stops the body from receiving new aether, and were taken away by a man who swore to heal their ailments, and never saw them again, until they attacked Faldrinet. She also revealed that it was not the fugitives who sought to buy muscmaloi, but Faldrinet, and reveals that Faldrinet also buys alchemical ingredients from a merchant in [[Aleport]]. Thinking all this over, Lalah ponders whether or not the rogue Sage and his experiments had actually existed, and is concerned that despite the protests of the Forum, based on what she had witnessed, he may have actually existed.&lt;br /&gt;
&lt;br /&gt;
Lalah reveals that she had received word that the case of the rogue Sage had been reopened and investigated, and confirmed that he had in fact existed, and that Mahaud, Ancel and Loifa were most likely his victims and not criminals as once believed. She also surmised that Guildivain had taken on the moniker of Faldrinet when he escaped to Eorzea to remain hidden. She planned to head to Aleport, with the intent of confronting the Sage. Instead, her and the Warrior of Light found that Loifa, his two men and a merchant had been attacked, and the merchant killed. After healing Loifa&#039;s wounds, he confirms Lalah&#039;s suspicions, and says that Guildivain had taken the two away somewhere, presumably to continue his experiments. Loifa turned to the Warrior of Light and Lalah to help him rescue his friends and stop the Sage.&lt;br /&gt;
&lt;br /&gt;
Lalah revealed to the Warrior of Light that Loifa, upon his escape from Sharlayan, had indirectly caused the death of her mother, and now held her Soul Crystal. She disliked him greatly because of it, but realized that her mother had given it to him because she saw the good in him, and urged him to hold on to it and instead of using it for his own selfish reasons, continue her legacy and use it and its power for good. The trio returned to Idyllshire to plan how to proceed.&lt;br /&gt;
&lt;br /&gt;
Lalah eventually discovered that Guildivain had set up a lair in the [[Dravanian Forelands]], at [[Hundred Throes]]. She, the Warrior of Light and Loifa all make for the cave, where they see that Guildivain has indeed experimented on Mahaud and Ancel further, and they were now much more powerful and under his control. He sics them on the trio, who defeat them. Loifa begins healing them, but Guildivain attacks, and is subsequently stopped by the Warrior of Light. With the other  two healed and returned to their senses, Lalah joined in the fight against Guildivain, who used a concoction to transform himself in to a massive monster. After a tense battle, he is defeated and returned to normal, and is bound to prevent his escape.&lt;br /&gt;
&lt;br /&gt;
Loifa decides to let Guildivain be taken back to Sharlayan to face justice, and Lalah tells the three fugitives that their innocence in matters has been made clear, and they no longer need to fear being hunted anymore. She tells them to make a life for themselves, and urges Loifa to continue to use her mother&#039;s Soul Crystal to continue doing good. With that, she heads back to Sharlayan with Guildivain in tow, her mission completed.&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
{{Dialogue|&amp;lt;nowiki&amp;gt;&lt;br /&gt;
Lalah Jinjahl: Oh, [Forename], how fare you? Still fighting the good fight, I shouldn&#039;t doubt, and bringing succor to all those in need.&lt;br /&gt;
&amp;gt; After completing {{i|Endwalker (Quest)}}&lt;br /&gt;
Lalah Jinjahl: Oh, &#039;tis you, [Forename]! I recently had the pleasure of meeting my alumna Alisaie, who told me about all your exploits. Suffice it to say I was shocked to learn that I had a storied hero assisting me on my maiden mission...&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Question: What will you ask?&lt;br /&gt;
&amp;gt; How fare you of late?&lt;br /&gt;
Lalah Jinjahl: All is well thanks to you and your invaluable aid. Guildivain has been sent back to Sharlayan, where he will be tried by the Forum, and I&#039;ve no doubt but that he will get his just deserts.&lt;br /&gt;
Lalah Jinjahl: Meanwhile, I will stay in Eorzea for a time to broaden my horizons, with a view to eventually train as a healer like my mother. And when I set out on that path, I shall have to ask you for some advice on spellcraft!&lt;br /&gt;
Lalah Jinjahl: As for Loifa and his fellows, they still seek a cure for the procedure&#039;s side effects. You might run into them at the Hard Place─when not hard at work, they sometimes take a moment there to relax and unwind.&lt;br /&gt;
Lalah Jinjahl: Loifa is down after a few tankards while Mahaud tosses them back as if it were water. Ancel tends to lose a little too much inhibition and occasionally has to be restrained by the proprietor. In other words, they are like any other group of young folk, and it warms my heart to see this.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; What is a sage?&lt;br /&gt;
Lalah Jinjahl: Oh? I thought you were already familiar with the subject. Not that I mind reviewing it, of course, and perhaps I had omitted some details previously.&lt;br /&gt;
Lalah Jinjahl: To begin at the beginning, our revered ancestor Nyunkrepf advocated the betterment of mankind. And &#039;twas in accordance with this tenet that somanoutics, the sage&#039;s art, was created by combining the wisdom of medicine, aetherology, and sorcery.&lt;br /&gt;
Lalah Jinjahl: Through medicine, a sage grasps the workings of the flesh; through aetherology, {{alternatives|f=she|m=he}} unlocks the secrets of the soul; and finally, through sorcery, {{alternatives|f=she|m=he}} learns to manipulate the two.&lt;br /&gt;
Lalah Jinjahl: In order to channel {{alternatives|f=her|m=his}} powers, a sage employs a set of four short staves called nouliths. These instruments have their origins in adder stones, naturally occurring objects of power which harbor spiritual energy.&lt;br /&gt;
Lalah Jinjahl: Used by healers of eld, these stones were placed around the sick and ailing to create an aetheric confluence that would aid in their art.&lt;br /&gt;
Lalah Jinjahl: While nouliths are far more sophisticated, the basic principle remains unchanged. Wielding them as an extension of {{alternatives|f=her|m=his}} mind, a sage sends them darting through the air to unleash {{alternatives|f=her|m=his}} magicks.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; What are your thoughts on the [[Diary of a Sage|diary]]?&lt;br /&gt;
Lalah Jinjahl: By your asking this, I assume you have also read the diary to the end. I have dispelled the obfuscation enchantment in its entirety, and there are no further entries.&lt;br /&gt;
Lalah Jinjahl: Judging from the contents, it belonged to Guildivain&#039;s wife. But where the handwriting changes, it would appear he took over.&lt;br /&gt;
Lalah Jinjahl: I, of course, have other thoughts on the matter, but I am not yet sure how to put them into words. For now, however, I will say this: I am glad that it was you who inherited Hatia&#039;s legacy. Quite glad...&lt;br /&gt;
---&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
Lalah Jinjahl fullbody.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Forked_Tower:_Blood&amp;diff=1553018</id>
		<title>The Forked Tower: Blood</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Forked_Tower:_Blood&amp;diff=1553018"/>
		<updated>2026-09-25T22:17:46Z</updated>

		<summary type="html">&lt;p&gt;Hubry: /* Mandatory Jobs */ doomsday doesn&amp;#039;t work for the knight&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|The Forked Tower: Magic|The Forked Tower: Magic (Extreme)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| description = An ominous tower looms on the horizon of the isle&#039;s south horn, twisted spires shimmering in the haze. What revelations await within its uppermost chambers?&lt;br /&gt;
| alt-description = &lt;br /&gt;
| image = Occult_Crescent4.jpg&lt;br /&gt;
| icon = occult_crescent_icon1.png&lt;br /&gt;
| type = Field Operation&lt;br /&gt;
| level = 100&lt;br /&gt;
| level-sync = 100&lt;br /&gt;
| ilvl = 690&lt;br /&gt;
| ilvl-sync = 700&lt;br /&gt;
| knowledge-level = 20&lt;br /&gt;
| knowledge-level-sync = 20&lt;br /&gt;
| size = 24-48man&lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| unsync = n&lt;br /&gt;
| time-limit = 30&lt;br /&gt;
| extensions = true&lt;br /&gt;
| region = ???&lt;br /&gt;
| location = Tower of Blood&lt;br /&gt;
| req-quest = Past and Crescent&lt;br /&gt;
| entrance = The Occult Crescent: South Horn&lt;br /&gt;
| entrance-coordinates = 22.7, 21.5&lt;br /&gt;
| tomestones = 80 {{tomestone/uncapped-text-short}} + 40 {{tomestone/capped-text-short}}&lt;br /&gt;
| patch = 7.25&lt;br /&gt;
| release = dawntrail&lt;br /&gt;
}} Instead of being a separate instance, it exists within {{i|Occult Crescent: South Horn}}. Similar to {{i|The Baldesion Arsenal}} and {{i|Delubrum Reginae (Savage)}}, Forked Tower is designed to be a high-end duty that requires group coordination and the use of specific [[Phantom Job|phantom job]] actions to complete.&lt;br /&gt;
&lt;br /&gt;
This duty is considered a [[Critical Encounter]] and will count towards achievements involving those.&lt;br /&gt;
==Participation==&lt;br /&gt;
The required degree of coordination and large raid size makes this raid impractical to recruit for solely through [[Party Finder]] or other in-game methods. Thus, in North American and European data centers, the most popular way of completing this content is through premade groups organized through various player-run [https://docs.google.com/spreadsheets/d/10qnOxc4FsbMKNVaezwTBDlUXEjclXsFiScXvaJVQvDw/edit?gid=395886512#gid=395886512 Discord servers]. Each server has its own specific rules and organizational methods.&lt;br /&gt;
&lt;br /&gt;
==Requirements &amp;amp; Entrance==&lt;br /&gt;
[[File:Cipher Reliquary.png|300px|right|thumb|Cipher reliquaries.]]&lt;br /&gt;
Players must purchase {{item icon|Sanguine Cipher}}s from the [[Expedition Antiquarian (South Horn)|Expedition Antiquarian]] {{convert coordinate|38.1, 7.0}} for {{enlightenment silver piece|200}} or {{enlightenment gold piece|320}}. When at least 24 different players use the ciphers at a cipher reliquary {{convert coordinate|22.5, 21.4}} by the Solitary Pavilion landmark during {{weather icon|auroral mirages}} [[Auroral Mirages]] weather, an aetherial node will activate, teleporting them to within the tower after a brief period. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All players must contribute at least one cipher to be eligible to enter the duty.&#039;&#039;&#039; Players must have also have a [[Knowledge Level]] of 20+ to enter.&lt;br /&gt;
&lt;br /&gt;
Spawn conditions for the auroral mirages weather are as follows:&lt;br /&gt;
*There are at least 24 players in the South Horn instance with knowledge level 20+ and have unlocked the tower by making sufficient progress in {{i|Past and Crescent}}.&lt;br /&gt;
*In a newly spawned (fresh) instance, the weather will appear after 5 minutes if the above condition is met.&lt;br /&gt;
**The timer can be reduced as explained below.&lt;br /&gt;
*Afterwards, the weather will respawn on a hidden 60 minute timer.&lt;br /&gt;
**The timer starts when there is no Forked Tower in the instance currently ongoing (indicated by the lack of the {{status effect|debuff|File:Forked Tower icon.png}} tower icon in the minimap).&lt;br /&gt;
**The timer is reduced by 5 minutes for each successful completion of a Critical Encounter.&lt;br /&gt;
**The timer is reduced by 1 minute for each successful completion of a FATE.&lt;br /&gt;
&lt;br /&gt;
When both the player count/progression requirement is met, the timer expires, and any ongoing Critical Encounters conclude, the auroral mirages weather will appear.&lt;br /&gt;
&lt;br /&gt;
The weather will last for approximately 5 minutes.&lt;br /&gt;
&lt;br /&gt;
Up to 48 players may join the instance. If there are more than 48 players standing in the aetherial node, players will be randomly selected for teleportation, which will be indicated by the {{status effect|debuff|File:Right of entry forked tower icon.png}} &#039;&#039;&#039;Right of Entry: The Forked Tower&#039;&#039;&#039; status. Players who used more ciphers will have a higher chance of being selected. &lt;br /&gt;
*Note: This &amp;quot;overbooking&amp;quot; is generally not an issue because nearly all runs of this raid are from pre-made alliances, who have exclusive access to the South Horn instance until the tower activates.&lt;br /&gt;
&lt;br /&gt;
If the player is not selected to enter or if the tower does not activate because fewer than 24 players used ciphers, all players will be refunded their cipher(s).&lt;br /&gt;
&lt;br /&gt;
Unlike standard content, players cannot be resurrected by normal means will have 3 non-replenishable stacks of the debuff {{status effect|debuff|File:Resurrection restricted icon1.png}} &#039;&#039;&#039;Resurrection Restricted&#039;&#039;&#039;. Defeated players may only be resurrected by {{action icon|Revive}} from {{phantom job|chemist|name=y}}, {{action icon|Occult Raise}} from {{phantom job|white mage|name=y}}, or level 3 healer [[Limit Break|limit breaks]]. Each time they are revived, they will lose one stack. When a player has no more stacks remaining, they will receive the {{status effect|debuff|File:Resurrection denied icon.png}} &#039;&#039;&#039;Resurrection Denied&#039;&#039;&#039; status, preventing resurrection by any means and must therefore leave the raid if they die again.&lt;br /&gt;
*There is a bug where players who are revived by a healer limit break when they have a pending resurrection from a chemist will lose 2 stacks.&lt;br /&gt;
&lt;br /&gt;
Players may only swap their [[job]] or [[phantom job]] in the starting room of the raid. Once they leave the room, they will be given the {{status effect|debuff|File:Duties as assigned icon.png}} &#039;&#039;&#039;Duties as Assigned&#039;&#039;&#039; status and be unable to swap their job or phantom job. Level 24 {{phantom job|freelancer|name=y}}s may swap their phantom job once after the starting room.&lt;br /&gt;
&lt;br /&gt;
==Party Functions==&lt;br /&gt;
Most raid groups will typically form six parties of up to eight players each outside the raid. The specific role composition per party is flexible, but each party should contain at least one tank and one healer. The [[Party Finder]] recruitment for this raid is listed as the 48-player option for the Occult Crescent: South Horn.&lt;br /&gt;
&lt;br /&gt;
Players are usually separated into three &amp;quot;letter&amp;quot; parties (A, B, C) and three &amp;quot;number&amp;quot; parties (1, 2, 3). Alliances D, E, F in the Party Finder UI correspond to the number groups. This separation is used for multiple points in the raid that require players to split into two groups. Players may freely leave, (re)join, disband, and reform parties while inside the raid.&lt;br /&gt;
&lt;br /&gt;
===Waymarks, Ready Checks, and Countdowns===&lt;br /&gt;
Waymarks, ready checks, and countdowns are only visible in the player&#039;s individual party and are not shared by the entire raid. Each party may designate a party leader who is responsible for placing waymarks and conducting ready checks, but anyone in the party is usually free to contribute.&lt;br /&gt;
&lt;br /&gt;
As of [[patch 7.5]], waymarks can be saved and loaded in the in-game waymark preset feature. A common set of waymarks should be shared for the entire raid group to ensure everyone is on the same page. Waymarks do not need to be placed precisely, with the exception of the last boss to facilitate a common strategy (&amp;quot;BAP Daggers&amp;quot;) used for it. In this strategy, each party will use a different set of waymarks.&lt;br /&gt;
&lt;br /&gt;
After ready checks are conducted, they are often communicated to the rest of the raid via the /yell chat to show that the party is ready.&lt;br /&gt;
&lt;br /&gt;
In place of countdowns, the raid leader will usually designate boss pull times based on the Forked Tower duty timer, which is shared by all raid members. For example, a pull time of &amp;quot;30:00&amp;quot; means that the boss will be pulled at 30:00 left on the timer.&lt;br /&gt;
&lt;br /&gt;
==Phantom Job Requirements==&lt;br /&gt;
Specific [[phantom jobs]] are mandatory to clear the raid. As there is no effective in-game functionality for coordinating phantom job compositions, this is often done through external spreadsheets such as [https://docs.google.com/spreadsheets/d/1rHk6atBDxOK6BkNIABTzNl5Xt-43R0Y6dRsovaRFapQ/edit this]. All players should be maximum level on the phantom job they wish to use for the raid.&lt;br /&gt;
&lt;br /&gt;
===Mandatory Jobs===&lt;br /&gt;
{| {{STDT|mech1 align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Phantom Job !! Number Required !! Responsibilities&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|thief|name=y}}&lt;br /&gt;
| 2 (1 per side)&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Trap Detection}} reveals hidden explosive traps and passages that are present in areas between boss encounters.&lt;br /&gt;
** Raid leads may opt for detecting all traps with {{action icon|Occult Falcon}} instead.&lt;br /&gt;
* The {{action icon|Lockpicker}} trait allows thieves to open locked doors to allow the party to progress and receive bonus loot.&lt;br /&gt;
* {{action icon|Pilfer Weapon}} removes a buff from the [[Guardian Weapon]] enemy, preventing it from instantly killing nearby players.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|geomancer|name=y}}&lt;br /&gt;
| 2 (1 per side) &lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Suspend}} allows players to safely travel across dangerous floors in two sections of the raid to reach switches that allow the rest of the party to progress.&lt;br /&gt;
* {{action icon|Battle Bell}} greatly buffs the damage of a target player. Ideally used on a DPS or the main tank who will consistently take auto-attack damage to maintain the buff.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|time mage|name=y}}&lt;br /&gt;
| 2 (1 per side) &lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Occult Slowga}} slows enemy packs, giving other players more time to dodge their AoE attacks which will do lethal damage if they connect.&lt;br /&gt;
* {{action icon|Occult Mage Masher}} mitigates the strong magical raidwide attacks from bosses and some enemies.&lt;br /&gt;
* {{action icon|Occult Dispel}} is mandatory to remove buffs from the [[Summoned Arch Demon]] and [[Tower Abyss]] enemies to prevent raid wipes. Dispel also removes the Evasion Up buff on [[Tower Scarab]]s and the invulnerability status on the [[Guardian Knight]].&lt;br /&gt;
** {{phantom job|necromancer|name=y}}&#039;s {{i|Doomsday}} does not work on the Guardian Knight, making it not an adequate replacement. &lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|bard|name=y}}&lt;br /&gt;
| 2 (1 per side)&amp;lt;br&amp;gt;Recommended 1 per party &lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Romeo&#039;s Ballad}} is needed to freeze the [[Tower Idol]] enemies to prevent them from executing a raid wiping attack.&lt;br /&gt;
* {{action icon|Hero&#039;s Rime}} and {{action icon|Offensive Aria}} can be used to maintain permanent damage buffs within the party.&lt;br /&gt;
* {{action icon|Mighty March}} can be used as a general-purpose mitigation and healing action for strong raidwide attacks.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|berserker|name=y}}&lt;br /&gt;
| 1&amp;lt;br&amp;gt;~6 recommended for damage&lt;br /&gt;
|&lt;br /&gt;
* Best used on {{i|Warrior}} and {{i|Dark Knight}}&lt;br /&gt;
* {{action icon|Rage (Phantom Job Action)}} is used to safely disarm the [[Universal Empowerment Conduit]]s during the final boss.&lt;br /&gt;
* {{action icon|Deadly Blow}} deals huge amounts of damage after taking hits during Rage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Recommended Jobs===&lt;br /&gt;
{| {{STDT|mech1 align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Phantom Job !! Number Recommended !! Responsibilities&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|knight|name=y}}&lt;br /&gt;
| Up to 1 per party&lt;br /&gt;
|&lt;br /&gt;
* Best used on {{tank}} [[tank]]s&lt;br /&gt;
* {{action icon|Pray (Phantom Job Action)}} gives a 10% party damage mitigation lasting for 30 minutes when used near a knowledge crystal.&lt;br /&gt;
* {{action icon|Phantom Guard}} and {{action icon|Pledge}} are very powerful mitigation actions that are used the survive the heavy-hitting tankbusters in the raid.&lt;br /&gt;
* Experienced groups may opt for using no knights in favor of more berserkers and samurai.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|chemist|name=y}} or {{phantom job|white mage|name=y}}&lt;br /&gt;
| 1 per party&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Revive}} and {{action icon|Occult Raise}} are the only means of resurrecting fallen players aside from level 3 healer limit breaks.&lt;br /&gt;
* [[The Forked Tower: Blood#Phantom Chemist/White Mage Resurrection Strategy|Chemist/White Mage &amp;quot;cheesing&amp;quot;]] allows for more attempts on bosses after a full raid wipe. All chemists/white mages are commonly marked for easy identification.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|ranger|name=y}}&lt;br /&gt;
| 2 (1 per side)&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Occult Falcon}} is the most common means of disarming explosive traps. &lt;br /&gt;
** Raid leads may choose to have rangers &amp;quot;blind pop&amp;quot; traps that have not been revealed (including unstable traps) instead of using {{action icon|Trap Detection}}.&lt;br /&gt;
* {{action icon|Occult Unicorn}} provides party mitigation for strong raidwide attacks from bosses and enemies.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|cannoneer|name=y}}&lt;br /&gt;
| 1 (only if no Dancer)&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Phantom Fire}} can be used for a chance to instantly kill some enemies during the central passages (hallways) and binding lock sections. An instant kill action is needed to defeat the [[Guardian Berserker]].&lt;br /&gt;
* {{action icon|Dark Cannon}} and {{action icon|Shock Cannon}} provide crowd-control effects in mob pulls, significantly weakening them.&lt;br /&gt;
* {{action icon|Silver Cannon}} increases damage taken on enemies and reduces their damage dealt, and can be maintained indefinitely.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|dancer|name=y}}&lt;br /&gt;
| 1 (only if no Cannoneer)&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Quickstep}} gives a 2% damage buff to the Dancer&#039;s party, lasting for 30 minutes when used near a knowledge crystal.&lt;br /&gt;
* {{action icon|Mesmerize}} is a (non-stacking) alternative to {{action icon|Silver Cannon}} for bosses, while also offering strong single-attack mitigation if timed properly.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|oracle|name=y}}&lt;br /&gt;
| 1 per berserker&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Phantom Doom}} can be used for a delayed instant kill on some enemies during the central passages (hallways) and binding lock sections. An instant kill action is needed to defeat the [[Guardian Berserker]].&lt;br /&gt;
* {{action icon|Invulnerability}} can be used to maximize a {{phantom job|berserker|name=y}}&#039;s damage potential.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|mystic knight|name=y}}&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Blazing Spellblade}} applies a vulnerability debuff to bosses that stacks with {{action icon|Silver Cannon}} or {{action icon|Mesmerize}}, and can be maintained indefinitely.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|samurai|name=y}}&lt;br /&gt;
| As many as possible&lt;br /&gt;
|&lt;br /&gt;
* No specific responsibilities, but samurai is a very strong pure DPS job that is straightforward to use compared to other DPS-oriented jobs such as [[Phantom Monk]].&lt;br /&gt;
* {{action icon|Iainuki}} can be used for a chance to instantly kill some enemies during the central passages (hallways) and binding lock sections. An instant kill action is needed to defeat the [[Guardian Berserker]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Hidden Explosive Traps==&lt;br /&gt;
[[File:FT Trap Area.jpg|300px|right|thumb|Entrance to a trapped area.]]&lt;br /&gt;
Similar to other large-scale raids such as {{i|The Baldesion Arsenal}} and {{i|Delubrum Reginae}}, there are hidden explosive traps that may spawn in certain locations (see [[The Forked Tower: Blood#Maps|maps]]). Traps are only located in the sections of the raid between the boss encounters, specifically areas that are demarcated by thick red lines on the floor. Glyphs will emanate from one side of the line, denoting the area with traps.&lt;br /&gt;
&lt;br /&gt;
Traps can be revealed with {{action icon|Trap Detection}} from {{phantom job|thief|name=y}} and disarmed at a distance using {{action icon|Occult Falcon}} from {{phantom job|ranger|name=y}}. In the areas with traps, the rest of the party should remain behind the thief/ranger in their group at all times.&lt;br /&gt;
&lt;br /&gt;
For safety, traps should be disarmed when possible. There are two types of traps, the second type is significantly more dangerous and will cause wipes if carelessly detonated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;As of [[patch 7.55]], traps bypass invulnerability cooldowns and thus can only be safely disarmed by Phantom Rangers.&#039;&#039;&#039; Experienced groups will often have rangers &amp;quot;blind pop&amp;quot; traps, i.e. disarming them without being revealed by a thief, because traps spawn in predictable locations.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1 align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Trap !! Image !! Effect !! Disarming Method&lt;br /&gt;
|-&lt;br /&gt;
| Normal Trap || [[File:FT trap.png|300px]] || Releases a small AoE when detonated (slightly larger than the trap itself), killing anyone in range. || &lt;br /&gt;
Ignore or disarm at a distance using {{action icon|Occult Falcon}} from {{phantom job|ranger|name=y}}. Do not be directly next to the trap if being disarmed.&lt;br /&gt;
|-&lt;br /&gt;
| Unstable (Mega) Trap || [[File:FT megatrap.gif|300px]] || Releases a massive AoE when detonated, killing anyone in range. || &lt;br /&gt;
Ignore or disarm at a distance with ranger. &#039;&#039;&#039;If being disarmed, all raid members should be aware that this trap will be disarmed and should move far away.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
*Clear the Palaeography Room.&lt;br /&gt;
*Clear the central passages.&lt;br /&gt;
*Clear the Astronomy Room.&lt;br /&gt;
*Clear the pronged passages.&lt;br /&gt;
*Clear the Glaciology Forum.&lt;br /&gt;
*Clear the binding lock.&lt;br /&gt;
*Clear the Haematology Room.&lt;br /&gt;
&lt;br /&gt;
==Enemies and Bosses==&lt;br /&gt;
A minimum of 24 players is needed to resolve certain mechanics in the raid, and boss HP will scale based on the number of players inside, starting from 24.&lt;br /&gt;
&lt;br /&gt;
Being hit with any avoidable AoEs during boss encounters will inflict a stack of {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; that lasts indefinitely until the end of the boss or until the player dies. If a player receives three stacks, they will be inflicted with {{status effect|debuff|doom}} &#039;&#039;&#039;[[Doom]]&#039;&#039;&#039; and die.&lt;br /&gt;
&lt;br /&gt;
After defeating a boss, players have a random chance of receiving the {{status effect|debuff|File:Battle high icon.png}} &#039;&#039;&#039;Battle High&#039;&#039;&#039; status for 15 minutes, increasing their [[Critical Hit]] and [[Direct Hit Rate]] and providing healing-over-time.&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Demon Tablet]]===&lt;br /&gt;
{{evt|service=youtube|id=QUtda6NLox0|dimensions=350|align=right|description=Demon Tablet animated guide by Big Kobe}}&lt;br /&gt;
Players may fall off the edge of the arena to their deaths.&lt;br /&gt;
&lt;br /&gt;
The boss is a large enemy that bisects the room into two square halves. Players may not pass through the boss. At certain points in the battle, the boss will levitate, allowing players to pass under. The boss will auto-attack the top three enmity players.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Demonic Dark II&#039;&#039;&#039;: Massive raid-wide magical damage, requiring heavy mitigation.&lt;br /&gt;
*&#039;&#039;&#039;Ray of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Ray of Expulsion Afar&#039;&#039;&#039;: The boss will levitate and use one of two possible attacks. In either case, three large red orbs will spawn in front of the boss that will resolve as a persistent AoE hitting one entire side of the arena (&#039;&#039;&#039;Ray of Ignorance&#039;&#039;&#039;), requiring the party to move under the boss to the other side of the arena.&lt;br /&gt;
**&#039;&#039;&#039;Ray of Dangers Near&#039;&#039;&#039;: The boss will slam down, emitting a late telegraphed point-blank rectangular AoE  (&#039;&#039;&#039;Landing&#039;&#039;&#039;) dealing physical damage. Move away from the boss to dodge. {{phantom job|samurai|name=y}} can ignore this attack with {{action icon|Shirahadori}}. Anyone under the boss will die. &lt;br /&gt;
**&#039;&#039;&#039;Ray of Expulsion Afar&#039;&#039;&#039;: The boss will slam down, emitting a late telegraphed bi-directional knockback (&#039;&#039;&#039;Landing&#039;&#039;&#039;). Move close to the boss (but not directly underneath it) and ride the knockback to avoid being knocked off, or use knockback immune. Anyone under the boss will die.&lt;br /&gt;
*The boss follows with another random &#039;&#039;&#039;Ray of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Ray of Explusion Afar&#039;&#039;&#039;, requiring the party to move under it again to the south side.&lt;br /&gt;
*&#039;&#039;&#039;Occult Chisel&#039;&#039;&#039;: Telegraphed magical AoE tankbusters on the top three enmity players. It is common for these players to stack up so that {{phantom job|berserker|name=y}}s can capitalize on {{action icon|Rage (Phantom Job Action)}}. The stacking tanks and berserkers should use their regular invulnerability cooldowns if so ({{Action icon|Pledge}} will only mitigate 2 of the 3 hits).&lt;br /&gt;
*&#039;&#039;&#039;Demonograph of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Demonograph of Expulsion Afar&#039;&#039;&#039;: The boss will levitate, and six four-person stack markers (towers) will spawn, three on each half of the arena. In each half, two towers will be in melee range, while the third is at the back of the platform. Based on the cast name, the boss will either use a point-blank rectangle AoE or a knockback. After this resolves, all players should go to their assigned tower based on their party (which will commonly be indicated with a waymark) and soak them, inflicting minor magical damage (&#039;&#039;&#039;Explosion&#039;&#039;&#039;). Towers that do not have at least four players will explode for high raid-wide damage (&#039;&#039;&#039;Massive Explosion&#039;&#039;&#039;) and inflict a {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; stack.&lt;br /&gt;
*&#039;&#039;&#039;Rotate (direction)&#039;&#039;&#039;: One of the two possible attacks&lt;br /&gt;
**&#039;&#039;&#039;Rotate Left&#039;&#039;&#039;: The boss rotates 90 degrees counterclockwise, hitting its relative northeast and southwest with AoEs (&#039;&#039;&#039;Rotation&#039;&#039;&#039;) that will knock anyone hit off the arena.&lt;br /&gt;
**&#039;&#039;&#039;Rotate Right&#039;&#039;&#039;: The boss rotates 90 degrees clockwise, hitting its relative northwest and southeast with AoEs that will knock anyone hit off the arena.&lt;br /&gt;
**To resolve, players should go to the half of the boss (facing it) that is opposite the direction of the cast name. For example, if it uses &#039;&#039;&#039;Rotate Left&#039;&#039;&#039;, players will go to the right side of the boss looking at it regardless of which side of the arena they are on.&lt;br /&gt;
**The boss will use another &#039;&#039;&#039;Rotate&#039;&#039;&#039; attack and then immediately follow with a persistent &#039;&#039;&#039;Lacunate Stream&#039;&#039;&#039; AoE in front of where it is facing. Therefore, after dodging the first &#039;&#039;&#039;Rotate&#039;&#039;&#039;, all players should move behind the boss and position to dodge the second &#039;&#039;&#039;Rotate&#039;&#039;&#039;, causing them to remain behind the boss. The boss will always rotate to face the north, so all players can dodge the second &#039;&#039;&#039;Rotate&#039;&#039;&#039; by moving to the south half of the arena and behind the boss.&lt;br /&gt;
*&#039;&#039;&#039;Cometeor of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Cometeor of Expulsion Afar&#039;&#039;&#039;: The boss will levitate and random players will be assigned debuffs or stack markers.&lt;br /&gt;
**Four random players will receive stack markers with a trajectory indicator. Two will be pointing north, while the other two will be pointing south. The stack AoEs will inflict magical damage (&#039;&#039;&#039;Portentous Comet&#039;&#039;&#039;) and fling players around a quarter of the arena length.&lt;br /&gt;
**Eight other random players will receive a meteor overhead marker and a 12-second {{status effect|debuff|File:Crater later icon.png}} &#039;&#039;&#039;Crater Later&#039;&#039;&#039; debuff. When it expires, the player will place a massive circle AoE telegraph (&#039;&#039;&#039;Portentous Cometeor&#039;&#039;&#039;) at their location with a radius of around two-thirds the length of the arena.&lt;br /&gt;
**In addition, either the north or south edge of the arena will contain a large meteor marker, indicating the epicenter of another &#039;&#039;&#039;Portentous Cometeor&#039;&#039;&#039; AoE.&lt;br /&gt;
**To resolve, players should loosely spread before the mechanic begins to determine if they have a marker/debuff.&lt;br /&gt;
***All players with meteor markers should go to the side with the fixed meteor marker.&lt;br /&gt;
***The stack marker players should go to the side that allows them to point their trajectory arrow towards the boss.&lt;br /&gt;
***All other players with no marker/debuff should go to the side without the fixed meteor marker.&lt;br /&gt;
***The boss will slam down and do either a point-blank AoE or a knockback based on its cast. If it uses a knockback, meteor players should &#039;&#039;not&#039;&#039; use knockback immune and instead should ride the knockback to the very edge of the platform.&lt;br /&gt;
***Immediately after, the meteor debuffs will resolve. All meteor players must be at the back of the arena to create as much space as possible.&lt;br /&gt;
***Afterwards, the stack markers will resolve. &lt;br /&gt;
****The stack marker players on the meteor side should position to be close to the boss, which will allow them and the meteor players to be flung above the boss to the safe side of the platform.&lt;br /&gt;
****The stack marker players on the safe side should position at the wall to prevent them from being flung to the unsafe (meteor) side. Ranged players should stack with these players to mitigate damage, while unmarked melee players are free to remain in melee range and ignore the stacks.&lt;br /&gt;
***After the stack markers resolve, the placed &#039;&#039;&#039;Portentous Cometeor&#039;&#039;&#039; AoE telegraphs will detonate.&lt;br /&gt;
*&#039;&#039;&#039;Rotate Left/Right&#039;&#039;&#039; x2&lt;br /&gt;
*&#039;&#039;&#039;Summon&#039;&#039;&#039;: The boss will levitate, spawn a point-blank rectangle AoE telegraph, and tether six fixed locations of the arena, three on each side.&lt;br /&gt;
**After the boss slams back down, an add will spawn at each tethered location. On each side, the two spots closer to the boss will each spawn a [[Summoned Demon]], while the spot further away will spawn a [[Summoned Arch Demon]].&lt;br /&gt;
**The adds are immobile but will use auto-attacks, so tanks should establish enmity on their assigned party&#039;s add (same as their tower location), while players defeat their assigned add.&lt;br /&gt;
**{{phantom job|time mage|name=y}}s must use {{action icon|Occult Dispel}} on the large Arch Demon adds to remove their {{status effect|debuff|File:Dark defenses icon.png}} &#039;&#039;&#039;Dark Defenses&#039;&#039;&#039; buff, or they will take very little damage.&lt;br /&gt;
**If the adds are not defeated in time, they will enrage with repeated casts of &#039;&#039;&#039;Abyssal Transfixion&#039;&#039;&#039;, dealing massive damage to individual players and inflicting {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Summon&#039;&#039;&#039;: The boss will now spawn four gargoyle statues, two per north/south side of the arena. The pattern of the statues is the same per side if looking at the boss. Each side will have one corner open that is furthest away from each statues.&lt;br /&gt;
**&#039;&#039;&#039;Demonography&#039;&#039;&#039;: The boss will spawn six 4-person stack markers on one side of the arena. Three of the stack markers will be levitating on top of the three stack markers on the ground.&lt;br /&gt;
**&#039;&#039;&#039;Gravity of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Gravity of Expulsion Afar&#039;&#039;&#039;: The boss will levitate and use either a point-blank AoE or knockback based on the cast. In addition, up arrows will appear by the demon statues, indicating they will levitate. Any players near them when they are levitated will receive a 10-second {{status effect|debuff|File:Defying gravity icon.png}} &#039;&#039;&#039;Defying Gravity&#039;&#039;&#039; buff and be levitated themselves, allowing them to soak an airborne tower.&lt;br /&gt;
**To resolve, the entire raid should go to the side with the towers. Resolve the point-blank or knockback AoE first, then have half the raid (e.g. the three numbers parties) go near a statue to be levitated. Afterwards, all players should soak their assigned towers. The boss will then cast &#039;&#039;&#039;Restore Gravity&#039;&#039;&#039;, causing the statues to slam down with large, late telegraphed point-blank AoEs, so the party should go to the safe corner after soaking the towers.&lt;br /&gt;
*Mechanics then repeat until the boss enrages:&lt;br /&gt;
*&#039;&#039;&#039;Rotate Left/Right&#039;&#039;&#039; x2&lt;br /&gt;
*&#039;&#039;&#039;Cometeor of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Cometeor of Expulsion Afar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ray of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Ray of Expulsion Afar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Occult Chisel&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Demonic Dark II&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;End of History (enrage)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After the boss is defeated, players can interact with the transporter at the north to move to the next area, containing a personal spoils coffer and a knowledge crystal for knights to refresh Pray. The raid will need to divide into two groups to proceed: usually, the letter parties will take the left passage and the number parties will go right. Each passage contains a one-way teleporter to the next section.&lt;br /&gt;
&lt;br /&gt;
===Central Passages (&amp;quot;Hallways&amp;quot;)===&lt;br /&gt;
{{evt|service=youtube|id=YJtT5GIcd_4|dimensions=350|align=right|description=Hallways and Dead Stars animated guide by Big Kobe&amp;lt;br&amp;gt;Note: Waymark placement for Dead Stars will likely differ}}&lt;br /&gt;
[[File:FTB Central Passages map annotated.png|right|thumb|350px|Central Passages annotated map]]&lt;br /&gt;
This section of the raid requires the two groups to proceed through hallways full of hidden traps and dangerous mobs, making use of their phantom job actions. This section contains some optional personal spoils coffers with extra {{item icon|Sanguinite}}; groups may opt to either collect these or skip them. The layout of this section is mirrored for each group but is otherwise identical.&lt;br /&gt;
&lt;br /&gt;
Traps will randomly spawn in fixed locations. As a rule of thumb, {{phantom job|thief}} [[Phantom Thief|Phantom Thieves]] should be ahead of the rest of the group and use {{action icon|Trap Detection}} to reveal traps. Experienced groups may choose to have tanks or {{phantom job|ranger|name=y}}s &amp;quot;blind pop&amp;quot; traps, i.e., disarm them before they have been revealed.&lt;br /&gt;
&lt;br /&gt;
All enemies have telegraphed AoE attacks that will instantly kill anyone who is hit. {{phantom job|time mage|name=y}}s should use {{action icon|Occult Slowga}} on all mob pulls to give others more time to dodge the AoEs. Crowd control attacks from jobs such as {{phantom job|cannoneer|name=y}}s and instant kill phantom actions are also very useful. The enemies do very heavy-hitting auto-attacks, so tanks should ensure they are the first to establish enmity and should use mitigation.&lt;br /&gt;
&lt;br /&gt;
There are two enemies to note:&lt;br /&gt;
*The &#039;&#039;&#039;[[Tower Manticore]]&#039;&#039;&#039; enemies have a simple but dangerous mechanic that requires players to pay attention to them. They will use either &#039;&#039;&#039;Left Hammer&#039;&#039;&#039; or &#039;&#039;&#039;Right Hammer&#039;&#039;&#039;, a large late telegraphed 180-degree cleave based on the cast name. If they are slowed, the telegraph will be significantly longer. After the first cleave, they will immediately follow with a very fast cast of a cleave in the opposite direction, requiring players to dodge to the first unsafe side. Tanks should point these enemies to give the party ample room to dodge, e.g., face them either directly towards or opposite the party.&lt;br /&gt;
*The &#039;&#039;&#039;[[Tower Scarab]]&#039;&#039;&#039; enemies will use &#039;&#039;&#039;Rhino Guard&#039;&#039;&#039;, giving them an {{status effect|debuff|File:Evasion up icon.png}} &#039;&#039;&#039;Evasion Up&#039;&#039;&#039; buff that should be dispelled by {{phantom job|time mage|name=y}}s to make them easier to hit.&lt;br /&gt;
&lt;br /&gt;
Green orbs with a point-blank AoE field will be patrolling this section as well. Anyone who steps inside the AoE will be inflicted with a 60-second-long uncleansable {{status effect|debuff|silence}} [[silence]], so players with spell actions should avoid these.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1 align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Enemy !! Status Vulnerabilities&lt;br /&gt;
|-&lt;br /&gt;
| [[Light Sprite]] || Stun, Sleep, Slow, Stop, Paralyze, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Achamoth]] || Slow, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Bandersnatch]] || Stun, Sleep, Slow, Stop, Paralyze, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Dhruva]] || Stun, Sleep, Slow, Stop, Paralyze, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Drip]] || Stun, Sleep, Slow, Stop, Paralyze, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Manticore]] || Slow, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Scarab]] || Slow, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Weapon]] || Stun, Sleep, Slow, Stop, Paralyze, Blind, Doom&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Dead Stars]]: [[Nereid]], [[Triton]] and [[Phobos]]===&lt;br /&gt;
This fight consists of three bosses. The arena is divided into six wedges by lines extending from the center to the edge, with an inner and outer ring, a six-pointed star pattern, and blue regions outside of the star. (There is a third ring well beyond the star as well, but it becomes a death wall soon after the battle begins.)&lt;br /&gt;
&lt;br /&gt;
All bosses are vulnerable to taking extra damage from {{Action icon|Holy Cannon}}, {{Action icon|Holy Spellblade}}, and {{Action icon|Occult Holy}}. In many groups, some or all bosses will be reduced to 0.1% HP long before the encounter ends; the encounter cannot be completed until the Enrage Phase begins, at the earliest.&lt;br /&gt;
&lt;br /&gt;
Due to the inability to skip major mechanics and the random personal responsibility, players must be prepared to react correctly if they are targeted with certain mechanics, as failing to do so will wipe the raid.&lt;br /&gt;
&lt;br /&gt;
==== Opening ====&lt;br /&gt;
*For approximately three GCDs (about 8 seconds), all three bosses will be movable by the tanks; they should bring them together to allow the use of powerful cleaving abilities. After this time, each enemy will jump to a fixed position on the outer ring: Phobos in the southwest, Triton in the north, and Nereid in the southeast.&lt;br /&gt;
*&#039;&#039;&#039;Decisive Battle&#039;&#039;&#039;: Each boss emits a very large telegraphed point-blank circular AoE; being hit by multiple is fatal. Each player is assigned a debuff that restricts them to attacking only one of the three bosses, indicated briefly by a tether connecting them to that boss ({{Status effect|debuff|File:Phobosic gravity.png}} &#039;&#039;&#039;Phobosic Gravity&#039;&#039;&#039;, {{Status effect|debuff|File:Nereidic gravity.png}} &#039;&#039;&#039;Nereidic Gravity&#039;&#039;&#039;, or {{Status effect|debuff|File:Tritonic gravity.png}} &#039;&#039;&#039;Tritonic Gravity&#039;&#039;&#039;). Although players are typically assigned the debuff corresponding to the boss they were hit by, uneven party sizes may cause some players to receive a different (&amp;quot;mismatched&amp;quot;) debuff; these players must quickly move to their assigned boss.&lt;br /&gt;
**If the main tank is assigned a mismatched debuff, they should wait to move to their assigned boss until after &#039;&#039;&#039;Slice &#039;n&#039; Dice&#039;&#039;&#039;; another tank will need to serve as that boss&#039;s main tank for the remainder of the encounter.&lt;br /&gt;
**At this time, the third ring of the arena becomes a death wall.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Slice &#039;n&#039; Dice&#039;&#039;&#039;: Telegraphed conal tankbusters on each boss&#039;s top enmity player.&lt;br /&gt;
&lt;br /&gt;
==== Slime Phase ====&lt;br /&gt;
*&#039;&#039;&#039;Three-body Problem 1&#039;&#039;&#039;: Each boss jumps to the inner ring of the arena, and they appear to channel a shared attack; however, Nereid and Triton will be turned into balls of blue and red slime (with small telegraphed point-blank circular AoEs (&#039;&#039;&#039;Noisome Nuisance&#039;&#039;&#039;), which can be avoided at max melee distance) as Phobos jumps to the center of the arena. At this time, the &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuffs are temporarily cleansed, allowing all players to attack Phobos.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Primordial Chaos&#039;&#039;&#039;: Magical raidwide and assigns all players 1-3 stacks of {{Status effect|debuff|File:Ice ooze.png}} &#039;&#039;&#039;Ice Ooze&#039;&#039;&#039; or {{Status effect|debuff|File:Nova ooze.png}} &#039;&#039;&#039;Nova Ooze&#039;&#039;&#039;. Similar to the &amp;quot;hot and cold&amp;quot; mechanics of [[Trinity Avowed]] in [[Delubrum Reginae]], being hit with mechanics of the opposite &amp;quot;temperature&amp;quot; will reduce and eventually cleanse the debuff.&lt;br /&gt;
* &#039;&#039;&#039;Frozen Fallout&#039;&#039;&#039;: Each ball of slime will telegraph a total of four jumps, each time landing on an intercardinal of the arena and emitting a large point-blank circular AoE from the point where it lands. Shortly after all jumps have been telegraphed, the slimes will begin jumping; being hit by both slimes at once is fatal.&lt;br /&gt;
** Each hit from the blue slime (&#039;&#039;&#039;Liquified Nereid&#039;&#039;&#039;) removes one stack of &#039;&#039;&#039;Nova Ooze&#039;&#039;&#039; if a player has any, or adds one stack of &#039;&#039;&#039;Ice Ooze&#039;&#039;&#039; if a player does not. Each hit from the red slime (&#039;&#039;&#039;Liquified Triton&#039;&#039;&#039;) removes one stack of &#039;&#039;&#039;Ice Ooze&#039;&#039;&#039; if a player has any, or adds one stack of &#039;&#039;&#039;Nova Ooze&#039;&#039;&#039; if a player does not.&lt;br /&gt;
**Be aware that, because the debuffs are random per player, a raid leader can only call out the safe spot for the final jump (as no player that has correctly resolved the mechanic should need to be hit by the fourth jump).&lt;br /&gt;
**Each slime will only jump to each intercardinal once. The final jump always leaves an entire half of the arena safe.&lt;br /&gt;
* &#039;&#039;&#039;Noxious Nova&#039;&#039;&#039;: Magical raidwide; fatal for any players with any remaining stacks of &#039;&#039;&#039;Ice Ooze&#039;&#039;&#039; or &#039;&#039;&#039;Nova Ooze&#039;&#039;&#039;, piercing invulnerability skills. Nereid and Triton are returned to their original forms, becoming targetable shortly after.&lt;br /&gt;
**If a player dies to &#039;&#039;&#039;Noxious Nova&#039;&#039;&#039;, they should not accept a raise until after &#039;&#039;&#039;Vengeful Fire III &amp;amp; Vengeful Blizzard III&#039;&#039;&#039;. If they immediately accept a raise, it&#039;s unlikely that they will be able to avoid the conal AoEs; even if they take no damage due to having {{Status effect|buff|File:Transcendent_icon1.png}} &#039;&#039;&#039;Transcendent&#039;&#039;&#039;, they will still be inflicted with two {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; stacks.&lt;br /&gt;
* &#039;&#039;&#039;Vengeful Fire III &amp;amp; Vengeful Blizzard III&#039;&#039;&#039;: Nereid and Triton jump to random &amp;quot;inner corners&amp;quot; of the six-pointed star pattern, always leaving one corner between them; each shoots a massive late-telegraphed conal AoE at Phobos. They can be avoided by moving to the blue region between the two bosses; while the AoEs are survivable, each inflicts a {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; stack. Phobos appears temporarily dazed.&lt;br /&gt;
* After Phobos returns to normal, the &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuffs are restored, the bosses equalize their HP, and each boss jumps to its &#039;&#039;&#039;Decisive Battle&#039;&#039;&#039; position after a few seconds.&lt;br /&gt;
* &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;: Three-hit raidwide dealing massive damage. Players with a mismatched debuff should join the rest of their party to receive mitigation and healing for this attack, then quickly return to their assigned boss.&lt;br /&gt;
* &#039;&#039;&#039;Firestrike&#039;&#039;&#039;: Each boss targets a random player with their &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuff with a line stack.&lt;br /&gt;
&lt;br /&gt;
==== Snowball Phase ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Three-body Problem 2&#039;&#039;&#039;: Each boss jumps to the inner ring of the arena, and they appear to channel a shared attack; however, this time Phobos and Triton will be turned into snowballs (with small telegraphed point-blank circular AoEs (&#039;&#039;&#039;Icebound Buffoon&#039;&#039;&#039;), which can be avoided at max melee distance) as Nereid jumps to the center of the arena. At this time, the &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuffs are temporarily cleansed, allowing all players to attack Nereid.&lt;br /&gt;
* &#039;&#039;&#039;Frozen Triton&#039;&#039;&#039; and &#039;&#039;&#039;Frozen Phobos&#039;&#039;&#039; each begin with 4 stacks of {{Status effect|buff|File:Icebound buffoonery.png}} &#039;&#039;&#039;Icebound Buffoonery&#039;&#039;&#039;, which make them invulnerable until the end of the phase; until this time, all damage should be focused on Nereid.&lt;br /&gt;
* &#039;&#039;&#039;Snowball Flight&#039;&#039;&#039;: Each snowball telegraphs a series of three line stacks on the ground, indicating the path in which it will roll across the ground. Each party is responsible for soaking one of these line stacks.&lt;br /&gt;
** In general, the letters parties are responsible for the northern snowball (&#039;&#039;&#039;Frozen Triton&#039;&#039;&#039;), and the numbers parties are responsible for the southwestern snowball (&#039;&#039;&#039;Frozen Phobos&#039;&#039;&#039;). Parties A/1 soak the first lines, B/2 the second, and C/3 the third.&lt;br /&gt;
** Each stack (&#039;&#039;&#039;Snow Boulder&#039;&#039;&#039;) is a &amp;quot;wild charge,&amp;quot; meaning that the tanks should stand closest to the snowball; additionally, each stack has a small knockback.&lt;br /&gt;
** If at least four players are in a line stack, one of the snowball&#039;s stacks of &#039;&#039;&#039;Icebound Buffoonery&#039;&#039;&#039; is removed; this must occur with every stack for the mechanic to be successfully resolved.&lt;br /&gt;
** Being hit by a charge will inflict a temporary {{status effect|debuff|physical vulnerability up}} Physical Vulnerability Up, so players cannot soak more than one stack without an invulnerability cooldown, or they will die.&lt;br /&gt;
* &#039;&#039;&#039;Chilling Collision&#039;&#039;&#039;: One random player is tethered to each snowball with a distance tether and a stack marker, and Nereid telegraphs a massive knockback from the center of the arena. Tethered players must be knocked back to the very edge of the arena opposite their snowball, and the rest of the raid must split up to soak the stack markers.&lt;br /&gt;
** If a player is assigned a tether, they will not necessarily be tethered to the snowball that they soaked a stack from. &lt;br /&gt;
**These stacks (&#039;&#039;&#039;Avalaunch&#039;&#039;&#039;) deal proximity damage, meaning that standing even slightly into the arena will likely cause the stack to be fatal; players should be as close to the edge as possible.&lt;br /&gt;
** If at least four players are in a stack, one of the snowball&#039;s stacks of &#039;&#039;&#039;Icebound Buffoonery&#039;&#039;&#039; is removed. If all stacks have been successfully resolved, both snowballs will have no remaining stacks, and they can be damaged.&lt;br /&gt;
* &#039;&#039;&#039;Self-destruct &amp;amp; To the Winds&#039;&#039;&#039;: DPS check. Each snowball must be defeated, breaking Phobos and Triton out, before the casts finish and wipe the raid. The attacks are harmless if the DPS check is met.&lt;br /&gt;
** If either snowball has any remaining stacks of &#039;&#039;&#039;Icebound Buffoonery&#039;&#039;&#039;, the mechanic cannot be successfully resolved and a wipe is guaranteed. [[The Forked Tower: Blood#Phantom Chemist/White Mage Resurrection Strategy|A &amp;quot;chemist/white mage cheese&amp;quot; may be prepared at this point to allow another attempt.]]&lt;br /&gt;
* &#039;&#039;&#039;Vengeful Fire III &amp;amp; Vengeful Bio III&#039;&#039;&#039;&lt;br /&gt;
* After Nereid returns to normal, the &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuffs are restored, the bosses equalize their HP, and each boss jumps to its &#039;&#039;&#039;Decisive Battle&#039;&#039;&#039; position after a few seconds.&lt;br /&gt;
* &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Slice &#039;n&#039; Strike&#039;&#039;&#039;: Each boss targets its top enmity player with a telegraphed conal tankbuster, and a random player with their &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuff with a line stack. In general, the tankbuster target moves to the left of the boss while all other players move to the right (based on looking toward the center of the arena).&lt;br /&gt;
&lt;br /&gt;
==== Fireball Phase ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Three-body Problem 3&#039;&#039;&#039;: Each boss jumps to the inner ring of the arena, and they appear to channel a shared attack; however, for this final use, Phobos and Nereid will be turned into fireballs (with small telegraphed point-blank circular AoEs (&#039;&#039;&#039;Blazing Belligerent&#039;&#039;&#039;), which can be avoided at max melee distance) as Triton jumps to the center of the arena. At this time, the &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuffs are cleansed (and will not return), allowing all players to attack Triton.&lt;br /&gt;
* At opposite sides of the arena, two sets of small &amp;quot;footprint&amp;quot; arrow markers appear on the lines dividing the arena, along the outer ring, and move clockwise or counterclockwise by one &amp;quot;wedge&amp;quot; of the arena. When these markers reach their destination, they become tankbuster towers.&lt;br /&gt;
** In general, letters parties are responsible for the tower/fireball (&#039;&#039;&#039;Gaseous Phobos&#039;&#039;&#039;) that spawns in the northern half of the arena, and numbers parties are responsible for the tower/fireball (&#039;&#039;&#039;Gaseous Nereid&#039;&#039;&#039;) that spawns in the southern half of the arena.&lt;br /&gt;
* &#039;&#039;&#039;Elemental Impact x3&#039;&#039;&#039;: Three times in quick succession, a fireball will slam into each tower, dealing massive damage to the tank inside and firing a conal AoE (&#039;&#039;&#039;Fire Spread&#039;&#039;&#039;) at a random nearby healer and DPS. Starting from the first &#039;&#039;&#039;Elemental Impact&#039;&#039;&#039;, the fireballs become targetable.&lt;br /&gt;
** In general, a tank will take the first hit of &#039;&#039;&#039;Elemental Impact&#039;&#039;&#039; with mitigation cooldowns, then the other two with their invulnerability ability (or {{Action icon|Pledge}}/an ally&#039;s {{Action icon|Invulnerability}}).&lt;br /&gt;
** In North American groups, DPS are generally positioned between the wall and the tower, and healers are generally positioned on either side of the tower. Tanks that are not soaking the tower can be positioned anywhere.&lt;br /&gt;
**In Japanese groups, both DPS and healers are generally positioned between the wall and the tower, with DPS to the left and healers to the right (based on looking toward the center of the arena).&lt;br /&gt;
* &#039;&#039;&#039;Geothermal Rupture x3 &amp;amp; Flame Thrower&#039;&#039;&#039;: A series of three circular AoEs are telegraphed at each player&#039;s position (&#039;&#039;&#039;Geothermal Rupture&#039;&#039;&#039;), along with  a line stack (&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;) targeting a random player on each side of the arena.&lt;br /&gt;
** In general, players collapse onto the DPS, move clockwise around the tower to bait &#039;&#039;&#039;Geothermal Rupture&#039;&#039;&#039;, remain loosely stacked for &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;, then return to their original positions around the tower.&lt;br /&gt;
**If the player targeted by &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; dies before the attack goes off, a random player will be targeted instead; if this causes both stacks to hit the same side of the arena, a wipe is likely due to the attack inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Elemental Impact x3&#039;&#039;&#039;: As above. Assuming they have not used either ability on any other mechanics, a {{Phantom job|knight|name=y}} tank can soak both towers due to having two invulnerability abilities, both from their job and from {{Action icon|Pledge}}, but other tanks should be prepared to step into the tower in case the tank dies. If one side has defeated their fireball before the other, they should refrain from getting too close to the other fireball to avoid baiting &#039;&#039;&#039;Fire Spread&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Self-destruct &amp;amp; To the Winds&#039;&#039;&#039;: DPS check. Each fireball must be defeated, returning Phobos and Nereid to normal, before the casts finish and wipe the raid. The attacks are harmless if the DPS check is met.&lt;br /&gt;
** &#039;&#039;&#039;To the Winds&#039;&#039;&#039; will not be cast if both fireballs are already defeated before its casting begins.&lt;br /&gt;
* &#039;&#039;&#039;Vengeful Blizzard III &amp;amp; Vengeful Bio III&#039;&#039;&#039;&lt;br /&gt;
* After Triton returns to normal, the bosses equalize their HP, and each boss jumps to its &#039;&#039;&#039;Decisive Battle&#039;&#039;&#039; position after a few seconds. The &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuffs are &#039;&#039;not&#039;&#039; restored.&lt;br /&gt;
&lt;br /&gt;
==== Enrage Phase ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Six-Handed Fistfight&#039;&#039;&#039;: After a long cast, the bosses jump to the center of the arena and begin clashing. They merge into a single boss (&#039;&#039;&#039;Dead Stars&#039;&#039;&#039;), combining their HP and making the entire inner ring unsafe; standing inside the ring deals damage (&#039;&#039;&#039;Bodied&#039;&#039;&#039;), knocks players out of the ring, and inflicts a {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; stack. The merge is accompanied with a heavy-hitting raidwide.&lt;br /&gt;
** This is the earliest point at which the encounter can be completed. If all three bosses&#039; HP are depleted before merging, the bosses will immediately un-merge after using &#039;&#039;&#039;Six-Handed Fistfight&#039;&#039;&#039;, completing the encounter.&lt;br /&gt;
** Only the debuffs inflicted on Triton are preserved when merging.&lt;br /&gt;
* &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039;&lt;br /&gt;
** Telegraphed conal AoEs telegraphed on alternating wedges of the arena (&#039;&#039;&#039;Collateral Gas Jet&#039;&#039;&#039;, &#039;&#039;&#039;Collateral Cold Jet&#039;&#039;&#039;, &#039;&#039;&#039;Collateral Heat Jet&#039;&#039;&#039;), then the other half of the wedges.&lt;br /&gt;
** Small untelegraphed circular AoEs on each player (&#039;&#039;&#039;Collateral Bioball&#039;&#039;&#039;, &#039;&#039;&#039;Collateral Iceball&#039;&#039;&#039;, &#039;&#039;&#039;Collateral Fireball&#039;&#039;&#039;), randomly targeting a third of the players at a time and very briefly inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039;.&lt;br /&gt;
** Each party should spread within one wedge of the arena; each wedge is large enough to comfortably contain eight players without overlapping their AoEs.&lt;br /&gt;
* &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Fusion Burst (enrage)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Pronged Passages (&amp;quot;Bridges&amp;quot;)===&lt;br /&gt;
This encounter can be thought of as a number of small add pulls, most of which also contain one or more traps. There are two strategies for addressing these traps: either revealing them with {{Action icon|Trap Detection}} and having players navigate around them (possibly detonating some normal traps using {{Action icon|Occult Falcon}}), or &amp;quot;pre-popping&amp;quot; all traps by using {{Action icon|Occult Falcon}} in the section ahead of the party. While both strategies are viable, it is extremely important for all players to be aware of the intended strategy, as any players not aware can kill themselves with a normal trap or even wipe the raid with an unstable (mega) trap.&lt;br /&gt;
&lt;br /&gt;
As time passes in this encounter, fire will begin to engulf the map, eventually covering the entire map as a &amp;quot;soft enrage;&amp;quot; however, the damage dealt by the fire is not lethal (roughly 40,000 damage every {{status effect|debuff|burns}} [[Burns]] tick), so players should be careful not to run ahead of the group to avoid it and possibly cause greater issues, such as walking into a trap. Players with {{status effect|buff|File:Battle bell icon.png}} &#039;&#039;&#039;Battle Bell&#039;&#039;&#039; can even use this damage to accumulate {{status effect|buff|File:Battle&#039;s clangor icon.png}} &#039;&#039;&#039;Battle&#039;s Clangor&#039;&#039;&#039; stacks, at the risk of annoying their healers.&lt;br /&gt;
&lt;br /&gt;
Both sides of the bridge should have an equal number of players, three parties to each side. Typically, letter parties (A-C) will go left and number parties (D-F) will go right. Each side must have at least one {{phantom job|bard|name=y}} and {{phantom job|geomancer|name=y}}, and ideally one {{phantom job|time mage|name=y}}. Unless stated otherwise, all sections should be considered to occur identically on both sides of the bridge. &lt;br /&gt;
&lt;br /&gt;
In sections 1, 2, and 4, &#039;&#039;&#039;Arcane Spear&#039;&#039;&#039; attacks will occur. The bridges will be lit up in four columns, and shortly after line stacks will go off in each column. These are &amp;quot;wild charges,&amp;quot; meaning that a tank should be at the front of the column (and all players should be in a single column). The player at the front of each column is inflicted with {{status effect|debuff|piercing resistance down}} &#039;&#039;&#039;Piercing Resistance Down&#039;&#039;&#039;, meaning they cannot be at the front of the column again until the debuff expires - so a different tank must be at the front for the next &#039;&#039;&#039;Arcane Spear&#039;&#039;&#039;. Note that because these stacks deal physical damage, {{phantom job|samurai|name=y}} can help their tanks by moving to the front and using {{Action icon|Shirahadori}}.&lt;br /&gt;
&lt;br /&gt;
==== Section 1: Bhoots and Bogys ====&lt;br /&gt;
&lt;br /&gt;
* The [[Tower Bhoot|&#039;&#039;&#039;Tower Bhoot&#039;&#039;&#039;]] will occasionally cast &#039;&#039;&#039;Paralyze III&#039;&#039;&#039;, which must be interrupted.&lt;br /&gt;
* The two [[Tower Bogy|&#039;&#039;&#039;Tower Bogys&#039;&#039;&#039;]] have no noteworthy mechanics.&lt;br /&gt;
* An [[Aetherial Ward (Forked Tower)|&#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039;]] blocks progression to the next section, though it otherwise has no noteworthy mechanics. Once the Aetherial Ward has been attacked, &#039;&#039;&#039;Arcane Spear&#039;&#039;&#039; attacks will begin in this section. It is usually preferred for both sides to progress to the next section at the same time.&lt;br /&gt;
* Players should be careful to avoid aggroing the Tower Abyss enemies beyond the barrier with AoE attacks, as it can result in a wipe if they are aggroed early.&lt;br /&gt;
&lt;br /&gt;
==== Section 2: Abysses ====&lt;br /&gt;
&lt;br /&gt;
* The only enemy in this section is a [[Tower Abyss|&#039;&#039;&#039;Tower Abyss&#039;&#039;&#039;]]. It will quickly cast &#039;&#039;&#039;Dense Darkness&#039;&#039;&#039;, granting it {{status effect|debuff|File:Magic damage up icon.png}} &#039;&#039;&#039;Magic Damage Up&#039;&#039;&#039;. This must be dispelled with {{Action icon|Occult Dispel}} before its next cast. (Note that while it is ideal for both sides to have a {{phantom job|time mage|name=y}}, the range of {{Action icon|Occult Dispel}} is large enough that a single player can dispel both Abysses - but this is not recommended.)&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Darkness&#039;&#039;&#039; is a massive AoE, dealing lethal damage to all players on its side (and some on the other side) if {{status effect|debuff|File:Magic damage up icon.png}} &#039;&#039;&#039;Magic Damage Up&#039;&#039;&#039; has not been dispelled.&lt;br /&gt;
* In front of the Aetherial Ward, there is a single normal trap, positioned randomly at the left, middle, or center of the bridge.&lt;br /&gt;
* Once again, an [[Aetherial Ward (Forked Tower)|&#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039;]] blocks progression to the next section. Once the Aetherial Ward has been attacked, &#039;&#039;&#039;Arcane Spear&#039;&#039;&#039; attacks will begin in this section. It is usually preferred for both sides to progress to the next section at the same time.&lt;br /&gt;
&lt;br /&gt;
==== Section 3: Idols, Bhoots, Bogys, and Suspension ====&lt;br /&gt;
&lt;br /&gt;
* Shortly after walking into this section, six &#039;&#039;&#039;[[Tower Idol|Tower Idols]]&#039;&#039;&#039; will spawn, beginning to cast &#039;&#039;&#039;Ancient Aero III&#039;&#039;&#039; soon after. Once all six idols begin to cast (and not before!), a {{phantom job|bard|name=y}} must use {{Action icon|Romeo&#039;s Ballad}} to stop all of them; after this, they will only perform autoattacks. Stopping any of them before they begin to cast will cause them to perform the cast after being unfrozen, so players must avoid stopping them too early.&lt;br /&gt;
** {{phantom job|black mage|name=y}}s must &#039;&#039;&#039;not&#039;&#039;&#039; use {{i|Occult Toad}} on these enemies, as they will immediately cast &#039;&#039;&#039;Ancient Aero III&#039;&#039;&#039; immediately after it wears off even if they were previously interrupted, which will cause a wipe.&lt;br /&gt;
* Just ahead of the Idols are two normal traps; one is always in the middle of the bridge, and the other is randomly on the left or right. (Note that using Occult Falcon in the middle will always detonate both traps.)&lt;br /&gt;
* The {{phantom job|geomancer|name=y}} on the right side, once they know that they may safely progress past the traps, must use {{Action icon|Suspend}} to walk into the electrified ground and interact with the &#039;&#039;&#039;Trap Control Plinth&#039;&#039;&#039; to fill in the missing ground for the left side. (Tank invulnerability abilities cannot be used to activate the plinth, as its interaction time is longer than 10 seconds and even a single tick of {{status effect|debuff|electrocution}} &#039;&#039;&#039;Electrocution&#039;&#039;&#039; damage is lethal.)&lt;br /&gt;
* After the missing ground on the left side (and at the same position on the right) are another two [[Tower Bogy|&#039;&#039;&#039;Tower Bogys&#039;&#039;&#039;]] and a [[Tower Bhoot|&#039;&#039;&#039;Tower Bhoot&#039;&#039;&#039;]]. Their mechanics are identical as above. At roughly the same position, there is an unstable trap in the middle of the bridge and a normal trap randomly on the left or right. Players seeking to pre-pop these traps can do so by aiming at the Bhoot, but should be aware that the enemies will aggro onto them.&lt;br /&gt;
* Past these traps, the {{phantom job|geomancer|name=y}} on the left side must use {{Action icon|Suspend}} as above to fill in the missing ground for the right side.&lt;br /&gt;
&lt;br /&gt;
==== Section 4: Progenitor and Progenitrix ====&lt;br /&gt;
&lt;br /&gt;
* Ahead of the minibosses of this encounter, the bridge splits in half. At random, one path has a normal trap and the other has an unstable trap. Groups using {{Action icon|Trap Detection}} will locate the side with a normal trap, then use {{Action icon|Occult Falcon}} or a tank invulnerability to remove it; groups pre-popping traps will detonate both with {{Action icon|Occult Falcon}} to minimize the risk of additional deaths.&lt;br /&gt;
* Additionally, about halfway through the final section of the bridge, there is an unstable trap, positioned randomly at the left, middle, or center of the bridge. Groups using {{Action icon|Trap Detection}} will locate the trap, then carefully avoid it for the rest of the encounter; groups pre-popping traps will often engage the minibosses using {{Action icon|Occult Falcon}} to also detonate the trap. (If a pre-popping group has low DPS, the fire may be encroaching on them at this point; it is especially important not to recklessly move out of the fire here, as they may instead walk into range of the unstable trap.)&lt;br /&gt;
* The left side has the orange &#039;&#039;&#039;[[Tower Progenitrix]]&#039;&#039;&#039;, and the right side has the blue [[Tower Progenitor|&#039;&#039;&#039;Tower Progenitor&#039;&#039;&#039;]] - both are, color aside, identical enemies. Once a boss has been engaged, &#039;&#039;&#039;Arcane Spear&#039;&#039;&#039; attacks will begin in this section.&lt;br /&gt;
* &#039;&#039;&#039;Close Call/Far Cry to Detonate&#039;&#039;&#039;: Both bosses gain {{status effect|buff|File:Short fuse icon.png}} &#039;&#039;&#039;Short Fuse&#039;&#039;&#039; and a blue tether with arrows pointing outward (&#039;&#039;&#039;Close Call to Detonate&#039;&#039;&#039;) or {{status effect|buff|File:Long fuse icon.png}} &#039;&#039;&#039;Long Fuse&#039;&#039;&#039; and a green tether with arrows pointing inward (&#039;&#039;&#039;Far Cry to Detonate&#039;&#039;&#039;). For the duration of the buff, while the tether is visible (i.e. the bosses are too close together with a blue tether, or too far apart with a green tether), they will pulse for huge raidwide damage inflicting {{status effect|debuff|vulnerability up}} &#039;&#039;&#039;Vulnerability Up&#039;&#039;&#039;. The variation of this attack used is determined by the positions of the bosses when the cast begins - if they are already close together, they will use &#039;&#039;&#039;Close Call to Detonate&#039;&#039;&#039;, and vice versa.&lt;br /&gt;
* &#039;&#039;&#039;Bombshell Drop&#039;&#039;&#039;: Each boss spawns two [[Lava Bomb|&#039;&#039;&#039;Lava Bombs&#039;&#039;&#039;]] tethered to itself. The Lava Bombs will slowly move toward their tethered boss, causing a &#039;&#039;&#039;Massive Explosion&#039;&#039;&#039; raidwide which inflicts {{status effect|debuff|vulnerability up}} &#039;&#039;&#039;Vulnerability Up&#039;&#039;&#039; if they reach their boss. These adds must be killed, as they will eventually move to their boss in a split-second if left alive for too long. Typically, the bosses will begin south, be pulled north during the first &#039;&#039;&#039;Bombshell Drop&#039;&#039;&#039;, then back south during the second, and so on.&lt;br /&gt;
* &#039;&#039;&#039;Punishing Pounce&#039;&#039;&#039;: High damage stacks targeting a random player on each side.&lt;br /&gt;
* &#039;&#039;&#039;Massive Explosion&#039;&#039;&#039;: When one of the bosses is defeated, the other must be defeated within 12 seconds or the raid is wiped.&lt;br /&gt;
&lt;br /&gt;
Encounter timeline:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Close Call/Far Cry to Detonate&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bombshell Drop&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Close Call/Far Cry to Detonate&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Punishing Pounce&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bombshell Drop&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Close Call/Far Cry to Detonate&#039;&#039;&#039;&lt;br /&gt;
* (???)&lt;br /&gt;
* &#039;&#039;&#039;Massive Explosion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After completing this encounter, no reward is provided. What gives?{{evt|service=youtube|id=qY8QBTutSOg|dimensions=350|align=right|description=Bridges and Marble Dragon animated guide by Big Kobe}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Marble Dragon]]===&lt;br /&gt;
The arena is an extremely large circle with no important markings; the outer ring becomes a death wall once the encounter begins. Before the fight, six tanks (one per party) should be identified as main tanks.&lt;br /&gt;
&lt;br /&gt;
Throughout the fight, the boss will spawn water mechanics and ice mechanics. Water mechanics can be considered &amp;quot;inactive,&amp;quot; and standing in them has no effect or harm. Ice mechanics are considered &amp;quot;active,&amp;quot; and thus must be avoided or resolved as appropriate. When ice mechanics make contact with water mechanics, the water mechanics freeze (damaging anyone standing in them) and become ice mechanics, which then resolve.&lt;br /&gt;
&lt;br /&gt;
For mechanics that require each party to address a tower or add, typical waymarks for this fight place party A northwest, party B north, party C northeast, party 1/D southeast, party 2/E south, and party 3/F southwest.&lt;br /&gt;
&lt;br /&gt;
==== Opening ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Imitation Star&#039;&#039;&#039;: Hard-hitting raidwide with an accompanying {{status effect|debuff|bleed}} [[Bleed]].&lt;br /&gt;
* &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;: The boss turns to face a random player, followed by late-telegraphed 90-degree cones from its front and back. Typically, groups will stack at the boss&#039;s south (with tanks north) to bait these cones north and south. Players not confident with remembering when the boss uses &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039; should be cautious when executing side positionals, or simply avoid them by using {{Action icon|True North}}, to avoid baiting the cones improperly. Anyone hit by these cleaves will be knocked into the death wall and killed.&lt;br /&gt;
&lt;br /&gt;
==== Imitation Rain 1 ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: Moderate raidwide with no castbar; spawns eight water circles in two horizontal lines of four. In each line, one circle has spikes in a plus shape, and the other three do not. Water circles with spikes will explode in a plus-shaped AoE when frozen, and circles without spikes will explode in a circular AoE when frozen.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Icicle&#039;&#039;&#039;: Spawns two ice circles, one overlapping with each of the lines of water circles.&lt;br /&gt;
* &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;: Must be baited properly (north/south) to keep the sides safe for this mechanic.&lt;br /&gt;
* Shortly after &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;, the ice circles explode, setting off a chain reaction with the water circles.&lt;br /&gt;
** To dodge the chain reaction, locate the spiked water circle in the southern line during &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;, or the ice circle closer to the wall during &#039;&#039;&#039;Imitation Icicle&#039;&#039;&#039;. This will determine the side to dodge towards - but do not dodge yet! (Either method will locate the safe side.)&lt;br /&gt;
** Once the cast bar for &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039; appears, dodge toward the side identified as safe, opposite from the ice circle. For example, if the ice circle closer to the wall is on the east, and it overlaps with the southern line of water circles, dodge to the east and slightly north of center.&lt;br /&gt;
** The water circle overlapped by the ice circle will freeze, then explode; as soon as it does, run ({{action icon|Sprint}} is recommended) into where its AoE was to avoid the rest. Be careful not to run in line with the other circles, as you will be hit by the plus-shaped AoE that comes later if you do.&lt;br /&gt;
* &#039;&#039;&#039;Dread Deluge&#039;&#039;&#039;: Heavy-hitting tankbusters (non AoE) on the six highest enmity players; should be taken with mitigation regardless of whether invulnerability abilities are used, as there is a very strong accompanying {{status effect|debuff|dropsy}} [[Dropsy]] lasting longer than 10 seconds.&lt;br /&gt;
&lt;br /&gt;
==== Imitation Rain 2 ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: Moderate raidwide with no castbar; spawns seven water circles. One circle is in the center, which always has spikes; the rest are in two arcs of three circles across the north and south, with one circle in each arc having spikes.&lt;br /&gt;
* &#039;&#039;&#039;Frigid Twister&#039;&#039;&#039;: Spawns two ice twisters, one east and one west.&lt;br /&gt;
* &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;&lt;br /&gt;
* Shortly before the cones from &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;, the ice twisters begin rotating clockwise or counterclockwise (both move in the same direction, but which direction is random), setting off a chain reaction with the water circles.&lt;br /&gt;
** To dodge the chain reaction, first listen for the side the raid leader is having the group dodge toward - but do not dodge yet! This mechanic has 180-degree rotational symmetry, so this decision is arbitrary and the mechanic can be resolved on either side - but the group should stay together so that everyone can continue hitting the boss during the mechanic.&lt;br /&gt;
** Once the cast bar for &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039; appears, dodge toward the side identified by the raid leader, and take note of the direction the twister rotates, as well as the type of water circle it is moving into.&lt;br /&gt;
*** If it is moving toward a spiked circle first, dodge the plus-shaped AoE at the far cardinal (or dead center), then dodge the remaining AoEs at the inter-intercardinal by the initial spiked circle.&lt;br /&gt;
*** If it is moving toward a non-spiked circle first, dodge the two circular AoEs near the opposite spiked circle, then dodge the plus-shaped AoE at the far cardinal.&lt;br /&gt;
* &#039;&#039;&#039;Dread Deluge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Adds Phase ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Withering Eternity&#039;&#039;&#039;: Raidwide; boss becomes untargetable, leaves the arena, and spawns six [[Ice Golem (Enemy)|&#039;&#039;&#039;Ice Golems&#039;&#039;&#039;]]: one at each of northwest, north, northeast, southwest, south, and southeast. Each party should pick up the Golem at its assigned position. The Golems gain a powerful {{status effect|buff|vulnerability down}} &#039;&#039;&#039;Vulnerability Down&#039;&#039;&#039; when near each other, so they should be tanked at their original locations as much as possible.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: Moderate raidwide with no castbar; spawns seven water circles. One circle is in the center, which always has spikes, but can be rotated into an X shape instead of a plus shape; the other six are in two arcs of three centered on random opposing cardinals or intercardinals, and will become four-player towers when frozen. The spikes of the center circle will always be pointed at the four towers not central to the arcs.&lt;br /&gt;
* &#039;&#039;&#039;Frigid Dive&#039;&#039;&#039;: The boss telegraphs a dive through the two central towers and the center spiked circle. This dive is a thick line AoE that will freeze those towers and center circle, activating them; players should stand near but not in line with the dive, then move in to take the tower.&lt;br /&gt;
* The center circle&#039;s plus/X AoE will then activate, freezing the remaining four towers; players who didn&#039;t soak the first two towers should stand near but not in line with the others, then move in to take them. (Players who did soak the first towers can and should also soak the second set of towers; no &#039;&#039;&#039;Vulnerability Up&#039;&#039;&#039; debuff is inflicted.)&lt;br /&gt;
** With a full raid of 48 players, assigning specific parties to specific towers is not generally necessary, as each only requires 4 players and players can use body language to convey the second tower they will move toward. However, a common method of assigning towers has the letter parties take the north/east center tower, and the number parties take the south/west center tower, with parties A and 1/D rotating counterclockwise and parties C and 3/F rotating clockwise for the second set of towers.&lt;br /&gt;
** Each player absent from a tower will inflict raidwide damage and a stack of {{status effect|debuff|sustained damage}} &#039;&#039;&#039;Sustained Damage&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: The towers will spawn in a different random position.&lt;br /&gt;
* &#039;&#039;&#039;Frigid Dive&#039;&#039;&#039;: The telegraphed dive will change based on the new tower positions.&lt;br /&gt;
* Any Ice Golems still alive at this point will cast &#039;&#039;&#039;Frozen Heart&#039;&#039;&#039;, granting a strong {{status effect|buff|File:Damage up icon2.png}} &#039;&#039;&#039;Damage Up&#039;&#039;&#039;. Tanks should use their invulnerability abilities to survive their auto attacks.&lt;br /&gt;
* The boss will reappear at the center of the arena (with {{status effect|buff|File:Invincibility icon1.png}} &#039;&#039;&#039;Invincibility&#039;&#039;&#039;) and begin extremely slowly casting &#039;&#039;&#039;Lifeless Legacy&#039;&#039;&#039;.&lt;br /&gt;
* Soon after, six [[Ice Sprite|&#039;&#039;&#039;Ice Sprites&#039;&#039;&#039;]] will appear at the edge of the arena, in the same positions as the Golems. They are all tethered to the boss, and will slowly move towards it. Each party must kill its Sprite before it reaches the boss, or it will buff the damage of the upcoming &#039;&#039;&#039;Lifeless Legacy&#039;&#039;&#039;; even a single Sprite reaching the boss will make &#039;&#039;&#039;Lifeless Legacy&#039;&#039;&#039; essentially lethal. The Sprites are vulnerable to {{Action icon|Romeo&#039;s Ballad}}, which is typically used when the Sprites are near the boss.&lt;br /&gt;
* The boss&#039;s {{status effect|buff|File:Invincibility icon1.png}} &#039;&#039;&#039;Invincibility&#039;&#039;&#039; is dispelled as soon as all six Sprites have been defeated.&lt;br /&gt;
&lt;br /&gt;
==== Imitation Rain 3 ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wicked Water&#039;&#039;&#039;: Twelve players receive a targeting marker. Soon after, the marker is removed and replaced with two debuffs: {{status effect|buff|File:Wicked water icon.png}} &#039;&#039;&#039;Wicked Water&#039;&#039;&#039; and {{status effect|buff|File:Throttle icon1.png}} &#039;&#039;&#039;Throttle&#039;&#039;&#039;. While some players prefer to &amp;quot;wiggle&amp;quot; out of the group to make it easier to see if they&#039;ve been targeted, this is not necessary to resolve the mechanic in time.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: Identical to Imitation Rain 1.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Icicle&#039;&#039;&#039;: Identical to Imitation Rain 1.&lt;br /&gt;
* &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;&lt;br /&gt;
* Shortly after &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;, the ice circles explode, setting off a chain reaction with the water circles.&lt;br /&gt;
** To dodge the chain reaction, a procedure identical to that used in Imitation Rain 1 is used.&lt;br /&gt;
** However, the players with {{status effect|buff|File:Wicked water icon.png}} &#039;&#039;&#039;Wicked Water&#039;&#039;&#039; will not perform any further dodges after moving to the side. They will be intentionally hit by the final ice AoEs, freezing their water bubbles into &#039;&#039;&#039;[[Gelid Gaol|Gelid Gaols]]&#039;&#039;&#039;. This converts their  {{status effect|buff|File:Wicked water icon.png}} &#039;&#039;&#039;Wicked Water&#039;&#039;&#039; debuff to a new {{status effect|debuff|File:Gelid gaol icon.png}} &#039;&#039;&#039;Gelid Gaol&#039;&#039;&#039; debuff. Any player with &#039;&#039;&#039;Wicked Water&#039;&#039;&#039; that does not get frozen will be unable to cleanse their &#039;&#039;&#039;{{status effect|buff|File:Throttle icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Throttle&#039;&#039;&#039; debuff and die when it expires.&lt;br /&gt;
** All non-frozen players should quickly defeat these Gaols to free their allies and cleanse their &#039;&#039;&#039;{{status effect|buff|File:Throttle icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Throttle&#039;&#039;&#039; debuffs before they are killed.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Star&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Imitation Rain 4 and Enrage ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: Moderate raidwide with no castbar; spawns ten water circles. Four are at the cardinals, with the east and west circles having spikes; the other six spawn near the middle in two horizontal lines of three, and are towers.&lt;br /&gt;
* &#039;&#039;&#039;Frigid Twister&#039;&#039;&#039;: Spawns two ice twisters, one northeast and one southwest.&lt;br /&gt;
* &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;&lt;br /&gt;
* Shortly after &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;, the ice twisters begin rotating clockwise or counterclockwise (both move in the same direction, but which direction is random), setting off a chain reaction with the water circles.&lt;br /&gt;
** To dodge the chain reaction and safely soak the towers, watch the ice twisters and move away from the circles they are moving into.&lt;br /&gt;
** Remain out of the towers until after the first circle AoEs. Once the towers are active, each party moves into the tower near its waymark/golem/sprite position.&lt;br /&gt;
** After the towers are soaked, dodge away from the second water circles; all players should remain together (or at opposite ends) for the upcoming &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;. Be aware that the twisters will continue rotating for the upcoming second set of water circles.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: Moderate raidwide with no castbar; spawns ten water circles. Four are at the cardinals, with the north and south circles having spikes; the other six spawn near the middle in two vertical lines of three, and are towers.&lt;br /&gt;
* &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;&lt;br /&gt;
* As the twisters are still rotating, they will soon begin a second chain reaction with the new water circles.&lt;br /&gt;
** To dodge the chain reaction and safely soak the towers, the same procedure is used again.&lt;br /&gt;
** Parties A, C, 1/D, and 3/F will be able to simply soak the towers near their waymarks. Parties B and 2/E will need to slightly adjust; typically, party B soaks the center-east tower and party 2/E soaks the center-west tower.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Star&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Dread Deluge&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Lifeless Legacy (enrage)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== The Binding Lock (&amp;quot;Lockwards&amp;quot;)===&lt;br /&gt;
Throughout the hallways containing the Binding Lock and those beyond it, there are twelve groups of trap spawn locations, across which are fourteen normal traps and four unstable traps. (Their specific locations are shown in the annotated map in the [[The Forked Tower: Blood#Maps|Maps]] section below.) Thus, as with the Bridges encounter, they can be addressed either by revealing them with {{Action icon|Trap Detection}} and having players navigate around them (possibly detonating some normal traps using {{Action icon|Occult Falcon}}), or &amp;quot;pre-popping&amp;quot; all traps by using {{Action icon|Occult Falcon}}. Some groups will also pre-pop traps in the area with the Binding Lock and merely reveal those after it - but no matter what, all players must be aware of the intended strategy to avoid unnecessary deaths.&lt;br /&gt;
&lt;br /&gt;
The hallways containing the Binding Lock consist of an initial add pull (one each of [[Guardian Petroglyph|&#039;&#039;&#039;Guardian Petroglyph&#039;&#039;&#039;]], [[Tower Hippocerf|&#039;&#039;&#039;Tower Hippocerf&#039;&#039;&#039;]], [[Tower Skatene|&#039;&#039;&#039;Tower Skatene&#039;&#039;&#039;]], and [[Tower Marolith|&#039;&#039;&#039;Tower Marolith&#039;&#039;&#039;]]; of these, note that the Petroglyph is immune to instant kill effects), followed by six side rooms, then an encounter at the Binding Lock itself. The adds in the side rooms are presented in the order that most groups pull them. All of these enemies can be slowed.&lt;br /&gt;
&lt;br /&gt;
==== Southwest: [[Guardian Wraith]] ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Scream&#039;&#039;&#039;: Large, late-telegraphed point-blank AoE. Inflicts &#039;&#039;&#039;{{status effect|buff|File:Hysteria icon1.png}} Terror&#039;&#039;&#039;, causing hit players to be unable to move.&lt;br /&gt;
* &#039;&#039;&#039;Lingering Resentment&#039;&#039;&#039;: Small circular fatal AoE on a random player; will select a player with &#039;&#039;&#039;{{status effect|buff|File:Hysteria icon1.png}} Terror&#039;&#039;&#039; if there are any. The debuff will not expire before the AoE goes off, so the targeted player must be {{action icon|Rescue}}d or they will die.&lt;br /&gt;
* These attacks repeat.&lt;br /&gt;
&lt;br /&gt;
==== West: [[Guardian Berserker]] ====&lt;br /&gt;
&lt;br /&gt;
* At the same time as the Guardian Wraith is being pulled, one tank and all players with instant kill effects ({{phantom job|samurai|name=y}}, {{phantom job|cannoneer|name=y}}, {{phantom job|oracle|name=y}}, {{phantom job|gladiator|name=y}}) will pull the Guardian Berserker.&lt;br /&gt;
* The Guardian Berserker has an undispellable and extremely strong {{status effect|buff|vulnerability down}} &#039;&#039;&#039;Vulnerability Down&#039;&#039;&#039;; it will take essentially no damage from normal attacks. It must be defeated by the instant kill effects of {{action icon|Iainuki}}, {{action icon|Phantom Fire}}, {{action icon|Phantom Doom}}, or {{action icon|Finisher}}.&lt;br /&gt;
* &#039;&#039;&#039;Raging Slice&#039;&#039;&#039;: Line AoE pointed at a random player in range that passes through walls. This is the Berserker&#039;s only attack.&lt;br /&gt;
&lt;br /&gt;
==== Northwest: [[Guardian Golem]] ====&lt;br /&gt;
&lt;br /&gt;
* The Guardian Golem is typically pulled by a single tank, with all other players waiting a fair distance away. (Parties with a {{phantom job|oracle|name=y}} can also join.)&lt;br /&gt;
* &#039;&#039;&#039;Toxic Minerals&#039;&#039;&#039;: After a short time, the Guardian Golem will emit a purple-black gas, and all nearby players will be inflicted with &#039;&#039;&#039;{{status effect|debuff|File:Toxic minerals icon.png}} Toxic Minerals&#039;&#039;&#039;. After 20 seconds, it will convert into a cleansable {{status effect|debuff|doom}} &#039;&#039;&#039;[[Doom]]&#039;&#039;&#039; lasting 20 seconds. If only a single tank pulls the Golem, this is easily cleansed with {{action icon|Esuna}}. {{phantom job|oracle|name=y}}s can use {{action icon|Recuperation}}&#039;s AoE cleansing effect to allow their party to join the fight early; they must use it while &#039;&#039;&#039;{{status effect|debuff|File:Toxic minerals icon.png}} Toxic Minerals&#039;&#039;&#039; is in effect or the cleanse will not come in time. After this attack is used, all other players can join the fight.&lt;br /&gt;
* &#039;&#039;&#039;Earthen Heart x2&#039;&#039;&#039;: Circular AoEs on random players.&lt;br /&gt;
* &#039;&#039;&#039;Boulder Clap&#039;&#039;&#039;: Conal AoE.&lt;br /&gt;
* &#039;&#039;&#039;Obliterate&#039;&#039;&#039;: Huge point-blank AoE; can and must be interrupted.&lt;br /&gt;
* These attacks repeat.&lt;br /&gt;
&lt;br /&gt;
==== Northeast: [[Guardian Knight]] ====&lt;br /&gt;
&lt;br /&gt;
* The Guardian Knight begins with a dispellable {{status effect|buff|File:Invincibility icon1.png}} &#039;&#039;&#039;Invincibility&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Buster Knuckles&#039;&#039;&#039;: Large point-blank AoE.&lt;br /&gt;
* &#039;&#039;&#039;Earthquake&#039;&#039;&#039;: Late-telegraphed donut AoE quickly following &#039;&#039;&#039;Buster Knuckles&#039;&#039;&#039;. The Knight&#039;s {{status effect|buff|File:Invincibility icon1.png}} &#039;&#039;&#039;Invincibility&#039;&#039;&#039; buff is restored and must be dispelled again.&lt;br /&gt;
* &#039;&#039;&#039;Line of Fire x2&#039;&#039;&#039;: The Knight turns to face a random player, then fires an untelegraphed line AoE that passes through walls.&lt;br /&gt;
* These attacks repeat.&lt;br /&gt;
&lt;br /&gt;
==== East: [[Guardian Bat]] x3 ====&lt;br /&gt;
&lt;br /&gt;
* At the same time as the Guardian Knight is being pulled, one tank, any magical ranged DPS with {{STFI|Limit Break|link=Limit Break|icon=Limit break icon1.png|size=small}} [[Limit Break]] available, and any {{phantom job|ranger|name=y}}s will pull the Guardian Bats.&lt;br /&gt;
* The Guardian Bats have extremely high evasion; they should be defeated by using magical ranged DPS LBs (which cannot miss) and/or {{action icon|Phantom Aim}} to guarantee all attacks land. (If necessary, {{phantom job|samurai|name=y}}&#039;s {{action icon|Zeninage}} also cannot miss.)&lt;br /&gt;
* &#039;&#039;&#039;Aero III&#039;&#039;&#039;: Untelegraphed point-blank AoE. This is the Bats&#039; only attack.&lt;br /&gt;
&lt;br /&gt;
==== Southeast: [[Guardian Weapon]] ====&lt;br /&gt;
&lt;br /&gt;
* The Guardian Weapon begins with &#039;&#039;&#039;{{status effect|buff|File:Armed to the teeth icon.png}} Armed to the Teeth&#039;&#039;&#039; and a sword floating above it.&lt;br /&gt;
* A {{phantom job|thief|name=y}} must use {{action icon|Pilfer Weapon}} - not {{action icon|Steal}}! - to remove the buff and the sword floating above it.&lt;br /&gt;
* If the buff has not been removed, every attack the Weapon performs will be a massive, lethal AoE (&#039;&#039;&#039;Keen Wind&#039;&#039;&#039;). It isn&#039;t impossible to defeat with tanks using their invulnerability skills, {{phantom job|samurai|name=y}}&#039;s {{action icon|Shirahadori}}, and (particularly daring) players using ranged attacks immediately after AoEs and quickly ducking back out, but this is extremely inadvisable, only to be used as a last resort. If the buff has been removed, it will instead alternate between these attacks:&lt;br /&gt;
* &#039;&#039;&#039;Whirl of Rage&#039;&#039;&#039;: Late-telegraphed point-blank AoE.&lt;br /&gt;
* &#039;&#039;&#039;Smite of Rage&#039;&#039;&#039;: Late-telegraphed line AoE.&lt;br /&gt;
&lt;br /&gt;
==== Activating the Binding Lock ====&lt;br /&gt;
The Binding Lock has six cylinders, each of which has three levels divided by lines, with one around the top as well. One line on each cylinder will be glowing. In each of the six add rooms, there is a large red circle; when one/two/three players stand on the circle, the corresponding cylinder is lowered by one/two/three levels. In total, twelve players will need to stand on the six circles to lower the cylinders such that the glowing lines of all cylinders are flush with the ground. In general, a player will shout the combination for later reference, e.g. &amp;quot;123 312,&amp;quot; with these numbers referring to NW W SW and NE E SE, in that order. Once successful, the system message &amp;quot;&#039;&#039;Occult cylinders active. Initiate the authentication process.&#039;&#039;&amp;quot; will be displayed.&lt;br /&gt;
&lt;br /&gt;
==== Authentication ====&lt;br /&gt;
There are two possible procedures for authentication: a short procedure and a long one. &amp;quot;Skipping lockwards&amp;quot; refers to the short procedure, which is faster but provides fewer rewards; the long procedure provides greater rewards and spawns an enemy outside of the Forked Tower. As of patch 7.55, most groups will use the short procedure, as the extra Sanguinite rewards are typically not worth it.&lt;br /&gt;
&lt;br /&gt;
* Authentication begins by interacting with the &#039;&#039;&#039;Authorization Device&#039;&#039;&#039;. This will begin a 60 second countdown, as well as begin to spawn adds.&lt;br /&gt;
* At a gradually increasing pace, waves of three [[Lockward|&#039;&#039;&#039;Lockwards&#039;&#039;&#039;]] will begin to spawn. Each will cast &#039;&#039;&#039;Cunning Keywork&#039;&#039;&#039;, which must be interrupted or the Binding Lock will deactivate and must be reactivated. After doing so, they only have heavy-hitting auto attacks. Tanks should establish enmity and use mitigation.&lt;br /&gt;
* During the fourth wave, the 60 second countdown will complete. If using the short procedure, a player will interact with the &#039;&#039;&#039;Unlock Mechanism&#039;&#039;&#039;, and after a significant delay (which allows the fifth wave to spawn), the Lockwards will despawn and the lock will open, glowing red.&lt;br /&gt;
* If using the long procedure, the &#039;&#039;&#039;Unlock Mechanism&#039;&#039;&#039; will be ignored for now. Starting with the fifth wave, the spawn rate of add waves is significantly increased. In the eighth wave, a [[Master Lockward|&#039;&#039;&#039;Master Lockward&#039;&#039;&#039;]] will spawn as the center add. It will also cast &#039;&#039;&#039;Cunning Keywork&#039;&#039;&#039;, but must &#039;&#039;&#039;not&#039;&#039;&#039; be interrupted. If it successfully completes its cast, the system message &amp;quot;&#039;&#039;The occult cylinders have been reordered.&#039;&#039;&amp;quot; will be displayed. No more adds will spawn, and all adds can now be defeated. The Master Lockward will eventually use &#039;&#039;&#039;Bolting Hammer&#039;&#039;&#039;, a powerful raidwide, if kept alive for too long.&lt;br /&gt;
* If the Master Lockward&#039;s cast of &#039;&#039;&#039;Cunning Keywork&#039;&#039;&#039; is interrupted, another will spawn in the tenth wave (and so on). Adds will continue to spawn until the &#039;&#039;&#039;Unlock Mechanism&#039;&#039;&#039; is used or a cast of &#039;&#039;&#039;Cunning Keywork&#039;&#039;&#039; is completed.&lt;br /&gt;
* A new combination will now be shown on the Binding Lock&#039;s cylinders, which is input by twelve players, as before. The group will then follow the short procedure, interacting with the &#039;&#039;&#039;Unlock Mechanism&#039;&#039;&#039; as soon as possible. After a significant delay, the Lockwards will despawn and the lock will open, glowing blue.&lt;br /&gt;
&lt;br /&gt;
==== Treasure Rooms and Sanguine Recluse ====&lt;br /&gt;
To the left and right of the staircase are two hallways; a {{phantom job|thief|name=y}} must reveal hidden passages using {{action icon|Trap Detection}} to access the treasure rooms (Top Secret Nooks 1 and 2). Additionally, a second hidden passage can be revealed in the left treasure room. If the long procedure for authenticating the Binding Lock was used, an additional treasure chest will be to the left of the entrance to the map room (Top Secret Nook 3).&lt;br /&gt;
&lt;br /&gt;
If the short procedure was used, the plinth cannot be interacted with, the room will appear as a dark void, and will have no function. If the long procedure was used, the plinth can be interacted with, and the room will show a large glowing map of the South Horn. Interacting with the plinth will cause a glowing beacon to appear somewhere on the map; a &#039;&#039;&#039;[[Sanguine Recluse]]&#039;&#039;&#039; will spawn at that position. (Possible spawn locations and mechanics can be found on its page.) Its position must be shouted by players in the raid, allowing players outside to locate and defeat it.{{evt|service=youtube|id=SDYMYjQ5kQE|dimensions=350|align=right|description=Binding Lock and Magitaur animated guide by Big Kobe}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] Infamy of Blood: [[Magitaur]]===&lt;br /&gt;
&lt;br /&gt;
The arena consists of an extremely large circle. Three large squares (one to the northwest, one to the south, and one to the northeast) point outward from the center, separated by 30-degree wedges. Around the outside of the arena are nine colored circles, in a pink-yellow-blue (clockwise) pattern. Parties A and 1/D are placed in the northwest square, parties B and 2/E are placed in the south square, and parties C and 3/F are placed in the northeast square.&lt;br /&gt;
&lt;br /&gt;
Several mechanics of the Magitaur target or assign debuffs based on where players are standing in the arena, and some others cause entire sections of the arena to become unsafe. (Each square is its own section, and the rest of the arena is a single section.) As a general rule, being outside of one of the three squares when not explicitly required to be is dangerous, both to yourself and to other players.&lt;br /&gt;
&lt;br /&gt;
Many North American groups use a set of waymarks intended to simplify the resolution of a particular mechanic (&#039;&#039;&#039;Assassin&#039;s Dagger&#039;&#039;&#039;). An image of these waymarks (&amp;quot;BAP Daggers&amp;quot;) is included in the [[The Forked Tower: Blood#Maps|Maps]] section below, but other sets of waymarks are used by some groups. Nevertheless, to simplify the explanation of this mechanic, references based on these waymarks will be made:&lt;br /&gt;
&lt;br /&gt;
* Each large square is a 10x10 grid of small squares; this is not used in any mechanics, but will be used for precise placement of waymarks if third-party tools are not being used to place them. In each square:&lt;br /&gt;
* The &amp;quot;left waymark&amp;quot; is placed on the fifth small square from the top, in the second column from the left edge of the square.&lt;br /&gt;
* The &amp;quot;right waymark&amp;quot; is placed on the fifth small square from the top, in the column directly along the right edge of the square.&lt;br /&gt;
* The &amp;quot;center waymark&amp;quot; is placed two columns inward from the right waymark.&lt;br /&gt;
&lt;br /&gt;
==== Opening and First Conduits ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Unsealed Aura&#039;&#039;&#039;: Hard-hitting raidwide.&lt;br /&gt;
* &#039;&#039;&#039;Unseal&#039;&#039;&#039;: Magitaur unseals one of two weapons: a yellow axe or a blue lance, gaining the &#039;&#039;&#039;{{status effect|buff|File:Unsealed icon.png}} Unsealed&#039;&#039;&#039; buff. Shortly after unsealing its weapon, Magitaur will begin launching tankbuster-strength auto-attacks on two players in each section of the arena.&lt;br /&gt;
** If its yellow axe was unsealed, these attacks will target the two nearest players in each section.&lt;br /&gt;
** If its blue lance was unsealed, these attacks will target the two furthest players in each section.&lt;br /&gt;
** Three sets of auto-attacks will be used.&lt;br /&gt;
** Despite their animations, these auto-attacks are not AoEs.&lt;br /&gt;
* &#039;&#039;&#039;Assassin&#039;s Dagger&#039;&#039;&#039;: Three line AoEs will be telegraphed, offset from each other by 120 degrees; they will all begin either between the squares (the &amp;quot;north/right&amp;quot; pattern) or cutting through the middle of the squares (the &amp;quot;south/left&amp;quot; pattern). Daggers will shoot out from the boss along these lines, repeat (return to the middle) after a two-second delay, then shoot out again, rotated ~50 degrees clockwise. The daggers will shoot out and return a total of six times each. Being hit by a dagger inflicts a stack of {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039;.&lt;br /&gt;
** If the &amp;quot;north/right&amp;quot; pattern is used, the first three shoot outs and returns can be dodged by standing at the &amp;quot;right waymark&amp;quot; as described above.&lt;br /&gt;
** If the &amp;quot;south/left&amp;quot; pattern is used, the first three shoot outs and returns can be dodged by standing at the &amp;quot;left waymark.&amp;quot;&lt;br /&gt;
** In both cases, the remaining daggers can be dodged by standing at (or colinear with, relative to the boss) the &amp;quot;center waymark.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039;: Each of these is cast once at random during &#039;&#039;&#039;Assassin&#039;s Dagger&#039;&#039;&#039;. The safe regions for &#039;&#039;&#039;Critical Axeblow&#039;&#039;&#039; are far away from the boss and inside the squares; the safe regions for &#039;&#039;&#039;Critical Lanceblow&#039;&#039;&#039; are near the boss and between the squares.&lt;br /&gt;
** The first cast of &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039; resolves between the fourth shoot out and fourth return of &#039;&#039;&#039;Assassin&#039;s Dagger&#039;&#039;&#039;; the second cast resolves after the final return.&lt;br /&gt;
** If &#039;&#039;&#039;Critical Lanceblow&#039;&#039;&#039; is cast first, half of each safe region will be hit with &#039;&#039;&#039;Assassin&#039;s Dagger&#039;&#039;&#039;. In this case, the safe side of the safe region will be the left side for the &amp;quot;south/left&amp;quot; pattern and the right side for the &amp;quot;north/right&amp;quot; pattern.&lt;br /&gt;
* &#039;&#039;&#039;Forked Fury&#039;&#039;&#039;: Tankbusters on the nearest and furthest players in each section.&lt;br /&gt;
* After a short delay, two sets of auto-attacks based on the &#039;&#039;&#039;Unseal&#039;&#039;&#039; weapon will be used.&lt;br /&gt;
* &#039;&#039;&#039;Aura Burst/Holy&#039;&#039;&#039;: Hard-hitting raidwide; lethal unless the adds that spawn at the beginning of the castbar are correctly resolved before the cast completes.&lt;br /&gt;
** Seven of the nine colored circles around the outside of the arena rise out of the ground. All three yellow circles rise to reveal an [[Axe Empowerment Conduit|&#039;&#039;&#039;Axe Empowerment Conduit&#039;&#039;&#039;]] (which has a ring in the middle), all three blue circles rise to reveal a [[Lance Empowerment Conduit|&#039;&#039;&#039;Lance Empowerment Conduit&#039;&#039;&#039;]] (which has a sphere in the middle), and a random pink circle rises to reveal a [[Universal Empowerment Conduit|&#039;&#039;&#039;Universal Empowerment Conduit&#039;&#039;&#039;]] (which has both in the middle). These adds are frequently referred to as &amp;quot;cans.&amp;quot;&lt;br /&gt;
** If Magitaur&#039;s yellow axe was unsealed, the cast will be &#039;&#039;&#039;Aura Burst&#039;&#039;&#039; and all &#039;&#039;&#039;Axe Empowerment Conduits&#039;&#039;&#039; must be defeated. If Magitaur&#039;s blue lance was unsealed, the cast will be &#039;&#039;&#039;Holy&#039;&#039;&#039; and all &#039;&#039;&#039;Lance Empowerment Conduits&#039;&#039;&#039; must be defeated. Each square defeats the Conduit closest to it. In both cases, the &#039;&#039;&#039;Universal Empowerment Conduit&#039;&#039;&#039; must also be defeated.&lt;br /&gt;
** When an &#039;&#039;&#039;Axe/Lance Empowerment Conduit&#039;&#039;&#039; is defeated, it targets the nearest two players with &#039;&#039;&#039;Arcane Recoil&#039;&#039;&#039;, a catastrophically strong attack. If a square has at least two {{Phantom job|knight|name=y}} tanks, these are simple to resolve by having them stand inside the Conduit and either using {{Action icon|Pledge}} on themselves, their tank invulnerability, or {{Action icon|Phantom Guard}}. If a square has only one, the Phantom Knight should identify a &amp;quot;pledge buddy&amp;quot; before beginning the encounter. This player will serve as the second player baiting &#039;&#039;&#039;Arcane Recoil&#039;&#039;&#039;, and the Phantom Knight will use {{Action icon|Pledge}} on them.&lt;br /&gt;
** Meanwhile, a {{Phantom job|berserker|name=y}} will defeat the &#039;&#039;&#039;Universal Empowerment Conduit&#039;&#039;&#039; on their own; its HP is significantly lower than that of the other Conduits. While doing so, they must stand between the Conduit and the wall, and must use {{Action icon|Rage (Phantom Job Action)|Rage}} before it is defeated. This is because the Conduit will use &#039;&#039;&#039;Arcane Reaction&#039;&#039;&#039; when defeated, an extremely weak line AoE aimed at the nearest player that inflicts {{status effect|debuff|hysteria}} &#039;&#039;&#039;Hysteria&#039;&#039;&#039; for 1 minute; Rage grants immunity to Hysteria. Players near the &#039;&#039;&#039;Universal Empowerment Conduit&#039;&#039;&#039; must be extremely careful with large AoE attacks, as an &#039;&#039;&#039;Arcane Reaction&#039;&#039;&#039; at an unexpected time can cause the Phantom Berserker, or possibly a larger group of players, to be hit and inflicted with {{status effect|debuff|hysteria}} &#039;&#039;&#039;Hysteria&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Sage&#039;s Staff ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sage&#039;s Staff&#039;&#039;&#039;: Three &#039;&#039;&#039;Sage&#039;s Staves&#039;&#039;&#039; appear in an arc, each either between squares or roughly in the middle of one.&lt;br /&gt;
* &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039;&lt;br /&gt;
* Shortly after &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039;, each of the &#039;&#039;&#039;Sage&#039;s Staves&#039;&#039;&#039; fires a line stack AoE (&#039;&#039;&#039;Mana Expulsion&#039;&#039;&#039;) at the nearest player.&lt;br /&gt;
** Two methods of resolving this mechanic are commonly used.&lt;br /&gt;
** In one method, each square is responsible for the staves that appear either in or directly opposite from their square.&lt;br /&gt;
** In the other method, all players stack at a single point (frequently the center of the arena or the A square&#039;s left waymark); while some players will be hit by all three staves at once, their damage is greatly reduced by being spread across the entire raid. This is frequently referred to as either &amp;quot;A staff&amp;quot; or &amp;quot;Spiral staff.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Sage&#039;s Staff&#039;&#039;&#039;: Three more staves appear, opposite to the positions of the first three.&lt;br /&gt;
* &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039;: Whichever wasn&#039;t used earlier.&lt;br /&gt;
* Shortly after &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039;, each of the &#039;&#039;&#039;Sage&#039;s Staves&#039;&#039;&#039; fires a line stack AoE at the nearest player.&lt;br /&gt;
* &#039;&#039;&#039;Unsealed Aura&#039;&#039;&#039;: Hard-hitting raidwide.&lt;br /&gt;
&lt;br /&gt;
==== Rune Axe ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Unseal&#039;&#039;&#039;: Magitaur will always unseal its yellow axe.&lt;br /&gt;
* Three sets of auto-attacks will be used, always on the nearest two players in each section.&lt;br /&gt;
* &#039;&#039;&#039;Rune Axe&#039;&#039;&#039;: Assigns debuffs based on where players are standing in the arena. It is extremely important that all players are within their square, or additional debuffs will be assigned that will cause several extra deaths. This guide will only explain the mechanic being resolved properly, with no additional debuffs.&lt;br /&gt;
** One player in square A will receive {{status effect|debuff|File:Greater axebit icon.png}} &#039;&#039;&#039;Prey: Greater Axebit&#039;&#039;&#039; with a duration of 10 seconds.&lt;br /&gt;
** One player in each square will receive {{status effect|debuff|File:Lesser axebit icon.png}} &#039;&#039;&#039;Prey: Lesser Axebit&#039;&#039;&#039; with a duration of 13 seconds.&lt;br /&gt;
** One player in square A will receive {{status effect|debuff|File:Greater axebit icon.png}} &#039;&#039;&#039;Prey: Greater Axebit&#039;&#039;&#039; with a duration of 21 seconds, and one player in each of squares B and C will receive {{status effect|debuff|File:Lesser axebit icon.png}} &#039;&#039;&#039;Prey: Lesser Axebit&#039;&#039;&#039; with a duration of 21 seconds.&lt;br /&gt;
** Each of these debuffs indicates a spread AoE (&#039;&#039;&#039;Ruinous Rune&#039;&#039;&#039;) that will go off when the debuff expires. Any section of the arena that is overlapped by these AoEs will glow, and being in a glowing region (&#039;&#039;&#039;Axeglow&#039;&#039;&#039;) inflicts a stack of {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039;.&lt;br /&gt;
* First, the player with a 10-second {{status effect|debuff|File:Greater axebit icon.png}} &#039;&#039;&#039;Prey: Greater Axebit&#039;&#039;&#039; will run out to the very edge of the arena, behind the nearest pink circle. At the same time, each player with a 13-second {{status effect|debuff|File:Lesser axebit icon.png}} &#039;&#039;&#039;Prey: Lesser Axebit&#039;&#039;&#039; should be prepared to move to the center of their squares.&lt;br /&gt;
* &#039;&#039;&#039;Critical Lanceblow&#039;&#039;&#039;: After the first {{status effect|debuff|File:Greater axebit icon.png}} &#039;&#039;&#039;Prey: Greater Axebit&#039;&#039;&#039; AoE has gone off, that player can rejoin their party as they move to dodge &#039;&#039;&#039;Critical Lanceblow&#039;&#039;&#039;. The players with a 13-second {{status effect|debuff|File:Lesser axebit icon.png}} &#039;&#039;&#039;Prey: Lesser Axebit&#039;&#039;&#039; must wait in the center of their squares until their AoEs have gone off, or they will cause the entire raid to be hit with &#039;&#039;&#039;Axeglow&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Carving Rune&#039;&#039;&#039;: Moderate damage to four random players without debuffs. Between the resolutions of the second and third sets of debuffs, &#039;&#039;&#039;Carving Rune&#039;&#039;&#039; is used four times, hitting different players each time.&lt;br /&gt;
* Finally, all players that have no debuff will move to square A. The player with a 21-second {{status effect|debuff|File:Greater axebit icon.png}} &#039;&#039;&#039;Prey: Greater Axebit&#039;&#039;&#039; will run out to the very edge of the arena, behind the nearest pink circle, and the players with a 21-second {{status effect|debuff|File:Lesser axebit icon.png}} &#039;&#039;&#039;Prey: Lesser Axebit&#039;&#039;&#039; will move to the center of their squares.&lt;br /&gt;
* &#039;&#039;&#039;Forked Fury&#039;&#039;&#039;&lt;br /&gt;
* After a short delay, two sets of auto-attacks on the nearest two players in each section will be used.&lt;br /&gt;
* &#039;&#039;&#039;Aura Burst&#039;&#039;&#039;: A full repeat of the Conduits mechanic. In this use, the &#039;&#039;&#039;Axe Empowerment Conduits&#039;&#039;&#039; must always be defeated.&lt;br /&gt;
&lt;br /&gt;
==== Holy Lance ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Assassin&#039;s Dagger&#039;&#039;&#039; (including two uses of &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039;)&lt;br /&gt;
* &#039;&#039;&#039;Unseal&#039;&#039;&#039;: Magitaur will always unseal its blue lance.&lt;br /&gt;
* Three sets of auto-attacks will be used, always on the furthest two players in each section.&lt;br /&gt;
* &#039;&#039;&#039;Holy Lance&#039;&#039;&#039;: Assigns debuffs based on where players are standing in the arena. Once again, it is extremely important that all players are within their square, or additional debuffs will be assigned that will cause several extra deaths. This guide will only explain the mechanic being resolved properly, with no additional debuffs.&lt;br /&gt;
** Three players in each square will receive {{status effect|debuff|File:Lancepoint icon.png}} &#039;&#039;&#039;Prey: Lancepoint&#039;&#039;&#039;. In each square, one will have a duration of 17 seconds, one will have a duration of 25 seconds, and one will have a duration of 33 seconds. Each of these debuffs indicates a stack (&#039;&#039;&#039;Holy IV&#039;&#039;&#039;) that will go off when the debuff expires. Any section of the arena that is overlapped by these stacks will glow, and being in a glowing region (&#039;&#039;&#039;Lancelight&#039;&#039;&#039;) inflicts a stack of {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039;.&lt;br /&gt;
** At the same time, twelve &#039;&#039;&#039;Luminous Lances&#039;&#039;&#039; will spawn in a circle, clockwise from north. Considering the north lance to be lance 1, lances 2-4 are inside square C, lances 6-8 are inside square B, lances 10-12 are inside square A, and lances 1, 5, and 9 are in the outer area.&lt;br /&gt;
* &#039;&#039;&#039;Critical Lanceblow&#039;&#039;&#039;&lt;br /&gt;
* Four seconds after &#039;&#039;&#039;Critical Lanceblow&#039;&#039;&#039; resolves, the first &#039;&#039;&#039;Luminous Lance&#039;&#039;&#039; will use &#039;&#039;&#039;Lancelight&#039;&#039;&#039;, an AoE covering the entire section the lance is inside, which inflicts a stack of {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039;. Each subsequent lance (clockwise from north) uses &#039;&#039;&#039;Lancelight&#039;&#039;&#039; two seconds after the previous lance.&lt;br /&gt;
** When the lances inside a party&#039;s square are using &#039;&#039;&#039;Lancelight&#039;&#039;&#039;, that party must stand outside of their square, around its back. Each other party must remain at the center of their square. These positions are necessitated by {{status effect|debuff|File:Lancepoint icon.png}} &#039;&#039;&#039;Prey: Lancepoint&#039;&#039;&#039;. If a party leaving their square moves between the squares, their stack will overlap with another square; if a party staying within their square is too far forward, their stack will overlap with the outer area.&lt;br /&gt;
** Immediately after lance 1 uses &#039;&#039;&#039;Lancelight&#039;&#039;&#039;, square C parties must stand outside their square, and return immediately after lance 4.&lt;br /&gt;
** Immediately after lance 5, square B parties must stand outside their square, and return immediately after lance 8.&lt;br /&gt;
** Immediately after lance 9, square A parties must stand outside their square, and return immediately after lance 12.&lt;br /&gt;
** In total, each square will resolve two {{status effect|debuff|File:Lancepoint icon.png}} &#039;&#039;&#039;Prey: Lancepoint&#039;&#039;&#039; within their square, and one outside of it. Players with these debuffs must be careful to position themselves without overlapping other sections, but otherwise move with their party.&lt;br /&gt;
* &#039;&#039;&#039;Critical Axeblow&#039;&#039;&#039;: Used two seconds after the final lance uses &#039;&#039;&#039;Lancelight&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Unsealed Aura&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Forked Fury&#039;&#039;&#039;&lt;br /&gt;
* After a short delay, two sets of auto-attacks on the furthest two players in each section will be used.&lt;br /&gt;
* &#039;&#039;&#039;Holy&#039;&#039;&#039;: A full repeat of the Conduits mechanic. In this use, the &#039;&#039;&#039;Lance Empowerment Conduits&#039;&#039;&#039; must always be defeated.&lt;br /&gt;
* &#039;&#039;&#039;Assassin&#039;s Dagger&#039;&#039;&#039; (including two uses of &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039;)&lt;br /&gt;
* &#039;&#039;&#039;Unsealed Aura (enrage)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: Resurrection debuffs will not be removed after defeating Magitaur, so any player that dies with {{status effect|debuff|File:Resurrection denied icon.png}} &#039;&#039;&#039;Resurrection Denied&#039;&#039;&#039; will not be able to open the personal spoils coffer(s) from this boss or activate the Survey Point in the final room. However, they will still be rewarded with achievement progress.&lt;br /&gt;
==Phantom Chemist/White Mage Resurrection Strategy==&lt;br /&gt;
A phantom chemist or phantom white mage is named a &amp;quot;resurrecter&amp;quot; in this section.&lt;br /&gt;
&lt;br /&gt;
In the event of a full raid wipe, all players must normally leave the raid regardless of how many stacks of {{status effect|debuff|File:Resurrection restricted icon1.png}} &#039;&#039;&#039;Resurrection Restricted&#039;&#039;&#039; they still have, because the return prompt will take them back to the South Horn base camp. To allow for more boss attempts, players have devised a chemist/white mage &amp;quot;cheese&amp;quot; strategy:&lt;br /&gt;
#If a boss pull is deemed unsalvageable (e.g. there are too many deaths or if a DPS check will not be met), a designated resurrecter will sacrifice themselves by running into the death wall or incapacitating themselves via mechanics. It is also common to do this preemptively as &amp;quot;insurance&amp;quot; before common failure points such as the snowballs/fire tower mechanics in boss 2 or the Rune Axe/Holy Lance mechanics in boss 4.&lt;br /&gt;
#Another resurrecter will revive the sacrifice resurrecter, but that player will &#039;&#039;not&#039;&#039; accept the resurrection prompt. The Raise buff will need to be refreshed periodically to prevent it from expiring. Ideally, the reviving resurrecter should revive the sacrifice resurrecter outside of aggro range of the boss.&lt;br /&gt;
#Once the call to wipe has been made by the raid leader, all players will attempt to die at the south of the arena or outside of aggro range of the boss.&lt;br /&gt;
#After the party wipes and the boss resets, the sacrifice resurrecter will accept the raise.&lt;br /&gt;
#The sacrifice resurrecter will then revive the other players, ideally starting with resurrecters first so they can also help revive. All resurrecters will commonly be marked for visual identification.&lt;br /&gt;
#Once everyone&#039;s Weakness debuff has fallen off, the party can pull the boss again.&lt;br /&gt;
&lt;br /&gt;
An alternative resurrecter &amp;quot;cheese&amp;quot; strategy requires a resurrecter to resurrect outside the arena and not participate in the fight:&lt;br /&gt;
#The resurrecter pulls the boss alone and dies near the entrance&lt;br /&gt;
#A second resurrecter waits outside the arena&lt;br /&gt;
#The remainder of the alliance enters the arena and begins their countdown&lt;br /&gt;
#With 5s to pull, the second resurrecter resurrects the dead resurrecter outside the arena&lt;br /&gt;
# With 5s left on the raise timer, the dead resurrecter accepts the raise.&lt;br /&gt;
&lt;br /&gt;
This results in the resurrecter resurrecting outside the arena, which has already completed its &#039;automatic pull in&#039; at 45s after pull.&lt;br /&gt;
&lt;br /&gt;
Both strategies are normally not feasible outside of boss encounters: e.g., a full raid wipe during the bridges encounter will end the run in the vast majority of cases.&lt;br /&gt;
&lt;br /&gt;
== Loot==&lt;br /&gt;
*800 {{enlightenment silver piece}} [[Enlightenment Silver Piece]]s&lt;br /&gt;
*1920 {{phantom exp}} [[Phantom Jobs|Phantom EXP]] &lt;br /&gt;
*{{tomestone|uncapped|80}} {{tomestone/uncapped-text}} &lt;br /&gt;
*{{tomestone|capped|40}} {{tomestone/capped-text}}&lt;br /&gt;
&lt;br /&gt;
This duty uses &#039;&#039;&#039;personal loot&#039;&#039;&#039;, so players will need to interact with and loot treasure coffers themselves. A full clear with all chests yields 30 {{item icon|Sanguinite}}. Most groups will skip the optional coffers due to Sanguinite becoming mostly obsolete in patch 7.55, aside from a few cosmetic items that can only be purchased with Sanguinite.&lt;br /&gt;
&lt;br /&gt;
Defeating [[Magitaur]] will respawn 2 bronze and 1 silver [[The Occult Crescent: South Horn/Treasure Coffers|overworld treasure coffers]] in the South Horn map, assuming the number of coffers available is not already capped. There is a 10% chance that a second silver coffer will respawn.&lt;br /&gt;
&lt;br /&gt;
===[[File:Silver Coffer (small).png|32px|link=]] [[Demon Tablet]]===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Notes on the Demon Tablet|fixed=y}}&lt;br /&gt;
{{Drops table row|Sanguinite|1|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Bronze Coffer (small).png|32px|link=]] Personal Spoils (Secret Nooks)===&lt;br /&gt;
There are four chests (two per side) in the hallways after the first boss. Each side has one room behind a locked door that can be opened from the other side by a [[Phantom Thief]] after maneuvering through a trick room, and two secret rooms in the north. The post-trick room chest yields 2 Sanguinite. A chest will appear in one of the two secret rooms in the north per side, yielding 3 Sanguinite.&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|2|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|3|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
It is not possible to obtain all four chests in a single run: players may only obtain the two chests on their side.&lt;br /&gt;
&lt;br /&gt;
===[[File:Silver Coffer (small).png|32px|link=]] [[Dead Stars]]===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Notes on the Dead Stars|fixed=y}}&lt;br /&gt;
{{Drops table row|Sanguinite|2|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Silver Coffer (small).png|32px|link=]] [[Marble Dragon]]===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Notes on the Marble Dragon|fixed=y}}&lt;br /&gt;
{{Drops table row|Sanguinite|2|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Bronze Coffer (small).png|32px|link=]] Personal Spoils (Top Secret Nook 1)===&lt;br /&gt;
There are two chests in a secret room after the lockwards in the Towertop Passage, to the right.&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|2|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|2|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Bronze Coffer (small).png|32px|link=]] Personal Spoils (Top Secret Nook 2)===&lt;br /&gt;
A secret room in the Towertop Passage, to the left. The coffer is directly in the path.&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|1|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
=== [[File:Bronze Coffer (small).png|32px|link=]] Personal Spoils (Top Secret Nook 3)===&lt;br /&gt;
A secret room connected to Top Secret Nook 2. The coffer is just outside the entrance to the observatory room that marks the location of the [[Sanguine Recluse]] once the lockward puzzle is solved. This coffer will only spawn if the puzzle is solved.&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|5|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] [[Magitaur]]===&lt;br /&gt;
At least one personal spoils coffers will appear after defeating the final boss.&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Notes on Magitaur|fixed=y}}&lt;br /&gt;
{{Drops table row|Magitaur Card}}&lt;br /&gt;
{{Drops table row|Sanguinite|5|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
A second coffer will appear if the [[Sanguine Recluse]] was defeated by players outside, after the raid lights up the observatory.&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|5|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| mech1 sortable align-left}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|A Fork to Be Reckoned With I}}&lt;br /&gt;
{{achievement table row|A Fork to Be Reckoned With II}}&lt;br /&gt;
{{achievement table row|A Fork to Be Reckoned With III}}&lt;br /&gt;
{{achievement table row|A Fork to Be Reckoned With IV}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
{{quotation|Collapsed Bookshelves|Indecipherable tomes are strewn across the floor and piled haphazardly among the fallen shelves. Closer inspection reveals countless magical glyphs, likely representing a wealth of arcane knowledge.}}&lt;br /&gt;
&lt;br /&gt;
{{quotation|Occult Epitaph|The polished surface glimmers with myriad symbols, none of which obviously resemble Eorzean script. Although unfamiliar, the patterns you discern imply the glyphs form a written system of some kind. Was this encoding designed to conceal knowledge considered a threat to civilization?}}&lt;br /&gt;
&lt;br /&gt;
{{quotation|Ancient Tablet|As you peruse the tablet&#039;s inscription, a wave of nausea compels you to avert your gaze. No doubt the document is imbued with some magical contrivance, shielding it from eyes deemed unworthy of the knowledge within.}}&lt;br /&gt;
&lt;br /&gt;
{{quotation|[[Occult Record]]: The Secluded Stacks|At the pinnacle of the Tower of Blood sits an ancient study filled with tomes, tablets, and manuscripts from the Fifth Astral Era. Unfortunately, the entire collection is written in a script bearing no obvious resemblance to any extant language, rendering the documents indecipherable. Perhaps the owner concocted the script as a means of concealing the knowledge contained therein─but what could necessitate such elaborate encoding?}}&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
{{Dialogue|&amp;lt;nowiki&amp;gt;&lt;br /&gt;
===Boss 2===&lt;br /&gt;
 Dead Stars: Oink, oink! Prepare to die at the hands of we tricksy three!&lt;br /&gt;
 Dead Stars: Oink, oink! Everyone gets a piece of the action!&lt;br /&gt;
 Dead Stars: Oink, oink, oink! Tricksy trio unite!&lt;br /&gt;
 Phobos: Just kidding, it&#039;s Phobos&#039;s time to shine! Oink!&lt;br /&gt;
 Liquified Triton: Glub...glub...&lt;br /&gt;
 Liquified Nereid: Blub...glub...&lt;br /&gt;
 Phobos: Oink, oink, oink! You&#039;re in for some toxic trouble now!&lt;br /&gt;
 System: Phobos&#039;s toxins seep into your body!&lt;br /&gt;
 Phobos: Brace yourselves for a putrid poison blast!&lt;br /&gt;
 Liquified Triton: Glub...blub...&lt;br /&gt;
 Liquified Nereid: Glub!?&lt;br /&gt;
 Phobos: You poisoned princes suited your slimy transformation!&lt;br /&gt;
 Triton: Oink, oink...&lt;br /&gt;
 Nereid: O-Oink...&lt;br /&gt;
 Triton: Now I&#039;m livid!&lt;br /&gt;
 Nereid: Unforgivable...&lt;br /&gt;
 Phobos: Gyaaagh!&lt;br /&gt;
 Phobos: F-Forgive me friends! I promise I&#039;ll behave myself now...&lt;br /&gt;
 Dead Stars: The tricksy trio units anew, and this time we&#039;re serious! Oink!&lt;br /&gt;
 Nereid: Oinking fools! It&#039;s Nereid&#039;s turn to take center stage!&lt;br /&gt;
 Frozen Triton: F-Freezing!&lt;br /&gt;
 Frozen Phobos: I can&#039;t feel my toes!&lt;br /&gt;
 Nereid: You&#039;re nothing more than a pair of frosty unfortunates!&lt;br /&gt;
 Nereid: Sssnooowed uuunder!&lt;br /&gt;
 Frozen Triton: S-So cold...&lt;br /&gt;
 Frozen Phobos: F-Frozen solid...&lt;br /&gt;
 Triton: Oink, oink...&lt;br /&gt;
 Phobos: Oooink...&lt;br /&gt;
 Nereid: With friends like you, there&#039;s snow end to the fun!&lt;br /&gt;
 Triton: Now I&#039;m livid!&lt;br /&gt;
 Phobos: Payback time...&lt;br /&gt;
 Nereid: Gyaaagh!&lt;br /&gt;
 Nereid: I-I&#039;m sorry! I&#039;ll play nice... I swear!&lt;br /&gt;
 Dead Stars: Oink, oink! Behold the true power of our tenacious triumvirate!&lt;br /&gt;
 Triton: Or rather, behold the true power of Triton—star of the show!&lt;br /&gt;
 Gaseous Phobos: This is an outrage!&lt;br /&gt;
 Gaseous Nereid: Hot, hot, hot!&lt;br /&gt;
 Triton: Oink, oink! I&#039;m a flaming menace, through and through!&lt;br /&gt;
 Phobos: Oooink...&lt;br /&gt;
 Nereid: O-oink...&lt;br /&gt;
 Triton: Get ready for Triton&#039;s flammable extravaganza!&lt;br /&gt;
 Gaseous Phobos: I can&#039;t take much more!&lt;br /&gt;
 Gaseous Nereid: Overcooked...&lt;br /&gt;
 Triton: A scorching festival of flame! You two made for excellent kindling!&lt;br /&gt;
 Nereid: Unforgivable...&lt;br /&gt;
 Phobos: Payback time...&lt;br /&gt;
 Triton: Gyaaagh!&lt;br /&gt;
 Triton: My flame grows dim! I give in!&lt;br /&gt;
 Phobos: My poisons have all dried up!&lt;br /&gt;
 Nereid: Oinksome wretches! I can&#039;t stand the sight of you!&lt;br /&gt;
 Dead Stars: Oink, oink, oink!&lt;br /&gt;
 Dead Stars: Oooiiink!&lt;br /&gt;
 Dead Stars: It&#039;s oink-oink-over! We&#039;re outta here!&lt;br /&gt;
&lt;br /&gt;
===Binding Lock===&lt;br /&gt;
 System: Occult cylinders active. Initiate the authentication process.&lt;br /&gt;
 System: Authentication complete in 30 seconds...&lt;br /&gt;
 System: Authentication complete in 20 seconds...&lt;br /&gt;
 System: Authentication complete in 10 seconds...&lt;br /&gt;
 System: Authentication complete in 5...&lt;br /&gt;
 System: Authentication complete in 4...&lt;br /&gt;
 System: Authentication complete in 3...&lt;br /&gt;
 System: Authentication complete in 2...&lt;br /&gt;
 System: Authentication complete in 1...&lt;br /&gt;
 System: Authentication complete. Begin the unlock process.&lt;br /&gt;
 System: The occult cylinders have been reordered.&lt;br /&gt;
 System: The lock is unbound... The path ahead is clear.&lt;br /&gt;
&lt;br /&gt;
===Boss 4===&lt;br /&gt;
 Magitaur: All who threaten the tower&#039;s sanctity will be purged!&lt;br /&gt;
 Magitaur: I call forth the might of the sanguine!&lt;br /&gt;
 Magitaur: Unfettered power!&lt;br /&gt;
 Magitaur: Vile infractors, prepare to meet your end!&lt;br /&gt;
 Magitaur: Power courses through my veins!&lt;br /&gt;
 Magitaur: The tower must be protected!&lt;br /&gt;
 Magitaur: I shall not fall!&lt;br /&gt;
 Magitaur: I commit my strength, my blood...my life!&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Exdeath&#039;s Castle (Dawntrail)}}&lt;br /&gt;
{{music table row|Boss 1-3|FINAL FANTASY V: Battle 1 (Dawntrail)}}&lt;br /&gt;
{{music table row|Final Boss|Omega Squared}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
===Screenshots===&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200px&amp;quot; mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Forked Tower Blood intro.jpg&lt;br /&gt;
Occult Crescent4.jpg&lt;br /&gt;
Occult Crescent6.jpg&lt;br /&gt;
FTB map room.jpg|Map Room&lt;br /&gt;
Forked Tower Blood boss.jpg&lt;br /&gt;
FTB final room.jpg|Final Room&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Maps ===&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200&amp;quot; mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:FTB Central Passages map.png|Central Passages&lt;br /&gt;
File:FTB Binding Lock map.png|Binding Lock&lt;br /&gt;
File:FTB Central Passages map annotated.png|Central Passages (annotated)&lt;br /&gt;
File:FTB Bridges map annotated.png|Bridges (annotated)&lt;br /&gt;
File:FTB Binding Lock map annotated.png|Binding Lock (annotated)&lt;br /&gt;
File:FTB Magitaur Markers.png|Common (&amp;quot;BAP Daggers&amp;quot;) markers used for Magitaur&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia==&lt;br /&gt;
*The dungeon is inspired by the [https://finalfantasy.fandom.com/wiki/Fork_Tower Fork Tower] dungeon from FFV.&lt;br /&gt;
*The world first clear was from &amp;quot;Aether Group 2&amp;quot; on May 30, 2025 at 4:22 PM PST, after a progression time of 3 days and 14 hours (including initial quest progression and leveling to prepare for the raid)&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=4ctH0avSBiA Youko Tsukihime. Forked Tower World First (YouTube)]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
*Each room containing a boss encounter is named for a field of study related to the boss:&lt;br /&gt;
**Palaeography: Study of historical writing systems&lt;br /&gt;
**Astronomy: Study of celestial objects&lt;br /&gt;
**Glaciology: Study of glaciers and ice&lt;br /&gt;
**Haematology: Study of blood diseases&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*When originally released in [[patch 7.25]], this raid was heavily criticized by the playerbase for being difficult to form groups and enter. Notable issues raised were:&lt;br /&gt;
** The inability of a 48-player alliance to reliably queue into the same South Horn instance. Players instead needed to queue as 6 separate parties, often ending up in different instances. Thus, parties would need to leave the instance and re-queue several times until all parties were in the same instance, a process that could take more than an hour. This became known as &amp;quot;island gacha&amp;quot; within the Japanese playerbase and &amp;quot;instance prog&amp;quot; within the Western playerbase.&lt;br /&gt;
**The long wait time until the auroral mirages weather appeared in a fresh instance.&lt;br /&gt;
**The short time availability of the weather (5 minutes), sometimes causing players in critical encounters to miss the window entirely.&lt;br /&gt;
**The possibility of random players to &amp;quot;snipe&amp;quot;, i.e. take the spots of players in premade groups by offering more ciphers. This often resulted in frustration from premade groups especially if a member with a critical phantom job was unable to enter. In addition, the difficulty of the raid made it possible for individual players to wipe the entire run at several points, increasing the risk from random players joining.&lt;br /&gt;
**The lack of a story-difficulty mode compared to Bozja&#039;s in-instance raids. The hard mode version is the only difficulty, limiting its accessibility to more casual players or those who did not wish to organize using Discord servers to clear content.&lt;br /&gt;
**The apparent disconnect between the minimum number of players needed to spawn the tower (16) and the minimum number of players needed to resolve several mechanics (24).&lt;br /&gt;
*Square Enix addressed some of the more common criticisms in [https://na.finalfantasyxiv.com/lodestone/topics/detail/c2dd52470c21ab3fe507aaba914973280959ae92 Letter from the Producer LIVE Part LXXXVII] on June 20, 2025, which revealed that there had only been ~400 clears in the time that the raid was first released 23 days previously.&lt;br /&gt;
**The lack of a story mode, one of the main criticisms, was cited as due to having insufficient development resources in the allotted timeline.&lt;br /&gt;
*On July 1, 2025, Naoki Yoshida made a follow-up [https://na.finalfantasyxiv.com/lodestone/topics/detail/287711e33d1ae8cbe9e4012ff627e42cc330d08e Lodestone post] to clarify some of the changes that would be made, including:&lt;br /&gt;
:#The ability to enter the Occult Crescent instance with a preformed alliance of up to 48 players&lt;br /&gt;
:#Allowing auroral mirages to generate sooner after the Occult Crescent instance has loaded&lt;br /&gt;
:#Improvements to the cipher offering UI&lt;br /&gt;
:#Delaying auroral mirage generation until an active critical encounter has ended&lt;br /&gt;
:#Enabling exclusive access to the Occult Crescent instance for a set time when joining with a preformed alliance of at least 24 players&lt;br /&gt;
*While these changes were originally scheduled for [[patch 7.3]] in early August, the first two changes were instead implemented in an emergency hotfix on Thursday, July 3.&lt;br /&gt;
*The remaining changes, along with other adjustments such as requiring all participating players to submit at least one cipher and increasing the minimum number of participants from 16 to 24, were implemented in patch 7.3.&lt;br /&gt;
*The lack of a story mode was addressed with the release of both {{i|The Forked Tower: Magic}} (normal difficulty) and {{i|The Forked Tower: Magic (Extreme)}} in [[patch 7.55]] with [[North Horn]]. In response to feedback that Forked Tower: Blood was overly punishing due to the potential of individual players to wipe the raid if they fail certain boss mechanics, bosses in Forked Tower: Magic (Extreme) were designed to prevent such situations.&lt;br /&gt;
*In [[patch 7.4]], cipher costs were lowered by 67%.&lt;br /&gt;
*In [[patch 7.55]], traps now bypass tank and other invulnerabilities, and elemental weaknesses were added to all enemies.&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*Guides by Fae Fiyaa (Google Docs format)&lt;br /&gt;
**[https://docs.google.com/presentation/d/12fRuTLrDoIDrQBVBkg2s3Nrd1NpwOjMxFPlbfikGiz0/present#slide=id.p Boss 1: Demon Tablet]&lt;br /&gt;
**[https://docs.google.com/presentation/d/1MQx7FPoZmPbp0X8Wy8743gfMptDjZSLHQyUAIyin3CU/present#slide=id.p Hallways]&lt;br /&gt;
**[https://docs.google.com/presentation/d/1yh8cJQvk0V2T8IKR5ppYLPX7Q2pbAXEsB81iAc1C3nI/present#slide=id.p Boss 2: Dead Stars]&lt;br /&gt;
**[https://docs.google.com/presentation/d/1XnKwFsmdUYQ_MQZwqfWxdGl3XumE6lL5wDhwp9QTaBE/present#slide=id.p Bridges]&lt;br /&gt;
**[https://docs.google.com/presentation/d/1YeOhNZHb7fEyE25EAkP9UoQ8TBhInbrgguYtVdNIIAQ/present#slide=id.p Boss 3: Marble Dragon]&lt;br /&gt;
**[https://docs.google.com/presentation/d/1x6711dkqAdIJdtE0KuhQVj7Qfa-9GmZonX-DZBR7jdM/present#slide=id.p Lockwards]&lt;br /&gt;
**[https://docs.google.com/presentation/d/15Mbb5oVXmfGVErUI1gCce3QZ-AjPNX6D7q1PJ5V4hB8/present#slide=id.p Boss 4: Magitaur]&lt;br /&gt;
***[https://docs.google.com/presentation/d/19TSl1MKE_GLUEeDKw1M6FHbaNV5a4RAtQhQhHu5AxuU/present?slide=id.g35f098104a7_0_81 &amp;quot;BAP&amp;quot; Daggers Guide]&lt;br /&gt;
*ABBA+ Strategies&lt;br /&gt;
**[https://raidplan.io/plan/w8wd3ca3br4kx2w6 Boss 1: Demon Tablet]&lt;br /&gt;
**[https://raidplan.io/plan/prgucej85vbhfsqh Boss 2: Dead Stars]&lt;br /&gt;
**[https://raidplan.io/plan/1bOhHhyuFrV1DXCE Boss 3: Marble Dragon]&lt;br /&gt;
**[https://raidplan.io/plan/zf94frejwp9dgsq7 Boss 4: Magitaur]&lt;br /&gt;
*[https://mathranger101.itch.io/magitaur-sim Magitaur Simulator]&lt;br /&gt;
*Advanced Phantom Job guides for optimization purposes&lt;br /&gt;
**[https://docs.google.com/spreadsheets/d/1k2eIlDWksPi_fTXIRRlCzeAm2m9GewHqFpnShlOgg1Q/edit?gid=649350151#gid=649350151 Geomancer]&lt;br /&gt;
**[https://docs.google.com/spreadsheets/d/12D2FQVvwUTMKe821BlvZPtfpGUeMgVr8Fb3Xak2KtLo/edit Berserker]&lt;br /&gt;
**[https://docs.google.com/document/d/1Z5vZlxHuv6v2zSyXLXJnkA7lLL1YIUv6r5Xt6qXh9ic/edit?tab=t.0#heading=h.xlr7hivfpp9x Thief]&lt;br /&gt;
**[https://docs.google.com/spreadsheets/d/1SJXdA36aZoYDlP3EED2ytmF33rvhABdUPLS377wRHRE/edit?gid=0#gid=0 Oracle]&lt;br /&gt;
**[https://docs.google.com/document/d/14ISoQu7l6ppmMnFiA_gplOa7B5VjqnM-zktn0bPKZe0/edit?tab=t.0#heading=h.w8c8exu848bi Monk]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references&amp;gt;&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Occult Crescent nav|state=expanded}}&lt;br /&gt;
{{Duties nav/field operation}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Occult Crescent]] &lt;br /&gt;
[[Category:Field Operations]] &lt;br /&gt;
[[Category:Patch 7.2 Features]]&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Steel_Reign&amp;diff=1550033</id>
		<title>Steel Reign</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Steel_Reign&amp;diff=1550033"/>
		<updated>2026-09-20T13:43:32Z</updated>

		<summary type="html">&lt;p&gt;Hubry: /* Trivia */ Odin and instanced Black Shroud behavior&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{otheruses|the [[FATE]] containing the [[Primal]] [[Odin]]|the [[trial]]|Urth&#039;s Fount}}&lt;br /&gt;
{{FATE infobox&lt;br /&gt;
| title = Steel Reign&lt;br /&gt;
| description = Atop his mighty steed, clad in armor darker than the void, the elder primal Odin has returned to Eorzea to exact his brutal judgment upon the realm.&lt;br /&gt;
| starting-npc = &lt;br /&gt;
| location = The Black Shroud&lt;br /&gt;
| location-x = &lt;br /&gt;
| location-y = &lt;br /&gt;
| type = notorious monster&lt;br /&gt;
| event-fate = &lt;br /&gt;
| level = 50&lt;br /&gt;
| duration = 30&lt;br /&gt;
| req-items = &lt;br /&gt;
| exp = 0&lt;br /&gt;
| gil = 100&lt;br /&gt;
| bicolor gemstone = &lt;br /&gt;
| seals = 287&lt;br /&gt;
| mettle = &lt;br /&gt;
| boss = Odin&lt;br /&gt;
| item-reward1 = 1 Uncut&lt;br /&gt;
| item-reward2 = 5 Odin&#039;s Mantle&lt;br /&gt;
| prev-fate = &lt;br /&gt;
| next-fate = &lt;br /&gt;
| patch = 2.0&lt;br /&gt;
| release = a realm reborn&lt;br /&gt;
| id-gt = 196&lt;br /&gt;
}}&lt;br /&gt;
==Locations==&lt;br /&gt;
{{NPC location table header}}&lt;br /&gt;
{{NPC location info|Central Shroud| 14,20 |50}}&lt;br /&gt;
{{NPC location info|Central Shroud| 14,21 |50}}&lt;br /&gt;
{{NPC location info|East Shroud| 23,30 |50}}&lt;br /&gt;
{{NPC location info|East Shroud| 26,24 |50}}&lt;br /&gt;
{{NPC location info|East Shroud| 26,21 |50}}&lt;br /&gt;
{{NPC location info|South Shroud| 16,33 |50}}&lt;br /&gt;
{{NPC location info|South Shroud| 18,23 |50}}&lt;br /&gt;
{{NPC location info|South Shroud| 20,20 |50}}&lt;br /&gt;
{{NPC location info|South Shroud| 33,23 |50}}&lt;br /&gt;
{{NPC location info|North Shroud| 25,24 |50}}&lt;br /&gt;
{{NPC location info|North Shroud| 22,22 |50}}&lt;br /&gt;
{{NPC location info|North Shroud| 16,27 |50}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery heights=300px mode=packed&amp;gt;&lt;br /&gt;
odin_spawn_cental_shroud.png|[[Central Shroud]]&lt;br /&gt;
odin_spawn_east_shroud.png|[[East Shroud]]&lt;br /&gt;
odin_spawn_south_shroud.png|[[South Shroud]]&lt;br /&gt;
odin_spawn_north_shroud.png|[[North Shroud]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
===[[File:Aggressive difficulty r4.png|32px|link=]] The Dark Divinity: [[Odin]]===&lt;br /&gt;
This FATE appears once every few days. The weather will be {{i|tension}} in all [[Black Shroud]] zones while the [[FATE]] is up. Note that the [[FATE]] icon will only be visible on the minimap and not on the main map of the area. Odin will take the appearance of the last person who has landed the killing blow on him.&lt;br /&gt;
&lt;br /&gt;
Players are synced to level 70 (only down, not up). This is unlike most FATEs, which sync to 5 levels above the FATE&#039;s level.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;big&amp;gt;Attacks&amp;lt;/big&amp;gt;====&lt;br /&gt;
-----&lt;br /&gt;
&#039;&#039;&#039;Gungnir&#039;&#039;&#039; - Circular AoE indicator appears on ground. Gungnir appears in the circle and all players inside of it are bound and are dealt damage over time. Odin is invulnerable to damage while performing the ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Einherjar&#039;&#039;&#039; - deals massive AoE damage to all players within the large circular indicator around Odin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hall of Lead&#039;&#039;&#039; - {{status effect|slow}} &#039;&#039;&#039;[[Slow]]s&#039;&#039;&#039; all players around Odin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hall of Sorrow&#039;&#039;&#039; - &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hall of Stone&#039;&#039;&#039; - Deals the debuff {{status effect|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; and {{status effect|Petrification}} &#039;&#039;&#039;[[Petrification]]&#039;&#039;&#039; to all players around Odin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Valknut&#039;&#039;&#039; - Deals AoE damage to all players in a small circle around Odin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zantetsuken&#039;&#039;&#039; - Odin uses the ability towards the end of the battle at around 1 to 5% HP. Zantetsuken has 30 second cast time. At the end of casting all players participating in the Odin FATE will be killed instantly. Players should use all of their damage dealing cooldowns and [[Limit Break]]s on Odin when he begins to cast this.&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
Rating is based on the total enmity produced by a person&#039;s party and can be difficult to obtain solo.&lt;br /&gt;
===Success===&lt;br /&gt;
{| {{STDT|item}}&lt;br /&gt;
|-&lt;br /&gt;
! !! Gold !! Silver !! Bronze&lt;br /&gt;
|-&lt;br /&gt;
| {{company seal}} [[Company Seal]]s || 287 || 230 || ??&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Odin&#039;s Mantle}}s || 5 || 1 || ??&lt;br /&gt;
|-&lt;br /&gt;
| {{gil}} [[Gil]] || 100 || 80 || ??&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Players completing this [[FATE]] with Gold completion for the first time will also earn the {{item icon|Uncut}} achievement.&lt;br /&gt;
&lt;br /&gt;
===Failure===&lt;br /&gt;
{| {{STDT|item}}&lt;br /&gt;
|-&lt;br /&gt;
! !! Gold !! Silver !! Bronze&lt;br /&gt;
|-&lt;br /&gt;
| {{company seal}} [[Company Seal]]s || ?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Odin&#039;s Mantle}}s || ?? || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
| {{gil}} [[Gil]] || ?? || ?? || ??&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exchange===&lt;br /&gt;
{{vendor table|currency=Odin&#039;s Mantle|showCostText=true}}&lt;br /&gt;
&lt;br /&gt;
===Crafting Ingredient===&lt;br /&gt;
{{recipe list|Odin&#039;s Mantle}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
Before being pulled, Odin will not have his helmet on and will take the appearance of the last player who killed him in this FATE. The player can be confirmed in the battle log, where it will say that &amp;quot;(playername) defeats Odin&amp;quot; or &amp;quot;You defeat Odin&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;first&#039;&#039; time this FATE spawns in a newly created [[servers|world]] (server), he appears as a male [[Duskwight]] [[Elezen]]. Odin will also always have this appearance before he is pulled in {{i|Urth&#039;s Fount}}.&lt;br /&gt;
&lt;br /&gt;
If one of [[the Black Shroud]] zones is instanced, whenever Odin spawns in that zone, it will spawn in multiple instances simultaneously, though not always in all of them. If killed in multiple instances during such occurence, only the most recent kill will be used as the next Odin&#039;s identity. Tension weather will also only disappear after all the copies of the FATE end.&lt;br /&gt;
&lt;br /&gt;
==Historical==&lt;br /&gt;
Odin&#039;s level was fixed to 50 in [[patch 6.3]]. This was done to compensate for an unexpected increase in difficulty due to the [[patch 6.0]] [[stat squish]]. Prior to that Odin would increase in level whenever he was killed, up to level 60.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
odin concept.jpg&lt;br /&gt;
File:Odin concept2.png&lt;br /&gt;
odin1.jpg&lt;br /&gt;
odin2.jpg&lt;br /&gt;
Odin unmasked.jpg|Odin&#039;s original appearance without helmet&lt;br /&gt;
Odin copying a player.png|Odin copying a player&#039;s appearance&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Special FATE nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Central Shroud FATEs]][[Category:North Shroud FATEs]][[Category:East Shroud FATEs]][[Category:South Shroud FATEs]]&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Banner_of_Tireless_Conviction&amp;diff=1548204</id>
		<title>Banner of Tireless Conviction</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Banner_of_Tireless_Conviction&amp;diff=1548204"/>
		<updated>2026-09-15T20:14:13Z</updated>

		<summary type="html">&lt;p&gt;Hubry: fix dura&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action infobox&lt;br /&gt;
| name = Banner of Tireless Conviction&lt;br /&gt;
| icon = banner of tireless conviction icon1.png&lt;br /&gt;
| description = Storm the field under the Banner of Tireless Conviction, gaining additional stacks each time damage is taken, up to a maximum of 5.&lt;br /&gt;
| facts = {{action fact|Banner of Tireless Conviction Effect|Increases damage taken by 15% per stack}}{{action fact|Duration|30}}{{action fact|At maximum stacks, take up the Banner of Unyielding Defense.}}{{action fact|Banner of Unyielding Defense Effect|Reduces damage taken by 30%}}{{action fact|Duration|180}}{{action fact|Effect cannot be stacked with other Banner actions.}}&lt;br /&gt;
| acquired = tank&lt;br /&gt;
| level = 80&lt;br /&gt;
| type = ability&lt;br /&gt;
| lost-action-type = defensive&lt;br /&gt;
| number = 2&lt;br /&gt;
| uses = 10&lt;br /&gt;
| weight = 6&lt;br /&gt;
| mp-cost =&lt;br /&gt;
| tp-cost =&lt;br /&gt;
| casting = &lt;br /&gt;
| recast = 180&lt;br /&gt;
| range = 0&lt;br /&gt;
| radius = 0&lt;br /&gt;
| gcd =&lt;br /&gt;
| traits =&lt;br /&gt;
| actions =&lt;br /&gt;
| req-quest =&lt;br /&gt;
| unlock-item = Forgotten Fragment of Resolve&lt;br /&gt;
| targeting = self&lt;br /&gt;
| pvp =&lt;br /&gt;
| patch = 5.35&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
}}&lt;br /&gt;
It is a [[Defensive Lost Actions|Defensive]] [[Lost Action]].&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*{{patch|5.35}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Lost Actions]] [[Category:Defensive Lost Actions]]&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Resistance_Weapons&amp;diff=1547793</id>
		<title>Resistance Weapons</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Resistance_Weapons&amp;diff=1547793"/>
		<updated>2026-09-15T13:36:54Z</updated>

		<summary type="html">&lt;p&gt;Hubry: notes on double-dipping and progressing the steps in StQ&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Shadowbringers expansion content}}&lt;br /&gt;
{{See also|Save the Queen: Blades of Gunnhildr|Replica Resistance Weapons}}&lt;br /&gt;
[[File:Resistance Weapons banner.png|center|550px]]&lt;br /&gt;
{{TOCRIGHT}}&lt;br /&gt;
[[Resistance Weapons]] are the level 80 [[Relic Weapons]] for [[Shadowbringers]] first released in [[Patch 5.25]]. Players need to complete the [[Resistance Weapons/Quest|Resistance Weapons quest chain]] to obtain one of the relics, and they are heavily tied in with the {{i|Save the Queen: Blades of Gunnhildr}} storyline. As players advance through the Resistance Weapons quests they will be able to obtain job-specific weapons which can be enhanced as they progress. The Resistance Weapon quests employ a system which will require players to proceed using the same class or job with which they accepted the quest. &lt;br /&gt;
&lt;br /&gt;
In contrast to [[Eurekan Weapons]], wherein all upgrade items are obtained from {{i|the Forbidden Land, Eureka}}, players can choose to either participate in Save the Queen content for upgrade items or obtain them from other means. However, proceeding to a certain point in the Save the Queen storyline is required to unlock the final stages of Resistance Weapons.&lt;br /&gt;
&lt;br /&gt;
[[Replica Resistance Weapons|Replicas of completed Resistance Weapons]] can be purchased from [[Regana]] once players have finished {{i|The Will to Resist}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relic weapons from past expansions are not intended for combat use*, but for cosmetic, [[achievements]], and collection purposes.&#039;&#039;&#039; Weapons of similar power, for the same player level, that are much more easily obtainable and are intended for character progression can be bought with {{tomestone|Poetics}} [[Allagan Tomestones of Poetics]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Final-stage (Blade&#039;s) weapons are considered &amp;quot;best-in-slot&amp;quot; for older (Lv. 70 and 80) [[ultimate raids]] due to having more substats when synced down. However, the gains in damage compared to using a Lv. 90 weapon are marginal, and it is not necessary to go out of one&#039;s way to acquire them.&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
For years, Bozja─homeland of the Hrothgar─has remained at the mercy of Garlean rulers. But the Empire has fallen into disarray, and the people of Doma and Ala Mhigo have risen up to challenge their authority. The Bozjans, while heartened at this news, yet lack the means to join the rebellion. To that end, they seek a standard under which their people may gather. A weapon of legend...&lt;br /&gt;
&lt;br /&gt;
==Resistance Weapons (IL 485)==&lt;br /&gt;
{{main|Resistance Weapons/Quest}}&lt;br /&gt;
&lt;br /&gt;
===One-time segment===&lt;br /&gt;
Before beginning to create your [[Resistance Weapon]], you must:&lt;br /&gt;
* Reach level 80 for your chosen [[job]] as a [[Disciple of War]] or [[Disciple of Magic]].&lt;br /&gt;
* Complete [[Main Scenario Quests]]: {{i|Shadowbringers (Quest)}}.&lt;br /&gt;
* Complete [[Side Quest]]: {{i|The City of Lost Angels}}.&lt;br /&gt;
&lt;br /&gt;
Once the above conditions are met, players can speak to [[Zlatan]] in [[Gangos]] and complete the [[Side Quests|Side Quest]] chain {{i|Hail to the Queen}} → {{i|Path to the Past}} → {{i|The Bozja Incident}} → {{i|Fire in the Forge}}.&lt;br /&gt;
&lt;br /&gt;
Upon completing {{i|Fire in the Forge}}, players will receive one resistance weapon based on the job with which they progressed through that quest. The above required quests are only done once and do not need to be repeated.&lt;br /&gt;
&lt;br /&gt;
===Repeatable segment===&lt;br /&gt;
For subsequent relics, you will need to complete the [[Repeatable Quests|Repeatable Quest]] {{i|Resistance Is (Not) Futile}}, in which [[Zlatan]] requires you to obtain and turn in 4 {{item icon|Thavnairian Scalepowder}}s (Available at [[Auriana]] in [[Revenant&#039;s Toll]] {{coords|22.7, 6.7}}, [[Hismena]] in [[Idyllshire]] {{coords|5.8, 5.2}}, or [[Sundry Splendors]] near the main [[Aetheryte]] in any major city except [[Kugane]] and [[the Crystarium]] for 250 {{tomestone|Poetics}}[[Allagan Tomestone of Poetics|Allagan Tomestones of Poetics]] each, or {{tomestone|Poetics|1000}} total).&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|item align-left}}&lt;br /&gt;
! First weapon&lt;br /&gt;
! style=&amp;quot;border-left: 1px solid #aaaaaa;&amp;quot;|One weapon (after first)&lt;br /&gt;
! style=&amp;quot;border-left: 1px solid #aaaaaa;&amp;quot;|Total for every weapon&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | First one&#039;s free!&lt;br /&gt;
| style=&amp;quot;text-align:center; border-left: 1px solid #aaaaaa;&amp;quot; | {{item icon|Thavnairian Scalepowder|x|size=big}} x4 (= {{tomestone|poetics|size=40}} x 1,000)&lt;br /&gt;
| style=&amp;quot;text-align:center; border-left: 1px solid #aaaaaa;&amp;quot; | {{item icon|Thavnairian Scalepowder|x|size=big}} x64 (= {{tomestone|poetics|size=40}} x 16,000)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| {{STDT|item align-left}}&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Resistance Weapons (IL 485)&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;40px&amp;quot;| {{item icon|Honorbound|x|size=big}}&lt;br /&gt;
|width=&amp;quot;240px&amp;quot;| [[Honorbound]] ([[Paladin|PLD]])&lt;br /&gt;
|width=&amp;quot;40px&amp;quot;| {{item icon|Tenacity (Shield)|x|size=big}}&lt;br /&gt;
|width=&amp;quot;240px&amp;quot;| [[Tenacity (Shield)|Tenacity]] ([[Paladin|PLD]])&lt;br /&gt;
|width=&amp;quot;40px&amp;quot;| {{item icon|Skullrender|x|size=big}}&lt;br /&gt;
|width=&amp;quot;240px&amp;quot;| [[Skullrender]] ([[Warrior|WAR]])&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Woeborn|x|size=big}} &lt;br /&gt;
| [[Woeborn]] ([[Dark Knight|DRK]])&lt;br /&gt;
| {{item icon|Crownsblade|x|size=big}}&lt;br /&gt;
| [[Crownsblade]] ([[Gunbreaker|GNB]])&lt;br /&gt;
| {{item icon|Dreizack|x|size=big}}&lt;br /&gt;
| [[Dreizack]] ([[Dragoon|DRG]])&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Samsara|x|size=big}}&lt;br /&gt;
| [[Samsara]] ([[Monk|MNK]])&lt;br /&gt;
| {{item icon|Hoshikiri|x|size=big}}&lt;br /&gt;
| [[Hoshikiri]] ([[Samurai|SAM]])&lt;br /&gt;
| {{item icon|Honeshirazu|x|size=big}}&lt;br /&gt;
| [[Honeshirazu]] ([[Ninja|NIN]])&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Brilliance|x|size=big}}&lt;br /&gt;
| [[Brilliance]] ([[Bard|BRD]])&lt;br /&gt;
| {{item icon|Lawman|x|size=big}}&lt;br /&gt;
| [[Lawman]] ([[Machinist|MCH]])&lt;br /&gt;
| {{item icon|Enchufla|x|size=big}}&lt;br /&gt;
| [[Enchufla]] ([[Dancer|DNC]])&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Soulscourge|x|size=big}}&lt;br /&gt;
| [[Soulscourge]] ([[Black Mage|BLM]])&lt;br /&gt;
| {{item icon|Espiritus|x|size=big}}&lt;br /&gt;
| [[Espiritus]] ([[Summoner|SMN]])&lt;br /&gt;
| {{item icon|Talekeeper|x|size=big}}&lt;br /&gt;
| [[Talekeeper]] ([[Red Mage|RDM]])&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Ingrimm|x|size=big}}&lt;br /&gt;
| [[Ingrimm]] ([[White Mage|WHM]])&lt;br /&gt;
| {{item icon|Akademos|x|size=big}}&lt;br /&gt;
| [[Akademos]] ([[Scholar|SCH]])&lt;br /&gt;
| {{item icon|Solstice|x|size=big}}&lt;br /&gt;
| [[Solstice]] ([[Astrologian|AST]])&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Augmented Resistance Weapons (IL 500)==&lt;br /&gt;
{{main|Augmented Resistance Weapons/Quest}}&lt;br /&gt;
&lt;br /&gt;
Repeatable Quest: {{i|For Want of a Memory}}&lt;br /&gt;
&lt;br /&gt;
To upgrade their weapons, players need to be level 80 with a [[Disciple of War]] or [[Disciple of Magic]] and the [[Main Scenario Quest]] {{i|Vows of Virtue, Deeds of Cruelty}} and the [[Side Quests]] {{i|Where Eagles Nest}} and {{i|A Sober Proposal}}, as well as own one of the Resistance Weapons obtained in the [[Side Quests|Side Quest]] {{i|Fire in the Forge}}.&lt;br /&gt;
&lt;br /&gt;
Players can take the first step to upgrading their relics by speaking to [[Zlatan]] in [[Gangos]] and completing the [[Repeatable Quests|Repeatable Quest]] {{i|For Want of a Memory}} by trading in 20 {{item icon|Tortured Memory of the Dying|alt=Tortured Memories of the Dying}}, 20 {{item icon|Sorrowful Memory of the Dying|alt=Sorrowful Memories of the Dying}} and 20 {{item icon|Harrowing Memory of the Dying|alt=Harrowing Memories of the Dying}} obtained as random drops from Skirmishes, Critical Engagements, and enemies found in {{i|The Bozjan Southern Front}} or as guaranteed drops from [[FATE]]s located in [[Heavensward]] areas. You do not need to have your Resistance weapon equipped, or even be the same job, to earn tortured/sorrowful/harrowing memories.&lt;br /&gt;
&lt;br /&gt;
Although Skirmishes and Critical Engagements may not be the fastest way to collect memories of the dying, it&#039;s highly recommended that you run them anyway until you reach rank 10, because that&#039;s required for one of the later steps.&lt;br /&gt;
&lt;br /&gt;
After reaching rank 10, you may prefer to farm any remaining memories of the dying from Heavensward FATEs, as the drop rate is merely average in Bozja, but 100% from Heavensward FATEs with Gold rating.&lt;br /&gt;
&lt;br /&gt;
As every enemy killed by your party has a small chance to award a memory (even if the player is not near the mobs), farming {{i|Bozjan Cluster|Bozjan Clusters}} or [[forgotten fragment]]s in an organized group split between multiple spots is a way to efficiently farm memories. Some Bozja-oriented Discord servers occasionally host large-scale farms that coordinate multiple parties to share credit on the same spots (&amp;quot;omnifarms&amp;quot;), speeding up this step even further.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|item align-left}}&lt;br /&gt;
! rowspan=2 | Item !! colspan=2 | Locations &lt;br /&gt;
|-&lt;br /&gt;
! Heavensward areas&amp;lt;br&amp;gt;([[File:FATE_Slay_Enemies.png|25px|link=]] FATEs) !! Bozja areas&amp;lt;br&amp;gt;([[File:Critical_engagement_notorious_monster_(map_icon).png|20px|link=]] Critical Engagements, &amp;lt;br&amp;gt;[[File:Bozjan Fight.png|20px|link=]] Skirmishes)&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Tortured Memory of the Dying|alt=Tortured}} ||&lt;br /&gt;
* [[The Sea of Clouds]]&lt;br /&gt;
* [[Coerthas Western Highlands]]&lt;br /&gt;
| [[Southern Entrenchment]] (random drop)&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Sorrowful Memory of the Dying|alt=Sorrowful}} ||&lt;br /&gt;
* [[The Dravanian Forelands]]&lt;br /&gt;
* [[The Churning Mists]]&lt;br /&gt;
| [[Old Bozja]] (random drop)&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Harrowing Memory of the Dying|alt=Harrowing}} ||&lt;br /&gt;
* [[The Dravanian Hinterlands]]&lt;br /&gt;
* [[Azys Lla]]&lt;br /&gt;
| [[The Alermuc Climb]] (random drop)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Augmented Resistance weapons look identical to their non-augmented versions.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|item align-left}}&lt;br /&gt;
! One weapon&lt;br /&gt;
! style=&amp;quot;border-left: 1px solid #aaaaaa;&amp;quot;|Total for every weapon&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{item icon|Tortured Memory of the Dying|x|size=big}} x20 {{item icon|Sorrowful Memory of the Dying|x|size=big}} x20 {{item icon|Harrowing Memory of the Dying|x|size=big}} x20&lt;br /&gt;
| style=&amp;quot;text-align:center; border-left: 1px solid #aaaaaa;&amp;quot; | {{item icon|Tortured Memory of the Dying|x|size=big}} x340 {{item icon|Sorrowful Memory of the Dying|x|size=big}} x340 {{item icon|Harrowing Memory of the Dying|x|size=big}} x340&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| {{STDT|item align-left}}&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Augmented Resistance Weapons (IL 500)&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;40px&amp;quot;| {{item icon|Augmented Honorbound|x|size=big}}&lt;br /&gt;
|width=&amp;quot;240px&amp;quot;| [[Augmented Honorbound]] ([[Paladin|PLD]])&lt;br /&gt;
|width=&amp;quot;40px&amp;quot;| {{item icon|Augmented Tenacity|x|size=big}}&lt;br /&gt;
|width=&amp;quot;240px&amp;quot;| [[Augmented Tenacity]] ([[Paladin|PLD]])&lt;br /&gt;
|width=&amp;quot;40px&amp;quot;| {{item icon|Augmented Skullrender|x|size=big}}&lt;br /&gt;
|width=&amp;quot;240px&amp;quot;| [[Augmented Skullrender]] ([[Warrior|WAR]])&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Augmented Woeborn|x|size=big}} &lt;br /&gt;
| [[Augmented Woeborn]] ([[Dark Knight|DRK]])&lt;br /&gt;
| {{item icon|Augmented Crownsblade|x|size=big}}&lt;br /&gt;
| [[Augmented Crownsblade]] ([[Gunbreaker|GNB]])&lt;br /&gt;
| {{item icon|Augmented Dreizack|x|size=big}}&lt;br /&gt;
| [[Augmented Dreizack]] ([[Dragoon|DRG]])&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Augmented Samsara|x|size=big}}&lt;br /&gt;
| [[Augmented Samsara]] ([[Monk|MNK]])&lt;br /&gt;
| {{item icon|Augmented Hoshikiri|x|size=big}}&lt;br /&gt;
| [[Augmented Hoshikiri]] ([[Samurai|SAM]])&lt;br /&gt;
| {{item icon|Augmented Honeshirazu|x|size=big}}&lt;br /&gt;
| [[Augmented Honeshirazu]] ([[Ninja|NIN]])&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Augmented Brilliance|x|size=big}}&lt;br /&gt;
| [[Augmented Brilliance]] ([[Bard|BRD]])&lt;br /&gt;
| {{item icon|Augmented Lawman|x|size=big}}&lt;br /&gt;
| [[Augmented Lawman]] ([[Machinist|MCH]])&lt;br /&gt;
| {{item icon|Augmented Enchufla|x|size=big}}&lt;br /&gt;
| [[Augmented Enchufla]] ([[Dancer|DNC]])&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Augmented Soulscourge|x|size=big}}&lt;br /&gt;
| [[Augmented Soulscourge]] ([[Black Mage|BLM]])&lt;br /&gt;
| {{item icon|Augmented Espiritus|x|size=big}}&lt;br /&gt;
| [[Augmented Espiritus]] ([[Summoner|SMN]])&lt;br /&gt;
| {{item icon|Augmented Talekeeper|x|size=big}}&lt;br /&gt;
| [[Augmented Talekeeper]] ([[Red Mage|RDM]])&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Augmented Ingrimm|x|size=big}}&lt;br /&gt;
| [[Augmented Ingrimm]] ([[White Mage|WHM]])&lt;br /&gt;
| {{item icon|Augmented Akademos|x|size=big}}&lt;br /&gt;
| [[Augmented Akademos]] ([[Scholar|SCH]])&lt;br /&gt;
| {{item icon|Augmented Solstice|x|size=big}}&lt;br /&gt;
| [[Augmented Solstice]] ([[Astrologian|AST]])&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Recollection Weapons (IL 500)==&lt;br /&gt;
{{main|Recollection Weapons/Quest}}&lt;br /&gt;
&lt;br /&gt;
Repeatable quest: {{i|The Will to Resist}}&lt;br /&gt;
&lt;br /&gt;
Players can upgrade their weapons again by completing the [[Repeatable Quests|Repeatable Quest]] {{i|The Will to Resist}} by trading in 6 {{item icon|Bitter Memory of the Dying|alt=Bitter Memories of the Dying}} obtained from:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|item align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Location !! {{item icon|Bitter Memory of the Dying|alt=Bitter Memories of the Dying}}&lt;br /&gt;
|-&lt;br /&gt;
| Level 60 [[Heavensward]] {{i|Dungeon}}s&lt;br /&gt;
* &#039;&#039;&#039;Dungeons must be run synced, with a light party (4 members)!&#039;&#039;&#039;&lt;br /&gt;
* A popular option is {{i|The Antitower}} due to its lack of item level sync.&lt;br /&gt;
* Premade parties of {{BLU}} [[Blue Mage]]s can clear quickly.&lt;br /&gt;
* [[Command Missions]] with [[Adventurer Squadrons]] also work.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| {{i|Duty Roulette: Leveling|alt=Duty Roulette: Leveling}} || 1 per day&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Critical_engagement_notorious_monster_(map_icon).png|20px|link=]] Critical Engagements in {{i|The Bozjan Southern Front}}&lt;br /&gt;
| 1 (random drop)&lt;br /&gt;
|-&lt;br /&gt;
| Defeating enemies in {{i|The Bozjan Southern Front}}&lt;br /&gt;
| 1 (rare drop)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As with the previous step, farming {{i|Bozjan Cluster|Bozjan Clusters}} or [[forgotten fragment]]s in {{i|The Bozjan Southern Front}} in a group is an option to progress. If taking this route, it is recommended to accept {{i|For Want of a Memory}} on an another job to progress two steps at once.&lt;br /&gt;
&lt;br /&gt;
You do not need to have your Augmented Resistance weapon equipped, or even be the same job, to earn bitter memories.&lt;br /&gt;
&lt;br /&gt;
Recollection weapons gain an aetheric glowing effect, and can be dyed.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|item align-left}}&lt;br /&gt;
! One weapon&lt;br /&gt;
! style=&amp;quot;border-left: 1px solid #aaaaaa;&amp;quot;|Total for every weapon&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{item icon|Bitter Memory of the Dying|x|size=big}} x6&lt;br /&gt;
| style=&amp;quot;text-align:center; border-left: 1px solid #aaaaaa;&amp;quot; | {{item icon|Bitter Memory of the Dying|x|size=big}} x102&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| {{STDT|item align-left}}&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Recollection Weapons (IL 500)&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;40px&amp;quot;| {{item icon|Honorbound Recollection|x|size=big}}&lt;br /&gt;
|width=&amp;quot;240px&amp;quot;| [[Honorbound Recollection]] ([[Paladin|PLD]])&lt;br /&gt;
|width=&amp;quot;40px&amp;quot;| {{item icon|Tenacity Recollection|x|size=big}}&lt;br /&gt;
|width=&amp;quot;240px&amp;quot;| [[Tenacity Recollection]] ([[Paladin|PLD]])&lt;br /&gt;
|width=&amp;quot;40px&amp;quot;| {{item icon|Skullrender Recollection|x|size=big}}&lt;br /&gt;
|width=&amp;quot;240px&amp;quot;| [[Skullrender Recollection]] ([[Warrior|WAR]])&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Woeborn Recollection|x|size=big}} &lt;br /&gt;
| [[Woeborn Recollection]] ([[Dark Knight|DRK]])&lt;br /&gt;
| {{item icon|Crownsblade Recollection|x|size=big}}&lt;br /&gt;
| [[Crownsblade Recollection]] ([[Gunbreaker|GNB]])&lt;br /&gt;
| {{item icon|Dreizack Recollection|x|size=big}}&lt;br /&gt;
| [[Dreizack Recollection]] ([[Dragoon|DRG]])&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Samsara Recollection|x|size=big}}&lt;br /&gt;
| [[Samsara Recollection]] ([[Monk|MNK]])&lt;br /&gt;
| {{item icon|Hoshikiri Recollection|x|size=big}}&lt;br /&gt;
| [[Hoshikiri Recollection]] ([[Samurai|SAM]])&lt;br /&gt;
| {{item icon|Honeshirazu Recollection|x|size=big}}&lt;br /&gt;
| [[Honeshirazu Recollection]] ([[Ninja|NIN]])&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Brilliance Recollection|x|size=big}}&lt;br /&gt;
| [[Brilliance Recollection]] ([[Bard|BRD]])&lt;br /&gt;
| {{item icon|Lawman Recollection|x|size=big}}&lt;br /&gt;
| [[Lawman Recollection]] ([[Machinist|MCH]])&lt;br /&gt;
| {{item icon|Enchufla Recollection|x|size=big}}&lt;br /&gt;
| [[Enchufla Recollection]] ([[Dancer|DNC]])&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Soulscourge Recollection|x|size=big}}&lt;br /&gt;
| [[Soulscourge Recollection]] ([[Black Mage|BLM]])&lt;br /&gt;
| {{item icon|Espiritus Recollection|x|size=big}}&lt;br /&gt;
| [[Espiritus Recollection]] ([[Summoner|SMN]])&lt;br /&gt;
| {{item icon|Talekeeper Recollection|x|size=big}}&lt;br /&gt;
| [[Talekeeper Recollection]] ([[Red Mage|RDM]])&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Ingrimm Recollection|x|size=big}}&lt;br /&gt;
| [[Ingrimm Recollection]] ([[White Mage|WHM]])&lt;br /&gt;
| {{item icon|Akademos Recollection|x|size=big}}&lt;br /&gt;
| [[Akademos Recollection]] ([[Scholar|SCH]])&lt;br /&gt;
| {{item icon|Solstice Recollection|x|size=big}}&lt;br /&gt;
| [[Solstice Recollection]] ([[Astrologian|AST]])&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Law&#039;s Order Weapons (IL 510)==&lt;br /&gt;
{{main|Law&#039;s Order Weapons/Quest}}&lt;br /&gt;
&lt;br /&gt;
Repeatable quest: {{i|Change of Arms}}&lt;br /&gt;
&lt;br /&gt;
Before you can proceed, you will first need to raise your Resistance Rank in Bozja to 10 and complete {{i|Castrum Lacus Litore}}. Then you&#039;ll need to complete the one-time [[Side Quests]] {{i|A Sign of What&#039;s to Come}}, {{i|Fit for a Queen}}, and {{i|In the Queen&#039;s Image}} to advance the [[Save the Queen: Blades of Gunnhildr]] story.  This will require completing a solo story instanced duty, as well as clearing the {{i|Delubrum Reginae}} raid.&lt;br /&gt;
&lt;br /&gt;
The next stage comes from the [[Repeatable Quests|Repeatable Quest]] {{i|Change of Arms}}.  You will need to obtain and turn in 15 {{item icon|Loathsome Memory of the Dying|alt=Loathsome Memories of the Dying}}. They can be acquired from any of the following sources:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|item align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Location !! {{item icon|Loathsome Memory of the Dying|alt=Loathsome Memories of the Dying}}&lt;br /&gt;
|-&lt;br /&gt;
| {{i|Castrum Lacus Litore}} || 5&lt;br /&gt;
|-&lt;br /&gt;
| Any [[Crystal Tower]] alliance raid&lt;br /&gt;
* {{i|The Labyrinth of the Ancients}}&lt;br /&gt;
* {{i|Syrcus Tower}}&lt;br /&gt;
* {{i|The World of Darkness}}&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Critical_engagement_notorious_monster_(map_icon).png|20px|link=]] Critical Engagements in {{i|The Bozjan Southern Front}}&lt;br /&gt;
| 1 (random drop)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{i|Castrum Lacus Litore}} is the recommended route. On average, an active {{i|The Bozjan Southern Front}} instance will clear around 1 Castrum per hour (while the cooldown between entries is 1 hour, each skirmish and CE completed will reduce it). Time between Castrum entries can be spent on spawning and clearing Critical Engagements for additional loathsome memories and speeding up spawning another Castrum. If working on multiple relic weapons, while Castrum itself awards no memories for previous two steps, keeping their quests active can gain some progress during this break.&lt;br /&gt;
&lt;br /&gt;
As with previous steps, you do not need to have your Recollection weapon equipped, or even be the same job, to earn loathsome memories.&lt;br /&gt;
&lt;br /&gt;
When upgraded to Law&#039;s Order, the weapons will have a new model, and will no longer glow.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|item align-left}}&lt;br /&gt;
! One weapon&lt;br /&gt;
! style=&amp;quot;border-left: 1px solid #aaaaaa;&amp;quot;|Total for every weapon&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{item icon|Loathsome Memory of the Dying|x|size=big}} x15&lt;br /&gt;
| style=&amp;quot;text-align:center; border-left: 1px solid #aaaaaa;&amp;quot; | {{item icon|Loathsome Memory of the Dying|x|size=big}} x255&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| {{STDT|item align-left}}&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Law&#039;s Order Weapons (IL 510)&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;40px&amp;quot;| {{item icon|Law&#039;s Order Bastard Sword|x|size=big}}&lt;br /&gt;
|width=&amp;quot;240px&amp;quot;| [[Law&#039;s Order Bastard Sword]] ([[Paladin|PLD]])&lt;br /&gt;
|width=&amp;quot;40px&amp;quot;| {{item icon|Law&#039;s Order Kite Shield|x|size=big}}&lt;br /&gt;
|width=&amp;quot;240px&amp;quot;| [[Law&#039;s Order Kite Shield]] ([[Paladin|PLD]])&lt;br /&gt;
|width=&amp;quot;40px&amp;quot;| {{item icon|Law&#039;s Order Labrys|x|size=big}}&lt;br /&gt;
|width=&amp;quot;240px&amp;quot;| [[Law&#039;s Order Labrys]] ([[Warrior|WAR]])&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Law&#039;s Order Zweihander|x|size=big}}&lt;br /&gt;
| [[Law&#039;s Order Zweihander]] ([[Dark Knight|DRK]])&lt;br /&gt;
| {{item icon|Law&#039;s Order Manatrigger|x|size=big}} &lt;br /&gt;
| [[Law&#039;s Order Manatrigger]] ([[Gunbreaker|GNB]])&lt;br /&gt;
| {{item icon|Law&#039;s Order Spear|x|size=big}}&lt;br /&gt;
| [[Law&#039;s Order Spear]] ([[Dragoon|DRG]])&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Law&#039;s Order Knuckles|x|size=big}}&lt;br /&gt;
| [[Law&#039;s Order Knuckles]] ([[Monk|MNK]])&lt;br /&gt;
| {{item icon|Law&#039;s Order Samurai Blade|x|size=big}}&lt;br /&gt;
| [[Law&#039;s Order Samurai Blade]] ([[Samurai|SAM]])&lt;br /&gt;
| {{item icon|Law&#039;s Order Knives|x|size=big}}&lt;br /&gt;
| [[Law&#039;s Order Knives]] ([[Ninja|NIN]])&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Law&#039;s Order Composite Bow|x|size=big}}&lt;br /&gt;
| [[Law&#039;s Order Composite Bow]] ([[Bard|BRD]])&lt;br /&gt;
| {{item icon|Law&#039;s Order Revolver|x|size=big}}&lt;br /&gt;
| [[Law&#039;s Order Revolver]] ([[Machinist|MCH]])&lt;br /&gt;
| {{item icon|Law&#039;s Order Chakrams|x|size=big}}&lt;br /&gt;
| [[Law&#039;s Order Chakrams]] ([[Dancer|DNC]])&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Law&#039;s Order Rod|x|size=big}}&lt;br /&gt;
| [[Law&#039;s Order Rod]] ([[Black Mage|BLM]])&lt;br /&gt;
| {{item icon|Law&#039;s Order Index|x|size=big}}&lt;br /&gt;
| [[Law&#039;s Order Index]] ([[Summoner|SMN]])&lt;br /&gt;
| {{item icon|Law&#039;s Order Rapier|x|size=big}}&lt;br /&gt;
| [[Law&#039;s Order Rapier]] ([[Red Mage|RDM]])&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Law&#039;s Order Cane|x|size=big}}&lt;br /&gt;
| [[Law&#039;s Order Cane]] ([[White Mage|WHM]])&lt;br /&gt;
| {{item icon|Law&#039;s Order Codex|x|size=big}}&lt;br /&gt;
| [[Law&#039;s Order Codex]] ([[Scholar|SCH]])&lt;br /&gt;
| {{item icon|Law&#039;s Order Astrometer|x|size=big}}&lt;br /&gt;
| [[Law&#039;s Order Astrometer]] ([[Astrologian|AST]])&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==First One-Time Grind==&lt;br /&gt;
Before you can unlock the ability to augment your Law&#039;s Order weapon, you will need to complete the one-time [[Side Quests|Side Quest]] {{i|The Resistance Remembers}}, which requires you to collect and turn in 18 {{item icon|Haunting Memory of the Dying|alt=Haunting Memories of the Dying}} and 18 {{item icon|Vexatious Memory of the Dying|alt=Vexatious Memories of the Dying}}. This grind only needs to be done once, and does not need to be repeated for additional weapons.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|item align-left}}&lt;br /&gt;
! Item !! Location !! Amount given&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | {{item icon|Haunting Memory of the Dying|alt=Haunting Memories of the Dying}}&lt;br /&gt;
| [[Shadow of Mhach]] (Heavensward) alliance raids:&lt;br /&gt;
* {{i|The Void Ark}}&lt;br /&gt;
* {{i|The Weeping City of Mhach}}&lt;br /&gt;
* {{i|Dun Scaith}}&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FATE_Slay_Enemies.png|25px|link=]] [[FATE]]s in the three [[Gyr Abania]] zones:&lt;br /&gt;
* [[The Fringes]]&lt;br /&gt;
* [[The Peaks]]&lt;br /&gt;
* [[The Lochs]] &lt;br /&gt;
| 1 (random drop, estimated 61%&amp;lt;ref name=&amp;quot;dropchance&amp;quot;&amp;gt;As of December 2023, tested with n=77, resulting in 47 drops.&amp;lt;/ref&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | {{item icon|Vexatious Memory of the Dying|alt=Vexatious Memories of the Dying}}&lt;br /&gt;
| [[Return to Ivalice]] (Stormblood) alliance raids&lt;br /&gt;
* {{i|The Royal City of Rabanastre}}&lt;br /&gt;
* {{i|The Ridorana Lighthouse}}&lt;br /&gt;
* {{i|The Orbonne Monastery}}&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FATE_Slay_Enemies.png|25px|link=]] FATEs in the three [[Othard (region)|Othard]] zones:&lt;br /&gt;
* [[The Ruby Sea]]&lt;br /&gt;
* [[Yanxia]]&lt;br /&gt;
* [[The Azim Steppe]]&lt;br /&gt;
| 1 (random drop, estimated 61%&amp;lt;ref name=&amp;quot;dropchance&amp;quot; /&amp;gt;)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Augmented Law&#039;s Order Weapons (IL 515)==&lt;br /&gt;
{{main|Augmented Law&#039;s Order Weapons/Quest}}&lt;br /&gt;
&lt;br /&gt;
Repeatable quest: {{i|A New Path of Resistance}}&lt;br /&gt;
&lt;br /&gt;
Afterwards, to upgrade your weapon you will need to complete the [[Repeatable Quests|Repeatable Quest]] {{i|A New Path of Resistance}}, which requires you to collect and turn in 15 {{item icon|Timeworn Artifact}}s. Upon turning them in, you will need to decide how to allocate the stats on your weapon.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|item align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Location !! {{item icon|Timeworn Artifact}}s&lt;br /&gt;
|-&lt;br /&gt;
| {{i|Delubrum Reginae}} || 3&lt;br /&gt;
|-&lt;br /&gt;
| {{i|Palace of the Dead}}&lt;br /&gt;
* Higher floors have greater drop chance.&lt;br /&gt;
| 1 (random drop)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When upgraded to Augmented Law&#039;s Order, the weapons will gain a glow effect.&lt;br /&gt;
&lt;br /&gt;
This is arguably the most annoying step in the Shadowbringers relic weapon series, especially because it must be repeated for each weapon the player wishes to obtain. The easiest way to acquire Timeworn Artifacts is to farm the {{i|Delubrum Reginae}} raid. Solo queuing using the Duty Finder equivalent is not recommended due to the unpopularity of the duty since the release of [[Endwalker]] (patch 6.0). While the queue is guaranteed to pop after 10 minutes, only a few players will likely be matched and the run could take a long time (1 hr+). A better method is to use [[Party Finder]], preferably at peak hours in the data center. Note that these groups will require the use of damage-boosting [[Item-related Lost Actions|Essences]] to expedite the run. There are also various Bozja-oriented Discord servers that sometimes have scheduled Delubrum Reginae runs.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|item align-left}}&lt;br /&gt;
! One weapon&lt;br /&gt;
! style=&amp;quot;border-left: 1px solid #aaaaaa;&amp;quot;|Total for every weapon&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{item icon|Timeworn Artifact|x|size=big}} x15&lt;br /&gt;
| style=&amp;quot;text-align:center; border-left: 1px solid #aaaaaa;&amp;quot; | {{item icon|Timeworn Artifact|x|size=big}} x255&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| {{STDT|item align-left}}&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Augmented Law&#039;s Order Weapons (IL 515)&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;40px&amp;quot;| {{item icon|Augmented Law&#039;s Order Bastard Sword|x|size=big}}&lt;br /&gt;
|width=&amp;quot;240px&amp;quot;| [[Augmented Law&#039;s Order Bastard Sword]] ([[Paladin|PLD]])&lt;br /&gt;
|width=&amp;quot;40px&amp;quot;| {{item icon|Augmented Law&#039;s Order Kite Shield|x|size=big}}&lt;br /&gt;
|width=&amp;quot;240px&amp;quot;| [[Augmented Law&#039;s Order Kite Shield]] ([[Paladin|PLD]])&lt;br /&gt;
|width=&amp;quot;40px&amp;quot;| {{item icon|Augmented Law&#039;s Order Labrys|x|size=big}}&lt;br /&gt;
|width=&amp;quot;240px&amp;quot;| [[Augmented Law&#039;s Order Labrys]] ([[Warrior|WAR]])&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Augmented Law&#039;s Order Zweihander|x|size=big}}&lt;br /&gt;
| [[Augmented Law&#039;s Order Zweihander]] ([[Dark Knight|DRK]])&lt;br /&gt;
| {{item icon|Augmented Law&#039;s Order Manatrigger|x|size=big}} &lt;br /&gt;
| [[Augmented Law&#039;s Order Manatrigger]] ([[Gunbreaker|GNB]])&lt;br /&gt;
| {{item icon|Augmented Law&#039;s Order Spear|x|size=big}}&lt;br /&gt;
| [[Augmented Law&#039;s Order Spear]] ([[Dragoon|DRG]])&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Augmented Law&#039;s Order Knuckles|x|size=big}}&lt;br /&gt;
| [[Augmented Law&#039;s Order Knuckles]] ([[Monk|MNK]])&lt;br /&gt;
| {{item icon|Augmented Law&#039;s Order Samurai Blade|x|size=big}}&lt;br /&gt;
| [[Augmented Law&#039;s Order Samurai Blade]] ([[Samurai|SAM]])&lt;br /&gt;
| {{item icon|Augmented Law&#039;s Order Knives|x|size=big}}&lt;br /&gt;
| [[Augmented Law&#039;s Order Knives]] ([[Ninja|NIN]])&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Augmented Law&#039;s Order Composite Bow|x|size=big}}&lt;br /&gt;
| [[Augmented Law&#039;s Order Composite Bow]] ([[Bard|BRD]])&lt;br /&gt;
| {{item icon|Augmented Law&#039;s Order Revolver|x|size=big}}&lt;br /&gt;
| [[Augmented Law&#039;s Order Revolver]] ([[Machinist|MCH]])&lt;br /&gt;
| {{item icon|Augmented Law&#039;s Order Chakrams|x|size=big}}&lt;br /&gt;
| [[Augmented Law&#039;s Order Chakrams]] ([[Dancer|DNC]])&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Augmented Law&#039;s Order Rod|x|size=big}}&lt;br /&gt;
| [[Augmented Law&#039;s Order Rod]] ([[Black Mage|BLM]])&lt;br /&gt;
| {{item icon|Augmented Law&#039;s Order Index|x|size=big}}&lt;br /&gt;
| [[Augmented Law&#039;s Order Index]] ([[Summoner|SMN]])&lt;br /&gt;
| {{item icon|Augmented Law&#039;s Order Rapier|x|size=big}}&lt;br /&gt;
| [[Augmented Law&#039;s Order Rapier]] ([[Red Mage|RDM]])&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Augmented Law&#039;s Order Cane|x|size=big}}&lt;br /&gt;
| [[Augmented Law&#039;s Order Cane]] ([[White Mage|WHM]])&lt;br /&gt;
| {{item icon|Augmented Law&#039;s Order Codex|x|size=big}}&lt;br /&gt;
| [[Augmented Law&#039;s Order Codex]] ([[Scholar|SCH]])&lt;br /&gt;
| {{item icon|Augmented Law&#039;s Order Astrometer|x|size=big}}&lt;br /&gt;
| [[Augmented Law&#039;s Order Astrometer]] ([[Astrologian|AST]])&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Reallocation of Stats (Optional)===&lt;br /&gt;
Should you decide the stats on your Augmented Law&#039;s Order weapon need to be changed, you can do so by talking to the [[Allagan Node]] {{coords|5.9, 4.8}} in [[Gangos]] and selecting &amp;quot;Forged Anew&amp;quot;.  You will need to equip your Augmented Law&#039;s Order weapon and turn in 4 phials of {{item icon|Aetherial Sealant}}, which can be purchased from [[Auriana]] in [[Revenant&#039;s Toll]] {{coords|22.7, 6.7}} or [[Hismena]] in [[Idyllshire]] {{coords|5.8, 5.2}} for 100 {{tomestone|Poetics}}[[Allagan Tomestone of Poetics|Allagan Tomestones of Poetics]] each, or {{tomestone|Poetics|400}} total.&lt;br /&gt;
&lt;br /&gt;
==Second One-Time Grind==&lt;br /&gt;
After completing both the one-time quest {{i|A New Playing Field}} to unlock [[Zadnor]] &#039;&#039;and&#039;&#039; the [[Repeatable Quests|Repeatable Quest]] {{i|A New Path of Resistance}} for your chosen weapon, you can complete the one-time quest {{i|What Dreams Are Made Of}}, which explains the next steps and requires you to talk to some NPCs.  After that you will need to complete the following one-time quests: {{i|Spare Parts}}, {{i|Tell Me a Story}}, and {{i|A Fond Memory}}, you can pick them all up at once. This grind only needs to be done once, and does not need to be repeated for additional weapons.&lt;br /&gt;
* {{i|Spare Parts}}: Collect 30 {{item icon|Compact Axle|Compact Axles}} and 30 {{item icon|Compact Spring|Compact Springs}}.&lt;br /&gt;
* {{i|Tell Me a Story}}: Collect 30 copies of {{item icon|A Day in the Life: Battles for the Realm}} and 30 copies of {{item icon|A Day in the Life: Beyond the Rift}}.&lt;br /&gt;
* {{i|A Fond Memory}}: Collect 30 {{item icon|Bleak Memory of the Dying|alt=Bleak Memories of the Dying}} and 30 {{item icon|Lurid Memory of the Dying|alt=Lurid Memories of the Dying}}.&lt;br /&gt;
{| {{STDT|item}}&lt;br /&gt;
|-&lt;br /&gt;
! Quest !! Source of Loot Item 1 !! Source of Loot Item 2&lt;br /&gt;
|-&lt;br /&gt;
| {{i|Spare Parts}} || &#039;&#039;&#039;{{item icon|Compact Axle}}&#039;&#039;&#039;&amp;lt;br/&amp;gt;1 per [[File:Bozjan Fight.png|20px|link=]] skirmish in [[The Southern Plateau]] (Zone 1)&amp;lt;br/&amp;gt;1 per [[Alexander]] raid clear ([[Alexander - The Fist of the Father|1]], [[Alexander - The Cuff of the Father|2]], [[Alexander - The Fist of the Son|5]], [[Alexander - The Cuff of the Son|6]], [[Alexander - The Eyes of the Creator|9]], [[Alexander - The Breath of the Creator|10]]) || &#039;&#039;&#039;{{item icon|Compact Spring}}&#039;&#039;&#039;&amp;lt;br/&amp;gt;2 per [[File:Critical_engagement_notorious_monster_(map_icon).png|20px|link=]] critical engagement in [[The Southern Plateau]] (Zone 1)&amp;lt;br/&amp;gt;1 per [[Alexander]] raid clear ([[Alexander - The Arm of the Father|3]], [[Alexander - The Burden of the Father|4]], [[Alexander - The Arm of the Son|7]], [[Alexander - The Burden of the Son|8]], [[Alexander - The Heart of the Creator|11]], [[Alexander - The Soul of the Creator|12]])&lt;br /&gt;
|-&lt;br /&gt;
| {{i|Tell Me a Story}} || &#039;&#039;&#039;{{item icon|A Day in the Life: Battles for the Realm}}&#039;&#039;&#039;&amp;lt;br/&amp;gt;1 per [[File:Bozjan Fight.png|20px|link=]] skirmish in [[The Western Plateau]] (Zone 2)&amp;lt;br/&amp;gt;1 per [[Omega]] raid clear ([[Deltascape V1.0|1]], [[Deltascape V2.0|2]], [[Sigmascape V1.0|5]], [[Sigmascape V2.0|6]], [[Alphascape V1.0|9]], [[Alphascape V2.0|10]]) || &#039;&#039;&#039;{{item icon|A Day in the Life: Beyond the Rift}}&#039;&#039;&#039;&amp;lt;br/&amp;gt;2 per [[File:Critical_engagement_notorious_monster_(map_icon).png|20px|link=]] critical engagement in [[The Western Plateau]] (Zone 2)&amp;lt;br/&amp;gt;1 per [[Omega]] raid clear ([[Deltascape V3.0|3]], [[Deltascape V4.0|4]], [[Sigmascape V3.0|7]], [[Sigmascape V4.0|8]], [[Alphascape V3.0|11]], [[Alphascape V4.0|12]])&lt;br /&gt;
|-&lt;br /&gt;
| {{i|A Fond Memory}} || &#039;&#039;&#039;{{item icon|Bleak Memory of the Dying}}&#039;&#039;&#039;&amp;lt;br/&amp;gt;1 per [[File:Bozjan Fight.png|20px|link=]] skirmish in [[The Northern Plateau]] (Zone 3)&amp;lt;br/&amp;gt;1 per [[Eden]] raid clear ([[Eden&#039;s Gate: Resurrection|1]], [[Eden&#039;s Gate: Descent|2]], [[Eden&#039;s Verse: Fulmination|5]], [[Eden&#039;s Verse: Furor|6]], [[Eden&#039;s Promise: Umbra|9]], [[Eden&#039;s Promise: Litany|10]]) || &#039;&#039;&#039;{{item icon|Lurid Memory of the Dying}}&#039;&#039;&#039;&amp;lt;br/&amp;gt;2 per [[File:Critical_engagement_notorious_monster_(map_icon).png|20px|link=]] critical engagement in [[The Northern Plateau]] (Zone 3)&amp;lt;br/&amp;gt;1 per [[Eden]] raid clear ([[Eden&#039;s Gate: Inundation|3]], [[Eden&#039;s Gate: Sepulture|4]], [[Eden&#039;s Verse: Iconoclasm|7]], [[Eden&#039;s Verse: Refulgence|8]], [[Eden&#039;s Promise: Anamorphosis|11]], [[Eden&#039;s Promise: Eternity|12]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Skirmishes are strongly recommended for the first item of each quest - most of them spawn automatically and can be cleared solo in 1-2 minutes with usage of [[Lost Actions]], while also awarding [[mettle]] for ranking up or obtaining [[Zadnor#Resistance Honors|resistance honors]].&lt;br /&gt;
&lt;br /&gt;
Critical Engagements are recommended for the second item of each quest, but as they require a varying number of 4th Legion magitek kills to spawn, periods of low activity in Zadnor will often have a drought of CEs to kill. Pulling and killing magitek during or after skirmishes allows you to spawn CEs while working on the skirmish part of this step. If you are done with skirmishes and want to focus on the second item, it may be faster to finish the step by queueing for raids.&lt;br /&gt;
&lt;br /&gt;
The raids present an alternative source of obtaining these items that does not require participating in Zadnor content. &#039;&#039;&#039;Raids must be run synced, with a full party (8 members)!&#039;&#039;&#039; In general, the quickest raids to run are:&lt;br /&gt;
* {{i|Alexander - The Fist of the Father}} (A1) and {{i|Alexander - The Burden of the Father}} (A4)&lt;br /&gt;
* {{i|Deltascape V1.0}} (O1) and {{i|Deltascape V3.0}} (O3)&lt;br /&gt;
* {{i|Eden&#039;s Gate: Resurrection}} (E1) and {{i|Eden&#039;s Gate: Inundation}} (E3).&lt;br /&gt;
&lt;br /&gt;
With this relic series no longer being current content, queuing for the raids repeatedly in [[Duty Finder]] is not as fast as it previously was. It may be worthwhile to make a [[Party Finder]] party with 6 DPS, 1 tank, and 1 healer for more efficient farming.&lt;br /&gt;
&lt;br /&gt;
After completing the three quests listed above, complete the one time quest {{i|A Done Deal}}.&lt;br /&gt;
&lt;br /&gt;
==Blade&#039;s Weapons (IL 535)==&lt;br /&gt;
{{main|Blade&#039;s Weapons/Quest}}&lt;br /&gt;
&lt;br /&gt;
Repeatable quest: {{i|Irresistible}}&lt;br /&gt;
&lt;br /&gt;
Next, you will need to do the repeatable quest {{i|Irresistible}}, which requires you to collect 15 {{item icon|Raw Emotion}}s.  These can be obtained from the following sources:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|item align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Location !! {{item icon|Raw Emotion}}s&lt;br /&gt;
|-&lt;br /&gt;
| {{i|The Dalriada}} || 3&lt;br /&gt;
|-&lt;br /&gt;
| {{i|Delubrum Reginae}} || 2&lt;br /&gt;
|-&lt;br /&gt;
| Level 70 [[Stormblood]] {{i|Dungeon}}s &lt;br /&gt;
* &#039;&#039;&#039;Dungeons must be run synced, with a light party (4 members)!&#039;&#039;&#039;&lt;br /&gt;
* A popular option is {{i|Hell&#039;s Lid}}.&lt;br /&gt;
* Premade parties of {{BLU}} [[Blue Mage]]s can clear quickly.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| {{i|Heaven-on-High}}&lt;br /&gt;
* Higher floors have greater drop chance.&lt;br /&gt;
| 1 (random drop)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As {{i|Delubrum Reginae}} is the only efficient option for timeworn artifacts on the Augmented Law&#039;s Order step, if working on multiple weapons, it is recommended to keep {{i|A New Path of Resistance}} active on another job.&lt;br /&gt;
&lt;br /&gt;
Upon turning in the quest, you will need to decide how to allocate the stats on your weapon.&lt;br /&gt;
&lt;br /&gt;
This step will complete the Blade&#039;s weapon, which will gain a new model and a glow effect. In addition to the Replica that [[Regana]] sells, she will also offer a &amp;quot;Matte Replica&amp;quot; version of the Blade&#039;s weapon, which has the same model, but no glow effect.  Replicas cost {{gil|1000}} each.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|item align-left}}&lt;br /&gt;
! One weapon&lt;br /&gt;
! style=&amp;quot;border-left: 1px solid #aaaaaa;&amp;quot;|Total for every weapon&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{item icon|Raw Emotion|x|size=big}} x15&lt;br /&gt;
| style=&amp;quot;text-align:center; border-left: 1px solid #aaaaaa;&amp;quot; | {{item icon|Raw Emotion|x|size=big}} x255&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| {{STDT|item align-left}}&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Blade&#039;s Weapons (IL 535)&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;40px&amp;quot;| {{item icon|Blade&#039;s Honor|x|size=big}}&lt;br /&gt;
|width=&amp;quot;240px&amp;quot;| [[Blade&#039;s Honor]] ([[Paladin|PLD]])&lt;br /&gt;
|width=&amp;quot;40px&amp;quot;| {{item icon|Blade&#039;s Fortitude|x|size=big}}&lt;br /&gt;
|width=&amp;quot;240px&amp;quot;| [[Blade&#039;s Fortitude]] ([[Paladin|PLD]])&lt;br /&gt;
|width=&amp;quot;40px&amp;quot;| {{item icon|Blade&#039;s Valor|x|size=big}}&lt;br /&gt;
|width=&amp;quot;240px&amp;quot;| [[Blade&#039;s Valor]] ([[Warrior|WAR]])&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Blade&#039;s Justice|x|size=big}}&lt;br /&gt;
| [[Blade&#039;s Justice]] ([[Dark Knight|DRK]])&lt;br /&gt;
| {{item icon|Blade&#039;s Resolve|x|size=big}} &lt;br /&gt;
| [[Blade&#039;s Resolve]] ([[Gunbreaker|GNB]])&lt;br /&gt;
| {{item icon|Blade&#039;s Glory|x|size=big}}&lt;br /&gt;
| [[Blade&#039;s Glory]] ([[Dragoon|DRG]])&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Blade&#039;s Serenity|x|size=big}}&lt;br /&gt;
| [[Blade&#039;s Serenity]] ([[Monk|MNK]])&lt;br /&gt;
| {{item icon|Blade&#039;s Fealty|x|size=big}}&lt;br /&gt;
| [[Blade&#039;s Fealty]] ([[Samurai|SAM]])&lt;br /&gt;
| {{item icon|Blade&#039;s Subtlety|x|size=big}}&lt;br /&gt;
| [[Blade&#039;s Subtlety]] ([[Ninja|NIN]])&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Blade&#039;s Muse|x|size=big}}&lt;br /&gt;
| [[Blade&#039;s Muse]] ([[Bard|BRD]])&lt;br /&gt;
| {{item icon|Blade&#039;s Ingenuity|x|size=big}}&lt;br /&gt;
| [[Blade&#039;s Ingenuity]] ([[Machinist|MCH]])&lt;br /&gt;
| {{item icon|Blade&#039;s Euphoria|x|size=big}}&lt;br /&gt;
| [[Blade&#039;s Euphoria]] ([[Dancer|DNC]])&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Blade&#039;s Fury|x|size=big}}&lt;br /&gt;
| [[Blade&#039;s Fury]] ([[Black Mage|BLM]])&lt;br /&gt;
| {{item icon|Blade&#039;s Acumen|x|size=big}}&lt;br /&gt;
| [[Blade&#039;s Acumen]] ([[Summoner|SMN]])&lt;br /&gt;
| {{item icon|Blade&#039;s Temperance|x|size=big}}&lt;br /&gt;
| [[Blade&#039;s Temperance]] ([[Red Mage|RDM]])&lt;br /&gt;
|-&lt;br /&gt;
| {{item icon|Blade&#039;s Mercy|x|size=big}}&lt;br /&gt;
| [[Blade&#039;s Mercy]] ([[White Mage|WHM]])&lt;br /&gt;
| {{item icon|Blade&#039;s Wisdom|x|size=big}}&lt;br /&gt;
| [[Blade&#039;s Wisdom]] ([[Scholar|SCH]])&lt;br /&gt;
| {{item icon|Blade&#039;s Providence|x|size=big}}&lt;br /&gt;
| [[Blade&#039;s Providence]] ([[Astrologian|AST]])&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resistance Weapon Table==&lt;br /&gt;
{{Relic Weapons Table|shb}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
&#039;&#039;Main article: [[Resistance Weapons Achievements]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Resistance Weapons are associated with several [[achievements]].&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
{{evt|service=youtube|id=SRyYXF8Ia9Q|dimensions=350|align=right|description=Video presentation of all Resistance weapons}}&lt;br /&gt;
Weapons can be viewed in the following gallery, along with the collage of all weapons.&lt;br /&gt;
* [[Resistance Weapon Gallery]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery heights=700px widths=368px mode=packed&amp;gt;&lt;br /&gt;
File:Shadowbringers Relic Comparison.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Relic Weapons Heading}}&lt;br /&gt;
{{End Game Progression}}&lt;br /&gt;
[[Category:Guides]] [[Category:Patch 5.2 Features]] [[Category:Patch 5.3 Features]] [[Category:Patch 5.4 Features]] [[Category:Patch 5.5 Features‎]] [[Category:Save the Queen]] [[Category:Relic Weapons]] [[Category:Resistance Weapons]]&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Temulun&amp;diff=1536928</id>
		<title>Temulun</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Temulun&amp;diff=1536928"/>
		<updated>2026-09-12T21:04:19Z</updated>

		<summary type="html">&lt;p&gt;Hubry: /* Dialogue */ dialogue from sheets&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NPC infobox&lt;br /&gt;
| name = Temulun&lt;br /&gt;
| full-name = Temulun of the Mol&lt;br /&gt;
| description = &amp;quot;Cherish the stars and the light they bring you in the dark.&amp;quot;&lt;br /&gt;
| image = temulun.jpg&lt;br /&gt;
| location = The Azim Steppe&lt;br /&gt;
| coordinates = 31.4,11.2&lt;br /&gt;
| title = Temulun Khatun (or simply &amp;quot;Khatun&amp;quot;)&lt;br /&gt;
| gender = Female&lt;br /&gt;
| age = 70&lt;br /&gt;
| race = Au Ra&lt;br /&gt;
| clan = Xaela&lt;br /&gt;
| class =&lt;br /&gt;
| job =&lt;br /&gt;
| profession = Khatun (Tribal Leader), &amp;lt;br&amp;gt;Ugdan (Spiritual Leader)&lt;br /&gt;
| birthplace =&lt;br /&gt;
| organization = Mol Tribe&lt;br /&gt;
| relatives = [[Cirina]] (granddaughter)&lt;br /&gt;
| level =&lt;br /&gt;
| aggression =&lt;br /&gt;
| service = quest&lt;br /&gt;
| goal =&lt;br /&gt;
| patch = 4.0&lt;br /&gt;
| release = stormblood&lt;br /&gt;
|voiceJP=Yuka Keicho|voiceEN=Rachel Atkins|voiceFR=Laëtitia Lefebvre|voiceDE=Rieke Werner}} She was introduced by certain main story quests of the [[Stormblood]] expansion, along with her granddaughter [[Cirina]] and their Xaela tribe, the [[Mol]]. Temulun also plays minor roles in later quest content, including the [[Namazu Daily Quests]]. Possessing prescient abilities, Temulun&#039;s words for the Warrior of Light are often prophetic.  &lt;br /&gt;
==Quests Started==&lt;br /&gt;
{{quest list header}}&lt;br /&gt;
{{table footer}}&lt;br /&gt;
==Quests Involved In==&lt;br /&gt;
{{quest list header}}&lt;br /&gt;
{{quest list row|Stars in the Dark}}&lt;br /&gt;
{{quest list row|As the Gods Will}}&lt;br /&gt;
{{quest list row|Naadam}}&lt;br /&gt;
{{quest list row|Glory to the Khagan}}&lt;br /&gt;
{{quest list row|In Crimson They Walked}}&lt;br /&gt;
{{quest list row|A Power in Slumber}}&lt;br /&gt;
{{quest list row|The Will of the Moon}}&lt;br /&gt;
{{quest list row|Something Fishy This Way Comes}}&lt;br /&gt;
{{quest list row|Out of the Frypan}}&lt;br /&gt;
{{table footer}}&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
{{Quotation|Encyclopedia Eorzea vol 2, page 108, &amp;quot;Temulun of the Mol&amp;quot;|“Cherish the stars and the light they bring you in the dark.”&lt;br /&gt;
&lt;br /&gt;
The khatun of the [[Mol]] is possessed of tremendous power, even for an &#039;&#039;ugdan&#039;&#039;, and it is said that she needs only hearken to the winds of the [[Azim Steppe|Steppe]] to hear the whispers of the &#039;&#039;[[Gods_of_The_Steppe#The_Elder_Gods|old gods]]&#039;&#039;. It is a responsibility she does not bear lightly, for the gods have asked much of her in her seventy years, such as when they bade her send her son and daughter on a journey by themselves. Though her son returned with knowledge of new lands for the tribe, he would do so alone. Years later, he too would give his life that the Mol might thrive, once more in service to the old gods. Such is the lot of the Mol udgan-to know naught of the future, yet nevertheless be bound to lead their people into it.}}&lt;br /&gt;
&lt;br /&gt;
{{Quotation|Encyclopedia Eorzea vol 2, page 108, &amp;quot;The Mol Tribe: History&amp;quot;|Among the Xaela, the Mol are said to be particularly religious, and this is reflected in their practice of deferring all major decisions to an &#039;&#039;ugdan&#039;&#039; who communes with the &#039;&#039;old gods&#039;&#039;. At present, this role is fulfilled by Temulun, who also serves as khatun of the tribe.}}&lt;br /&gt;
&lt;br /&gt;
===Special Attire===&lt;br /&gt;
{{Quotation|Encyclopedia Eorzea vol 2, page 108, &amp;quot;The Shawl of Whispers&amp;quot;|&#039;&#039;&#039;The Shawl of Whispers&#039;&#039;&#039;: Unlike the crimson clothing of most Mol, the &#039;&#039;udgan&#039;&#039; traditionally wear white as a symbol of spiritual energy. These seers are forbidden from taking life-even that of animals-and so their garments must remain free of blood.}}&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
{{dialogue|&amp;lt;nowiki&amp;gt;&lt;br /&gt;
===Default===&lt;br /&gt;
Temulun: ...I have seen you in my dreams, traveler.&lt;br /&gt;
===After completing {{i|Stars in the Dark}}===&lt;br /&gt;
Temulun: All is in accordance with their design. Mol Iloh is your home.&lt;br /&gt;
===After completing {{i|As the Gods Will}}===&lt;br /&gt;
Temulun: Today&#039;s enemies are tomorrow&#039;s allies. Remember this.&lt;br /&gt;
===After completing {{i|Naadam}}===&lt;br /&gt;
Temulun: The gods saw fit to return you to us. But what of your comrades? Where are they?&lt;br /&gt;
===After completing {{i|Glory to the Khagan}}===&lt;br /&gt;
Temulun: A new day dawns, and with it new challenges...&lt;br /&gt;
===After completing {{i|In Crimson They Walked}}===&lt;br /&gt;
Temulun: You have passed through your trials here unscathed, it is true. But every star must follow its own course. Be ready.&lt;br /&gt;
===After completing {{i|The Die Is Cast}}===&lt;br /&gt;
Temulun: Cirina told me of the samurai&#039;s fate. You have my deepest condolences, child.&lt;br /&gt;
Temulun: The design can be difficult to discern for those within it. So it was when Cirina brought Hien unto us, bleeding and broken. Yet from that tragedy he rose, strong and resolute, and reclaimed what was lost...&lt;br /&gt;
===After completing {{i|Stormblood (Quest)}}===&lt;br /&gt;
Temulun: To the ends of the world and back again... Yes, we know of your deeds in the West. What will come of them, only the gods know, but for now...welcome home.&lt;br /&gt;
===After completing {{i|A Power in Slumber}}===&lt;br /&gt;
Temulun: Strange... Amidst the radiance of your being, I sense a shadow. I pray it is but my imagination.&lt;br /&gt;
===After completing {{i|The Will of the Moon}}===&lt;br /&gt;
Temulun: On the matter of Nhaama&#039;s power and the alliance, the gods have remained silent. That is their way of telling us to choose with our hearts.&lt;br /&gt;
===After completing {{i|A Requiem for Heroes}}===&lt;br /&gt;
Temulun: Do you recall the shadow I sensed amidst your radiance? I thought perhaps it was foretelling recent events, but...its presence still lingers. I know not what journeys lie ahead, but I wish you safe travels.&lt;br /&gt;
===After completing {{i|The Lightwardens}}===&lt;br /&gt;
Temulun: The light within you shines as brightly as before. More brightly, even. But your journey is far from finished. I shall pray for you.&lt;br /&gt;
===After completing {{i|No Good Deed}}===&lt;br /&gt;
Temulun: Cirina told you of my dream, did she? It spoke of constancy. You shine radiant as ever, yet in shadow walk, and longer shadows cast.&lt;br /&gt;
Temulun: You are ever in my prayers, traveler. May the light of the stars illuminate every step of your journey.&lt;br /&gt;
===After completing {{i|Endwalker (Quest)}}===&lt;br /&gt;
Temulun: The path laid by the gods is at an end, but there is another yet to be walked. By light radiant, born of a traveler&#039;s bonds. Seek and you will find. Go in hope and in grace.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
[[Category:NPCs]] [[Category:Quest NPCs]] [[Category:Patch 4.0 NPCs]]&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Koh_Rabntah&amp;diff=1531427</id>
		<title>Koh Rabntah</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Koh_Rabntah&amp;diff=1531427"/>
		<updated>2026-09-08T00:36:48Z</updated>

		<summary type="html">&lt;p&gt;Hubry: /* Dialogue */ dialogue&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NPC infobox&lt;br /&gt;
| name = Koh Rabntah&lt;br /&gt;
| description = All is as it should be─people running to and fro with their own concerns and free from the shadows of the past.&lt;br /&gt;
| image = Koh Rabntah.jpg&lt;br /&gt;
| location = Mor Dhona&lt;br /&gt;
| coordinates = 21.8,8.1&lt;br /&gt;
| title =&lt;br /&gt;
| gender = Female&lt;br /&gt;
| age = 28&lt;br /&gt;
| race = Miqo&#039;te&lt;br /&gt;
| clan = Keepers of the Moon&lt;br /&gt;
| Has family = &lt;br /&gt;
| class =&lt;br /&gt;
| job =&lt;br /&gt;
| weapon = &lt;br /&gt;
| profession = &lt;br /&gt;
| birthplace =&lt;br /&gt;
| organization = The Sons of Saint Coinach&lt;br /&gt;
| level =&lt;br /&gt;
| aggression =&lt;br /&gt;
| service = &lt;br /&gt;
| goal =&lt;br /&gt;
| patch = 2.5&lt;br /&gt;
}} After completing {{i|Delve into Myth}}, Koh Rabntah&#039;s permanent location will be {{coords|34.7, 19.3}}, by the entrace to {{i|Eureka Orthos}}. She will provide various lore surrounding the dungeon and its bosses. As the player progresses in the deep dungeon, new entries will be unlocked.&lt;br /&gt;
&lt;br /&gt;
Prior to [[Patch 6.3]], Koh was the quest-giver for the weekly repeatable quest {{i|The Gift of the Archmagus}}, which used to award upgrade materials (retired in [[Patch 5.3]]) for the [[Ironworks Armor|Ironworks armor]] set and later [[Anima Weapons|Anima relic weapons]] materials.&lt;br /&gt;
==Quests Started==&lt;br /&gt;
{{quest list header}}&lt;br /&gt;
{{quest list row|Delve into Myth}}&lt;br /&gt;
{{quest list row|Rage Extinguished}}&lt;br /&gt;
{{quest list row|Orthos Unveiled}}&lt;br /&gt;
{{table footer}}&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
{{quotation|[[Encyclopædia Eorzea]] vol 1, page 200|Koh Rabntah is a twenty-eight-year-old researcher with the Sons who, when exploring the newly unearthed Crystal Tower complex, came upon an orb of mysterious origin. Upon closer examination of the artifact back at the Son&#039;s camp, she awoke the soul that slumbered therein—Noah, the famed Third Astral Era archmagus of Allag and court-appointed instructor of Unei and Doga of the imperial family. In that moment, Noah&#039;s spirit escaped its crystalline gaol and flowed into Koh&#039;s body, taking possession of it as a temporary vessel.&amp;lt;br&amp;gt;&lt;br /&gt;
Koh and Noah are as different as north and south. Noah displayed great passion toward both her research and apprentices, and was known to oft behave with wild abandon. Indeed, it appears that the imprisonment of her spirit was the result of an uncontrolled bout of simple curiosity. Koh, by contrast, is a woman as timid as she is shy. When the archmagus returns control of her body—usually after an extended night of drink and debauchery—the Keeper of the Moon is in a constant state of fluster, owing to the excess attention Noah commands while she is in control.}}&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
After completing {{i|Rage Extinguished}}, Koh Rabntah&#039;s dialogue will offer additional backstory on story characters and the first three Eureka Orthos bosses. Completing floor 60 will expand the available dialogue to encompass bosses up to floor 60; completing {{i|Orthos Unveiled}} will expand it to all of Orthos bosses.&lt;br /&gt;
{{Dialogue|&amp;lt;nowiki&amp;gt;&lt;br /&gt;
===Talk===&lt;br /&gt;
&amp;gt; In Revenant&#039;s Toll before {{i|Delve into Myth}} is visible&lt;br /&gt;
Koh Rabntah: All is as it should be─people running to and fro with their own concerns and free from the shadows of the past.&lt;br /&gt;
&amp;gt; Before completing {{i|Rage Extinguished}}&lt;br /&gt;
Koh Rabntah: The road ahead of you is long and perilous, but should you reach the laboratory&#039;s thirtieth floor, you shall be as well versed in its workings as any of the researchers who once toiled within its halls.&lt;br /&gt;
Koh Rabntah: I would be concerned if you were anyone else, but I have the utmost confidence that your valor will see you through. Of course, I expect─and very much look forward to─a full report of your findings.&lt;br /&gt;
&amp;gt; After completing {{i|Rage Extinguished}}&lt;br /&gt;
Koh Rabntah: Your expedition has given even this ancient soul a long-forgotten sense of purpose.&lt;br /&gt;
Koh Rabntah: You deserve a reward, and I have ever considered knowledge to be the most precious resource of all. So, ask me aught of the creatures and experiments you have encountered in Eureka Orthos, and I shall furnish you with what I know of their workings.&lt;br /&gt;
&amp;gt; After completing {{i|Rage Extinguished}} and [[Eureka Orthos (Floors 51-60)|floor 60]]&lt;br /&gt;
Koh Rabntah: Hoho! I understand you have been quite busy. The better part of Eureka Orthos&#039;s hidden hallways now bear the mark of your footsteps─a boast that not even I could make!&lt;br /&gt;
Koh Rabntah: However, I caution you to not let your better judgment be clouded by pride. Eureka Orthos is a tomb for the secrets of Allag, and I would hate to see you buried amongst that detritus.&lt;br /&gt;
&amp;gt; After completing {{i|Orthos Unveiled}}&lt;br /&gt;
Koh Rabntah: Koh has withdrawn inside herself, seemingly content to listen rather than speak. I see little reason to gainsay her decision.&lt;br /&gt;
Koh Rabntah: Such are the choices one must make when sharing a vessel. I have an obligation to fulfill to you, besides, so if there are any questions burning a hole in your mind, you have the full cooperation of Archmagus Noah.&lt;br /&gt;
---&lt;br /&gt;
===Tell me about yourself===&lt;br /&gt;
Koh Rabntah: Myself? Surprisingly, &#039;tis not a question I hear often... Truth be told, I find it difficult to know where to begin.&lt;br /&gt;
Koh Rabntah: Perhaps with the empire? When Allag was at the height of its prosperity─and indolence─I was hailed as the greatest magus that had ever lived. Wealth and fame came as easily to me as death and taxes come to the common lot.&lt;br /&gt;
Koh Rabntah: I do not boast, you can be sure─I truly was the greatest. Even Amon&#039;s considerable talents were as a sputtering candle when placed next to my brilliance. When it came to magical aptitude, in any case.&lt;br /&gt;
Koh Rabntah: As the empire&#039;s luminary, admirers and patrons alike vied for my attention. I was free to sate my boundless curiosity and pursue untold strength. In each and every way, I lived a full life.&lt;br /&gt;
Koh Rabntah: Even the severance of my soul from my body was a natural consequence of these pursuits. By doing so, I thrust myself outside of time&#039;s creeping reach, escaping the ravages of age.&lt;br /&gt;
Koh Rabntah: Alas, I could not do the same for Allag. As the years passed, cracks began to form in the empire&#039;s foundation.&lt;br /&gt;
Koh Rabntah: As the rebels descended upon the empire to put their wounded prey out of its misery, I set my sights forward to the civilizations waiting in the years ahead.&lt;br /&gt;
Koh Rabntah: Would chaos and disorder come crawling over the horizon? Or would peace and prosperity find purchase, banishing all strife from the world? I sought a place far below that would suit my reverie, and there did I seal myself away.&lt;br /&gt;
Koh Rabntah: To think that it would be Amon&#039;s magicks that propelled me across the eons and into this era. Well, at least I shall never lack for stories of high adventure with which to bore my pupils.&lt;br /&gt;
&lt;br /&gt;
===Tell me about Doga and Unei===&lt;br /&gt;
Koh Rabntah: Ah, I take it you found data concerning the siblings in your expedition.&lt;br /&gt;
Koh Rabntah: I should not be surprised. The pair were extremely cooperative when it came to research on cloning technology, even offering themselves up as subjects.&lt;br /&gt;
Koh Rabntah: The direct support of the royal family spurred progress by leaps and bounds. Xande&#039;s resurrection was a direct result of Unei and Doga&#039;s contributions. The feat could not have been achieved without his direct descendants.&lt;br /&gt;
Koh Rabntah: And there was more. The control system that used royal blood as a key arose from the multitude of clones produced from the siblings.&lt;br /&gt;
Koh Rabntah: Doubtless this solidified the emperor&#039;s role as the beacon of Allag, making his authority unassailable. It also must have put to rest any number of courtly intrigues and disputes over succession─the legitimacy of royal blood was easily tested, after all.&lt;br /&gt;
Koh Rabntah: Still, it does beg several questions. Is it right to copy oneself like we would a parchment or a painting? Moreover, is it right to treat such a copy as a tool to hide one&#039;s most precious secrets?&lt;br /&gt;
Koh Rabntah: These are questions not easily answered, even by Doga and Unei. Even so, they had a duty to guide their empire through its waning twilight, so they swallowed their doubt and shouldered their fate.&lt;br /&gt;
Koh Rabntah: Even I did not foresee that their clones would prove instrumental in cutting short Xande&#039;s wicked ambitions so far in the future. Ah, such a clever scheme as befits my most gifted pupils!&lt;br /&gt;
&lt;br /&gt;
===Tell me about Amon===&lt;br /&gt;
Koh Rabntah: Hah, Amon! What stories I have of him! So gravely did he treat his research that he never smiled. &#039;Twould waste precious energy, you see.&lt;br /&gt;
Koh Rabntah: All hint of the dour was washed away, however, when he succeeded in resurrecting Xande. The bliss he felt seemed to pour from his mouth every time he spoke. “Yes, Your Majesty,” “Very good, Your Majesty,” he would chirp, over and over. I can hardly say which was worse.&lt;br /&gt;
Koh Rabntah: He had hung all hopes upon a single man. An emperor, whose revival came at the cost of thousands of lives...&lt;br /&gt;
Koh Rabntah: I have heard tell that in your era, he called himself Fandaniel, the Ascian. Yet I know that regardless of who he pretended to be, he could never hide that nettling persistence of his.&lt;br /&gt;
Koh Rabntah: Even should he suffer a thousand thousand deaths, his soul cleansed by the Lifestream again and again, he would cast aside his life in his search for answers. Such is his nature.&lt;br /&gt;
Koh Rabntah: I never knew him to be any other way. His eyes burned like hot iron, casting about the rotten world before them for the chance to tear it all down and rebuild anew. There were few like him, and doubtless there have been few since.&lt;br /&gt;
&lt;br /&gt;
===Tell me about Gancanagh on floor 10===&lt;br /&gt;
Koh Rabntah: Unfortunately, Gancanagh and pachypodium mines are two forms of weaponry that were never developed past the prototype stage before the empire collapsed.&lt;br /&gt;
Koh Rabntah: The intended purpose of the mines was to lie in ambush beneath the soil and take unwary enemies by surprise. Individually they were quite ineffective, but with Gancanagh&#039;s leadership, they could be as terrifying as a legion of hardened troops.&lt;br /&gt;
Koh Rabntah: Researchers determined that designing them to resemble plant life would best enable them to blend into their surroundings. Their sensors had to be calibrated as precisely as possible to enable accurate readings from deep underground.&lt;br /&gt;
Koh Rabntah: Alas, they will ever be in a state of imperfection. As they are, they are far from the picture of well-oiled killing machines. One might even say they appear quite charming─until the explosions start, that is.&lt;br /&gt;
&lt;br /&gt;
===Tell me about the cloning system on floor 20===&lt;br /&gt;
Koh Rabntah: After protracted battle and innumerable losses on the southern continent, the empire sought a means by which to use the strength of dragons to aid their conquest. &lt;br /&gt;
Koh Rabntah: The cloning system you encountered was created to make this dream into reality.&lt;br /&gt;
Koh Rabntah: Its genius lies in the unification of two technologies: dragon cloning and control mechanisms for biological organisms. It enabled the creation of winged soldiers whose obedience was absolute.&lt;br /&gt;
Koh Rabntah: The woman in charge of researching and developing the system lost her husband in the southern campaign. It was said that a dragon bit his head clean off, and only his body was returned home for burial.&lt;br /&gt;
Koh Rabntah: She threw herself into her work, so that no others would suffer as she did. “A claw for a claw, a fang for a fang...” Such was her mantra as she spent countless long nights perfecting the system.&lt;br /&gt;
&lt;br /&gt;
===Tell me about the clone of Tiamat on floor 30===&lt;br /&gt;
Koh Rabntah: If you include the devastation wrought by her summoning of Bahamut, no wyrm has claimed more Allagan lives than Tiamat.&lt;br /&gt;
Koh Rabntah: The vast plains of the southern continent were so littered with corpses that one could walk for malms without setting foot on the ground. While some could be identified, many more were charred masses of bone and gristle.&lt;br /&gt;
Koh Rabntah: The prospect of cloning such a fierce entity was a daunting one, and I remember hearing that the researchers even made efforts to tone down their subject&#039;s innate savagery.&lt;br /&gt;
Koh Rabntah: Tiamat was gifted with considerable skill at manipulating aether. I found the nature of her breath most fascinating. She could concentrate dark aether so intensely that it created aetheric bodies similar to familiars and sprites─something observed in no other dragon.&lt;br /&gt;
Koh Rabntah: It seems they opted not to engineer these talents out of the clones. Whether that was due to the difficulty of doing so or because they hoped to use it to their own advantage, I cannot say...&lt;br /&gt;
&lt;br /&gt;
===Tell me about the clone of Twintania on floor 40===&lt;br /&gt;
Koh Rabntah: Ah, yes, Twintania. The ancient wyvern who held dominion over the wind itself. If I recall, research on cloning the creature was being conducted on the fortieth floor.&lt;br /&gt;
Koh Rabntah: The original Twintania was feared by even the mightiest generals of Allag, and as a child of Bahamut she wrought untold destruction upon her broodsire&#039;s enemies. Naturally, she became a subject of much interest after her capture.&lt;br /&gt;
Koh Rabntah: Countless clones of her were produced, and the knowledge gleaned from the process became fundamental to the further development of technology for dragon duplication and control.&lt;br /&gt;
Koh Rabntah: The specimen you encountered was doubtless one of these test subjects, kept there to tighten the shackles of Allag&#039;s mastery over dragonkin.&lt;br /&gt;
&lt;br /&gt;
===Tell me about the servomechanical chimera 14X on floor 50===&lt;br /&gt;
Koh Rabntah: If a single marvel were to define Allag, it would be the advent of chimerical organisms. So versatile were these creations that researchers would often hold contests to show off their most recent contrivances.&lt;br /&gt;
Koh Rabntah: The chimera as you know it was the culmination of this competitive spirit─a masterpiece that would endure beyond the empire itself. Each iteration brought it closer to perfection, until the third generation combined the strengths of three species of animal into one relentless predator.&lt;br /&gt;
Koh Rabntah: The servomechanical chimera 14X used this deadly organism as its inspiration, and was meant to surpass it in every way─a perfect weapon.&lt;br /&gt;
Koh Rabntah: But if you ask me, all that metal quite takes the art out of the thing! It may be deadly, yes, but there is an allure in organic life that can never be captured by machinery.&lt;br /&gt;
Koh Rabntah: The joining of disparate mundane beasts to make an almost mythical creation was the source of the chimera&#039;s grotesque charm. You cannot deliberately forge every part without marring its inherent beauty.&lt;br /&gt;
&lt;br /&gt;
===Tell me about the servomechanical minotaur 16 on floor 60===&lt;br /&gt;
Koh Rabntah: Ah, I see you found the chimerical laboratory.&lt;br /&gt;
Koh Rabntah: As you may already know, chimerical hybrids evolved over the course of four generations. The first was a blossoming of new life, its potential unrealized. By the fourth generation, chimerical hybrids had achieved a level of intelligence which placed them squarely at the top of the natural order.&lt;br /&gt;
Koh Rabntah: The minotaur belonged to the second generation─simple in composition, yet gifted with the ability to reproduce. The latter characteristic was what set it apart from its more primitive forebears.&lt;br /&gt;
Koh Rabntah: The advantages of a weapon that can multiply quickly and of its own volition are self-evident, I would hope. The minotaur you encountered was enhanced with Allag&#039;s most advanced technology, meant to minimize the cost of upkeep while maximizing its combat efficacy.&lt;br /&gt;
&lt;br /&gt;
===Tell me about the aeturna on floor 70===&lt;br /&gt;
Koh Rabntah: The conquest of the southern continent saw Allag contending with eikons, and naturally the researchers of Eureka Orthos were tasked with developing countermeasures in this conflict. &lt;br /&gt;
Koh Rabntah: Now I ask you, [Forename]─what do you think is the most effective way to combat an eikon? Your experience makes you singularly suited to answer such a question.&lt;br /&gt;
Koh Rabntah: The correct answer, of course, is to keep them from being summoned in the first place. By siphoning away the aether that is their lifeblood, one can ensure that the eikons never set foot on solid earth.&lt;br /&gt;
Koh Rabntah: Such was the aeturna&#039;s purpose─a beast captured by Xande during an excursion abroad, and possessed of an insatiable hunger for aether.&lt;br /&gt;
Koh Rabntah: It uses that aether not only to feed its own fury, but also to aid its allies in battle. That, combined with the beauty of its form, makes it one of Allag&#039;s most elegant weapons─in my humble opinion, of course.&lt;br /&gt;
&lt;br /&gt;
===Tell me about Proto-Kaliya on floor 80===&lt;br /&gt;
Koh Rabntah: From the description of your foe, it could be none other than Proto-Kaliya you encountered on the eightieth floor. How curious...&lt;br /&gt;
Koh Rabntah: Work on Kaliya had already been completed, you see. I struggle to find a reason why a prototype would be housed so deep within Eureka Orthos.&lt;br /&gt;
Koh Rabntah: My best guess would be that it served as a base from which to produce a new type of weapon─a divergent species of Kaliya, if you will.&lt;br /&gt;
Koh Rabntah: Your experience seems to bolster that theory, in fact. No Kaliya I know could coordinate with drones and mechanical systems. Whatever its eventual use would have been, it seems Allag&#039;s collapse ensured that it will never come to fruition.&lt;br /&gt;
&lt;br /&gt;
===Tell me about the Administrator on floor 90===&lt;br /&gt;
Koh Rabntah: Hmm? A machine that summoned a steel legion of mechanized soldiers and drones?&lt;br /&gt;
Koh Rabntah: Hah hah hah, gods, you are impressive! That would be the Administrator, overseer of Eureka Orthos&#039;s defense systems.&lt;br /&gt;
Koh Rabntah: It is no surprise it was housed within the deepmost floors of the facility, as those held its most precious secrets.&lt;br /&gt;
Koh Rabntah: It was designed with the capabilities to fight back an entire enemy army on its own, yet it fell to the might of a single warrior! Hah!&lt;br /&gt;
Koh Rabntah: You are every bit as fierce as I was led to believe, [Forename]! If I am fortunate enough to meet the system&#039;s designers again when I return to the aetherial sea, I shall tell them of your triumph! Oh, to see the look on their faces would make this entire reawakening business worth it!&lt;br /&gt;
&lt;br /&gt;
===Tell me about Excalibur on floor 99===&lt;br /&gt;
Koh Rabntah: You wish to hear the tale of Excalibur again? Very well, I see no reason to object─&#039;tis only fitting that you and Koh should know the truth by heart.&lt;br /&gt;
Koh Rabntah: Ahem. Eureka Orthos&#039;s supreme eikon created the sword Excalibur from a nigh-bottomless well of aether. The Allagans dubbed it a trigger weapon, which would allow its wielder to summon divine power at will.&lt;br /&gt;
Koh Rabntah: However, it was not to be used for the benefit of Allag&#039;s military. It would pierce the heart of the traitor Artorius, breaking his spirit and turning him into the empire&#039;s puppet.&lt;br /&gt;
Koh Rabntah: After you brought this broken king low, it appears the sword was separated from his body and placed in safekeeping.&lt;br /&gt;
Koh Rabntah: In time, Eureka Orthos will cease to function, and breathe its final breath deep beneath the earth. When that happens, it shall live on as naught but a legend of a bygone age.&lt;br /&gt;
Koh Rabntah: The name Excalibur appears in another legend, if I recall. Long after the empire was laid to rest, a story was woven of a king of eld who wielded a sword by the same name.&lt;br /&gt;
Koh Rabntah: Was this an attempt to glorify the deeds of Artorius, who in the end became little more than a weapon himself? Or perhaps it was an attempt to paint the truth in more palatable shades, transforming atrocity into heroism through the filter of myth. They say that all things give way before time, after all.&lt;br /&gt;
&lt;br /&gt;
===Ask about achievements===&lt;br /&gt;
Koh Rabntah: The tomestone inserted into Excalibur&#039;s storage unit contains detailed records on the weapon in question.&lt;br /&gt;
Koh Rabntah: I realize that the adventurers of today care little for such dry records aside from where market value is concerned, but that is your own fault for not knowing how to use them.&lt;br /&gt;
Koh Rabntah: Fortunately, it was a simple matter for me to program the synthesis node to import the design elements recorded therein, and the resulting Excalibur-themed accoutrements should suffice to pique your interest. The weapon was a true work of art, after all.&lt;br /&gt;
System: You can exchange Orthos tomestones for four types of accessories by presenting them to the synthesis node.&lt;br /&gt;
System: If you speak to Koh Rabntah with all four of these accessories equipped or in your inventory, you will earn an achievement and a rare item.&lt;br /&gt;
&lt;br /&gt;
===Accept achievement reward===&lt;br /&gt;
&amp;gt; If reward cannot fit in inventory&lt;br /&gt;
Koh Rabntah: I have something to give you, but...gods, {{alternatives|m=man|f=woman}}, must you carry an entire arsenal in your pack? I would hate for your illustrious career to be cut short by a bad back.&lt;br /&gt;
System: To collect your reward, ensure you have sufficient inventory space and speak with Koh Rabntah once more.&lt;br /&gt;
---&lt;br /&gt;
Koh Rabntah: You are quite full of surprises, [Forename]. It was impressive enough that you conquered every corner of Eureka Orthos, but that you would brave those halls yet again is truly remarkable! Indeed you know naught of fear.&lt;br /&gt;
Koh Rabntah: And you have benefited from your own bravery, it seems. The data from the tomestones you recovered proved sufficient to synthesize a complete set of breathtaking accessories.&lt;br /&gt;
Koh Rabntah: Now, Excalibur&#039;s beauty is the proverbial feather in your cap! You deserve it, for scarcely in my long years have I seen such a passion for discovery.&lt;br /&gt;
Koh Rabntah: Since you leapt into the jaws of danger at my behest, I feel it is my duty to reward you for your thoroughness.&lt;br /&gt;
Koh Rabntah: Although the debt I owe cannot be paid by material goods, I hope this &#039;&#039;aeturna&#039;&#039; I came across in an experimental vat will provide some measure of satisfaction. It appears to be friendly.&lt;br /&gt;
Koh Rabntah: If left in the facility, its fate would have been a short life of loneliness and drudgery. But now, with you, it has many long years of derring-do ahead of it!&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery mode=packed heights=200px&amp;gt;&lt;br /&gt;
Koh Rabntah EW.jpg|Koh Rabntah&#039;s appearance after unlocking Eureka Orthos&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:NPCs]] [[Category:Patch 2.5 NPCs]]&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Orthos_Unveiled&amp;diff=1531397</id>
		<title>Orthos Unveiled</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Orthos_Unveiled&amp;diff=1531397"/>
		<updated>2026-09-07T23:37:37Z</updated>

		<summary type="html">&lt;p&gt;Hubry: templatify dialogue&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quest infobox&lt;br /&gt;
| title = Orthos Unveiled&lt;br /&gt;
| description = [[Koh Rabntah]] would hear more of your expeditions into [[Eureka Orthos]].&lt;br /&gt;
| image = Orthos Unveiled.png&lt;br /&gt;
| quest-giver = Koh Rabntah&lt;br /&gt;
| location = Mor Dhona&lt;br /&gt;
| location-x = 34.7&lt;br /&gt;
| location-y = 19.3&lt;br /&gt;
| type = feature&lt;br /&gt;
| quest-line = &lt;br /&gt;
| journal-section = Sidequests&lt;br /&gt;
| journal-category = Records of Unusual Endeavors Quests&lt;br /&gt;
| journal-genre = Eureka Orthos Quests&lt;br /&gt;
| sortkey = 320&lt;br /&gt;
| organization =&lt;br /&gt;
| class = &lt;br /&gt;
| job = &lt;br /&gt;
| category = &lt;br /&gt;
| level = 81&lt;br /&gt;
| req-quest = &lt;br /&gt;
| req-items = &lt;br /&gt;
| requirements = Clear floor 100 of {{i|Eureka Orthos}}.&lt;br /&gt;
| exp = 0&lt;br /&gt;
| gil = 1001&lt;br /&gt;
| mettle = &lt;br /&gt;
| reward(1-10) = &lt;br /&gt;
| overridereward(1-10) = &lt;br /&gt;
| reward-opt(1-8) = &lt;br /&gt;
| overridereward-opt(1-8) = &lt;br /&gt;
| unlocks =&lt;br /&gt;
| prev-quest = Rage Extinguished&lt;br /&gt;
| next-quest = &lt;br /&gt;
| patch = 6.35&lt;br /&gt;
| release = endwalker&lt;br /&gt;
| id-edb = 0dfbd5e916b&lt;br /&gt;
| id-gt = 70201&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Steps==&lt;br /&gt;
*Speak with [[Koh Rabntah]].&lt;br /&gt;
*Speak with Koh Rabntah again.&lt;br /&gt;
*Speak with Koh Rabntah once more.&lt;br /&gt;
*Speak with Koh Rabntah one last time.&lt;br /&gt;
&lt;br /&gt;
==Journal==&lt;br /&gt;
* [[Koh Rabntah]] would hear more of your expeditions into [[Eureka Orthos]].&lt;br /&gt;
&lt;br /&gt;
* You report your encounters in the deepest depths of Eureka Orthos to Noah, and the archmagus seems both impressed and delighted with your bravery. She wishes to share the story of Excalibur with you, but it seems she would prefer to do so while moving her legs. Accompany her to hear this long-forgotten tale.&lt;br /&gt;
&lt;br /&gt;
* After a brisk stroll, Noah tells you of an eikon whose existence was guarded so closely that the mere utterance of its name was forbidden. This being possessed the power to make dreams into reality─a power which requires little imagination to envision how it could be misused. Before continuing the tale, the archmagus sets off again, as much to keep her own blood flowing as to keep you from dozing off.&lt;br /&gt;
&lt;br /&gt;
* Noah&#039;s story continues as she reveals that the buried eikon was the source of the Allagan trigger weapons, which enabled the summoning of those divine beings without all the pomp and circumstance that was usually required. She tells you that Excalibur was just such a weapon, and once again walks off into the distance, clearly with the intent that you should follow.&lt;br /&gt;
&lt;br /&gt;
* Noah confesses that she has no knowledge of the eikon&#039;s current whereabouts, but remains assured that so long as you are the realm&#039;s defender, there is nothing to fear from its immense power. She sets her sights on the final leg of her journey before departing, beckoning you to follow suit.&lt;br /&gt;
&lt;br /&gt;
* At the final stop of your journey, Noah relates to you the story of Artorius, who was returned to life in Amon&#039;s quest to revive Xande. Once king of a prosperous nation, Artorius saw his home and people subjugated by the Allagans before being made to serve under their banner. Upon his resurrection he returned to the empire&#039;s ranks but found that his sympathies lay with the rebels. When these cracks in his loyalty were exposed, Artorius was slain by an assassin wielding Excalibur, after which he was transformed into a twisted abomination that crushed the rebellion at the empire&#039;s behest. With Noah&#039;s store of secrets exhausted, her essence departs the vessel of Koh Rabntah for the final time─or so the archmagus thinks. The young researcher protests most shrilly, pleading for Noah to remain and share more of her encyclopedic knowledge. Noah begrudgingly obliges, but there is a sense that the archmagus is happy to remain. With you and Koh Rabntah to carry on the story of Allag&#039;s deeds, the empire&#039;s legacy may endure well into the ages yet to come.&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
{{Section-stub|reason=Trigger for Eureka related dialogue needs detail/verification}}&lt;br /&gt;
{{Dialogue|&amp;lt;nowiki&amp;gt;&lt;br /&gt;
===Accepting the quest===&lt;br /&gt;
Koh Rabntah: I understand your desire for plunder and hidden knowledge has won out over your survival instincts. I am dying to know─what awaited you at the bottom of Eureka Orthos?&lt;br /&gt;
Koh Rabntah: So, it really was there. You stood against Excalibur and lived to tell the tale─the first to do so, I wager!&lt;br /&gt;
Koh Rabntah: Hahaha! To think I ever feared for your safety! Amon himself would have been hard-pressed to match your bravery!&lt;br /&gt;
Koh Rabntah: Well then, as I promised, I shall share with you the final scrap of lore I have to offer you. Listen well, for even among the researchers of Eureka Orthos this was a closely guarded secret.&lt;br /&gt;
Koh Rabntah: Hmm... But perhaps a stroll would add the proper gravitas to the story. Besides, there is much to tell, and I would rather not stand here while my legs cramp and my mouth becomes parched.&lt;br /&gt;
Koh Rabntah: So walk with me. Hearken to the tale of the sword Excalibur─and the man who became its slave.&lt;br /&gt;
-quest accepted&lt;br /&gt;
&lt;br /&gt;
===Speak with Koh Rabntah.===&lt;br /&gt;
Koh Rabntah: Now, where to begin...?&lt;br /&gt;
Koh Rabntah: As you are doubtless well aware, a major subject of Allagan research were the eikons─or as you know them, primals.&lt;br /&gt;
Koh Rabntah: One among them stood apart. It had the power to work dreams─no matter how outlandish─into reality.&lt;br /&gt;
Koh Rabntah: It was sealed deep within Eureka Orthos, to hide it away from those who would misuse it. Researchers were even forbidden to speak its name, as if that would erase all trace of its existence from the world.&lt;br /&gt;
Koh Rabntah: In time, this verboten eikon forged a weapon of spectacular power, whose creation left several aether streams desiccated, never to give life again.&lt;br /&gt;
Koh Rabntah: Ah, but I am reminded of my days as a teacher, when my pupils would doze off despite the gravity of the facts being laid out before them. Perhaps a change in scenery would freshen things up, yes? Let us walk.&lt;br /&gt;
&lt;br /&gt;
===Speak with Koh Rabntah again.===&lt;br /&gt;
Koh Rabntah: Now, where was I...? Oh yes─Eureka&#039;s eikon was instrumental in the development of the Allagan trigger weapons.&lt;br /&gt;
Koh Rabntah: Meant only to be wielded by those deemed worthy, these armaments would make summoning an eikon a simple task. The chosen wielder need but hold the weapon aloft, and divine strength would be at her beck and call.&lt;br /&gt;
Koh Rabntah: Without the use of specialized materials such as auracite, the manufacture of trigger weapons &#039;&#039;should&#039;&#039; have been impossible...and yet Eureka&#039;s eikon managed it all the same.&lt;br /&gt;
Koh Rabntah: Excalibur, as you have no doubt concluded, was one of the fruits of that endeavor. Come.&lt;br /&gt;
&lt;br /&gt;
===Speak with Koh Rabntah once more.===&lt;br /&gt;
Koh Rabntah: &amp;lt;pant&amp;gt; I had thought by now we would have reached the Sons of Saint Coinach. Now I am reminded why I spent so much time perfecting teleportation magicks... &lt;br /&gt;
Koh Rabntah: Well, I suppose I can catch my breath while I finish this little yarn. As to what became of this all-powerful eikon, it was transported somewhere far away in the days preceding the Fourth Umbral Calamity.&lt;br /&gt;
Koh Rabntah: The researchers knew that the rebels were drawing in, and keeping the entity&#039;s powers out of their clutches was a top priority.&lt;br /&gt;
Koh Rabntah: And that is where my knowledge of the matter ends. Why, it is entirely possible that the eikon slumbers in some hidden cloister even now, waiting to grant the wishes of those who would dare awaken it...&lt;br /&gt;
&amp;gt; If the player has completed the storyline of {{i|The Forbidden Land, Eureka Hydatos}}&lt;br /&gt;
Koh Rabntah: So you believe you may have already bested this entity? Well, I suppose I should not be surprised, considering your deeds thus far.&lt;br /&gt;
Koh Rabntah: Yes...that tidings of “Eureka&#039;s” fate would be delivered by you is no coincidence. This is destiny if I ever knew it.&lt;br /&gt;
Koh Rabntah: Well then, thanks to you we can put a nice little bow on this era-spanning legend. Excellent work, [Forename], although you are hardly in need of &#039;&#039;my&#039;&#039; praise.&lt;br /&gt;
&amp;gt; Else&lt;br /&gt;
Koh Rabntah: I jest, of course! Yet even if I were not, and the eikon were unleashed upon the realm once more, I have no doubt you would lay it low before its powers were used for evil. &lt;br /&gt;
---&lt;br /&gt;
Koh Rabntah: Now, let us get our feet moving again, or else I may very well use magicks to bring an end to this interminable walking.&lt;br /&gt;
&lt;br /&gt;
===Speak with Koh Rabntah one last time.===&lt;br /&gt;
-cutscene start&lt;br /&gt;
Koh Rabntah: Only a few more yalms to go, eh? One foot in front of the other...&lt;br /&gt;
Koh Rabntah: But before we conclude this little jaunt, &#039;&#039;I&#039;&#039; should conclude the story of Excalibur.&lt;br /&gt;
Koh Rabntah: Long before the sword&#039;s creation, Amon had fervently searched for a means by which to resurrect Xande. He revived countless fallen heroes in his experimentation, but we are concerned with one in particular...&lt;br /&gt;
Koh Rabntah: I speak of the revered Artorius, a legendary king said to have united Ilsabard long before the Allagan Empire.&lt;br /&gt;
Koh Rabntah: While the nation he fostered was prosperous, it could not withstand the burgeoning tide of Allagan might. Artorius was forced to pledge his service to his conquerors, and he lived the rest of his days as a general in the imperial military.&lt;br /&gt;
Koh Rabntah: Once reborn by Amon&#039;s hands, he was given the mantle of general yet again. Unsurprisingly, he often found himself at odds with the direction the empire was headed.&lt;br /&gt;
Koh Rabntah: Although he did not forsake his position, he found himself sympathizing with the rebels more deeply by the day.&lt;br /&gt;
Koh Rabntah: Whether it was due to the strength of Phlegethon&#039;s convictions or the strength of his blade I do not know, but whispers abound that Artorius and the rebel hero were more friends than foes.&lt;br /&gt;
Koh Rabntah: Through their many encounters on the battlefield they forged a bond of mutual respect. And this bond would prove to be Artorius&#039;s undoing...&lt;br /&gt;
Koh Rabntah: The empire would not suffer the slightest hint of treason within its ranks, and when these whispers reached the ears of high command, they sent an assassin to end Artorius&#039;s life. &lt;br /&gt;
Koh Rabntah: And so it was done. Artorius met his end at the tip of Excalibur&#039;s blade.&lt;br /&gt;
Koh Rabntah: As the once-noble king drew his final breath, an eikon descended from the heavens, twisting his body into a grotesque form. His mind was shattered, and he was reduced to a mindless puppet, to be controlled by Excalibur and the Allagans who wielded it.&lt;br /&gt;
Koh Rabntah: In a cruel twist of fate, it was this perverted shade of Artorius that stamped out the fires of revolution and put Phlegethon in shackles.&lt;br /&gt;
Koh Rabntah: A tragic story, to be sure, but such tales serve to remind us of war&#039;s horrors. And now that you have quite plumbed the depths of my knowledge on this subject, the time is come for me to move on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Koh&#039;s body starts to glow, Noah&#039;s essence leaves it, and Koh collapses.&#039;&#039;&lt;br /&gt;
x@Noah&#039;s Essence: Are you surprised? I did say I would relinquish this vessel when I no longer had need of it. I am sure Koh is eager to return to her life.&lt;br /&gt;
x@Noah&#039;s Essence: As for me, I believe I fancy a new journey. A new vessel perhaps. Or perhaps I shall simply dissolve my essence into the Lifestream if I fail to find a satisfactory diversion.&lt;br /&gt;
x@Noah&#039;s Essence: Now, now, there is no need for that dour expression. I am but an echo of the past─a fleeting dream whose end is as inevitable as waking.&lt;br /&gt;
x@Noah&#039;s Essence: That my brief reverie in this age allowed me to claim you as a colleague is nothing short of a miracle, which I shall treasure until the end of my days.&lt;br /&gt;
x@Noah&#039;s Essence: Be well, [Forename], and promise me you shall not allow the name Noah to be forgotten by time.&lt;br /&gt;
&lt;br /&gt;
Koh Rabntah@???: W-Wait!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Koh stands up and yells at Noah.&#039;&#039;&lt;br /&gt;
Koh Rabntah: Don&#039;t go... Please, don&#039;t go!&lt;br /&gt;
&lt;br /&gt;
x@Noah&#039;s Essence: Koh, what are you saying?&lt;br /&gt;
&lt;br /&gt;
Koh Rabntah: You want the entire world to know of your pupils&#039; devotion and works, yes? Then tell me about them as well! Don&#039;t put such a heavy burden on just [Forename]&#039;s shoulders!&lt;br /&gt;
Koh Rabntah: There&#039;s so much you can teach us besides. About Allag, about yourself─countless nuggets of knowledge that have yet to be recorded in any book...&lt;br /&gt;
Koh Rabntah: If ever you need me as your vessel again, I&#039;ll happily oblige. Just stay here and tell me everything!&lt;br /&gt;
Koh Rabntah: Just don&#039;t say farewell. I forbid it...&lt;br /&gt;
Koh Rabntah: And besides...&lt;br /&gt;
Koh Rabntah: You must make amends for forcing me to don this dreadful attire! I practically died from embarrassment, but I held my tongue because I knew it was important to you.&lt;br /&gt;
Koh Rabntah: And so...and so, you&#039;re in my debt!&lt;br /&gt;
Koh Rabntah: And you can&#039;t just off and disappear while you still owe me! Right!? Right.&lt;br /&gt;
&lt;br /&gt;
x@Noah&#039;s Essence: Koh... What has gotten into you?&lt;br /&gt;
x@Noah&#039;s Essence: Why am I cursed with the most headstrong, infuriating, and inquisitive students the realm manages to beget. Over and over...&lt;br /&gt;
x@Noah&#039;s Essence: Very well. Fortunately for you, I have yet to exhaust my interest for this age.&lt;br /&gt;
&#039;&#039;Noah&#039;s essence reenters Koh&#039;s body.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Koh Rabntah: I owe you my thanks, [Forename]. For all you&#039;ve done for Noah, and in a way...for me, as well.&lt;br /&gt;
Koh Rabntah: If you should ever wish to step foot into Eureka Orthos again, my colleagues in the Sons of Saint Coinach shall be eager to lend assistance.&lt;br /&gt;
Koh Rabntah: NOAH─and Noah, surely─look forward to working with you again!&lt;br /&gt;
Koh Rabntah: Now, I believe it&#039;s time to return to the Eight Sentinels. Oh, I have so many questions to ask! If you have need of us in the future, I suspect we shall be easy to find, deep in fascinating conversation.&lt;br /&gt;
-quest complete&lt;br /&gt;
System: Congratulations! You have completed Eureka Orthos.&lt;br /&gt;
System: You can exchange Orthos tomestones for four types of accessories by presenting them to the synthesis node.&lt;br /&gt;
System: If you speak to Koh Rabntah with all four of these accessories equipped or in your inventory, you will earn an achievement and a rare item.&lt;br /&gt;
-cutscene end&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;}}&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Delve_into_Myth&amp;diff=1531312</id>
		<title>Delve into Myth</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Delve_into_Myth&amp;diff=1531312"/>
		<updated>2026-09-07T15:04:59Z</updated>

		<summary type="html">&lt;p&gt;Hubry: /* Dialogue */ fix copypaste typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quest infobox&lt;br /&gt;
| title = Delve into Myth&lt;br /&gt;
| description = [[Koh Rabntah]] is eyeing you like a bird who has found its prey.&lt;br /&gt;
| image = DelveIntoMyth.png&lt;br /&gt;
| quest-giver = Koh Rabntah&lt;br /&gt;
| related-npcs = G&#039;raha Tia; Khatun&lt;br /&gt;
| location = Mor Dhona&lt;br /&gt;
| location-x = 21.8&lt;br /&gt;
| location-y = 8.1&lt;br /&gt;
| type = feature&lt;br /&gt;
| quest-line = &lt;br /&gt;
| journal-section = Sidequests&lt;br /&gt;
| journal-category = Records of Unusual Endeavors Quests&lt;br /&gt;
| journal-genre = Eureka Orthos Quests&lt;br /&gt;
| sortkey = 301&lt;br /&gt;
| organization =&lt;br /&gt;
| class = &lt;br /&gt;
| job = &lt;br /&gt;
| category = &lt;br /&gt;
| level = 81&lt;br /&gt;
| req-quest = Endwalker (Quest)&lt;br /&gt;
| req-items = 1 Expedition Kit&lt;br /&gt;
| requirements = Clear floor 50 of the {{i|Palace of the Dead}}.&lt;br /&gt;
| exp = 0&lt;br /&gt;
| gil = 958&lt;br /&gt;
| mettle = &lt;br /&gt;
| reward(1-10) = &lt;br /&gt;
| overridereward(1-10) = &lt;br /&gt;
| reward-opt(1-8) = &lt;br /&gt;
| overridereward-opt(1-8) = &lt;br /&gt;
| unlocks = dd Eureka Orthos&lt;br /&gt;
| prev-quest = &lt;br /&gt;
| next-quest = Rage Extinguished&lt;br /&gt;
| patch = 6.35&lt;br /&gt;
| release = endwalker&lt;br /&gt;
| id-edb = 0904c99e110&lt;br /&gt;
| id-gt = 70199&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Steps==&lt;br /&gt;
*Wait at the designated location.&lt;br /&gt;
*Speak with [[Koh Rabntah]].&lt;br /&gt;
*Show your equipment to [[Khatun]].&lt;br /&gt;
&lt;br /&gt;
==Journal==&lt;br /&gt;
* [[Koh Rabntah]] is eyeing you like a bird who has found its prey.&lt;br /&gt;
&lt;br /&gt;
* What appears to be an unassuming Miqo&#039;te researcher is─for the moment─currently inhabited by the essence of legendary Allagan archmagus Noah, and it appears that your deeds have impressed the exacting teacher enough that she has decided to entrust you with a matter of utmost import. Before divulging the details of her request, however, she asks that you summon G&#039;raha Tia to the Eight Sentinels, as he apparently also has a role in her plan.&lt;br /&gt;
&lt;br /&gt;
* Upon G&#039;raha Tia&#039;s arrival, Noah reveals the purpose for which she has gathered you both at the Crystal Tower. Using G&#039;raha Tia&#039;s royal blood as a key, she hopes to gain access to Eureka Orthos, a secret Allagan facility that held the empire&#039;s most clandestine research. After the gates are unlocked, she would have you delve into its long-forgotten halls, braving the dangers lying in wait and bringing Allag&#039;s secrets to the surface. The archmagus promises to help ensure─or at least promote─your survival, and seems eager to finish your preparations.&lt;br /&gt;
&lt;br /&gt;
* The archmagus furnishes you with a special suit of armor which will shield you from the facility&#039;s enervating wards as well as a demiclone generator, which can make sense of any data you find in your search. Although you have everything you need to begin your expedition, protocol must be followed. Present your equipment to Khatun for a final inspection.&lt;br /&gt;
&lt;br /&gt;
* Confirming that all the bits and pieces of your gear are in working order, Khatun clears you for entrance into Eureka Orthos. Your first goal is to descend to the thirtieth floor of the labyrinthine facility, fighting your way through any opposition that stands before you.&lt;br /&gt;
** ※You may speak with Burnel at Revenant&#039;s Toll to teleport to the Eight Sentinels.&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
{{Dialogue|&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;gt; If the player has not yet completed {{i|Palace of the Dead (Floors 41-50)}}&lt;br /&gt;
&lt;br /&gt;
System: In order to undertake this quest, you must first clear floor 50 of the [[Palace of the Dead]].&lt;br /&gt;
System: To gain access to the Palace of the Dead, you must complete the quest “[[The House That Death Built]].” &lt;br /&gt;
---&lt;br /&gt;
===Accepting the quest===&lt;br /&gt;
-cutscene start&lt;br /&gt;
&amp;gt; If the player has not completed the removed quest {{i|But I Hardly Noah}}&lt;br /&gt;
Koh Rabntah: How fare you, brave adventurer?&lt;br /&gt;
Koh Rabntah: ...Or should I call you the hero of the Scions? An intrepid researcher for NOAH, perhaps? Which appellation do you prefer, [Forename] [Surname]?&lt;br /&gt;
Koh Rabntah: Now, now, there is no need for alarm. I am but a humble member of the Sons of Saint Coinach, although plainly not a son. My name is Koh Rabntah... &lt;br /&gt;
Koh Rabntah: ...Well, strictly speaking, it would be more accurate to say that Koh Rabntah is the name of the vessel I inhabit. To explain matters simply, I am borrowing her for a spell.&lt;br /&gt;
Koh Rabntah: My true name is Noah. Yes, &#039;&#039;that&#039;&#039; Noah, famed archmagus of the Allagan Empire.&lt;br /&gt;
Koh Rabntah: Surprised you, did I? I assure you I speak the truth─before you stands the very person after whom you have named your esteemed research group. Or her essence, rather.&lt;br /&gt;
Koh Rabntah: You have braved Syrcus Tower, yes? &#039;Twas there that Koh chanced upon the orb which harbored me.&lt;br /&gt;
Koh Rabntah: Awakened into an entirely new age, I was eager to abscond from my stuffy home and stretch my legs, so to speak. So Koh and I came to an agreement: she would lend me her body from time to time, and in return would receive the honor of being my vessel.&lt;br /&gt;
Koh Rabntah: Fear not, this is nothing so base as voidsent possession─I can leave this body whensoever I please. But I did not seek you out to discuss the finer points of magic. No, there is something much more important we must discuss.&lt;br /&gt;
&amp;gt; Else&lt;br /&gt;
Koh Rabntah: Ah, fancy meeting you here, [Forename]. Have you been well?&lt;br /&gt;
Koh Rabntah: Doubtless your adventuring duties have left you with little time for our humble organization. Still, I trust you have found a spare moment here and there to contribute to NOAH&#039;s ongoing research. You are so very good at it, after all.&lt;br /&gt;
Koh Rabntah: Splendid, splendid. As you can see, my circumstances leave little room for complaint.&lt;br /&gt;
Koh Rabntah: My vessel remains intact, and this age has yet to lose its luster. All told, Koh&#039;s discovery of the orb containing my essence in Syrcus Tower was a happy twist of fate indeed.&lt;br /&gt;
Koh Rabntah: Not only have I been able to drink my fill of this world&#039;s mysteries and delights, but Koh seems more than happy to allow me all the time I need to indulge my curiosity.&lt;br /&gt;
Koh Rabntah: Now, before you pass judgment, I must remind you that this arrangement was carried out under mutual agreement. I fully intend to relinquish control to her as soon as my work here is done, and it just so happens you may be able to help with that.&lt;br /&gt;
---&lt;br /&gt;
Koh Rabntah: Rammbroes can scarcely stop talking about your adventures with the Scions of the Seventh Dawn, you see. I have heard the stories countless times...&lt;br /&gt;
Koh Rabntah: How in a strange turn of fate, G&#039;raha Tia was awoken from his slumber in the Crystal Tower, far earlier than he should have been.&lt;br /&gt;
Koh Rabntah: How the Ascian Fandaniel, who set our star on course toward the Final Days, was in fact Amon all along. &lt;br /&gt;
Koh Rabntah: Events of earth-shaking import─events in which you invariably played a pivotal role.&lt;br /&gt;
Koh Rabntah: Your pedigree means there is none better suited to receive my request.&lt;br /&gt;
Koh Rabntah: Firstly, however, I would ask that you summon G&#039;raha Tia to the Eight Sentinels. I suspect he will answer the call of a comrade-in-arms much more readily than an anonymous researcher calling themselves an archmagus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Warrior of Light calls G&#039;raha Tia using a linkpearl.&#039;&#039;&lt;br /&gt;
G&#039;raha Tia: Yes, this is he.&lt;br /&gt;
G&#039;raha Tia: [Forename]!? What a pleasant surprise! I can&#039;t remember the last time &#039;&#039;you&#039;&#039; called &#039;&#039;m&#039;&#039;─ Oh my!&lt;br /&gt;
G&#039;raha Tia: Oh...that? &#039;Twas nothing, nothing at all! I&#039;m much more interested in you, my friend. Are you well? You aren&#039;t in some sort of trouble, are you?&lt;br /&gt;
G&#039;raha Tia: That&#039;s...quite the yarn. You say the archmagus Noah, inhabiting the body of a young researcher, has asked you to ask me to make haste to the Eight Sentinels. Have I got it right?&lt;br /&gt;
G&#039;raha Tia: ......&lt;br /&gt;
G&#039;raha Tia: ...Absolutely fascinating!&lt;br /&gt;
G&#039;raha Tia: I&#039;ll be there at once! As soon as I conclude my current business, that is. I promise to be quick.&lt;br /&gt;
G&#039;raha Tia: Tell Noah─or is it Koh?─that I am eager to make her acquaintance! Until then, [Forename]!&lt;br /&gt;
&lt;br /&gt;
Koh Rabntah: Well, I certainly did not mean to rush the poor lad. I hope his haste does not come at the expense of caution...&lt;br /&gt;
Koh Rabntah: Even so, hearing the loyalty you inspire in others makes me feel secure in my choice to place this task in your hands.&lt;br /&gt;
Koh Rabntah: Now then, it would be improper for us to be late to our appointment after pulling G&#039;raha Tia away from his work. Feel free to go on ahead─I shall be not far behind.&lt;br /&gt;
-quest accepted&lt;br /&gt;
-cutscene end&lt;br /&gt;
&lt;br /&gt;
===Wait at the designated location.===&lt;br /&gt;
-cutscene start&lt;br /&gt;
G&#039;raha Tia: I came as quickly as I could. I haven&#039;t kept you waiting, have I?&lt;br /&gt;
G&#039;raha Tia: ...Good, good. When you told me that Noah herself was a party in all this, I knew this was an opportunity I would be loath to miss.&lt;br /&gt;
G&#039;raha Tia: When placed against the rebirth of both Xande and Amon, the survival of Noah&#039;s essence seems almost quaint. Still, I can&#039;t help but be excited to meet her and hear what this request of hers entails.&lt;br /&gt;
G&#039;raha Tia: If I were to hazard a guess, it has something to do with the Crystal Tower.&lt;br /&gt;
&lt;br /&gt;
Koh Rabntah@???: Your instincts are correct. Now, let me see those eyes...a deep crimson the likes of which I have not seen in many an age.&lt;br /&gt;
Koh Rabntah@???: Oh, this? Magicks are required on the road ahead, and I had to prepare accordingly.&lt;br /&gt;
Koh Rabntah@???: While adept enough as a researcher, I am afraid Koh&#039;s aptitude in the aetherial arts is nonexistent. It was necessary for me to acquire the proper attire, that I might in some small way make up for this deficiency.&lt;br /&gt;
Koh Rabntah: While my abilities now are but a shade of what they were at my zenith, they shall suffice. You can thank Rowena&#039;s House of Splendors for meeting even the most esoteric of my demands.&lt;br /&gt;
&lt;br /&gt;
Question: What will you say?&lt;br /&gt;
&amp;gt; You&#039;ve truly captured the spirit of Allag!&lt;br /&gt;
Koh Rabntah: Why, thank you! I did try. Every magus knows that function must be married with looks─those that fail to learn that lesson seldom last long.&lt;br /&gt;
&amp;gt; Did you really have to change her hair?&lt;br /&gt;
Koh Rabntah: Truth be told, I never did understand why Koh felt the need to hide her face with her hair. Why limit one&#039;s field of vision so? With this simple change, it feels the world has opened itself to me.&lt;br /&gt;
&amp;gt; Uh... Who are you? &lt;br /&gt;
Koh Rabntah: Hoho, [Forename], so quick with the jests. Unless you were serious...? Either way, I shall take your statement to mean that my change is an overall improvement. &lt;br /&gt;
---&lt;br /&gt;
Koh Rabntah: However, I do wish I could have added a touch more flair. Amon would have clucked his tongue in disapproval at the sight of me.&lt;br /&gt;
Koh Rabntah: Alas, I had to appease Koh&#039;s preferences as well. She insisted that the first few outfits I selected were much too gaudy, and eventually we landed on this compromise. Beauty truly is in the eye of the beholder, I suppose...&lt;br /&gt;
&lt;br /&gt;
G&#039;raha Tia: Yes, yes, truly fascinating, most illustrious Noah. I could listen for days...&lt;br /&gt;
G&#039;raha Tia: Yet there is the question of why I was summoned here. And [Forename], for that matter. Why have you gone to such lengths to seek us out?&lt;br /&gt;
&lt;br /&gt;
Koh Rabntah: ...Yes, quite right. To understand where we are heading, I must first tell you what came before. In the twilight of the Third Astral Era, with the Allagan Empire at the height of its glory, a laboratory was constructed beneath the Crystal Tower. There, the empire&#039;s most sensitive research was conducted.&lt;br /&gt;
Koh Rabntah: The means of achieving eternal life and resurrection. Clone technology. Control mechanisms for the eikons and the eventual completion of the Dalamud prototype.&lt;br /&gt;
Koh Rabntah: Those were but few of the many projects pursued deep under the earth. All in absolute secrecy, with the full blessings and guidance of the royal family.&lt;br /&gt;
Koh Rabntah: It was dubbed Eureka Orthos by the emperor himself. A fitting name for a place which would become a nexus of creation.&lt;br /&gt;
&lt;br /&gt;
G&#039;raha Tia: Eureka!? You can&#039;t mean what I think you mean...&lt;br /&gt;
&amp;gt; If the player has completed the quest {{i|And We Shall Call It Eureka}}&lt;br /&gt;
G&#039;raha Tia: I believe you and Krile are well familiar with the “Forbidden Land”?&lt;br /&gt;
G&#039;raha Tia: When that island appeared suddenly in the waters of the Far East, it was dubbed “Eureka” after the Allagan legend.&lt;br /&gt;
&amp;gt; Else&lt;br /&gt;
G&#039;raha Tia: Eureka is one of the oldest legends of Allag.&lt;br /&gt;
---&lt;br /&gt;
G&#039;raha Tia: The stories say that in the center of a vast labyrinth slumbers a weapon of incomprehensible power.&lt;br /&gt;
&lt;br /&gt;
Koh Rabntah: Oh, so the passage of time has not erased our deeds entirely.&lt;br /&gt;
Koh Rabntah: That legend has a hint of truth in it. The development of specialized weapons was a main subject of research within Eureka Orthos. It comes as no surprise that rumors of what transpired there would eventually grow into the tales of which you speak.&lt;br /&gt;
Koh Rabntah: However, Eureka Orthos is no myth─it exists as surely as you or I, and it was every bit as magnificent a feat as Syrcus Tower. I have reason to believe it survived the chaos of the Fourth Umbral Calamity relatively unscathed. &lt;br /&gt;
Koh Rabntah: I know where it is, and I know how we can gain entrance.&lt;br /&gt;
Koh Rabntah: My peerless knowledge of teleportation magicks shall take us to the gates, and the royal blood flowing through G&#039;raha Tia&#039;s veins shall open them.&lt;br /&gt;
Koh Rabntah: I would very much like to once again set foot within those halls, where I refined and perfected the means of transferring my essence to and from various objects. &lt;br /&gt;
Koh Rabntah: Which brings me to my request. I would have you delve into the deepest regions of Eureka Orthos, and drag its secrets kicking and screaming into today.&lt;br /&gt;
Koh Rabntah: With the flow of time within the Crystal Tower restored, the laboratory should be fully active, its unfinished experiments and long-dormant security measures wandering aimlessly in search of intruders.&lt;br /&gt;
Koh Rabntah: The first order of the day shall be to put these obstacles to rest, and advance to the thirtieth floor of the facility.&lt;br /&gt;
&lt;br /&gt;
G&#039;raha Tia: I&#039;ll accompany you. If this place is as dangerous as it sounds, you&#039;ll need every extra weapon you can get.&lt;br /&gt;
&lt;br /&gt;
Koh Rabntah: I am afraid I cannot permit that. Your role in this ends once the gates to Eureka Orthos have opened.&lt;br /&gt;
Koh Rabntah: I understand your disappointment, but the same blood that makes you useful as a key makes you a hindrance to fulfilling this mission. It ties you too strongly to the empire.&lt;br /&gt;
Koh Rabntah: Unlike the Crystal Tower, there is no need for Eureka Orthos to inspire hope.&lt;br /&gt;
Koh Rabntah: Allag is gone, its inheritors long dead. I wish for the empire&#039;s deeds─no matter how unsavory─to be beholden with eyes unclouded by legacy, that they might be judged for what they were.&lt;br /&gt;
Koh Rabntah: So, [Forename], I know I have been long in the asking, but will you accept this task?&lt;br /&gt;
Koh Rabntah: Naturally, I shall offer all the help I can muster, and you are free to take any spoils you may find. There is much that could be of use to one such as you.&lt;br /&gt;
Koh Rabntah: I knew you would find the scent of adventure irresistible, but I thank you nonetheless. Drink your fill of ancient secrets and buried sin.&lt;br /&gt;
Koh Rabntah: Well then, I suppose it is time to make our ingress. Allow us to borrow the key that Unei and Doga entrusted to you so long ago.&lt;br /&gt;
Koh Rabntah: Ah, the connection seems to be stable. Very good.&lt;br /&gt;
&lt;br /&gt;
G&#039;raha Tia: Promise me you&#039;ll come back in one piece, [Forename]. Return in any other shape, and not even another Calamity will convince me to open these gates.&lt;br /&gt;
&lt;br /&gt;
Koh Rabntah: Must you fuss over {{alternatives|m=him|f=her}} like a child? {{alternatives|m=He|f=She}} to whom Allagan ruins are almost commonplace─who bested even Amon in combat. Compared to such trials, this will be but a footnote in a long list of heroics.&lt;br /&gt;
Koh Rabntah: Once [Forename] returns from {{alternatives|m=his|f=her}} expedition, you are more than welcome to return here and listen to the report. Rest assured you shall remain fully apprised of any world-threatening developments.&lt;br /&gt;
&lt;br /&gt;
G&#039;raha Tia: That&#039;s a small reassurance, but I suppose it must suffice. ...Should you find yourselves at an impasse, do remember that I&#039;m only a call away, won&#039;t you?&lt;br /&gt;
&lt;br /&gt;
Koh Rabntah: Now then, let us make ready. The secrets of Eureka Orthos lie in wait to be found!&lt;br /&gt;
-cutscene end&lt;br /&gt;
&lt;br /&gt;
===Speak with Koh Rabntah.===&lt;br /&gt;
-optional start&lt;br /&gt;
Khatun: Welcome, welcome! I am at your complete disposal as you venture forth into Eureka Orthos. I was given the honor of this appointment directly by Archmagus Noah, and I don&#039;t intend to let her down!&lt;br /&gt;
Valeroine: I&#039;ve been tasked with identifying and discerning the value of any treasure you find within the Allagan laboratory. It&#039;s an honor to be included among such illustrious company, and I eagerly await the spoils of your first expedition.&lt;br /&gt;
Synthesis Node: &amp;lt;blip&amp;gt; &amp;lt;buzz&amp;gt; Resources required for item synthesis.&lt;br /&gt;
-optional end&lt;br /&gt;
&lt;br /&gt;
Koh Rabntah: Here we are. Rammbroes has furnished me with all the manpower I requested.&lt;br /&gt;
Koh Rabntah: The capable researchers of the Sons of Saint Coinach stand ready to organize your expeditions and appraise any rarities you may find.&lt;br /&gt;
Koh Rabntah: As for my part, I have managed to offset the magical limitations of this vessel with my boundless knowledge, procuring two tools that should be of great use to you.&lt;br /&gt;
Koh Rabntah: First, special armor. You see, in the days before the Fourth Umbral Calamity, the researchers of Eureka Orthos fortified it with wards that enervate the faculties of any intruders.&lt;br /&gt;
Koh Rabntah: Even the most masterful weapons are rendered useless if they cannot be swung. To overcome this, I have imbued a set of armor with opposing wards which should nullify the effect, thus allowing you to fight with gusto!&lt;br /&gt;
Koh Rabntah: Second is a handy little device called a demiclone generator. As the name implies, it is capable of creating near-clones in a matter of moments. &lt;br /&gt;
Koh Rabntah: Such clones, while imperfect, were often used in experiments. If you come across tomestones containing data on such experiments, the generator can make sense of them.&lt;br /&gt;
Koh Rabntah: Furthermore, while the aether of the clones dissipates as quickly as vapor in a hot beaker, an extra hand or two may prove useful in pulling you from a perilous situation.&lt;br /&gt;
Koh Rabntah: Take these tools in good health, and may they serve you well! Once you have steeled your nerves and sharpened your weapons, speak with Khatun to begin!&lt;br /&gt;
&lt;br /&gt;
===Speak with Khatun.===&lt;br /&gt;
Khatun: Well met, [Forename]! I&#039;m Khatun, and Mistress Noah has tasked me with overseeing all manner of support for your expeditions into Eureka Orthos. &lt;br /&gt;
Khatun: That lass over there is Valeroine, and she&#039;ll appraise the worth of any trinkets or treasure you may find. Mistress Noah has also provided us with a synthesis node, and we&#039;re standing by to offer whatsoever aid we can!&lt;br /&gt;
Khatun: I take it the archmagus has given you the two pieces of equipment she was so proud of making? Excuse me, but for your own safety, I must ask you to show them to me before I allow you to set foot into the unknown.&lt;br /&gt;
Khatun: Everything appears to be in working order. Now then, you&#039;re ready to go!&lt;br /&gt;
Khatun: Our first goal is to reach the thirtieth floor of the facility! Go forth, [Forename], and show the realm that Allag&#039;s most deadly creations are no match for our heroes!&lt;br /&gt;
-quest complete&lt;br /&gt;
&#039;&#039;{{i|Eureka Orthos}} now accessible&#039;&#039;&lt;br /&gt;
System: You now have access to Eureka Orthos.&lt;br /&gt;
System: You may enter the deep dungeon by speaking with Khatun again.&lt;br /&gt;
System: You must be a Disciple of War or Magic of level 81 or above to participate, and your level will be adjusted to 81 upon entering Eureka Orthos for the first time.&lt;br /&gt;
System: Further details can be had by speaking with Khatun.&lt;br /&gt;
System: To return to this location, you may speak with Burnel at Revenant&#039;s Toll. &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Gift_of_the_Archmagus&amp;diff=1531311</id>
		<title>The Gift of the Archmagus</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Gift_of_the_Archmagus&amp;diff=1531311"/>
		<updated>2026-09-07T15:00:27Z</updated>

		<summary type="html">&lt;p&gt;Hubry: templatify dialogue&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{retired|patch=6.3}}&lt;br /&gt;
{{Quest infobox&lt;br /&gt;
| title = The Gift of the Archmagus&lt;br /&gt;
| description = [[Koh Rabntah]]─or rather, the spirit Noah who possesses her─seems keen to begin your dealings.&lt;br /&gt;
| image = But I Hardly Noah.png&lt;br /&gt;
| quest-giver = Koh Rabntah&lt;br /&gt;
| location = Mor Dhona&lt;br /&gt;
| location-x = 21.8&lt;br /&gt;
| location-y = 8.1&lt;br /&gt;
| type = repfeature&lt;br /&gt;
| quest-line = Crystal Tower&lt;br /&gt;
| organization =&lt;br /&gt;
| class = &lt;br /&gt;
| job = &lt;br /&gt;
| level = 50&lt;br /&gt;
| req-quest =&lt;br /&gt;
| req-items = 1 Pearl of the Labyrinth, 1 Pearl of the Tower, 1 Pearl of the Darkness&lt;br /&gt;
| requirements = &lt;br /&gt;
| exp = 0&lt;br /&gt;
| gil = 0&lt;br /&gt;
| mettle = &lt;br /&gt;
| reward1 = 1 Allagan Catalyst&lt;br /&gt;
| reward2 = 1 Aether Oil&lt;br /&gt;
| overridereward(1-10) = &lt;br /&gt;
| reward-opt(1-8) = &lt;br /&gt;
| overridereward-opt(1-8) = &lt;br /&gt;
| unlocks = &lt;br /&gt;
| prev-quest = But I Hardly Noah&lt;br /&gt;
| next-quest = &lt;br /&gt;
| patch = 2.5&lt;br /&gt;
| release = &lt;br /&gt;
| id-edb = 810119f8166&lt;br /&gt;
| id-gt = 66034&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
This quest used to award {{item icon|Encrypted Tomestone}}, {{item icon|Carbontwine}}, or {{item icon|Carboncoat}} previously used to upgrade Ironworks gear. Those items were removed in [[patch 5.3]] and all Poetics gear now comes augmented. As such, this quest was rendered somewhat redundant, and the new rewards can be obtained more easily elsewhere. That said, if you were going to do the alliance raids anyway you might as well get them.&lt;br /&gt;
&lt;br /&gt;
This quest used to be weekly-limited, but limits were also removed in [[Patch 5.3]]. Finally, the quest was removed entirely in [[Patch 6.3]].&lt;br /&gt;
&lt;br /&gt;
==Steps==&lt;br /&gt;
*Obtain a [[Pearl of the Labyrinth]] in [[the Labyrinth of the Ancients]].&lt;br /&gt;
*Obtain a [[Pearl of the Tower]] in [[Syrcus Tower]].&lt;br /&gt;
*Obtain a [[Pearl of the Darkness]] in [[the World of Darkness]].&lt;br /&gt;
*Deliver the requested items to [[Koh Rabntah]] in [[Revenant&#039;s Toll]].&lt;br /&gt;
&lt;br /&gt;
==Journal==&lt;br /&gt;
* [[Koh Rabntah]]─or rather, the spirit Noah who possesses her─seems keen to begin your dealings.&lt;br /&gt;
&lt;br /&gt;
* Noah asks you to revisit, in your mind&#039;s eye, your expeditions into the [[Crystal Tower]], that you might record the memories in oneiromantic pearls for her viewing. She bids you speak with her again once you have filled a [[Pearl of the Labyrinth]], a [[Pearl of the Tower]], and a [[Pearl of the Darkness]] in the areas of the same name.&lt;br /&gt;
** ※[[The Labyrinth of the Ancients]], [[Syrcus Tower]], and [[the World of Darkness]] can be accessed via the [[Duty Finder]].&lt;br /&gt;
&lt;br /&gt;
* You have delved deep into your memories, and recalled every step of your way through the Crystal Tower. Deliver now the three filled oneiromantic pearls to Koh Rabntah─or rather, Noah─in [[Revenant&#039;s Toll]].&lt;br /&gt;
&lt;br /&gt;
* The Allagan archmagus accepts your memories gladly. Praising your efforts, she hopes that what she has given you in exchange will serve you well in your adventures to come.&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
{{Dialogue|&amp;lt;nowiki&amp;gt;&lt;br /&gt;
===Accepting the quest===&lt;br /&gt;
&amp;gt; First time&lt;br /&gt;
Koh Rabntah: Aha! I thought an inquiring mind like yours could not resist my offer. Well, come then, produce the records of NOAH&#039;s expeditions to the Crystal Tower.&lt;br /&gt;
Koh Rabntah: I seek nothing so crude as a tome, though. No, memories speak far truer than written words, my {{alternatives|m=boy|f=girl}}. Kindly conjure all you have seen in the Crystal Tower within your own mind.&lt;br /&gt;
Koh Rabntah: No, no, do not &#039;&#039;tell&#039;&#039; me either! &amp;lt;sigh&amp;gt; You are clearly unfamiliar with oneiromantic pearls. These are devices capable of holding memories─an invention born of my beloved oneiromancy and some technological manipulation of the mind.&lt;br /&gt;
Koh Rabntah: Now, allow your mind to drift back to all you have done with NOAH, every battle fought and comrade lost. Think hard, that I might transfer your experiences to oneiromantic pearls. I shall peruse these memories when you are done, and judge your worthiness by them.&lt;br /&gt;
&amp;gt; Repeat&lt;br /&gt;
Koh Rabntah: My offer has brought you back yet again, eh? &#039;Tis lucky for you I never tire of viewing memories.&lt;br /&gt;
Koh Rabntah: As before, you will need to relive your time in the labyrinth, tower, and dark realm. Remember each and every tiny detail, so I may seal the memories within oneiromantic pearls for the viewing.&lt;br /&gt;
---&lt;br /&gt;
-quest accepted&lt;br /&gt;
-optional start&lt;br /&gt;
Koh Rabntah: Have you turned your mind&#039;s eye to all three places that NOAH investigated? Pray, relive every painful moment and glorious battle, and I shall see all the memories sealed within oneiromantic pearls.&lt;br /&gt;
-optional end&lt;br /&gt;
===Deliver the requested items to Koh Rabntah in Revenant&#039;s Toll.===&lt;br /&gt;
&amp;gt; First time&lt;br /&gt;
Koh Rabntah: I take it you have recalled all you accomplished with NOAH. The spirit of inquiry in me can scarce wait to see how you faced adversity in the shadow of my civilization. The pearls, if you will be so good.&lt;br /&gt;
Koh Rabntah: Thank you. Well, has this fellowship of NOAH outfitted itself bravely amidst Allag&#039;s ruins? We shall see, we shall see.&lt;br /&gt;
Koh Rabntah: Dear me! &#039;Twould seem our two ages are closely intertwined. And even now, this fellow with the Royal Eye sleeps within the Crystal Tower in hopes that it may light the future?&lt;br /&gt;
Koh Rabntah: I see. Well, beholding your exploits has certainly proven your worthiness in my eyes. I would give you this as thanks. &#039;Tis an article born of most ancient knowledge; I think you shall find some use for it on your adventures.&lt;br /&gt;
Koh Rabntah: &amp;lt;sigh&amp;gt; &#039;Tis a pity that oneiromantic pearls offer but a single viewing, though... I always miss something the first time. So I shall make you a deal─another token of my wisdom for another look at your memories!&lt;br /&gt;
Koh Rabntah: I quite look forward to it! And in the meantime, there is much else I would see in this enchanting age. Yes, I do believe I shall inhabit Koh&#039;s body for a bit longer.&lt;br /&gt;
&amp;gt; Repeat&lt;br /&gt;
Koh Rabntah: Your readiness to think back upon all you have done is commendable in the highest! I cannot imagine reliving every moment was pleasant; your reward shall be equal to your tribulations!&lt;br /&gt;
Koh Rabntah: Yes, you are indeed worthy of this token of my wisdom. I wish I could offer more, but I dare not lest I hurt Koh&#039;s body. So here, take this, and may it light your way to greater adventure still.&lt;br /&gt;
---&lt;br /&gt;
-quest complete&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
==Video Archive==&lt;br /&gt;
{{quest video archive|id=9ZdxIFWvQuE}}&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=But_I_Hardly_Noah&amp;diff=1531310</id>
		<title>But I Hardly Noah</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=But_I_Hardly_Noah&amp;diff=1531310"/>
		<updated>2026-09-07T14:35:45Z</updated>

		<summary type="html">&lt;p&gt;Hubry: templatify dialogue&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{retired|patch=6.3}}&lt;br /&gt;
{{Quest infobox&lt;br /&gt;
| title = But I Hardly Noah&lt;br /&gt;
| description = [[Syele]] looks as though she has lost someone.&lt;br /&gt;
| image = But I Hardly Noah.png&lt;br /&gt;
| quest-giver = Syele&lt;br /&gt;
| location = Mor Dhona&lt;br /&gt;
| location-x = 30.3&lt;br /&gt;
| location-y = 12.4&lt;br /&gt;
| type = feature&lt;br /&gt;
| quest-line = Crystal Tower&lt;br /&gt;
| organization =&lt;br /&gt;
| class = &lt;br /&gt;
| job = &lt;br /&gt;
| level = 50&lt;br /&gt;
| req-quest =&lt;br /&gt;
| req-items = &lt;br /&gt;
| requirements = &lt;br /&gt;
| exp = 0&lt;br /&gt;
| gil = 758&lt;br /&gt;
| mettle = &lt;br /&gt;
| reward(1-10) = &lt;br /&gt;
| overridereward(1-10) = &lt;br /&gt;
| reward-opt(1-8) = &lt;br /&gt;
| overridereward-opt(1-8) = &lt;br /&gt;
| unlocks = &lt;br /&gt;
| prev-quest = The Light of Hope&lt;br /&gt;
| next-quest = The Gift of the Archmagus&lt;br /&gt;
| patch = 2.5&lt;br /&gt;
| release = &lt;br /&gt;
| id-edb = e2b06cb25d9&lt;br /&gt;
| id-gt = 66033&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Steps==&lt;br /&gt;
*Search for [[Koh Rabntah]] in [[Revenant&#039;s Toll]].&lt;br /&gt;
&lt;br /&gt;
==Journal==&lt;br /&gt;
* [[Syele]] looks as though she has lost someone.&lt;br /&gt;
&lt;br /&gt;
* It has transpired that [[Koh Rabntah]], a member of [[the Sons of Saint Coinach]], has gone missing. She was last seen carrying a strange orb from the [[Crystal Tower]], and Syele surmises her friend left to seek something in [[Revenant&#039;s Toll]]. Make your way there in search of the wayward researcher.&lt;br /&gt;
&lt;br /&gt;
* You find Koh Rabntah standing about, only to discover she is not herself. The fascinating orb the researcher stumbled upon contained the soul of Noah, archmagus of [[Allag]]. Unable to resist the chance to walk again in the world, Noah then possessed Koh Rabntah. In so doing, she learns of [[NOAH]], the group that bears her name, and now wishes to see what the organization has accomplished. With a promise to inform Syele of Koh&#039;s safety, Noah bids you show her your exploits within the Crystal Tower─in exchange for a token of her knowledge. Speak with her again should her offer intrigue you.&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
{{Dialogue|&amp;lt;nowiki&amp;gt;&lt;br /&gt;
===Accepting the quest===&lt;br /&gt;
Syele: Adventurer, may I ask a favor of you?&lt;br /&gt;
Syele: I am sorry to trouble you so soon after your trials in the Crystal Tower, but my colleague Koh Rabntah has gone missing.&lt;br /&gt;
Syele: She discovered the oddest orb deep within the tower, and said she was returning here to analyze it. No one has seen her since─though she is too timid a girl to have run off with her find.&lt;br /&gt;
Syele: She probably just left to gather artifacts or materials in Revenant&#039;s Toll for her studies. But all the same, could you go and look for her there? I cannot shake the feeling something has befallen her...&lt;br /&gt;
-quest accepted&lt;br /&gt;
===Search for Koh Rabntah in Revenant&#039;s Toll.===&lt;br /&gt;
-optional start&lt;br /&gt;
Syele: Have you found Koh yet? I suspect she has simply gone to Revenant&#039;s Toll in search of artifacts. Pray bid her return if you see her there.&lt;br /&gt;
-optional end&lt;br /&gt;
-cutscene start&lt;br /&gt;
Koh Rabntah: ...Is there something I can help you with?&lt;br /&gt;
Koh Rabntah: You seek Koh Rabntah? Well, you have found the right body, but she is not at home...so to speak.&lt;br /&gt;
Koh Rabntah: This lovely girl you see before you &#039;&#039;is&#039;&#039; known as “Koh.” But another&#039;s soul dwells within her at present─mine, to be precise.&lt;br /&gt;
Koh Rabntah: You are speaking with none other than Noah, archmagus of Allag! My scholarly works are legend, my treatises of the cosmos priceless, and my very name known throughout the world!&lt;br /&gt;
Koh Rabntah: ...Or &#039;twas so once. My soul has whiled away the millennia within an orb. Koh awoke me from my slumber, and... Well, how could I pass up a chance to walk the world again? So I allowed my spirit to flow into her body, and here we are.&lt;br /&gt;
Koh Rabntah: ...Hm. Forgive me, but you do not seem overly bewildered by this. Would I be wrong to assume you belong to the scholarly fellowship that carries my name?&lt;br /&gt;
Koh Rabntah: As I thought. Koh revealed this “NOAH” when I entered her mind. Oh, but do be at ease─I bear you no ill will for using my name.&lt;br /&gt;
Koh Rabntah: I am, however, intrigued. What discoveries has this organization made? Has it made any findings of note to begin with?&lt;br /&gt;
Koh Rabntah: You act in my name, and so are as disciples to me. I will give you my blessing &#039;&#039;after&#039;&#039; you have proven your intellectual worth. Such is my wont. So, are you deserving?&lt;br /&gt;
Koh Rabntah: You have dedicated yourself to creating a brighter future, eh? Then we may be alike in spirit. When I lived, I had a thirst for knowledge, and dedicated myself to understanding the world. &#039;Twas how I became an archmagus.&lt;br /&gt;
Koh Rabntah: Hmmm... You may yet become a disciple of mine. I would learn more of your journey into the Crystal Tower. If I can see your dedication amongst your exploits, I will be happy to give you a token of my immense wisdom.&lt;br /&gt;
Koh Rabntah: Pray do not expect &#039;&#039;too&#039;&#039; much, though: there are limits to what I can do in this body.&lt;br /&gt;
Koh Rabntah: ...Whose owner you were seeking, of course. Well, I will make sure that Koh&#039;s friend learns of what has happened─some version, at least. And worry not: this body is in safe hands.&lt;br /&gt;
Koh Rabntah: And I believe that is the shape of it. If my offer has tantalized you and you wish to prove yourself in my eyes, you certainly know where to find me.&lt;br /&gt;
-quest complete&lt;br /&gt;
-cutscene end&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;}}&lt;br /&gt;
==Video Archive==&lt;br /&gt;
{{quest video archive|id=U_9xPCCOA24}}&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Delve_into_Myth&amp;diff=1528670</id>
		<title>Delve into Myth</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Delve_into_Myth&amp;diff=1528670"/>
		<updated>2026-09-01T22:57:27Z</updated>

		<summary type="html">&lt;p&gt;Hubry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quest infobox&lt;br /&gt;
| title = Delve into Myth&lt;br /&gt;
| description = [[Koh Rabntah]] is eyeing you like a bird who has found its prey.&lt;br /&gt;
| image = DelveIntoMyth.png&lt;br /&gt;
| quest-giver = Koh Rabntah&lt;br /&gt;
| related-npcs = G&#039;raha Tia; Khatun&lt;br /&gt;
| location = Mor Dhona&lt;br /&gt;
| location-x = 21.8&lt;br /&gt;
| location-y = 8.1&lt;br /&gt;
| type = feature&lt;br /&gt;
| quest-line = &lt;br /&gt;
| journal-section = Sidequests&lt;br /&gt;
| journal-category = Records of Unusual Endeavors Quests&lt;br /&gt;
| journal-genre = Eureka Orthos Quests&lt;br /&gt;
| sortkey = 301&lt;br /&gt;
| organization =&lt;br /&gt;
| class = &lt;br /&gt;
| job = &lt;br /&gt;
| category = &lt;br /&gt;
| level = 81&lt;br /&gt;
| req-quest = Endwalker (Quest)&lt;br /&gt;
| req-items = 1 Expedition Kit&lt;br /&gt;
| requirements = Clear floor 50 of the {{i|Palace of the Dead}}.&lt;br /&gt;
| exp = 0&lt;br /&gt;
| gil = 958&lt;br /&gt;
| mettle = &lt;br /&gt;
| reward(1-10) = &lt;br /&gt;
| overridereward(1-10) = &lt;br /&gt;
| reward-opt(1-8) = &lt;br /&gt;
| overridereward-opt(1-8) = &lt;br /&gt;
| unlocks = dd Eureka Orthos&lt;br /&gt;
| prev-quest = &lt;br /&gt;
| next-quest = Rage Extinguished&lt;br /&gt;
| patch = 6.35&lt;br /&gt;
| release = endwalker&lt;br /&gt;
| id-edb = 0904c99e110&lt;br /&gt;
| id-gt = 70199&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Steps==&lt;br /&gt;
*Wait at the designated location.&lt;br /&gt;
*Speak with [[Koh Rabntah]].&lt;br /&gt;
*Show your equipment to [[Khatun]].&lt;br /&gt;
&lt;br /&gt;
==Journal==&lt;br /&gt;
* [[Koh Rabntah]] is eyeing you like a bird who has found its prey.&lt;br /&gt;
&lt;br /&gt;
* What appears to be an unassuming Miqo&#039;te researcher is─for the moment─currently inhabited by the essence of legendary Allagan archmagus Noah, and it appears that your deeds have impressed the exacting teacher enough that she has decided to entrust you with a matter of utmost import. Before divulging the details of her request, however, she asks that you summon G&#039;raha Tia to the Eight Sentinels, as he apparently also has a role in her plan.&lt;br /&gt;
&lt;br /&gt;
* Upon G&#039;raha Tia&#039;s arrival, Noah reveals the purpose for which she has gathered you both at the Crystal Tower. Using G&#039;raha Tia&#039;s royal blood as a key, she hopes to gain access to Eureka Orthos, a secret Allagan facility that held the empire&#039;s most clandestine research. After the gates are unlocked, she would have you delve into its long-forgotten halls, braving the dangers lying in wait and bringing Allag&#039;s secrets to the surface. The archmagus promises to help ensure─or at least promote─your survival, and seems eager to finish your preparations.&lt;br /&gt;
&lt;br /&gt;
* The archmagus furnishes you with a special suit of armor which will shield you from the facility&#039;s enervating wards as well as a demiclone generator, which can make sense of any data you find in your search. Although you have everything you need to begin your expedition, protocol must be followed. Present your equipment to Khatun for a final inspection.&lt;br /&gt;
&lt;br /&gt;
* Confirming that all the bits and pieces of your gear are in working order, Khatun clears you for entrance into Eureka Orthos. Your first goal is to descend to the thirtieth floor of the labyrinthine facility, fighting your way through any opposition that stands before you.&lt;br /&gt;
** ※You may speak with Burnel at Revenant&#039;s Toll to teleport to the Eight Sentinels.&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
{{Dialogue|&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;gt; If the player has not yet completed {{i|Palace of the Dead (Floors 41-50)}}&lt;br /&gt;
&lt;br /&gt;
System: In order to undertake this quest, you must first clear floor 50 of the [[Palace of the Dead]].&lt;br /&gt;
System: To gain access to the Palace of the Dead, you must complete the quest “[[The House That Death Built]].” &lt;br /&gt;
---&lt;br /&gt;
===Accepting the quest===&lt;br /&gt;
-cutscene start&lt;br /&gt;
&amp;gt; If the player has not completed the removed quest {{i|But I Hardly Noah}}&lt;br /&gt;
Koh Rabntah: How fare you, brave adventurer?&lt;br /&gt;
Koh Rabntah: ...Or should I call you the hero of the Scions? An intrepid researcher for NOAH, perhaps? Which appellation do you prefer, [Forename] [Surname]?&lt;br /&gt;
Koh Rabntah: Now, now, there is no need for alarm. I am but a humble member of the Sons of Saint Coinach, although plainly not a son. My name is Koh Rabntah... &lt;br /&gt;
Koh Rabntah: ...Well, strictly speaking, it would be more accurate to say that Koh Rabntah is the name of the vessel I inhabit. To explain matters simply, I am borrowing her for a spell.&lt;br /&gt;
Koh Rabntah: My true name is Noah. Yes, &#039;&#039;that&#039;&#039; Noah, famed archmagus of the Allagan Empire.&lt;br /&gt;
Koh Rabntah: Surprised you, did I? I assure you I speak the truth─before you stands the very person after whom you have named your esteemed research group. Or her essence, rather.&lt;br /&gt;
Koh Rabntah: You have braved Syrcus Tower, yes? &#039;Twas there that Koh chanced upon the orb which harbored me.&lt;br /&gt;
Koh Rabntah: Awakened into an entirely new age, I was eager to abscond from my stuffy home and stretch my legs, so to speak. So Koh and I came to an agreement: she would lend me her body from time to time, and in return would receive the honor of being my vessel.&lt;br /&gt;
Koh Rabntah: Fear not, this is nothing so base as voidsent possession─I can leave this body whensoever I please. But I did not seek you out to discuss the finer points of magic. No, there is something much more important we must discuss.&lt;br /&gt;
&amp;gt; Else&lt;br /&gt;
Koh Rabntah: Ah, fancy meeting you here, [Forename]. Have you been well?&lt;br /&gt;
Koh Rabntah: Doubtless your adventuring duties have left you with little time for our humble organization. Still, I trust you have found a spare moment here and there to contribute to NOAH&#039;s ongoing research. You are so very good at it, after all.&lt;br /&gt;
Koh Rabntah: Splendid, splendid. As you can see, my circumstances leave little room for complaint.&lt;br /&gt;
Koh Rabntah: My vessel remains intact, and this age has yet to lose its luster. All told, Koh&#039;s discovery of the orb containing my essence in Syrcus Tower was a happy twist of fate indeed.&lt;br /&gt;
Koh Rabntah: Not only have I been able to drink my fill of this world&#039;s mysteries and delights, but Koh seems more than happy to allow me all the time I need to indulge my curiosity.&lt;br /&gt;
Koh Rabntah: Now, before you pass judgment, I must remind you that this arrangement was carried out under mutual agreement. I fully intend to relinquish control to her as soon as my work here is done, and it just so happens you may be able to help with that.&lt;br /&gt;
---&lt;br /&gt;
Koh Rabntah: Rammbroes can scarcely stop talking about your adventures with the Scions of the Seventh Dawn, you see. I have heard the stories countless times...&lt;br /&gt;
Koh Rabntah: How in a strange turn of fate, G&#039;raha Tia was awoken from his slumber in the Crystal Tower, far earlier than he should have been.&lt;br /&gt;
Koh Rabntah: How the Ascian Fandaniel, who set our star on course toward the Final Days, was in fact Amon all along. &lt;br /&gt;
Koh Rabntah: Events of earth-shaking import─events in which you invariably played a pivotal role.&lt;br /&gt;
Koh Rabntah: Your pedigree means there is none better suited to receive my request.&lt;br /&gt;
Koh Rabntah: Firstly, however, I would ask that you summon G&#039;raha Tia to the Eight Sentinels. I suspect he will answer the call of a comrade-in-arms much more readily than an anonymous researcher calling themselves an archmagus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Warrior of Light calls G&#039;raha Tia using a linkpearl.&#039;&#039;&lt;br /&gt;
G&#039;raha Tia: Yes, this is he.&lt;br /&gt;
G&#039;raha Tia: [Forename]!? What a pleasant surprise! I can&#039;t remember the last time &#039;&#039;you&#039;&#039; called &#039;&#039;m&#039;&#039;─ Oh my!&lt;br /&gt;
G&#039;raha Tia: Oh...that? &#039;Twas nothing, nothing at all! I&#039;m much more interested in you, my friend. Are you well? You aren&#039;t in some sort of trouble, are you?&lt;br /&gt;
G&#039;raha Tia: That&#039;s...quite the yarn. You say the archmagus Noah, inhabiting the body of a young researcher, has asked you to ask me to make haste to the Eight Sentinels. Have I got it right?&lt;br /&gt;
G&#039;raha Tia: ......&lt;br /&gt;
G&#039;raha Tia: ...Absolutely fascinating!&lt;br /&gt;
G&#039;raha Tia: I&#039;ll be there at once! As soon as I conclude my current business, that is. I promise to be quick.&lt;br /&gt;
G&#039;raha Tia: Tell Noah─or is it Koh?─that I am eager to make her acquaintance! Until then, [Forename]!&lt;br /&gt;
&lt;br /&gt;
Koh Rabntah: Well, I certainly did not mean to rush the poor lad. I hope his haste does not come at the expense of caution...&lt;br /&gt;
Koh Rabntah: Even so, hearing the loyalty you inspire in others makes me feel secure in my choice to place this task in your hands.&lt;br /&gt;
Koh Rabntah: Now then, it would be improper for us to be late to our appointment after pulling G&#039;raha Tia away from his work. Feel free to go on ahead─I shall be not far behind.&lt;br /&gt;
-quest accepted&lt;br /&gt;
-cutscene end&lt;br /&gt;
&lt;br /&gt;
===Wait at the designated location.===&lt;br /&gt;
-cutscene start&lt;br /&gt;
G&#039;raha Tia: I came as quickly as I could. I haven&#039;t kept you waiting, have I?&lt;br /&gt;
G&#039;raha Tia: ...Good, good. When you told me that Noah herself was a party in all this, I knew this was an opportunity I would be loath to miss.&lt;br /&gt;
G&#039;raha Tia: When placed against the rebirth of both Xande and Amon, the survival of Noah&#039;s essence seems almost quaint. Still, I can&#039;t help but be excited to meet her and hear what this request of hers entails.&lt;br /&gt;
G&#039;raha Tia: If I were to hazard a guess, it has something to do with the Crystal Tower.&lt;br /&gt;
&lt;br /&gt;
Koh Rabntah@???: Your instincts are correct. Now, let me see those eyes...a deep crimson the likes of which I have not seen in many an age.&lt;br /&gt;
Koh Rabntah@???: Oh, this? Magicks are required on the road ahead, and I had to prepare accordingly.&lt;br /&gt;
Koh Rabntah@???: While adept enough as a researcher, I am afraid Koh&#039;s aptitude in the aetherial arts is nonexistent. It was necessary for me to acquire the proper attire, that I might in some small way make up for this deficiency.&lt;br /&gt;
Koh Rabntah: While my abilities now are but a shade of what they were at my zenith, they shall suffice. You can thank Rowena&#039;s House of Splendors for meeting even the most esoteric of my demands.&lt;br /&gt;
&lt;br /&gt;
Question: What will you say?&lt;br /&gt;
&amp;gt; You&#039;ve truly captured the spirit of Allag!&lt;br /&gt;
Koh Rabntah: Why, thank you! I did try. Every magus knows that function must be married with looks─those that fail to learn that lesson seldom last long.&lt;br /&gt;
&amp;gt; Did you really have to change her hair?&lt;br /&gt;
Koh Rabntah: Truth be told, I never did understand why Koh felt the need to hide her face with her hair. Why limit one&#039;s field of vision so? With this simple change, it feels the world has opened itself to me.&lt;br /&gt;
&amp;gt; Uh... Who are you? &lt;br /&gt;
Koh Rabntah: Hoho, [Forename], so quick with the jests. Unless you were serious...? Either way, I shall take your statement to mean that my change is an overall improvement. &lt;br /&gt;
---&lt;br /&gt;
Koh Rabntah: However, I do wish I could have added a touch more flair. Amon would have clucked his tongue in disapproval at the sight of me.&lt;br /&gt;
Koh Rabntah: Alas, I had to appease Koh&#039;s preferences as well. She insisted that the first few outfits I selected were much too gaudy, and eventually we landed on this compromise. Beauty truly is in the eye of the beholder, I suppose...&lt;br /&gt;
&lt;br /&gt;
G&#039;raha Tia: Yes, yes, truly fascinating, most illustrious Noah. I could listen for days...&lt;br /&gt;
G&#039;raha Tia: Yet there is the question of why I was summoned here. And [Forename], for that matter. Why have you gone to such lengths to seek us out?&lt;br /&gt;
&lt;br /&gt;
Koh Rabntah: ...Yes, quite right. To understand where we are heading, I must first tell you what came before. In the twilight of the Third Astral Era, with the Allagan Empire at the height of its glory, a laboratory was constructed beneath the Crystal Tower. There, the empire&#039;s most sensitive research was conducted.&lt;br /&gt;
Koh Rabntah: The means of achieving eternal life and resurrection. Clone technology. Control mechanisms for the eikons and the eventual completion of the Dalamud prototype.&lt;br /&gt;
Koh Rabntah: Those were but few of the many projects pursued deep under the earth. All in absolute secrecy, with the full blessings and guidance of the royal family.&lt;br /&gt;
Koh Rabntah: It was dubbed Eureka Orthos by the emperor himself. A fitting name for a place which would become a nexus of creation.&lt;br /&gt;
&lt;br /&gt;
G&#039;raha Tia: Eureka!? You can&#039;t mean what I think you mean...&lt;br /&gt;
&amp;gt; If the player has completed the quest {{i|And We Shall Call It Eureka}}&lt;br /&gt;
G&#039;raha Tia: I believe you and Krile are well familiar with the “Forbidden Land”?&lt;br /&gt;
G&#039;raha Tia: When that island appeared suddenly in the waters of the Far East, it was dubbed “Eureka” after the Allagan legend.&lt;br /&gt;
&amp;gt; Else&lt;br /&gt;
G&#039;raha Tia: Eureka is one of the oldest legends of Allag.&lt;br /&gt;
---&lt;br /&gt;
G&#039;raha Tia: The stories say that in the center of a vast labyrinth slumbers a weapon of incomprehensible power.&lt;br /&gt;
&lt;br /&gt;
Koh Rabntah: Oh, so the passage of time has not erased our deeds entirely.&lt;br /&gt;
Koh Rabntah: That legend has a hint of truth in it. The development of specialized weapons was a main subject of research within Eureka Orthos. It comes as no surprise that rumors of what transpired there would eventually grow into the tales of which you speak.&lt;br /&gt;
Koh Rabntah: However, Eureka Orthos is no myth─it exists as surely as you or I, and it was every bit as magnificent a feat as Syrcus Tower. I have reason to believe it survived the chaos of the Fourth Umbral Calamity relatively unscathed. &lt;br /&gt;
Koh Rabntah: I know where it is, and I know how we can gain entrance.&lt;br /&gt;
Koh Rabntah: My peerless knowledge of teleportation magicks shall take us to the gates, and the royal blood flowing through G&#039;raha Tia&#039;s veins shall open them.&lt;br /&gt;
Koh Rabntah: I would very much like to once again set foot within those halls, where I refined and perfected the means of transferring my essence to and from various objects. &lt;br /&gt;
Koh Rabntah: Which brings me to my request. I would have you delve into the deepest regions of Eureka Orthos, and drag its secrets kicking and screaming into today.&lt;br /&gt;
Koh Rabntah: With the flow of time within the Crystal Tower restored, the laboratory should be fully active, its unfinished experiments and long-dormant security measures wandering aimlessly in search of intruders.&lt;br /&gt;
Koh Rabntah: The first order of the day shall be to put these obstacles to rest, and advance to the thirtieth floor of the facility.&lt;br /&gt;
&lt;br /&gt;
G&#039;raha Tia: I&#039;ll accompany you. If this place is as dangerous as it sounds, you&#039;ll need every extra weapon you can get.&lt;br /&gt;
&lt;br /&gt;
Koh Rabntah: I am afraid I cannot permit that. Your role in this ends once the gates to Eureka Orthos have opened.&lt;br /&gt;
Koh Rabntah: I understand your disappointment, but the same blood that makes you useful as a key makes you a hindrance to fulfilling this mission. It ties you too strongly to the empire.&lt;br /&gt;
Koh Rabntah: Unlike the Crystal Tower, there is no need for Eureka Orthos to inspire hope.&lt;br /&gt;
Koh Rabntah: Allag is gone, its inheritors long dead. I wish for the empire&#039;s deeds─no matter how unsavory─to be beholden with eyes unclouded by legacy, that they might be judged for what they were.&lt;br /&gt;
Koh Rabntah: So, [Forename], I know I have been long in the asking, but will you accept this task?&lt;br /&gt;
Koh Rabntah: Naturally, I shall offer all the help I can muster, and you are free to take any spoils you may find. There is much that could be of use to one such as you.&lt;br /&gt;
Koh Rabntah: I knew you would find the scent of adventure irresistible, but I thank you nonetheless. Drink your fill of ancient secrets and buried sin.&lt;br /&gt;
Koh Rabntah: Well then, I suppose it is time to make our ingress. Allow us to borrow the key that Unei and Doga entrusted to you so long ago.&lt;br /&gt;
Koh Rabntah: Ah, the connection seems to be stable. Very good.&lt;br /&gt;
&lt;br /&gt;
G&#039;raha Tia: Promise me you&#039;ll come back in one piece, [Forename]. Return in any other shape, and not even another Calamity will convince me to open these gates.&lt;br /&gt;
&lt;br /&gt;
Koh Rabntah: Must you fuss over {{alternatives|m=him|f=her}} like a child? {{alternatives|m=He|f=She}} to whom Allagan ruins are almost commonplace─who bested even Amon in combat. Compared to such trials, this will be but a footnote in a long list of heroics.&lt;br /&gt;
Koh Rabntah: Once [Forename] returns from {{alternatives|m=him|f=her}} expedition, you are more than welcome to return here and listen to the report. Rest assured you shall remain fully apprised of any world-threatening developments.&lt;br /&gt;
&lt;br /&gt;
G&#039;raha Tia: That&#039;s a small reassurance, but I suppose it must suffice. ...Should you find yourselves at an impasse, do remember that I&#039;m only a call away, won&#039;t you?&lt;br /&gt;
&lt;br /&gt;
Koh Rabntah: Now then, let us make ready. The secrets of Eureka Orthos lie in wait to be found!&lt;br /&gt;
-cutscene end&lt;br /&gt;
&lt;br /&gt;
===Speak with Koh Rabntah.===&lt;br /&gt;
-optional start&lt;br /&gt;
Khatun: Welcome, welcome! I am at your complete disposal as you venture forth into Eureka Orthos. I was given the honor of this appointment directly by Archmagus Noah, and I don&#039;t intend to let her down!&lt;br /&gt;
Valeroine: I&#039;ve been tasked with identifying and discerning the value of any treasure you find within the Allagan laboratory. It&#039;s an honor to be included among such illustrious company, and I eagerly await the spoils of your first expedition.&lt;br /&gt;
Synthesis Node: &amp;lt;blip&amp;gt; &amp;lt;buzz&amp;gt; Resources required for item synthesis.&lt;br /&gt;
-optional end&lt;br /&gt;
&lt;br /&gt;
Koh Rabntah: Here we are. Rammbroes has furnished me with all the manpower I requested.&lt;br /&gt;
Koh Rabntah: The capable researchers of the Sons of Saint Coinach stand ready to organize your expeditions and appraise any rarities you may find.&lt;br /&gt;
Koh Rabntah: As for my part, I have managed to offset the magical limitations of this vessel with my boundless knowledge, procuring two tools that should be of great use to you.&lt;br /&gt;
Koh Rabntah: First, special armor. You see, in the days before the Fourth Umbral Calamity, the researchers of Eureka Orthos fortified it with wards that enervate the faculties of any intruders.&lt;br /&gt;
Koh Rabntah: Even the most masterful weapons are rendered useless if they cannot be swung. To overcome this, I have imbued a set of armor with opposing wards which should nullify the effect, thus allowing you to fight with gusto!&lt;br /&gt;
Koh Rabntah: Second is a handy little device called a demiclone generator. As the name implies, it is capable of creating near-clones in a matter of moments. &lt;br /&gt;
Koh Rabntah: Such clones, while imperfect, were often used in experiments. If you come across tomestones containing data on such experiments, the generator can make sense of them.&lt;br /&gt;
Koh Rabntah: Furthermore, while the aether of the clones dissipates as quickly as vapor in a hot beaker, an extra hand or two may prove useful in pulling you from a perilous situation.&lt;br /&gt;
Koh Rabntah: Take these tools in good health, and may they serve you well! Once you have steeled your nerves and sharpened your weapons, speak with Khatun to begin!&lt;br /&gt;
&lt;br /&gt;
===Speak with Khatun.===&lt;br /&gt;
Khatun: Well met, [Forename]! I&#039;m Khatun, and Mistress Noah has tasked me with overseeing all manner of support for your expeditions into Eureka Orthos. &lt;br /&gt;
Khatun: That lass over there is Valeroine, and she&#039;ll appraise the worth of any trinkets or treasure you may find. Mistress Noah has also provided us with a synthesis node, and we&#039;re standing by to offer whatsoever aid we can!&lt;br /&gt;
Khatun: I take it the archmagus has given you the two pieces of equipment she was so proud of making? Excuse me, but for your own safety, I must ask you to show them to me before I allow you to set foot into the unknown.&lt;br /&gt;
Khatun: Everything appears to be in working order. Now then, you&#039;re ready to go!&lt;br /&gt;
Khatun: Our first goal is to reach the thirtieth floor of the facility! Go forth, [Forename], and show the realm that Allag&#039;s most deadly creations are no match for our heroes!&lt;br /&gt;
-quest complete&lt;br /&gt;
&#039;&#039;{{i|Eureka Orthos}} now accessible&#039;&#039;&lt;br /&gt;
System: You now have access to Eureka Orthos.&lt;br /&gt;
System: You may enter the deep dungeon by speaking with Khatun again.&lt;br /&gt;
System: You must be a Disciple of War or Magic of level 81 or above to participate, and your level will be adjusted to 81 upon entering Eureka Orthos for the first time.&lt;br /&gt;
System: Further details can be had by speaking with Khatun.&lt;br /&gt;
System: To return to this location, you may speak with Burnel at Revenant&#039;s Toll. &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Delve_into_Myth&amp;diff=1528669</id>
		<title>Delve into Myth</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Delve_into_Myth&amp;diff=1528669"/>
		<updated>2026-09-01T22:53:16Z</updated>

		<summary type="html">&lt;p&gt;Hubry: /* Dialogue */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quest infobox&lt;br /&gt;
| title = Delve into Myth&lt;br /&gt;
| description = [[Koh Rabntah]] is eyeing you like a bird who has found its prey.&lt;br /&gt;
| image = DelveIntoMyth.png&lt;br /&gt;
| quest-giver = Koh Rabntah&lt;br /&gt;
| related-npcs = G&#039;raha Tia; Khatun&lt;br /&gt;
| location = Mor Dhona&lt;br /&gt;
| location-x = 21.8&lt;br /&gt;
| location-y = 8.1&lt;br /&gt;
| type = feature&lt;br /&gt;
| quest-line = &lt;br /&gt;
| journal-section = Sidequests&lt;br /&gt;
| journal-category = Records of Unusual Endeavors Quests&lt;br /&gt;
| journal-genre = Eureka Orthos Quests&lt;br /&gt;
| sortkey = 301&lt;br /&gt;
| organization =&lt;br /&gt;
| class = &lt;br /&gt;
| job = &lt;br /&gt;
| category = &lt;br /&gt;
| level = 81&lt;br /&gt;
| req-quest = Endwalker (Quest)&lt;br /&gt;
| req-items = 1 Expedition Kit&lt;br /&gt;
| requirements = Clear floor 50 of the {{i|Palace of the Dead}}.&lt;br /&gt;
| exp = 0&lt;br /&gt;
| gil = 958&lt;br /&gt;
| mettle = &lt;br /&gt;
| reward(1-10) = &lt;br /&gt;
| overridereward(1-10) = &lt;br /&gt;
| reward-opt(1-8) = &lt;br /&gt;
| overridereward-opt(1-8) = &lt;br /&gt;
| unlocks = dd Eureka Orthos&lt;br /&gt;
| prev-quest = &lt;br /&gt;
| next-quest = Rage Extinguished&lt;br /&gt;
| patch = 6.35&lt;br /&gt;
| release = endwalker&lt;br /&gt;
| id-edb = 0904c99e110&lt;br /&gt;
| id-gt = 70199&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Steps==&lt;br /&gt;
*Wait at the designated location.&lt;br /&gt;
*Speak with [[Koh Rabntah]].&lt;br /&gt;
*Show your equipment to [[Khatun]].&lt;br /&gt;
&lt;br /&gt;
==Journal==&lt;br /&gt;
* [[Koh Rabntah]] is eyeing you like a bird who has found its prey.&lt;br /&gt;
&lt;br /&gt;
* What appears to be an unassuming Miqo&#039;te researcher is─for the moment─currently inhabited by the essence of legendary Allagan archmagus Noah, and it appears that your deeds have impressed the exacting teacher enough that she has decided to entrust you with a matter of utmost import. Before divulging the details of her request, however, she asks that you summon G&#039;raha Tia to the Eight Sentinels, as he apparently also has a role in her plan.&lt;br /&gt;
&lt;br /&gt;
* Upon G&#039;raha Tia&#039;s arrival, Noah reveals the purpose for which she has gathered you both at the Crystal Tower. Using G&#039;raha Tia&#039;s royal blood as a key, she hopes to gain access to Eureka Orthos, a secret Allagan facility that held the empire&#039;s most clandestine research. After the gates are unlocked, she would have you delve into its long-forgotten halls, braving the dangers lying in wait and bringing Allag&#039;s secrets to the surface. The archmagus promises to help ensure─or at least promote─your survival, and seems eager to finish your preparations.&lt;br /&gt;
&lt;br /&gt;
* The archmagus furnishes you with a special suit of armor which will shield you from the facility&#039;s enervating wards as well as a demiclone generator, which can make sense of any data you find in your search. Although you have everything you need to begin your expedition, protocol must be followed. Present your equipment to Khatun for a final inspection.&lt;br /&gt;
&lt;br /&gt;
* Confirming that all the bits and pieces of your gear are in working order, Khatun clears you for entrance into Eureka Orthos. Your first goal is to descend to the thirtieth floor of the labyrinthine facility, fighting your way through any opposition that stands before you.&lt;br /&gt;
** ※You may speak with Burnel at Revenant&#039;s Toll to teleport to the Eight Sentinels.&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
{{Dialogue|&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;gt; If the player has not yet completed {{i|Palace of the Dead (Floors 41-50)}}&lt;br /&gt;
&lt;br /&gt;
System: In order to undertake this quest, you must first clear floor 50 of the [[Palace of the Dead]].&lt;br /&gt;
System: To gain access to the Palace of the Dead, you must complete the quest “[[The House That Death Built]].” &lt;br /&gt;
---&lt;br /&gt;
===Accepting the quest===&lt;br /&gt;
-cutscene start&lt;br /&gt;
&amp;gt; If the player has not completed the removed quest {{i|But I Hardly Noah}}&lt;br /&gt;
Koh Rabntah: How fare you, brave adventurer?&lt;br /&gt;
Koh Rabntah: ...Or should I call you the hero of the Scions? An intrepid researcher for NOAH, perhaps? Which appellation do you prefer, [Forename] [Surname]?&lt;br /&gt;
Koh Rabntah: Now, now, there is no need for alarm. I am but a humble member of the Sons of Saint Coinach, although plainly not a son. My name is Koh Rabntah... &lt;br /&gt;
Koh Rabntah: ...Well, strictly speaking, it would be more accurate to say that Koh Rabntah is the name of the vessel I inhabit. To explain matters simply, I am borrowing her for a spell.&lt;br /&gt;
Koh Rabntah: My true name is Noah. Yes, &#039;&#039;that&#039;&#039; Noah, famed archmagus of the Allagan Empire.&lt;br /&gt;
Koh Rabntah: Surprised you, did I? I assure you I speak the truth─before you stands the very person after whom you have named your esteemed research group. Or her essence, rather.&lt;br /&gt;
Koh Rabntah: You have braved Syrcus Tower, yes? &#039;Twas there that Koh chanced upon the orb which harbored me.&lt;br /&gt;
Koh Rabntah: Awakened into an entirely new age, I was eager to abscond from my stuffy home and stretch my legs, so to speak. So Koh and I came to an agreement: she would lend me her body from time to time, and in return would receive the honor of being my vessel.&lt;br /&gt;
Koh Rabntah: Fear not, this is nothing so base as voidsent possession─I can leave this body whensoever I please. But I did not seek you out to discuss the finer points of magic. No, there is something much more important we must discuss.&lt;br /&gt;
&amp;gt; Else&lt;br /&gt;
Koh Rabntah: Ah, fancy meeting you here, [Forename]. Have you been well?&lt;br /&gt;
Koh Rabntah: Doubtless your adventuring duties have left you with little time for our humble organization. Still, I trust you have found a spare moment here and there to contribute to NOAH&#039;s ongoing research. You are so very good at it, after all.&lt;br /&gt;
Koh Rabntah: Splendid, splendid. As you can see, my circumstances leave little room for complaint.&lt;br /&gt;
Koh Rabntah: My vessel remains intact, and this age has yet to lose its luster. All told, Koh&#039;s discovery of the orb containing my essence in Syrcus Tower was a happy twist of fate indeed.&lt;br /&gt;
Koh Rabntah: Not only have I been able to drink my fill of this world&#039;s mysteries and delights, but Koh seems more than happy to allow me all the time I need to indulge my curiosity.&lt;br /&gt;
Koh Rabntah: Now, before you pass judgment, I must remind you that this arrangement was carried out under mutual agreement. I fully intend to relinquish control to her as soon as my work here is done, and it just so happens you may be able to help with that.&lt;br /&gt;
---&lt;br /&gt;
Koh Rabntah: Rammbroes can scarcely stop talking about your adventures with the Scions of the Seventh Dawn, you see. I have heard the stories countless times...&lt;br /&gt;
Koh Rabntah: How in a strange turn of fate, G&#039;raha Tia was awoken from his slumber in the Crystal Tower, far earlier than he should have been.&lt;br /&gt;
Koh Rabntah: How the Ascian Fandaniel, who set our star on course toward the Final Days, was in fact Amon all along. &lt;br /&gt;
Koh Rabntah: Events of earth-shaking import─events in which you invariably played a pivotal role.&lt;br /&gt;
Koh Rabntah: Your pedigree means there is none better suited to receive my request.&lt;br /&gt;
Koh Rabntah: Firstly, however, I would ask that you summon G&#039;raha Tia to the Eight Sentinels. I suspect he will answer the call of a comrade-in-arms much more readily than an anonymous researcher calling themselves an archmagus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Warrior of Light calls G&#039;raha Tia using a linkpearl.&#039;&#039;&lt;br /&gt;
G&#039;raha Tia: Yes, this is he.&lt;br /&gt;
G&#039;raha Tia: [Forename]!? What a pleasant surprise! I can&#039;t remember the last time &#039;&#039;you&#039;&#039; called &#039;&#039;m&#039;&#039;─ Oh my!&lt;br /&gt;
G&#039;raha Tia: Oh...that? &#039;Twas nothing, nothing at all! I&#039;m much more interested in you, my friend. Are you well? You aren&#039;t in some sort of trouble, are you?&lt;br /&gt;
G&#039;raha Tia: That&#039;s...quite the yarn. You say the archmagus Noah, inhabiting the body of a young researcher, has asked you to ask me to make haste to the Eight Sentinels. Have I got it right?&lt;br /&gt;
G&#039;raha Tia: ......&lt;br /&gt;
G&#039;raha Tia: ...Absolutely fascinating!&lt;br /&gt;
G&#039;raha Tia: I&#039;ll be there at once! As soon as I conclude my current business, that is. I promise to be quick.&lt;br /&gt;
G&#039;raha Tia: Tell Noah─or is it Koh?─that I am eager to make her acquaintance! Until then, [Forename]!&lt;br /&gt;
&lt;br /&gt;
Koh Rabntah: Well, I certainly did not mean to rush the poor lad. I hope his haste does not come at the expense of caution...&lt;br /&gt;
Koh Rabntah: Even so, hearing the loyalty you inspire in others makes me feel secure in my choice to place this task in your hands.&lt;br /&gt;
Koh Rabntah: Now then, it would be improper for us to be late to our appointment after pulling G&#039;raha Tia away from his work. Feel free to go on ahead─I shall be not far behind.&lt;br /&gt;
-quest accepted&lt;br /&gt;
-cutscene end&lt;br /&gt;
&lt;br /&gt;
===Wait at the designated location.===&lt;br /&gt;
-cutscene start&lt;br /&gt;
G&#039;raha Tia: I came as quickly as I could. I haven&#039;t kept you waiting, have I?&lt;br /&gt;
G&#039;raha Tia: ...Good, good. When you told me that Noah herself was a party in all this, I knew this was an opportunity I would be loath to miss.&lt;br /&gt;
G&#039;raha Tia: When placed against the rebirth of both Xande and Amon, the survival of Noah&#039;s essence seems almost quaint. Still, I can&#039;t help but be excited to meet her and hear what this request of hers entails.&lt;br /&gt;
G&#039;raha Tia: If I were to hazard a guess, it has something to do with the Crystal Tower.&lt;br /&gt;
&lt;br /&gt;
Koh Rabntah@???: Your instincts are correct. Now, let me see those eyes...a deep crimson the likes of which I have not seen in many an age.&lt;br /&gt;
Koh Rabntah@???: Oh, this? Magicks are required on the road ahead, and I had to prepare accordingly.&lt;br /&gt;
Koh Rabntah@???: While adept enough as a researcher, I am afraid Koh&#039;s aptitude in the aetherial arts is nonexistent. It was necessary for me to acquire the proper attire, that I might in some small way make up for this deficiency.&lt;br /&gt;
Koh Rabntah: While my abilities now are but a shade of what they were at my zenith, they shall suffice. You can thank Rowena&#039;s House of Splendors for meeting even the most esoteric of my demands.&lt;br /&gt;
&lt;br /&gt;
Question: What will you say?&lt;br /&gt;
&amp;gt; You&#039;ve truly captured the spirit of Allag!&lt;br /&gt;
Koh Rabntah: Why, thank you! I did try. Every magus knows that function must be married with looks─those that fail to learn that lesson seldom last long.&lt;br /&gt;
&amp;gt; Did you really have to change her hair?&lt;br /&gt;
Koh Rabntah: Truth be told, I never did understand why Koh felt the need to hide her face with her hair. Why limit one&#039;s field of vision so? With this simple change, it feels the world has opened itself to me.&lt;br /&gt;
&amp;gt; Uh... Who are you? &lt;br /&gt;
Koh Rabntah: Hoho, [Forename], so quick with the jests. Unless you were serious...? Either way, I shall take your statement to mean that my change is an overall improvement. &lt;br /&gt;
---&lt;br /&gt;
Koh Rabntah: However, I do wish I could have added a touch more flair. Amon would have clucked his tongue in disapproval at the sight of me.&lt;br /&gt;
Koh Rabntah: Alas, I had to appease Koh&#039;s preferences as well. She insisted that the first few outfits I selected were much too gaudy, and eventually we landed on this compromise. Beauty truly is in the eye of the beholder, I suppose...&lt;br /&gt;
&lt;br /&gt;
G&#039;raha Tia: Yes, yes, truly fascinating, most illustrious Noah. I could listen for days...&lt;br /&gt;
G&#039;raha Tia: Yet there is the question of why I was summoned here. And [Forename], for that matter. Why have you gone to such lengths to seek us out?&lt;br /&gt;
&lt;br /&gt;
Koh Rabntah: ...Yes, quite right. To understand where we are heading, I must first tell you what came before. In the twilight of the Third Astral Era, with the Allagan Empire at the height of its glory, a laboratory was constructed beneath the Crystal Tower. There, the empire&#039;s most sensitive research was conducted.&lt;br /&gt;
Koh Rabntah: The means of achieving eternal life and resurrection. Clone technology. Control mechanisms for the eikons and the eventual completion of the Dalamud prototype.&lt;br /&gt;
Koh Rabntah: Those were but few of the many projects pursued deep under the earth. All in absolute secrecy, with the full blessings and guidance of the royal family.&lt;br /&gt;
Koh Rabntah: It was dubbed Eureka Orthos by the emperor himself. A fitting name for a place which would become a nexus of creation.&lt;br /&gt;
&lt;br /&gt;
G&#039;raha Tia: Eureka!? You can&#039;t mean what I think you mean...&lt;br /&gt;
&amp;gt; If the player has completed the quest {{i|And We Shall Call It Eureka}}&lt;br /&gt;
G&#039;raha Tia: I believe you and Krile are well familiar with the “Forbidden Land”?&lt;br /&gt;
G&#039;raha Tia: When that island appeared suddenly in the waters of the Far East, it was dubbed “Eureka” after the Allagan legend.&lt;br /&gt;
&amp;gt; Else&lt;br /&gt;
G&#039;raha Tia: Eureka is one of the oldest legends of Allag.&lt;br /&gt;
---&lt;br /&gt;
G&#039;raha Tia: The stories say that in the center of a vast labyrinth slumbers a weapon of incomprehensible power.&lt;br /&gt;
&lt;br /&gt;
Koh Rabntah: Oh, so the passage of time has not erased our deeds entirely.&lt;br /&gt;
Koh Rabntah: That legend has a hint of truth in it. The development of specialized weapons was a main subject of research within Eureka Orthos. It comes as no surprise that rumors of what transpired there would eventually grow into the tales of which you speak.&lt;br /&gt;
Koh Rabntah: However, Eureka Orthos is no myth─it exists as surely as you or I, and it was every bit as magnificent a feat as Syrcus Tower. I have reason to believe it survived the chaos of the Fourth Umbral Calamity relatively unscathed. &lt;br /&gt;
Koh Rabntah: I know where it is, and I know how we can gain entrance.&lt;br /&gt;
Koh Rabntah: My peerless knowledge of teleportation magicks shall take us to the gates, and the royal blood flowing through G&#039;raha Tia&#039;s veins shall open them.&lt;br /&gt;
Koh Rabntah: I would very much like to once again set foot within those halls, where I refined and perfected the means of transferring my essence to and from various objects. &lt;br /&gt;
Koh Rabntah: Which brings me to my request. I would have you delve into the deepest regions of Eureka Orthos, and drag its secrets kicking and screaming into today.&lt;br /&gt;
Koh Rabntah: With the flow of time within the Crystal Tower restored, the laboratory should be fully active, its unfinished experiments and long-dormant security measures wandering aimlessly in search of intruders.&lt;br /&gt;
Koh Rabntah: The first order of the day shall be to put these obstacles to rest, and advance to the thirtieth floor of the facility.&lt;br /&gt;
&lt;br /&gt;
G&#039;raha Tia: I&#039;ll accompany you. If this place is as dangerous as it sounds, you&#039;ll need every extra weapon you can get.&lt;br /&gt;
&lt;br /&gt;
Koh Rabntah: I am afraid I cannot permit that. Your role in this ends once the gates to Eureka Orthos have opened.&lt;br /&gt;
Koh Rabntah: I understand your disappointment, but the same blood that makes you useful as a key makes you a hindrance to fulfilling this mission. It ties you too strongly to the empire.&lt;br /&gt;
Koh Rabntah: Unlike the Crystal Tower, there is no need for Eureka Orthos to inspire hope.&lt;br /&gt;
Koh Rabntah: Allag is gone, its inheritors long dead. I wish for the empire&#039;s deeds─no matter how unsavory─to be beholden with eyes unclouded by legacy, that they might be judged for what they were.&lt;br /&gt;
Koh Rabntah: So, [Forename], I know I have been long in the asking, but will you accept this task?&lt;br /&gt;
Koh Rabntah: Naturally, I shall offer all the help I can muster, and you are free to take any spoils you may find. There is much that could be of use to one such as you.&lt;br /&gt;
Koh Rabntah: I knew you would find the scent of adventure irresistible, but I thank you nonetheless. Drink your fill of ancient secrets and buried sin.&lt;br /&gt;
Koh Rabntah: Well then, I suppose it is time to make our ingress. Allow us to borrow the key that Unei and Doga entrusted to you so long ago.&lt;br /&gt;
Koh Rabntah: Ah, the connection seems to be stable. Very good.&lt;br /&gt;
&lt;br /&gt;
G&#039;raha Tia: Promise me you&#039;ll come back in one piece, [Forename]. Return in any other shape, and not even another Calamity will convince me to open these gates.&lt;br /&gt;
&lt;br /&gt;
Koh Rabntah: Must you fuss over {{alternatives|m=him|f=her}} like a child? {{alternatives|m=He|f=She}} to whom Allagan ruins are almost commonplace─who bested even Amon in combat. Compared to such trials, this will be but a footnote in a long list of heroics.&lt;br /&gt;
Koh Rabntah: Once [Forename] returns from {{alternatives|m=him|f=her}} expedition, you are more than welcome to return here and listen to the report. Rest assured you shall remain fully apprised of any world-threatening developments.&lt;br /&gt;
&lt;br /&gt;
G&#039;raha Tia: That&#039;s a small reassurance, but I suppose it must suffice. ...Should you find yourselves at an impasse, do remember that I&#039;m only a call away, won&#039;t you?&lt;br /&gt;
&lt;br /&gt;
Koh Rabntah: Now then, let us make ready. The secrets of Eureka Orthos lie in wait to be found!&lt;br /&gt;
-cutscene end&lt;br /&gt;
&lt;br /&gt;
===Speak with Koh Rabntah.===&lt;br /&gt;
-optional start&lt;br /&gt;
Khatun: Welcome, welcome! I am at your complete disposal as you venture forth into Eureka Orthos. I was given the honor of this appointment directly by Archmagus Noah, and I don&#039;t intend to let her down!&lt;br /&gt;
Valeroine: I&#039;ve been tasked with identifying and discerning the value of any treasure you find within the Allagan laboratory. It&#039;s an honor to be included among such illustrious company, and I eagerly await the spoils of your first expedition.&lt;br /&gt;
Synthesis Node: &amp;lt;blip&amp;gt; &amp;lt;buzz&amp;gt; Resources required for item synthesis.&lt;br /&gt;
-optional end&lt;br /&gt;
&lt;br /&gt;
Koh Rabntah: Here we are. Rammbroes has furnished me with all the manpower I requested.&lt;br /&gt;
Koh Rabntah: The capable researchers of the Sons of Saint Coinach stand ready to organize your expeditions and appraise any rarities you may find.&lt;br /&gt;
Koh Rabntah: As for my part, I have managed to offset the magical limitations of this vessel with my boundless knowledge, procuring two tools that should be of great use to you.&lt;br /&gt;
Koh Rabntah: First, special armor. You see, in the days before the Fourth Umbral Calamity, the researchers of Eureka Orthos fortified it with wards that enervate the faculties of any intruders.&lt;br /&gt;
Koh Rabntah: Even the most masterful weapons are rendered useless if they cannot be swung. To overcome this, I have imbued a set of armor with opposing wards which should nullify the effect, thus allowing you to fight with gusto!&lt;br /&gt;
Koh Rabntah: Second is a handy little device called a demiclone generator. As the name implies, it is capable of creating near-clones in a matter of moments. &lt;br /&gt;
Koh Rabntah: Such clones, while imperfect, were often used in experiments. If you come across tomestones containing data on such experiments, the generator can make sense of them.&lt;br /&gt;
Koh Rabntah: Furthermore, while the aether of the clones dissipates as quickly as vapor in a hot beaker, an extra hand or two may prove useful in pulling you from a perilous situation.&lt;br /&gt;
Koh Rabntah: Take these tools in good health, and may they serve you well! Once you have steeled your nerves and sharpened your weapons, speak with Khatun to begin!&lt;br /&gt;
&lt;br /&gt;
===Speaking with Khatun===&lt;br /&gt;
Khatun: Well met, [Forename]! I&#039;m Khatun, and Mistress Noah has tasked me with overseeing all manner of support for your expeditions into Eureka Orthos. &lt;br /&gt;
Khatun: That lass over there is Valeroine, and she&#039;ll appraise the worth of any trinkets or treasure you may find. Mistress Noah has also provided us with a synthesis node, and we&#039;re standing by to offer whatsoever aid we can!&lt;br /&gt;
Khatun: I take it the archmagus has given you the two pieces of equipment she was so proud of making? Excuse me, but for your own safety, I must ask you to show them to me before I allow you to set foot into the unknown.&lt;br /&gt;
Khatun: Everything appears to be in working order. Now then, you&#039;re ready to go!&lt;br /&gt;
Khatun: Our first goal is to reach the thirtieth floor of the facility! Go forth, [Forename], and show the realm that Allag&#039;s most deadly creations are no match for our heroes!&lt;br /&gt;
-quest complete&lt;br /&gt;
&#039;&#039;{{i|Eureka Orthos}} now accessible&#039;&#039;&lt;br /&gt;
System: You now have access to Eureka Orthos.&lt;br /&gt;
System: You may enter the deep dungeon by speaking with Khatun again.&lt;br /&gt;
System: You must be a Disciple of War or Magic of level 81 or above to participate, and your level will be adjusted to 81 upon entering Eureka Orthos for the first time.&lt;br /&gt;
System: Further details can be had by speaking with Khatun.&lt;br /&gt;
System: To return to this location, you may speak with Burnel at Revenant&#039;s Toll. &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Rage_Extinguished&amp;diff=1528665</id>
		<title>Rage Extinguished</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Rage_Extinguished&amp;diff=1528665"/>
		<updated>2026-09-01T20:08:22Z</updated>

		<summary type="html">&lt;p&gt;Hubry: review dialogue&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quest infobox&lt;br /&gt;
| title = Rage Extinguished&lt;br /&gt;
| description = [[Koh Rabntah]] is eager to hear of your progress into [[Eureka Orthos]].&lt;br /&gt;
| image = Rage Extinguished.png&lt;br /&gt;
| quest-giver = Koh Rabntah&lt;br /&gt;
| related-npcs = G&#039;raha Tia&lt;br /&gt;
| location = Mor Dhona&lt;br /&gt;
| location-x = 34.7&lt;br /&gt;
| location-y = 19.3&lt;br /&gt;
| type = feature&lt;br /&gt;
| quest-line = &lt;br /&gt;
| journal-section = Sidequests&lt;br /&gt;
| journal-category = Records of Unusual Endeavors Quests&lt;br /&gt;
| journal-genre = Eureka Orthos Quests&lt;br /&gt;
| sortkey = 310&lt;br /&gt;
| organization =&lt;br /&gt;
| class = &lt;br /&gt;
| job = &lt;br /&gt;
| category = &lt;br /&gt;
| level = 81&lt;br /&gt;
| req-quest = &lt;br /&gt;
| req-items = &lt;br /&gt;
| requirements = Clear floor 30 of {{i|Eureka Orthos}}.&lt;br /&gt;
| exp = 0&lt;br /&gt;
| gil = 700&lt;br /&gt;
| mettle = &lt;br /&gt;
| reward(1-10) = &lt;br /&gt;
| overridereward(1-10) = &lt;br /&gt;
| reward-opt(1-8) = &lt;br /&gt;
| overridereward-opt(1-8) = &lt;br /&gt;
| unlocks =&lt;br /&gt;
| prev-quest = Delve into Myth&lt;br /&gt;
| next-quest = Orthos Unveiled&lt;br /&gt;
| patch = 6.35&lt;br /&gt;
| release = endwalker&lt;br /&gt;
| id-edb = 0ca8e48fbc1&lt;br /&gt;
| id-gt = 70200&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Steps==&lt;br /&gt;
*Speak with [[Koh Rabntah]].&lt;br /&gt;
&lt;br /&gt;
==Journal==&lt;br /&gt;
* [[Koh Rabntah]] is eager to hear of your progress into [[Eureka Orthos]].&lt;br /&gt;
&lt;br /&gt;
* While the Allagan archmagus seems surprised that you survived your expedition into Eureka Orthos unscathed, she is eager to hear about what you encountered on your journey. She asks that you summon G&#039;raha Tia to the Eight Sentinels, that you may regale them both with tales of the enemies you fought and the experiments you unearthed.&lt;br /&gt;
&lt;br /&gt;
* As you relate your battle with the cloned Tiamat, Noah seems satisfied, revealing that the ultimate purpose of her request was to see that the contributions of Allag&#039;s researchers─namely, her pupils Unei and Doga─do not go ignored by future generations. With floor thirty of Eureka Orthos conquered, your obligation to the archmagus is fulfilled, but she informs you that the deeper floors house even more dangerous creatures to combat and more lustering treasure to uncover. Whether you set foot into those treacherous depths, however, is a decision entirely up to you.&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
{{Dialogue|&amp;lt;nowiki&amp;gt;&lt;br /&gt;
===Accepting the quest===&lt;br /&gt;
Koh Rabntah: You are returned, and with no grievous wounds that I can discern! I take it that means you have proven equal to the task of plumbing Eureka Orthos&#039;s depths?&lt;br /&gt;
Koh Rabntah: I knew the contrivances of Allag&#039;s brightest minds would be no match for you! But of course, what else should I have expected from an adventurer of your caliber?&lt;br /&gt;
Koh Rabntah: I am very much looking forward to your full report, but first you should summon G&#039;raha Tia. I did make the boy a promise, after all.&lt;br /&gt;
Koh Rabntah: If you would, impress upon him that the matter is one of the utmost urgency. Although I suspect he hardly needs the extra prodding.&lt;br /&gt;
-cutscene start&lt;br /&gt;
&#039;&#039;Flashbacks of floors 10, 20, and 30 appear.&#039;&#039;&lt;br /&gt;
G&#039;raha Tia: Fascinating. It was as Noah said would happen─the vanguard of Allagan research came to meet your advance.&lt;br /&gt;
G&#039;raha Tia: Artificial organisms and clones, each more fearsome than the last. And at the end of this vicious parade was none other than...&lt;br /&gt;
&lt;br /&gt;
Koh Rabntah: A clone of Tiamat, one of the first brood. &lt;br /&gt;
Koh Rabntah: When Xande began his conquest of the southern continent, the dragons which held dominion over the region offered fierce resistance.&lt;br /&gt;
Koh Rabntah: Thus was every available resource poured into creating a species of wyrm which would bend to Allagan will. Once Tiamat and her kin were captured, they were used to hasten the subjugation of dragonkind.&lt;br /&gt;
Koh Rabntah: The many clones born from this research were also used as fodder for a different project, which aimed to perfect the means by which Bahamut could be used to power Dalamud.&lt;br /&gt;
&lt;br /&gt;
G&#039;raha Tia: When we encountered Tiamat on Azys Lla, &#039;twas plain her thoughts had never strayed far from Bahamut, even after thousands of years of imprisonment.&lt;br /&gt;
G&#039;raha Tia: If her clone was forced to watch as he was reduced to a power source for that fell moon... Even if that Bahamut was merely a primal, the sight must have torn at her heart.&lt;br /&gt;
&lt;br /&gt;
Koh Rabntah: Is that compassion I hear in your voice? Toward Tiamat? My, how times have changed.&lt;br /&gt;
Koh Rabntah: I know not how the deeds carried out in Eureka Orthos will look when viewed through your eyes. I imagine they might not paint the empire in the most magnanimous of lights.&lt;br /&gt;
Koh Rabntah: Yet as an Allagan myself, I can say that at the time, they were not only a symbol of our eminence, but also a means of our survival.&lt;br /&gt;
Koh Rabntah: ...Perhaps you think we went too far?&lt;br /&gt;
Koh Rabntah: Before rushing to judgment, allow me to remind you that civilization thrives by bending nature to its will. Allagan science is but one manifestation of this inevitability.&lt;br /&gt;
Koh Rabntah: None would bat an eye to see a river dammed to prevent flooding. We breed plants and animals with the intent to make their next generations hardier─for our own benefit, not for the subject&#039;s.&lt;br /&gt;
Koh Rabntah: I am interested to hear your opinion, [Forename]. What impression has Eureka Orthos left upon you?&lt;br /&gt;
&lt;br /&gt;
Question: What will you say?&lt;br /&gt;
 &amp;gt; The Allagans were visionaries!&lt;br /&gt;
 &amp;gt; You&#039;re not wrong. But you aren&#039;t completely right, either.&lt;br /&gt;
 &amp;gt; The Allagans crossed a line, then went far beyond it.&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
G&#039;raha Tia: You know, you never did say &#039;&#039;why&#039;&#039; you wanted [Forename] to delve into the facility.&lt;br /&gt;
G&#039;raha Tia: Was there some manner of impending catastrophe that you hoped to prevent by clearing the laboratory of threats?&lt;br /&gt;
&lt;br /&gt;
Koh Rabntah: Oh, &#039;twas nothing so noble as that. Naturally, with no researchers to maintain them, the remaining experiments would succumb to the march of time.&lt;br /&gt;
Koh Rabntah: I knew this would be my final chance to share them with another─to share what Allag&#039;s researchers wrought.&lt;br /&gt;
Koh Rabntah: Their endless experimentation produced the answers to questions few thought to even ask. And now, in a way, their work shall live on.&lt;br /&gt;
Koh Rabntah: My time in Eureka Orthos was merely a diversion, but my pupils devoted heart and soul to their research, knowing that their fate─and the fate of their nation─depended on their success.&lt;br /&gt;
&lt;br /&gt;
G&#039;raha Tia: Your pupils were here?&lt;br /&gt;
G&#039;raha Tia: I&#039;ve heard that the archmagus guided the education of the imperial family.&lt;br /&gt;
G&#039;raha Tia: So when you speak of your pupils, that can only mean...&lt;br /&gt;
&lt;br /&gt;
Koh Rabntah: Doga and Unei, yes. The direct descendants of Emperor Xande. They agreed to be cloned, that they might serve the empire forevermore.&lt;br /&gt;
Koh Rabntah: I wanted the world to know what their sacrifice gave us. How they spurred the advance of technology further than any before them.&lt;br /&gt;
Koh Rabntah: I thank you for going along with my selfish requests thus far. If you would allow me another indulgence, I would like to dedicate your expedition to the memory of those children and their fallen homeland.&lt;br /&gt;
Koh Rabntah: Thank you, my friend! Now then, let us move on to lighter matters, yes? Eureka Orthos is not the sole repository of Allagan ingenuity.&lt;br /&gt;
Koh Rabntah: For the empire was vast, and they were loath to put all their eggs in one basket, so to speak. Doubtless other similar facilities dot the realm.&lt;br /&gt;
Koh Rabntah: Should you stumble upon one during your adventures, do not hesitate to venture into its halls. Why, I daresay your most thrilling discoveries are yet ahead of you!&lt;br /&gt;
&lt;br /&gt;
G&#039;raha Tia: I look forward to hearing of them!&lt;br /&gt;
-cutscene end&lt;br /&gt;
&lt;br /&gt;
===Speak with Koh Rabntah.===&lt;br /&gt;
Koh Rabntah: Allow me to offer you my thanks once again, [Forename]. Your efforts have seen a long-held wish of mine fulfilled at last.&lt;br /&gt;
Koh Rabntah: And while you have no more obligation to me, Eureka Orthos reaches deeper still into the earth.&lt;br /&gt;
Koh Rabntah: On the lowermost floors the most volatile experimentations were carried out. I cannot in good conscience suggest you delve further, but if riches and adventure are what you seek, I can think of no better place.&lt;br /&gt;
Koh Rabntah: If you find aught of interest, I promise to share with you what I know of its history. That is, of course, assuming you survive the journey! Farewell and happy hunting, [Forename]! &lt;br /&gt;
-quest complete&lt;br /&gt;
&#039;&#039;{{i|Eureka Orthos}} - Forgotten Depths now accessible&#039;&#039;&lt;br /&gt;
System: You can now explore beyond floor 30 of Eureka Orthos.&lt;br /&gt;
System: To learn the requirements for entering floor 31 and below, speak with Khatun.&lt;br /&gt;
System: You may now consume Orthos aetherpool gear strength to obtain Orthos aetherpool grips from the synthesis node.&lt;br /&gt;
System: Orthos aetherpool grips can then be exchanged for weapons that appear identical to Orthos aetherpool arms but can be used outside of Eureka Orthos.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;}}&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Delve_into_Myth&amp;diff=1528664</id>
		<title>Delve into Myth</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Delve_into_Myth&amp;diff=1528664"/>
		<updated>2026-09-01T19:46:57Z</updated>

		<summary type="html">&lt;p&gt;Hubry: /* Dialogue */ typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quest infobox&lt;br /&gt;
| title = Delve into Myth&lt;br /&gt;
| description = [[Koh Rabntah]] is eyeing you like a bird who has found its prey.&lt;br /&gt;
| image = DelveIntoMyth.png&lt;br /&gt;
| quest-giver = Koh Rabntah&lt;br /&gt;
| related-npcs = G&#039;raha Tia; Khatun&lt;br /&gt;
| location = Mor Dhona&lt;br /&gt;
| location-x = 21.8&lt;br /&gt;
| location-y = 8.1&lt;br /&gt;
| type = feature&lt;br /&gt;
| quest-line = &lt;br /&gt;
| journal-section = Sidequests&lt;br /&gt;
| journal-category = Records of Unusual Endeavors Quests&lt;br /&gt;
| journal-genre = Eureka Orthos Quests&lt;br /&gt;
| sortkey = 301&lt;br /&gt;
| organization =&lt;br /&gt;
| class = &lt;br /&gt;
| job = &lt;br /&gt;
| category = &lt;br /&gt;
| level = 81&lt;br /&gt;
| req-quest = Endwalker (Quest)&lt;br /&gt;
| req-items = 1 Expedition Kit&lt;br /&gt;
| requirements = Clear floor 50 of the {{i|Palace of the Dead}}.&lt;br /&gt;
| exp = 0&lt;br /&gt;
| gil = 958&lt;br /&gt;
| mettle = &lt;br /&gt;
| reward(1-10) = &lt;br /&gt;
| overridereward(1-10) = &lt;br /&gt;
| reward-opt(1-8) = &lt;br /&gt;
| overridereward-opt(1-8) = &lt;br /&gt;
| unlocks = dd Eureka Orthos&lt;br /&gt;
| prev-quest = &lt;br /&gt;
| next-quest = Rage Extinguished&lt;br /&gt;
| patch = 6.35&lt;br /&gt;
| release = endwalker&lt;br /&gt;
| id-edb = 0904c99e110&lt;br /&gt;
| id-gt = 70199&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Steps==&lt;br /&gt;
*Wait at the designated location.&lt;br /&gt;
*Speak with [[Koh Rabntah]].&lt;br /&gt;
*Show your equipment to [[Khatun]].&lt;br /&gt;
&lt;br /&gt;
==Journal==&lt;br /&gt;
* [[Koh Rabntah]] is eyeing you like a bird who has found its prey.&lt;br /&gt;
&lt;br /&gt;
* What appears to be an unassuming Miqo&#039;te researcher is─for the moment─currently inhabited by the essence of legendary Allagan archmagus Noah, and it appears that your deeds have impressed the exacting teacher enough that she has decided to entrust you with a matter of utmost import. Before divulging the details of her request, however, she asks that you summon G&#039;raha Tia to the Eight Sentinels, as he apparently also has a role in her plan.&lt;br /&gt;
&lt;br /&gt;
* Upon G&#039;raha Tia&#039;s arrival, Noah reveals the purpose for which she has gathered you both at the Crystal Tower. Using G&#039;raha Tia&#039;s royal blood as a key, she hopes to gain access to Eureka Orthos, a secret Allagan facility that held the empire&#039;s most clandestine research. After the gates are unlocked, she would have you delve into its long-forgotten halls, braving the dangers lying in wait and bringing Allag&#039;s secrets to the surface. The archmagus promises to help ensure─or at least promote─your survival, and seems eager to finish your preparations.&lt;br /&gt;
&lt;br /&gt;
* The archmagus furnishes you with a special suit of armor which will shield you from the facility&#039;s enervating wards as well as a demiclone generator, which can make sense of any data you find in your search. Although you have everything you need to begin your expedition, protocol must be followed. Present your equipment to Khatun for a final inspection.&lt;br /&gt;
&lt;br /&gt;
* Confirming that all the bits and pieces of your gear are in working order, Khatun clears you for entrance into Eureka Orthos. Your first goal is to descend to the thirtieth floor of the labyrinthine facility, fighting your way through any opposition that stands before you.&lt;br /&gt;
** ※You may speak with Burnel at Revenant&#039;s Toll to teleport to the Eight Sentinels.&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
{{Dialogue|&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;gt; If the player has not yet completed {{i|Palace of the Dead (Floors 41-50)}}&lt;br /&gt;
&lt;br /&gt;
System: In order to undertake this quest, you must first clear floor 50 of the [[Palace of the Dead]].&lt;br /&gt;
System: To gain access to the Palace of the Dead, you must complete the quest “[[The House That Death Built]].” &lt;br /&gt;
---&lt;br /&gt;
===Accepting the quest===&lt;br /&gt;
-cutscene start&lt;br /&gt;
&amp;gt; If the player has not completed the removed quest {{i|But I Hardly Noah}}&lt;br /&gt;
Koh Rabntah: How fare you, brave adventurer?&lt;br /&gt;
Koh Rabntah: ...Or should I call you the hero of the Scions? An intrepid researcher for NOAH, perhaps? Which appellation do you prefer, [Forename] [Surname]?&lt;br /&gt;
Koh Rabntah: Now, now, there is no need for alarm. I am but a humble member of the Sons of Saint Coinach, although plainly not a son. My name is Koh Rabntah... &lt;br /&gt;
Koh Rabntah: ...Well, strictly speaking, it would be more accurate to say that Koh Rabntah is the name of the vessel I inhabit. To explain matters simply, I am borrowing her for a spell.&lt;br /&gt;
Koh Rabntah: My true name is Noah. Yes, &#039;&#039;that&#039;&#039; Noah, famed archmagus of the Allagan Empire.&lt;br /&gt;
Koh Rabntah: Surprised you, did I? I assure you I speak the truth─before you stands the very person after whom you have named your esteemed research group. Or her essence, rather.&lt;br /&gt;
Koh Rabntah: You have braved Syrcus Tower, yes? &#039;Twas there that Koh chanced upon the orb which harbored me.&lt;br /&gt;
Koh Rabntah: Awakened into an entirely new age, I was eager to abscond from my stuffy home and stretch my legs, so to speak. So Koh and I came to an agreement: she would lend me her body from time to time, and in return would receive the honor of being my vessel.&lt;br /&gt;
Koh Rabntah: Fear not, this is nothing so base as voidsent possession─I can leave this body whensoever I please. But I did not seek you out to discuss the finer points of magic. No, there is something much more important we must discuss.&lt;br /&gt;
&amp;gt; Else&lt;br /&gt;
Koh Rabntah: Ah, fancy meeting you here, [Forename]. Have you been well?&lt;br /&gt;
Koh Rabntah: Doubtless your adventuring duties have left you with little time for our humble organization. Still, I trust you have found a spare moment here and there to contribute to NOAH&#039;s ongoing research. You are so very good at it, after all.&lt;br /&gt;
Koh Rabntah: Splendid, splendid. As you can see, my circumstances leave little room for complaint.&lt;br /&gt;
Koh Rabntah: Koh Rabntah: My vessel remains intact, and this age has yet to lose its luster. All told, Koh&#039;s discovery of the orb containing my essence in Syrcus Tower was a happy twist of fate indeed.&lt;br /&gt;
Koh Rabntah: Not only have I been able to drink my fill of this world&#039;s mysteries and delights, but Koh seems more than happy to allow me all the time I need to indulge my curiosity.&lt;br /&gt;
Koh Rabntah: Now, before you pass judgment, I must remind you that this arrangement was carried out under mutual agreement. I fully intend to relinquish control to her as soon as my work here is done, and it just so happens you may be able to help with that.&lt;br /&gt;
---&lt;br /&gt;
Koh Rabntah: Rammbroes can scarcely stop talking about your adventures with the Scions of the Seventh Dawn, you see. I have heard the stories countless times...&lt;br /&gt;
Koh Rabntah: How in a strange turn of fate, G&#039;raha Tia was awoken from his slumber in the Crystal Tower, far earlier than he should have been.&lt;br /&gt;
Koh Rabntah: How the Ascian Fandaniel, who set our star on course toward the Final Days, was in fact Amon all along. &lt;br /&gt;
Koh Rabntah: Events of earth-shaking import─events in which you invariably played a pivotal role.&lt;br /&gt;
Koh Rabntah: Your pedigree means there is none better suited to receive my request.&lt;br /&gt;
Koh Rabntah: Firstly, however, I would ask that you summon G&#039;raha Tia to the Eight Sentinels. I suspect he will answer the call of a comrade-in-arms much more readily than an anonymous researcher calling themselves an archmagus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Warrior of Light calls G&#039;raha Tia using a linkpearl.&#039;&#039;&lt;br /&gt;
G&#039;raha Tia: Yes, this is he.&lt;br /&gt;
G&#039;raha Tia: [Forename]!? What a pleasant surprise! I can&#039;t remember the last time &#039;&#039;you&#039;&#039; called &#039;&#039;m&#039;&#039;─ Oh my!&lt;br /&gt;
G&#039;raha Tia: Oh...that? &#039;Twas nothing, nothing at all! I&#039;m much more interested in you, my friend. Are you well? You aren&#039;t in some sort of trouble, are you?&lt;br /&gt;
G&#039;raha Tia: That&#039;s...quite the yarn. You say the archmagus Noah, inhabiting the body of a young researcher, has asked you to ask me to make haste to the Eight Sentinels. Have I got it right?&lt;br /&gt;
G&#039;raha Tia: ......&lt;br /&gt;
G&#039;raha Tia: ...Absolutely fascinating!&lt;br /&gt;
G&#039;raha Tia: I&#039;ll be there at once! As soon as I conclude my current business, that is. I promise to be quick.&lt;br /&gt;
G&#039;raha Tia: Tell Noah─or is it Koh?─that I am eager to make her acquaintance! Until then, [Forename]!&lt;br /&gt;
&lt;br /&gt;
Koh Rabntah: Well, I certainly did not mean to rush the poor lad. I hope his haste does not come at the expense of caution...&lt;br /&gt;
Koh Rabntah: Even so, hearing the loyalty you inspire in others makes me feel secure in my choice to place this task in your hands.&lt;br /&gt;
Koh Rabntah: Now then, it would be improper for us to be late to our appointment after pulling G&#039;raha Tia away from his work. Feel free to go on ahead─I shall be not far behind.&lt;br /&gt;
-quest accepted&lt;br /&gt;
-cutscene end&lt;br /&gt;
&lt;br /&gt;
===Wait at the designated location.===&lt;br /&gt;
-cutscene start&lt;br /&gt;
G&#039;raha Tia: I came as quickly as I could. I haven&#039;t kept you waiting, have I?&lt;br /&gt;
G&#039;raha Tia: ...Good, good. When you told me that Noah herself was a party in all this, I knew this was an opportunity I would be loath to miss.&lt;br /&gt;
G&#039;raha Tia: When placed against the rebirth of both Xande and Amon, the survival of Noah&#039;s essence seems almost quaint. Still, I can&#039;t help but be excited to meet her and hear what this request of hers entails.&lt;br /&gt;
G&#039;raha Tia: If I were to hazard a guess, it has something to do with the Crystal Tower.&lt;br /&gt;
&lt;br /&gt;
Koh Rabntah@???: Your instincts are correct. Now, let me see those eyes...a deep crimson the likes of which I have not seen in many an age.&lt;br /&gt;
Koh Rabntah@???: Oh, this? Magicks are required on the road ahead, and I had to prepare accordingly.&lt;br /&gt;
Koh Rabntah@???: While adept enough as a researcher, I am afraid Koh&#039;s aptitude in the aetherial arts is nonexistent. It was necessary for me to acquire the proper attire, that I might in some small way make up for this deficiency.&lt;br /&gt;
Koh Rabntah: While my abilities now are but a shade of what they were at my zenith, they shall suffice. You can thank Rowena&#039;s House of Splendors for meeting even the most esoteric of my demands.&lt;br /&gt;
&lt;br /&gt;
Question: What will you say?&lt;br /&gt;
&amp;gt; You&#039;ve truly captured the spirit of Allag!&lt;br /&gt;
Koh Rabntah: Why, thank you! I did try. Every magus knows that function must be married with looks─those that fail to learn that lesson seldom last long.&lt;br /&gt;
&amp;gt; Did you really have to change her hair?&lt;br /&gt;
Koh Rabntah: Truth be told, I never did understand why Koh felt the need to hide her face with her hair. Why limit one&#039;s field of vision so? With this simple change, it feels the world has opened itself to me.&lt;br /&gt;
&amp;gt; Uh... Who are you? &lt;br /&gt;
Koh Rabntah: Hoho, [Forename], so quick with the jests. Unless you were serious...? Either way, I shall take your statement to mean that my change is an overall improvement. &lt;br /&gt;
---&lt;br /&gt;
Koh Rabntah: However, I do wish I could have added a touch more flair. Amon would have clucked his tongue in disapproval at the sight of me.&lt;br /&gt;
Koh Rabntah: Alas, I had to appease Koh&#039;s preferences as well. She insisted that the first few outfits I selected were much too gaudy, and eventually we landed on this compromise. Beauty truly is in the eye of the beholder, I suppose...&lt;br /&gt;
&lt;br /&gt;
G&#039;raha Tia: Yes, yes, truly fascinating, most illustrious Noah. I could listen for days...&lt;br /&gt;
G&#039;raha Tia: Yet there is the question of why I was summoned here. And [Forename], for that matter. Why have you gone to such lengths to seek us out?&lt;br /&gt;
&lt;br /&gt;
Koh Rabntah: ...Yes, quite right. To understand where we are heading, I must first tell you what came before. In the twilight of the Third Astral Era, with the Allagan Empire at the height of its glory, a laboratory was constructed beneath the Crystal Tower. There, the empire&#039;s most sensitive research was conducted.&lt;br /&gt;
Koh Rabntah: The means of achieving eternal life and resurrection. Clone technology. Control mechanisms for the eikons and the eventual completion of the Dalamud prototype.&lt;br /&gt;
Koh Rabntah: Those were but few of the many projects pursued deep under the earth. All in absolute secrecy, with the full blessings and guidance of the royal family.&lt;br /&gt;
Koh Rabntah: It was dubbed Eureka Orthos by the emperor himself. A fitting name for a place which would become a nexus of creation.&lt;br /&gt;
&lt;br /&gt;
G&#039;raha Tia: Eureka!? You can&#039;t mean what I think you mean...&lt;br /&gt;
&amp;gt; If the player has completed the quest {{i|And We Shall Call It Eureka}}&lt;br /&gt;
G&#039;raha Tia: I believe you and Krile are well familiar with the “Forbidden Land”?&lt;br /&gt;
G&#039;raha Tia: When that island appeared suddenly in the waters of the Far East, it was dubbed “Eureka” after the Allagan legend.&lt;br /&gt;
&amp;gt; Else&lt;br /&gt;
G&#039;raha Tia: Eureka is one of the oldest legends of Allag.&lt;br /&gt;
---&lt;br /&gt;
G&#039;raha Tia: The stories say that in the center of a vast labyrinth slumbers a weapon of incomprehensible power.&lt;br /&gt;
&lt;br /&gt;
Koh Rabntah: Oh, so the passage of time has not erased our deeds entirely.&lt;br /&gt;
Koh Rabntah: That legend has a hint of truth in it. The development of specialized weapons was a main subject of research within Eureka Orthos. It comes as no surprise that rumors of what transpired there would eventually grow into the tales of which you speak.&lt;br /&gt;
Koh Rabntah: However, Eureka Orthos is no myth─it exists as surely as you or I, and it was every bit as magnificent a feat as Syrcus Tower. I have reason to believe it survived the chaos of the Fourth Umbral Calamity relatively unscathed. &lt;br /&gt;
Koh Rabntah: I know where it is, and I know how we can gain entrance.&lt;br /&gt;
Koh Rabntah: My peerless knowledge of teleportation magicks shall take us to the gates, and the royal blood flowing through G&#039;raha Tia&#039;s veins shall open them.&lt;br /&gt;
Koh Rabntah: I would very much like to once again set foot within those halls, where I refined and perfected the means of transferring my essence to and from various objects. &lt;br /&gt;
Koh Rabntah: Which brings me to my request. I would have you delve into the deepest regions of Eureka Orthos, and drag its secrets kicking and screaming into today.&lt;br /&gt;
Koh Rabntah: With the flow of time within the Crystal Tower restored, the laboratory should be fully active, its unfinished experiments and long-dormant security measures wandering aimlessly in search of intruders.&lt;br /&gt;
Koh Rabntah: The first order of the day shall be to put these obstacles to rest, and advance to the thirtieth floor of the facility.&lt;br /&gt;
&lt;br /&gt;
G&#039;raha Tia: I&#039;ll accompany you. If this place is as dangerous as it sounds, you&#039;ll need every extra weapon you can get.&lt;br /&gt;
&lt;br /&gt;
Koh Rabntah: I am afraid I cannot permit that. Your role in this ends once the gates to Eureka Orthos have opened.&lt;br /&gt;
Koh Rabntah: I understand your disappointment, but the same blood that makes you useful as a key makes you a hindrance to fulfilling this mission. It ties you too strongly to the empire.&lt;br /&gt;
Koh Rabntah: Unlike the Crystal Tower, there is no need for Eureka Orthos to inspire hope.&lt;br /&gt;
Koh Rabntah: Allag is gone, its inheritors long dead. I wish for the empire&#039;s deeds─no matter how unsavory─to be beholden with eyes unclouded by legacy, that they might be judged for what they were.&lt;br /&gt;
Koh Rabntah: So, [Forename], I know I have been long in the asking, but will you accept this task?&lt;br /&gt;
Koh Rabntah: Naturally, I shall offer all the help I can muster, and you are free to take any spoils you may find. There is much that could be of use to one such as you.&lt;br /&gt;
Koh Rabntah: I knew you would find the scent of adventure irresistible, but I thank you nonetheless. Drink your fill of ancient secrets and buried sin.&lt;br /&gt;
Koh Rabntah: Well then, I suppose it is time to make our ingress. Allow us to borrow the key that Unei and Doga entrusted to you so long ago.&lt;br /&gt;
Koh Rabntah: Ah, the connection seems to be stable. Very good.&lt;br /&gt;
&lt;br /&gt;
G&#039;raha Tia: Promise me you&#039;ll come back in one piece, [Forename]. Return in any other shape, and not even another Calamity will convince me to open these gates.&lt;br /&gt;
&lt;br /&gt;
Koh Rabntah: Must you fuss over {{alternatives|m=him|f=her}} like a child? {{alternatives|m=He|f=She}} to whom Allagan ruins are almost commonplace─who bested even Amon in combat. Compared to such trials, this will be but a footnote in a long list of heroics.&lt;br /&gt;
Koh Rabntah: Once [Forename] returns from {{alternatives|m=him|f=her}} expedition, you are more than welcome to return here and listen to the report. Rest assured you shall remain fully apprised of any world-threatening developments.&lt;br /&gt;
&lt;br /&gt;
G&#039;raha Tia: That&#039;s a small reassurance, but I suppose it must suffice. ...Should you find yourselves at an impasse, do remember that I&#039;m only a call away, won&#039;t you?&lt;br /&gt;
&lt;br /&gt;
Koh Rabntah: Now then, let us make ready. The secrets of Eureka Orthos lie in wait to be found!&lt;br /&gt;
-cutscene end&lt;br /&gt;
&lt;br /&gt;
===Speak with Koh Rabntah.===&lt;br /&gt;
-optional start&lt;br /&gt;
Khatun: Welcome, welcome! I am at your complete disposal as you venture forth into Eureka Orthos. I was given the honor of this appointment directly by Archmagus Noah, and I don&#039;t intend to let her down!&lt;br /&gt;
Valeroine: I&#039;ve been tasked with identifying and discerning the value of any treasure you find within the Allagan laboratory. It&#039;s an honor to be included among such illustrious company, and I eagerly await the spoils of your first expedition.&lt;br /&gt;
Synthesis Node: &amp;lt;blip&amp;gt; &amp;lt;buzz&amp;gt; Resources required for item synthesis.&lt;br /&gt;
-optional end&lt;br /&gt;
&lt;br /&gt;
Koh Rabntah: Here we are. Rammbroes has furnished me with all the manpower I requested.&lt;br /&gt;
Koh Rabntah: The capable researchers of the Sons of Saint Coinach stand ready to organize your expeditions and appraise any rarities you may find.&lt;br /&gt;
Koh Rabntah: As for my part, I have managed to offset the magical limitations of this vessel with my boundless knowledge, procuring two tools that should be of great use to you.&lt;br /&gt;
Koh Rabntah: First, special armor. You see, in the days before the Fourth Umbral Calamity, the researchers of Eureka Orthos fortified it with wards that enervate the faculties of any intruders.&lt;br /&gt;
Koh Rabntah: Even the most masterful weapons are rendered useless if they cannot be swung. To overcome this, I have imbued a set of armor with opposing wards which should nullify the effect, thus allowing you to fight with gusto!&lt;br /&gt;
Koh Rabntah: Second is a handy little device called a demiclone generator. As the name implies, it is capable of creating near-clones in a matter of moments. &lt;br /&gt;
Koh Rabntah: Such clones, while imperfect, were often used in experiments. If you come across tomestones containing data on such experiments, the generator can make sense of them.&lt;br /&gt;
Koh Rabntah: Furthermore, while the aether of the clones dissipates as quickly as vapor in a hot beaker, an extra hand or two may prove useful in pulling you from a perilous situation.&lt;br /&gt;
Koh Rabntah: Take these tools in good health, and may they serve you well! Once you have steeled your nerves and sharpened your weapons, speak with Khatun to begin!&lt;br /&gt;
&lt;br /&gt;
===Speaking with Khatun===&lt;br /&gt;
Khatun: Well met, [Forename]! I&#039;m Khatun, and Mistress Noah has tasked me with overseeing all manner of support for your expeditions into Eureka Orthos. &lt;br /&gt;
Khatun: That lass over there is Valeroine, and she&#039;ll appraise the worth of any trinkets or treasure you may find. Mistress Noah has also provided us with a synthesis node, and we&#039;re standing by to offer whatsoever aid we can!&lt;br /&gt;
Khatun: I take it the archmagus has given you the two pieces of equipment she was so proud of making? Excuse me, but for your own safety, I must ask you to show them to me before I allow you to set foot into the unknown.&lt;br /&gt;
Khatun: Everything appears to be in working order. Now then, you&#039;re ready to go!&lt;br /&gt;
Khatun: Our first goal is to reach the thirtieth floor of the facility! Go forth, [Forename], and show the realm that Allag&#039;s most deadly creations are no match for our heroes!&lt;br /&gt;
-quest complete&lt;br /&gt;
&#039;&#039;{{i|Eureka Orthos}} now accessible&#039;&#039;&lt;br /&gt;
System: You now have access to Eureka Orthos.&lt;br /&gt;
System: You may enter the deep dungeon by speaking with Khatun again.&lt;br /&gt;
System: You must be a Disciple of War or Magic of level 81 or above to participate, and your level will be adjusted to 81 upon entering Eureka Orthos for the first time.&lt;br /&gt;
System: Further details can be had by speaking with Khatun.&lt;br /&gt;
System: To return to this location, you may speak with Burnel at Revenant&#039;s Toll. &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Delve_into_Myth&amp;diff=1528663</id>
		<title>Delve into Myth</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Delve_into_Myth&amp;diff=1528663"/>
		<updated>2026-09-01T19:45:30Z</updated>

		<summary type="html">&lt;p&gt;Hubry: /* Dialogue */ review dialogue&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quest infobox&lt;br /&gt;
| title = Delve into Myth&lt;br /&gt;
| description = [[Koh Rabntah]] is eyeing you like a bird who has found its prey.&lt;br /&gt;
| image = DelveIntoMyth.png&lt;br /&gt;
| quest-giver = Koh Rabntah&lt;br /&gt;
| related-npcs = G&#039;raha Tia; Khatun&lt;br /&gt;
| location = Mor Dhona&lt;br /&gt;
| location-x = 21.8&lt;br /&gt;
| location-y = 8.1&lt;br /&gt;
| type = feature&lt;br /&gt;
| quest-line = &lt;br /&gt;
| journal-section = Sidequests&lt;br /&gt;
| journal-category = Records of Unusual Endeavors Quests&lt;br /&gt;
| journal-genre = Eureka Orthos Quests&lt;br /&gt;
| sortkey = 301&lt;br /&gt;
| organization =&lt;br /&gt;
| class = &lt;br /&gt;
| job = &lt;br /&gt;
| category = &lt;br /&gt;
| level = 81&lt;br /&gt;
| req-quest = Endwalker (Quest)&lt;br /&gt;
| req-items = 1 Expedition Kit&lt;br /&gt;
| requirements = Clear floor 50 of the {{i|Palace of the Dead}}.&lt;br /&gt;
| exp = 0&lt;br /&gt;
| gil = 958&lt;br /&gt;
| mettle = &lt;br /&gt;
| reward(1-10) = &lt;br /&gt;
| overridereward(1-10) = &lt;br /&gt;
| reward-opt(1-8) = &lt;br /&gt;
| overridereward-opt(1-8) = &lt;br /&gt;
| unlocks = dd Eureka Orthos&lt;br /&gt;
| prev-quest = &lt;br /&gt;
| next-quest = Rage Extinguished&lt;br /&gt;
| patch = 6.35&lt;br /&gt;
| release = endwalker&lt;br /&gt;
| id-edb = 0904c99e110&lt;br /&gt;
| id-gt = 70199&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Steps==&lt;br /&gt;
*Wait at the designated location.&lt;br /&gt;
*Speak with [[Koh Rabntah]].&lt;br /&gt;
*Show your equipment to [[Khatun]].&lt;br /&gt;
&lt;br /&gt;
==Journal==&lt;br /&gt;
* [[Koh Rabntah]] is eyeing you like a bird who has found its prey.&lt;br /&gt;
&lt;br /&gt;
* What appears to be an unassuming Miqo&#039;te researcher is─for the moment─currently inhabited by the essence of legendary Allagan archmagus Noah, and it appears that your deeds have impressed the exacting teacher enough that she has decided to entrust you with a matter of utmost import. Before divulging the details of her request, however, she asks that you summon G&#039;raha Tia to the Eight Sentinels, as he apparently also has a role in her plan.&lt;br /&gt;
&lt;br /&gt;
* Upon G&#039;raha Tia&#039;s arrival, Noah reveals the purpose for which she has gathered you both at the Crystal Tower. Using G&#039;raha Tia&#039;s royal blood as a key, she hopes to gain access to Eureka Orthos, a secret Allagan facility that held the empire&#039;s most clandestine research. After the gates are unlocked, she would have you delve into its long-forgotten halls, braving the dangers lying in wait and bringing Allag&#039;s secrets to the surface. The archmagus promises to help ensure─or at least promote─your survival, and seems eager to finish your preparations.&lt;br /&gt;
&lt;br /&gt;
* The archmagus furnishes you with a special suit of armor which will shield you from the facility&#039;s enervating wards as well as a demiclone generator, which can make sense of any data you find in your search. Although you have everything you need to begin your expedition, protocol must be followed. Present your equipment to Khatun for a final inspection.&lt;br /&gt;
&lt;br /&gt;
* Confirming that all the bits and pieces of your gear are in working order, Khatun clears you for entrance into Eureka Orthos. Your first goal is to descend to the thirtieth floor of the labyrinthine facility, fighting your way through any opposition that stands before you.&lt;br /&gt;
** ※You may speak with Burnel at Revenant&#039;s Toll to teleport to the Eight Sentinels.&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
{{Dialogue|&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;gt; If the player has not yet completed {{i|Palace of the Dead (Floors 41-50)}}&lt;br /&gt;
&lt;br /&gt;
System: In order to undertake this quest, you must first clear floor 50 of the [[Palace of the Dead]].&lt;br /&gt;
System: To gain access to the Palace of the Dead, you must complete the quest “[[The House That Death Built]].” &lt;br /&gt;
---&lt;br /&gt;
===Accepting the quest===&lt;br /&gt;
-cutscene start&lt;br /&gt;
&amp;gt; If the player has not completed the removed quest {{i|But I Hardly Noah}}&lt;br /&gt;
Koh Rabntah: How fare you, brave adventurer?&lt;br /&gt;
Koh Rabntah: ...Or should I call you the hero of the Scions? An intrepid researcher for NOAH, perhaps? Which appellation do you prefer, [Forename] [Surname]?&lt;br /&gt;
Koh Rabntah: Now, now, there is no need for alarm. I am but a humble member of the Sons of Saint Coinach, although plainly not a son. My name is Koh Rabntah... &lt;br /&gt;
Koh Rabntah: ...Well, strictly speaking, it would be more accurate to say that Koh Rabntah is the name of the vessel I inhabit. To explain matters simply, I am borrowing her for a spell.&lt;br /&gt;
Koh Rabntah: My true name is Noah. Yes, &#039;&#039;that&#039;&#039; Noah, famed archmagus of the Allagan Empire.&lt;br /&gt;
Koh Rabntah: Surprised you, did I? I assure you I speak the truth─before you stands the very person after whom you have named your esteemed research group. Or her essence, rather.&lt;br /&gt;
Koh Rabntah: You have braved Syrcus Tower, yes? &#039;Twas there that Koh chanced upon the orb which harbored me.&lt;br /&gt;
Koh Rabntah: Awakened into an entirely new age, I was eager to abscond from my stuffy home and stretch my legs, so to speak. So Koh and I came to an agreement: she would lend me her body from time to time, and in return would receive the honor of being my vessel.&lt;br /&gt;
Koh Rabntah: Fear not, this is nothing so base as voidsent possession─I can leave this body whensoever I please. But I did not seek you out to discuss the finer points of magic. No, there is something much more important we must discuss.&lt;br /&gt;
&amp;gt; Else&lt;br /&gt;
Koh Rabntah: Ah, fancy meeting you here, [Forename]. Have you been well?&lt;br /&gt;
Koh Rabntah: Doubtless your adventuring duties have left you with little time for our humble organization. Still, I trust you have found a spare moment here and there to contribute to NOAH&#039;s ongoing research. You are so very good at it, after all.&lt;br /&gt;
Koh Rabntah: Splendid, splendid. As you can see, my circumstances leave little room for complaint.&lt;br /&gt;
Koh Rabntah: Koh Rabntah: My vessel remains intact, and this age has yet to lose its luster. All told, Koh&#039;s discovery of the orb containing my essence in Syrcus Tower was a happy twist of fate indeed.&lt;br /&gt;
Koh Rabntah: Not only have I been able to drink my fill of this world&#039;s mysteries and delights, but Koh seems more than happy to allow me all the time I need to indulge my curiosity.&lt;br /&gt;
Koh Rabntah: Now, before you pass judgment, I must remind you that this arrangement was carried out under mutual agreement. I fully intend to relinquish control to her as soon as my work here is done, and it just so happens you may be able to help with that.&lt;br /&gt;
---&lt;br /&gt;
Koh Rabntah: Rammbroes can scarcely stop talking about your adventures with the Scions of the Seventh Dawn, you see. I have heard the stories countless times...&lt;br /&gt;
Koh Rabntah: How in a strange turn of fate, G&#039;raha Tia was awoken from his slumber in the Crystal Tower, far earlier than he should have been.&lt;br /&gt;
Koh Rabntah: How the Ascian Fandaniel, who set our star on course toward the Final Days, was in fact Amon all along. &lt;br /&gt;
Koh Rabntah: Events of earth-shaking import─events in which you invariably played a pivotal role.&lt;br /&gt;
Koh Rabntah: Your pedigree means there is none better suited to receive my request.&lt;br /&gt;
Koh Rabntah: Firstly, however, I would ask that you summon G&#039;raha Tia to the Eight Sentinels. I suspect he will answer the call of a comrade-in-arms much more readily than an anonymous researcher calling themselves an archmagus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Warrior of Light calls G&#039;raha Tia using a linkpearl.&#039;&#039;&lt;br /&gt;
G&#039;raha Tia: Yes, this is he.&lt;br /&gt;
G&#039;raha Tia: [Forename]!? What a pleasant surprise! I can&#039;t remember the last time &#039;&#039;you&#039;&#039; called &#039;&#039;m&#039;&#039;─ Oh my!&lt;br /&gt;
G&#039;raha Tia: Oh...that? &#039;Twas nothing, nothing at all! I&#039;m much more interested in you, my friend. Are you well? You aren&#039;t in some sort of trouble, are you?&lt;br /&gt;
G&#039;raha Tia: That&#039;s...quite the yarn. You say the archmagus Noah, inhabiting the body of a young researcher, has asked you to ask me to make haste to the Eight Sentinels. Have I got it right?&lt;br /&gt;
G&#039;raha Tia: ......&lt;br /&gt;
G&#039;raha Tia: ...Absolutely fascinating!&lt;br /&gt;
G&#039;raha Tia: I&#039;ll be there at once! As soon as I conclude my current business, that is. I promise to be quick.&lt;br /&gt;
G&#039;raha Tia: Tell Noah─or is it Koh?─that I am eager to make her acquaintance! Until then, [Forename]!&lt;br /&gt;
&lt;br /&gt;
Koh Rabntah: Well, I certainly did not mean to rush the poor lad. I hope his haste does not come at the expense of caution...&lt;br /&gt;
Koh Rabntah: Even so, hearing the loyalty you inspire in others makes me feel secure in my choice to place this task in your hands.&lt;br /&gt;
Koh Rabntah: Now then, it would be improper for us to be late to our appointment after pulling G&#039;raha Tia away from his work. Feel free to go on ahead─I shall be not far behind.&lt;br /&gt;
-quest accepted&lt;br /&gt;
-cutscene end&lt;br /&gt;
&lt;br /&gt;
===Wait at the designated location.===&lt;br /&gt;
-cutscene start&lt;br /&gt;
G&#039;raha Tia: I came as quickly as I could. I haven&#039;t kept you waiting, have I?&lt;br /&gt;
G&#039;raha Tia: ...Good, good. When you told me that Noah herself was a party in all this, I knew this was an opportunity I would be loath to miss.&lt;br /&gt;
G&#039;raha Tia: When placed against the rebirth of both Xande and Amon, the survival of Noah&#039;s essence seems almost quaint. Still, I can&#039;t help but be excited to meet her and hear what this request of hers entails.&lt;br /&gt;
G&#039;raha Tia: If I were to hazard a guess, it has something to do with the Crystal Tower.&lt;br /&gt;
&lt;br /&gt;
Koh Rabntah@???: Your instincts are correct. Now, let me see those eyes...a deep crimson the likes of which I have not seen in many an age.&lt;br /&gt;
Koh Rabntah@???: Oh, this? Magicks are required on the road ahead, and I had to prepare accordingly.&lt;br /&gt;
Koh Rabntah@???: While adept enough as a researcher, I am afraid Koh&#039;s aptitude in the aetherial arts is nonexistent. It was necessary for me to acquire the proper attire, that I might in some small way make up for this deficiency.&lt;br /&gt;
Koh Rabntah: While my abilities now are but a shade of what they were at my zenith, they shall suffice. You can thank Rowena&#039;s House of Splendors for meeting even the most esoteric of my demands.&lt;br /&gt;
&lt;br /&gt;
Question: What will you say?&lt;br /&gt;
&amp;gt; You&#039;ve truly captured the spirit of Allag!&lt;br /&gt;
Koh Rabntah: Why, thank you! I did try. Every magus knows that function must be married with looks─those that fail to learn that lesson seldom last long.&lt;br /&gt;
&amp;gt; Did you really have to change her hair?&lt;br /&gt;
Koh Rabntah: Truth be told, I never did understand why Koh felt the need to hide her face with her hair. Why limit one&#039;s field of vision so? With this simple change, it feels the world has opened itself to me.&lt;br /&gt;
&amp;gt; Uh... Who are you? &lt;br /&gt;
Koh Rabntah: Hoho, [Forename], so quick with the jests. Unless you were serious...? Either way, I shall take your statement to mean that my change is an overall improvement. &lt;br /&gt;
---&lt;br /&gt;
Koh Rabntah: However, I do wish I could have added a touch more flair. Amon would have clucked his tongue in disapproval at the sight of me.&lt;br /&gt;
Koh Rabntah: Alas, I had to appease Koh&#039;s preferences as well. She insisted that the first few outfits I selected were much too gaudy, and eventually we landed on this compromise. Beauty truly is in the eye of the beholder, I suppose...&lt;br /&gt;
&lt;br /&gt;
G&#039;raha Tia: Yes, yes, truly fascinating, most illustrious Noah. I could listen for days...&lt;br /&gt;
G&#039;raha Tia: Yet there is the question of why I was summoned here. And [Forename], for that matter. Why have you gone to such lengths to seek us out?&lt;br /&gt;
&lt;br /&gt;
Koh Rabntah: ...Yes, quite right. To understand where we are heading, I must first tell you what came before. In the twilight of the Third Astral Era, with the Allagan Empire at the height of its glory, a laboratory was constructed beneath the Crystal Tower. There, the empire&#039;s most sensitive research was conducted.&lt;br /&gt;
Koh Rabntah: The means of achieving eternal life and resurrection. Clone technology. Control mechanisms for the eikons and the eventual completion of the Dalamud prototype.&lt;br /&gt;
Koh Rabntah: Those were but few of the many projects pursued deep under the earth. All in absolute secrecy, with the full blessings and guidance of the royal family.&lt;br /&gt;
Koh Rabntah: It was dubbed Eureka Orthos by the emperor himself. A fitting name for a place which would become a nexus of creation.&lt;br /&gt;
&lt;br /&gt;
G&#039;raha Tia: Eureka!? You can&#039;t mean what I think you mean...&lt;br /&gt;
&amp;gt; If the player has not completed the quest {{i|And We Shall Call It Eureka}}&lt;br /&gt;
G&#039;raha Tia: I believe you and Krile are well familiar with the “Forbidden Land”?&lt;br /&gt;
G&#039;raha Tia: When that island appeared suddenly in the waters of the Far East, it was dubbed “Eureka” after the Allagan legend.&lt;br /&gt;
&amp;gt; Else&lt;br /&gt;
G&#039;raha Tia: Eureka is one of the oldest legends of Allag.&lt;br /&gt;
---&lt;br /&gt;
G&#039;raha Tia: The stories say that in the center of a vast labyrinth slumbers a weapon of incomprehensible power.&lt;br /&gt;
&lt;br /&gt;
Koh Rabntah: Oh, so the passage of time has not erased our deeds entirely.&lt;br /&gt;
Koh Rabntah: That legend has a hint of truth in it. The development of specialized weapons was a main subject of research within Eureka Orthos. It comes as no surprise that rumors of what transpired there would eventually grow into the tales of which you speak.&lt;br /&gt;
Koh Rabntah: However, Eureka Orthos is no myth─it exists as surely as you or I, and it was every bit as magnificent a feat as Syrcus Tower. I have reason to believe it survived the chaos of the Fourth Umbral Calamity relatively unscathed. &lt;br /&gt;
Koh Rabntah: I know where it is, and I know how we can gain entrance.&lt;br /&gt;
Koh Rabntah: My peerless knowledge of teleportation magicks shall take us to the gates, and the royal blood flowing through G&#039;raha Tia&#039;s veins shall open them.&lt;br /&gt;
Koh Rabntah: I would very much like to once again set foot within those halls, where I refined and perfected the means of transferring my essence to and from various objects. &lt;br /&gt;
Koh Rabntah: Which brings me to my request. I would have you delve into the deepest regions of Eureka Orthos, and drag its secrets kicking and screaming into today.&lt;br /&gt;
Koh Rabntah: With the flow of time within the Crystal Tower restored, the laboratory should be fully active, its unfinished experiments and long-dormant security measures wandering aimlessly in search of intruders.&lt;br /&gt;
Koh Rabntah: The first order of the day shall be to put these obstacles to rest, and advance to the thirtieth floor of the facility.&lt;br /&gt;
&lt;br /&gt;
G&#039;raha Tia: I&#039;ll accompany you. If this place is as dangerous as it sounds, you&#039;ll need every extra weapon you can get.&lt;br /&gt;
&lt;br /&gt;
Koh Rabntah: I am afraid I cannot permit that. Your role in this ends once the gates to Eureka Orthos have opened.&lt;br /&gt;
Koh Rabntah: I understand your disappointment, but the same blood that makes you useful as a key makes you a hindrance to fulfilling this mission. It ties you too strongly to the empire.&lt;br /&gt;
Koh Rabntah: Unlike the Crystal Tower, there is no need for Eureka Orthos to inspire hope.&lt;br /&gt;
Koh Rabntah: Allag is gone, its inheritors long dead. I wish for the empire&#039;s deeds─no matter how unsavory─to be beholden with eyes unclouded by legacy, that they might be judged for what they were.&lt;br /&gt;
Koh Rabntah: So, [Forename], I know I have been long in the asking, but will you accept this task?&lt;br /&gt;
Koh Rabntah: Naturally, I shall offer all the help I can muster, and you are free to take any spoils you may find. There is much that could be of use to one such as you.&lt;br /&gt;
Koh Rabntah: I knew you would find the scent of adventure irresistible, but I thank you nonetheless. Drink your fill of ancient secrets and buried sin.&lt;br /&gt;
Koh Rabntah: Well then, I suppose it is time to make our ingress. Allow us to borrow the key that Unei and Doga entrusted to you so long ago.&lt;br /&gt;
Koh Rabntah: Ah, the connection seems to be stable. Very good.&lt;br /&gt;
&lt;br /&gt;
G&#039;raha Tia: Promise me you&#039;ll come back in one piece, [Forename]. Return in any other shape, and not even another Calamity will convince me to open these gates.&lt;br /&gt;
&lt;br /&gt;
Koh Rabntah: Must you fuss over {{alternatives|m=him|f=her}} like a child? {{alternatives|m=He|f=She}} to whom Allagan ruins are almost commonplace─who bested even Amon in combat. Compared to such trials, this will be but a footnote in a long list of heroics.&lt;br /&gt;
Koh Rabntah: Once [Forename] returns from {{alternatives|m=him|f=her}} expedition, you are more than welcome to return here and listen to the report. Rest assured you shall remain fully apprised of any world-threatening developments.&lt;br /&gt;
&lt;br /&gt;
G&#039;raha Tia: That&#039;s a small reassurance, but I suppose it must suffice. ...Should you find yourselves at an impasse, do remember that I&#039;m only a call away, won&#039;t you?&lt;br /&gt;
&lt;br /&gt;
Koh Rabntah: Now then, let us make ready. The secrets of Eureka Orthos lie in wait to be found!&lt;br /&gt;
-cutscene end&lt;br /&gt;
&lt;br /&gt;
===Speak with Koh Rabntah.===&lt;br /&gt;
-optional start&lt;br /&gt;
Khatun: Welcome, welcome! I am at your complete disposal as you venture forth into Eureka Orthos. I was given the honor of this appointment directly by Archmagus Noah, and I don&#039;t intend to let her down!&lt;br /&gt;
Valeroine: I&#039;ve been tasked with identifying and discerning the value of any treasure you find within the Allagan laboratory. It&#039;s an honor to be included among such illustrious company, and I eagerly await the spoils of your first expedition.&lt;br /&gt;
Synthesis Node: &amp;lt;blip&amp;gt; &amp;lt;buzz&amp;gt; Resources required for item synthesis.&lt;br /&gt;
-optional end&lt;br /&gt;
&lt;br /&gt;
Koh Rabntah: Here we are. Rammbroes has furnished me with all the manpower I requested.&lt;br /&gt;
Koh Rabntah: The capable researchers of the Sons of Saint Coinach stand ready to organize your expeditions and appraise any rarities you may find.&lt;br /&gt;
Koh Rabntah: As for my part, I have managed to offset the magical limitations of this vessel with my boundless knowledge, procuring two tools that should be of great use to you.&lt;br /&gt;
Koh Rabntah: First, special armor. You see, in the days before the Fourth Umbral Calamity, the researchers of Eureka Orthos fortified it with wards that enervate the faculties of any intruders.&lt;br /&gt;
Koh Rabntah: Even the most masterful weapons are rendered useless if they cannot be swung. To overcome this, I have imbued a set of armor with opposing wards which should nullify the effect, thus allowing you to fight with gusto!&lt;br /&gt;
Koh Rabntah: Second is a handy little device called a demiclone generator. As the name implies, it is capable of creating near-clones in a matter of moments. &lt;br /&gt;
Koh Rabntah: Such clones, while imperfect, were often used in experiments. If you come across tomestones containing data on such experiments, the generator can make sense of them.&lt;br /&gt;
Koh Rabntah: Furthermore, while the aether of the clones dissipates as quickly as vapor in a hot beaker, an extra hand or two may prove useful in pulling you from a perilous situation.&lt;br /&gt;
Koh Rabntah: Take these tools in good health, and may they serve you well! Once you have steeled your nerves and sharpened your weapons, speak with Khatun to begin!&lt;br /&gt;
&lt;br /&gt;
===Speaking with Khatun===&lt;br /&gt;
Khatun: Well met, [Forename]! I&#039;m Khatun, and Mistress Noah has tasked me with overseeing all manner of support for your expeditions into Eureka Orthos. &lt;br /&gt;
Khatun: That lass over there is Valeroine, and she&#039;ll appraise the worth of any trinkets or treasure you may find. Mistress Noah has also provided us with a synthesis node, and we&#039;re standing by to offer whatsoever aid we can!&lt;br /&gt;
Khatun: I take it the archmagus has given you the two pieces of equipment she was so proud of making? Excuse me, but for your own safety, I must ask you to show them to me before I allow you to set foot into the unknown.&lt;br /&gt;
Khatun: Everything appears to be in working order. Now then, you&#039;re ready to go!&lt;br /&gt;
Khatun: Our first goal is to reach the thirtieth floor of the facility! Go forth, [Forename], and show the realm that Allag&#039;s most deadly creations are no match for our heroes!&lt;br /&gt;
-quest complete&lt;br /&gt;
&#039;&#039;{{i|Eureka Orthos}} now accessible&#039;&#039;&lt;br /&gt;
System: You now have access to Eureka Orthos.&lt;br /&gt;
System: You may enter the deep dungeon by speaking with Khatun again.&lt;br /&gt;
System: You must be a Disciple of War or Magic of level 81 or above to participate, and your level will be adjusted to 81 upon entering Eureka Orthos for the first time.&lt;br /&gt;
System: Further details can be had by speaking with Khatun.&lt;br /&gt;
System: To return to this location, you may speak with Burnel at Revenant&#039;s Toll. &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Forked_Tower:_Magic_(Extreme)&amp;diff=1527687</id>
		<title>The Forked Tower: Magic (Extreme)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Forked_Tower:_Magic_(Extreme)&amp;diff=1527687"/>
		<updated>2026-08-29T14:17:25Z</updated>

		<summary type="html">&lt;p&gt;Hubry: /* Enemies and Bosses */ cannot click off FC buffs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|The Forked Tower: Magic}}{{Duty infobox&lt;br /&gt;
| description = A shimmering spire presides over the warped landscape of the North Horn. Has the time come for your long-awaited encounter with the isle&#039;s architect?&lt;br /&gt;
| alt-description = &lt;br /&gt;
| image = FTMEX Horology Room.jpg&lt;br /&gt;
| icon = occult_crescent_icon1.png&lt;br /&gt;
| type = Field Operation&lt;br /&gt;
| level = 100&lt;br /&gt;
| level-sync = 100&lt;br /&gt;
| ilvl = 690&lt;br /&gt;
| ilvl-sync = 700&lt;br /&gt;
| knowledge-level = 40&lt;br /&gt;
| size = 12-48man&lt;br /&gt;
| difficulty = extreme&lt;br /&gt;
| unsync = n&lt;br /&gt;
| time-limit = 30&lt;br /&gt;
| extensions = y&lt;br /&gt;
| region = ???&lt;br /&gt;
| location = Tower of Magic&lt;br /&gt;
| req-quest = In the Shadow of the Tower&lt;br /&gt;
| entrance = The Occult Crescent: North Horn&lt;br /&gt;
| entrance-coordinates = 15.0, 29.9&lt;br /&gt;
| tomestones = &lt;br /&gt;
| patch = 7.55&lt;br /&gt;
| release = dawntrail&lt;br /&gt;
}} Instead of being a separate instance, it exists within {{i|the Occult Crescent: North Horn}} when entered by a premade alliance meeting certain conditions. It is an optional, more difficult version of {{i|the Forked Tower: Magic}}.&lt;br /&gt;
&lt;br /&gt;
==Participation==&lt;br /&gt;
The required degree of coordination and large raid size makes this raid impractical to recruit for solely through [[Party Finder]] or other in-game methods. Thus, in North American and European data centers, the most popular way of completing this content is through premade groups organized through various player-run [https://docs.google.com/spreadsheets/d/10qnOxc4FsbMKNVaezwTBDlUXEjclXsFiScXvaJVQvDw/edit?gid=395886512#gid=395886512 Discord servers]. Each server has its own specific rules and organizational methods.&lt;br /&gt;
&lt;br /&gt;
==Requirements &amp;amp; Entrance==&lt;br /&gt;
To enter:&lt;br /&gt;
&lt;br /&gt;
* Players must form a premade alliance of at least 12 total players in at least 3 parties outside of the Occult Crescent. All players must be knowledge level 40.&amp;lt;ref&amp;gt;The alliance leader does not need to be knowledge level 40 to enter an extreme-mode instance. However, all players must be knowledge level 40 to enter the tower.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* The leader of a preformed alliance meeting these conditions can choose to enter an &amp;quot;extreme-mode&amp;quot; North Horn instance by speaking with [[Jeffroy]] in [[Phantom Village]] {{coords|4.5, 6.6}}. All alliance members must be in the Phantom Village (the specific instance does not matter) to enter the Forked Tower: Magic (Extreme).&lt;br /&gt;
* Upon entering an extreme-mode instance, the weather will change to {{weather icon|Auroral Mirages}} [[Auroral Mirages]] after five minutes, and players can stand atop the aetherial node at {{coords|15, 29}} to enter. Once an additional five minutes pass, players standing on the node will be primed for entry, teleporting to the tower after 30 more seconds. The weather&#039;s spawning is still affected by FATEs and Critical Engagements like in normal-mode instances.&lt;br /&gt;
* The North Horn instance is permanently closed to public entry. The initial duty time limit is 15 minutes, and will be set to 35 minutes on raid entry. Both the duty and raid timers are extended by 20 minutes on each boss killed; clearing the raid sets the raid timer to 10 minutes and duty timer to 15 minutes.&lt;br /&gt;
**Assuming no FATEs were cleared, players on the aetherial node will be primed to enter the tower when the duty timer is at 5 minutes, giving a 10-minute grace period after entering the North Horn instance to sort out phantom jobs or do other activities. &lt;br /&gt;
&lt;br /&gt;
Unlike standard content, players cannot be resurrected by normal means will have 3 stacks of the debuff {{status effect|debuff|File:Resurrection restricted icon1.png}} &#039;&#039;&#039;Resurrection Restricted&#039;&#039;&#039;. Defeated players may only be resurrected by {{action icon|Revive}} from {{phantom job|chemist|name=y}}, {{action icon|Occult Raise}} from {{phantom job|white mage|name=y}}, or level 3 healer [[Limit Break|limit breaks]]. Each time they are revived, they will lose one stack. When a player has no more stacks remaining, they will receive the {{status effect|debuff|File:Resurrection denied icon.png}} &#039;&#039;&#039;Resurrection Denied&#039;&#039;&#039; status, preventing resurrection by any means and must therefore leave the raid if they die again. Completing the secret puzzle of the raid by defeating the [[Hermetic Recluse]] outside the tower will replenish 1 stack to each living player within the raid, if they do not already have 3 stacks.&lt;br /&gt;
&lt;br /&gt;
Players may only swap their [[job]] or [[phantom job]] in the starting room of the raid. Once they leave the room, they will be given the {{status effect|debuff|File:Duties as assigned icon.png}} &#039;&#039;&#039;Duties as Assigned&#039;&#039;&#039; status and be unable to swap their job or phantom job. Level 24 {{phantom job|freelancer|name=y}}s may swap their phantom job once after the starting room.&lt;br /&gt;
&lt;br /&gt;
==Party Functions==&lt;br /&gt;
Most raid groups will typically form up to six parties of up to eight players each outside the raid. The specific role composition per party is flexible, but each party should contain at least one tank and one shield healer. The [[Party Finder]] recruitment for this raid is listed as the 48-player option for the Occult Crescent: North Horn - The Forked Tower: Magic (Extreme).&lt;br /&gt;
&lt;br /&gt;
Players are usually separated into six lettered parties (A-F), corresponding to the Party Finder UI. (Some groups use 1-3 in place of D-F.) This separation is used for multiple points in the raid that require players to form two or three separate groups. Players may freely leave, (re)join, disband, and reform parties while inside the raid.&lt;br /&gt;
&lt;br /&gt;
===Waymarks, Ready Checks, and Countdowns===&lt;br /&gt;
Waymarks and ready checks are only visible in the player&#039;s individual party and are not shared by the entire raid. Each party may designate a party leader who is responsible for placing waymarks and conducting ready checks, but anyone in the party is usually free to contribute.&lt;br /&gt;
&lt;br /&gt;
Waymarks can be saved and loaded in the in-game waymark preset feature. A common set of waymarks should be shared for the entire raid group to ensure everyone is on the same page. For the final boss, it is common for there to be three sets of waymarks based on which &amp;quot;home platform&amp;quot; the party is in.&lt;br /&gt;
&lt;br /&gt;
After ready checks are conducted, they are often communicated to the rest of the raid via the /yell chat to show that the party is ready.&lt;br /&gt;
&lt;br /&gt;
Unlike {{i|The Forked Tower: Blood}}, countdowns are alliance wide and are therefore can be visible to all raid members. Sometimes, in place of countdowns, the raid leader will designate boss pull times based on the Forked Tower duty timer, which is shared by all raid members. For example, a pull time of &amp;quot;30:00&amp;quot; means that the boss will be pulled at 30:00 left on the timer.&lt;br /&gt;
&lt;br /&gt;
==Phantom Job Requirements==&lt;br /&gt;
Specific [[phantom jobs]] are mandatory to clear the raid. As there is no effective in-game functionality for coordinating phantom job compositions, this is often done through external spreadsheets such as [https://docs.google.com/spreadsheets/d/1r4KkLPvvfEJQ3lkTVvVx9QWqtErmun0nj0PW_P5H7rU/edit?gid=2049597678#gid=2049597678 this]. All players should be maximum level on the phantom job they wish to use for the raid.&lt;br /&gt;
&lt;br /&gt;
As this duty can be cleared with only 12 players, there are fewer specific phantom jobs with unique responsibilities compared to {{i|the Forked Tower: Blood}}. However, raid-wide damage is significantly higher, so phantom jobs with defensive actions are highly recommended, along with shield healers with high Phantom Mastery and gear.&lt;br /&gt;
&lt;br /&gt;
===Mandatory Jobs===&lt;br /&gt;
{| {{STDT|mech1 align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Phantom Job !! Number Required !! Responsibilities&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|time mage|name=y}} or&lt;br /&gt;
{{phantom job|necromancer|name=y}}&lt;br /&gt;
| 2 (1 per side)&lt;br /&gt;
|&lt;br /&gt;
* Dispelling [[Tower Barmuu]]s (via {{action icon|Occult Dispel}} or {{action icon|Doomsday}}, respectively)&lt;br /&gt;
* Time Mage also contributes to magical raidwide mitigation with {{action icon|Occult Mage Masher}}&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|ranger|name=y}}&lt;br /&gt;
| 1 (ideally 1 per side)*&amp;lt;br&amp;gt;2 (1 per side) if no Thief&lt;br /&gt;
| &lt;br /&gt;
* Disarming traps with {{action icon|Occult Falcon}}&lt;br /&gt;
* Party shielding with {{i|Occult Unicorn}}&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|bard|name=y}}&lt;br /&gt;
| 1 (ideally 1 per party) &lt;br /&gt;
| &lt;br /&gt;
*Stunning top platform Storm Generator slimes with {{action icon|Romeo&#039;s Ballad}}&lt;br /&gt;
*Party DPS buffs with {{i|Offensive Aria}} and {{i|Hero&#039;s Rime}}&lt;br /&gt;
*Party shielding with {{i|Mighty March}}&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|dancer|name=y}}&lt;br /&gt;
| 2 (ideally more for safety)&lt;br /&gt;
|&lt;br /&gt;
* 40% raidwide mitigation with {{action icon|Mesmerize}}&lt;br /&gt;
* Ongoing mitigation and increased damage, also with {{action icon|Mesmerize}}&lt;br /&gt;
* +2% damage buff from knowledge crystals with {{action icon|Quickstep}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;#42; Experienced rangers can &amp;quot;blind pop&amp;quot; traps without a thief to reveal them, because all traps spawn in predictable locations. Thieves can also reveal traps without a ranger, but certain trap patterns might require a sacrifice if not disarmed.&lt;br /&gt;
&lt;br /&gt;
===Recommended Jobs===&lt;br /&gt;
{| {{STDT|mech1 align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Phantom Job !! Number Recommended !! Responsibilities&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|thief|name=y}}&lt;br /&gt;
| 2 (1 per side)&lt;br /&gt;
| &lt;br /&gt;
* {{action icon|Trap Detection}} to reveal traps, treasure coffers, and puzzle elements&lt;br /&gt;
* {{action icon|Lockpicker}} to open doors for additional treasure coffers&lt;br /&gt;
* Physical damage reduction with {{i|Pilfer Weapon}} (useful for second boss raidwides and [[Tower Crusader]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|white mage|name=y}}&lt;br /&gt;
| 3+&lt;br /&gt;
|&lt;br /&gt;
* Reviving players with {{action icon|Occult Raise}}&lt;br /&gt;
* Generally outperforms {{phantom job|chemist|name=y}}; able to deal damage with {{action icon|Occult Holy}} and protect themselves and others from massive raidwides with {{action icon|Occult Blink}}&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|mystic knight|name=y}}&lt;br /&gt;
| 1&lt;br /&gt;
| +5% boss damage with {{action icon|Blazing Spellblade}}&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|black mage|name=y}}&lt;br /&gt;
| 2 (1 per side)&lt;br /&gt;
| Crowd control on trash mobs with {{action icon|Occult Toad}}&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|samurai|name=y}}&lt;br /&gt;
| As many as possible&lt;br /&gt;
|Extremely high and simplest DPS with {{action icon|Zeninage}} and {{action icon|Iainuki}}&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|summoner|name=y}} or {{phantom job|blue mage|name=y}}&lt;br /&gt;
| 1 per party&lt;br /&gt;
| Party shielding with {{i|Earthen Wall}} and {{i|Occult Mighty Guard}}&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|freelancer|name=y}}&lt;br /&gt;
| 1 (Lv 15+)&lt;br /&gt;
| One freelancer can travel between each party and apply buffs with {{i|Inquiring Mind}} at a knowledge crystal, eliminating the need for {{phantom job|knight|name=y}}s. If the freelancer is Lv. 24, they can swap to another job at the final boss.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Hidden Explosive Traps==&lt;br /&gt;
[[File:FT Trap Area.jpg|300px|right|thumb|Entrance to a trapped area.]]&lt;br /&gt;
Similar to {{i|The Forked Tower: Blood}}, there are hidden explosive traps that may spawn in certain locations (see [[The Forked Tower: Magic (Extreme)#Maps|maps]]). Traps are only located in the sections of the raid between the boss encounters, specifically areas that are demarcated by thick red lines on the floor. Glyphs will emanate from one side of the line, denoting the area with traps.&lt;br /&gt;
&lt;br /&gt;
Traps can be revealed with {{action icon|Trap Detection}} from {{phantom job|thief|name=y}}. In the areas with traps, the rest of the party should remain behind the thief in their group at all times.&lt;br /&gt;
&lt;br /&gt;
For safety, traps should be disarmed when possible. There are two types of traps, the second type is significantly more dangerous and will cause wipes if carelessly detonated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traps bypass invulnerability cooldowns and thus can only be safely disarmed by Phantom Rangers.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1 align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Trap !! Image !! Effect !! Disarming Method&lt;br /&gt;
|-&lt;br /&gt;
| Normal Trap || [[File:FT trap.png|300px]] || Releases a small AoE when detonated (slightly larger than the trap itself), killing anyone in range. || &lt;br /&gt;
*Disarm at a distance using {{action icon|Occult Falcon}} from {{phantom job|ranger|name=y}}&lt;br /&gt;
|-&lt;br /&gt;
| Unstable (Super) Trap || [[File:FT megatrap.gif|300px]] || Releases a massive AoE when detonated, killing anyone in range. || &lt;br /&gt;
* Ignore or disarm at a distance with ranger. &#039;&#039;&#039;If being disarmed, all raid members should be aware that this trap will be disarmed and should move far away.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
* Clear the Herpetology Forum&lt;br /&gt;
* Clear the tower base&lt;br /&gt;
* Clear the Choreology Room&lt;br /&gt;
* Clear the Agnoiology Room&lt;br /&gt;
* Clear the Thanatology Room&lt;br /&gt;
* Clear the Horology Room&lt;br /&gt;
* Clear the Epistemology Theater&lt;br /&gt;
&lt;br /&gt;
==Enemies and Bosses==&lt;br /&gt;
Boss HP will scale based on the number of players inside the raid, starting from 12.&lt;br /&gt;
&lt;br /&gt;
Being hit with any avoidable AoEs during boss encounters will inflict a stack of {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; that lasts indefinitely until the end of the boss or until the player dies. If a player receives three stacks, they will be inflicted with {{status effect|debuff|doom}} &#039;&#039;&#039;[[Doom]]&#039;&#039;&#039; and die.&lt;br /&gt;
&lt;br /&gt;
After defeating a boss, players have a random chance of receiving the {{status effect|debuff|File:Battle high icon.png}} &#039;&#039;&#039;Battle High&#039;&#039;&#039; status for 15 minutes, increasing their [[Critical Hit]] and [[Direct Hit Rate]] and providing healing-over-time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Buff capping&#039;&#039;&#039; is an notable issue in this raid. Players should click off any undesired Phantom Freelancer buffs (typically Romeo&#039;s Ballad and Fleetfooted) to help prevent losing important mitigation or shielding buffs. They can also consider [[World Visit System|world visiting]] a different world than their home world to remove [[Free Company]] action buffs.&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Two-headed Aevis]]===&lt;br /&gt;
&lt;br /&gt;
===Tower Base===&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Sword Dancer]]===&lt;br /&gt;
&lt;br /&gt;
===Central Mezzanine===&lt;br /&gt;
&lt;br /&gt;
===[[File:Passive difficulty r5.png|32px|link=]] [[Storm Generator]]s===&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Necrophobia]]===&lt;br /&gt;
&lt;br /&gt;
===[[File:Passive difficulty r1.png|32px|link=]] [[Tower Curseclock]]s===&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] Omniscient Obscurant: The [[Index]]===&lt;br /&gt;
&lt;br /&gt;
==Phantom Chemist/White Mage Resurrection Strategy==&lt;br /&gt;
A phantom chemist or phantom white mage is named a &amp;quot;resurrecter&amp;quot; in this section.&lt;br /&gt;
&lt;br /&gt;
In the event of a full raid wipe, all players must normally leave the raid regardless of how many stacks of {{status effect|debuff|File:Resurrection restricted icon1.png}} &#039;&#039;&#039;Resurrection Restricted&#039;&#039;&#039; they still have, because the return prompt will take them back to the North Horn base camp. To allow for more boss attempts, players have devised a chemist/white mage &amp;quot;cheese&amp;quot; strategy:&lt;br /&gt;
#If a boss pull is deemed unsalvageable (e.g. there are too many deaths or if a DPS check will not be met), a designated resurrecter will sacrifice themselves by running into the death wall or incapacitating themselves via mechanics. &lt;br /&gt;
#Another resurrecter will revive the sacrifice resurrecter, but that player will &#039;&#039;not&#039;&#039; accept the resurrection prompt. The Raise buff will need to be refreshed periodically to prevent it from expiring. Ideally, the reviving resurrecter should revive the sacrifice resurrecter outside of aggro range of the boss.&lt;br /&gt;
#Once the call to wipe has been made by the raid leader, all players will attempt to die at the south of the arena or outside of aggro range of the boss.&lt;br /&gt;
#After the party wipes and the boss resets, the sacrifice resurrecter will accept the raise.&lt;br /&gt;
#The sacrifice resurrecter will then revive the other players, ideally starting with resurrecters first so they can also help revive. All resurrecters will commonly be marked for visual identification.&lt;br /&gt;
#Once everyone&#039;s Weakness debuff has fallen off, the party can pull the boss again.&lt;br /&gt;
&lt;br /&gt;
An alternative resurrecter &amp;quot;cheese&amp;quot; strategy requires a resurrecter to resurrect outside the arena and not participate in the fight:&lt;br /&gt;
#The resurrecter pulls the boss alone and dies near the entrance&lt;br /&gt;
#A second resurrecter waits outside the arena&lt;br /&gt;
#The remainder of the alliance enters the arena and begins their countdown&lt;br /&gt;
#With 5s to pull, the second resurrecter resurrects the dead resurrecter outside the arena&lt;br /&gt;
# With 5s left on the raise timer, the dead resurrecter accepts the raise.&lt;br /&gt;
&lt;br /&gt;
This results in the resurrecter resurrecting outside the arena, which has already completed its &#039;automatic pull in&#039; at 45s after pull.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
*800 {{enlightenment silver piece}} [[Enlightenment Silver Piece]]s&lt;br /&gt;
*1920 {{phantom exp}} [[Phantom Jobs|Phantom EXP]]&lt;br /&gt;
*{{tomestone|uncapped|80}} {{tomestone/uncapped-text}}&lt;br /&gt;
*{{tomestone|capped|40}} {{tomestone/capped-text}}--&amp;gt;&lt;br /&gt;
* 0 {{enlightenment silver obol}} [[Enlightenment Silver Obol|Enlightenment Silver Obols]]&lt;br /&gt;
* 0 {{phantom exp}} [[Phantom Jobs|Phantom EXP]]&lt;br /&gt;
* {{tomestone|uncapped|0}} {{tomestone/uncapped-text}}&lt;br /&gt;
* {{tomestone|capped|0}} {{tomestone/capped-text}}&lt;br /&gt;
&lt;br /&gt;
(The above values, all zeroes, are correct. They are listed to avoid the implication that the values are the same as the normal difficulty.) &lt;br /&gt;
&lt;br /&gt;
This duty uses &#039;&#039;&#039;personal loot&#039;&#039;&#039;, so players will need to interact with and loot treasure coffers themselves. A full clear with all chests yields 24 {{item icon|Arcane Amulet}}s; after the duty is completed, returning to the start of the duty and taking the opposite path after the Herpetology Room allows the collection of one additional {{item icon|Arcane Amulet}}, for a total of 25.&lt;br /&gt;
&lt;br /&gt;
===[[File:Silver Coffer (small).png|32px|link=]] [[Two-headed Aevis]]===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Notes on the Two-headed Aevis|fixed=y}}&lt;br /&gt;
{{Drops table row|Arcane Amulet|1|fixed=y}}&lt;br /&gt;
{{Drops table row|Final Final Fixative}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Bronze Coffer (small).png|32px|link=]] Tower Base===&lt;br /&gt;
On each side of the raid, a coffer is hidden on a randomly selected circular platform connected to the main path. A {{phantom job|thief|name=y}} has to use {{i|Trap Detection}} to reveal it. Reaching the coffer on the other side requires returning to the start of the duty.&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Arcane Amulet|1|fixed=y}}&lt;br /&gt;
{{Drops table row|Final Final Fixative}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Silver Coffer (small).png|32px|link=]] [[Sword Dancer]]===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Notes on the Sword Dancer|fixed=y}}&lt;br /&gt;
{{Drops table row|Arcane Amulet|2|fixed=y}}&lt;br /&gt;
{{Drops table row|Final Final Fixative}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Bronze Coffer (small).png|32px|link=]] Central Mezzanine===&lt;br /&gt;
Located on the west side of the area on one of the three circular platforms, a {{phantom job|thief|name=y}} has to use {{i|Trap Detection}} to reveal it.&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Arcane Amulet|1|fixed=y}}&lt;br /&gt;
{{Drops table row|Final Final Fixative}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Bronze Coffer (small).png|32px|link=]] [[Storm Generator]]s===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Arcane Amulet|1|fixed=y}}&lt;br /&gt;
{{Drops table row|Final Final Fixative}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Silver Coffer (small).png|32px|link=]] [[Necrophobia]]===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Notes on Necrophobia|fixed=y}}&lt;br /&gt;
{{Drops table row|Arcane Amulet|2|fixed=y}}&lt;br /&gt;
{{Drops table row|Final Final Fixative}}&lt;br /&gt;
{{Drops table row|Duck-billed Porter Whistle}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
An additional coffer spawns in the room after the boss, next to a knowledge crystal, if the puzzle to spawn [[Hermetic Recluse]] was solved.&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Arcane Amulet|3|fixed=y}}&lt;br /&gt;
{{Drops table row|Final Final Fixative}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Bronze Coffer (small).png|32px|link=]] [[Tower Curseclock]]s===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Arcane Amulet|1|fixed=y}}&lt;br /&gt;
{{Drops table row|Final Final Fixative}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Bronze Coffer (small).png|32px|link=]] Pinnacle of Knowledge===&lt;br /&gt;
Two coffers are located in each of the locked rooms connected to the path leading to the final boss, requiring a {{phantom job|thief|name=y}} to open.&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Arcane Amulet|2|fixed=y}}&lt;br /&gt;
{{Drops table row|Final Final Fixative}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Arcane Amulet|2|fixed=y}}&lt;br /&gt;
{{Drops table row|Final Final Fixative}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] The [[Index]]===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Notes on the Index|fixed=y}}&lt;br /&gt;
{{Drops table row|Arcane Amulet|5|fixed=y}}&lt;br /&gt;
{{Drops table row|Final Final Fixative}}&lt;br /&gt;
{{Drops table row|Duck-billed Porter Whistle}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
An additional coffer drops if the [[Hermetic Recluse]] was spawned and killed before the Index died.&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Arcane Amulet|3|fixed=y}}&lt;br /&gt;
{{Drops table row|Final Final Fixative}}&lt;br /&gt;
{{Drops table row|Duck-billed Porter Whistle}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| mech1 sortable align-left}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Tour de Fork I}}&lt;br /&gt;
{{achievement table row|Tour de Fork II}}&lt;br /&gt;
{{achievement table row|Tour de Fork III}}&lt;br /&gt;
{{achievement table row|Tour de Fork IV}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
{{Dialogue|&amp;lt;nowiki&amp;gt;&lt;br /&gt;
===Two-headed Aevis===&lt;br /&gt;
System: The decisive battle is over. You can now attack the [green/blue] head!&lt;br /&gt;
&lt;br /&gt;
===Tower Base===&lt;br /&gt;
System: The arcane sigil in the lower west passage glows brightly!&lt;br /&gt;
System: The arcane sigil in the lower east passage glows brightly!&lt;br /&gt;
&lt;br /&gt;
===Central Mezzanine===&lt;br /&gt;
System: The arcane sigil in the central mezzanine glows brightly!&lt;br /&gt;
System: The arcane sigil in the secret nook glows brightly!&lt;br /&gt;
System: All arcane sigils have been lit!&lt;br /&gt;
&lt;br /&gt;
===Storm Generators===&lt;br /&gt;
System: Enemy activity detected. Initiating eradication...&lt;br /&gt;
System: Target acquired. Effecting astral realignment...&lt;br /&gt;
System: Scale-smasher form activated. Eradication imminent.&lt;br /&gt;
System: Rotational command received.&amp;lt;br&amp;gt;Attempting physical onslaught.&lt;br /&gt;
System: Five seconds until fatal onslaught...&lt;br /&gt;
System: A slew of slimes has emerged...&lt;br /&gt;
System: Additional rotational command received.&amp;lt;br&amp;gt;Prepare for total annihilation.&lt;br /&gt;
System: The remaining storm generators have activated emergency protocols...&lt;br /&gt;
&lt;br /&gt;
===Tower Curseclocks===&lt;br /&gt;
System: Intruders detected.&amp;lt;br&amp;gt;Preparing magical countermeasures.&lt;br /&gt;
System: Set the correct time before the countdown ends.&lt;br /&gt;
System: Countdown ends in 120 seconds...&lt;br /&gt;
System: Countdown ends in 60 seconds...&lt;br /&gt;
System: Countdown ends in 30 seconds...&lt;br /&gt;
System: Countdown ends in 10 seconds!&lt;br /&gt;
System: 5...&lt;br /&gt;
System: 4...&lt;br /&gt;
System: 3...&lt;br /&gt;
System: 2...&lt;br /&gt;
System: 1...&lt;br /&gt;
System: Incorrect time detected.&lt;br /&gt;
System: Executing magical countermeasures.&lt;br /&gt;
System: Activating temporal magicks.&lt;br /&gt;
System: Intruders are thanked for their participation.&lt;br /&gt;
&#039;&#039;When the encounter was resolved correctly&#039;&#039;&lt;br /&gt;
System: Correct time confirmed.&amp;lt;br&amp;gt;Magical countermeasures disabled...&lt;br /&gt;
System: Stimulating arboreal growth...&amp;lt;br&amp;gt;Intruders may advance to the next sector.&lt;br /&gt;
&lt;br /&gt;
===The Index===&lt;br /&gt;
-cutscene start&lt;br /&gt;
Index: Witness wisdom&#039;s true potential!&lt;br /&gt;
-cutscene end&lt;br /&gt;
Index: You who breach this bastion of knowledge... Behold the ancient arts in all their glory!&lt;br /&gt;
Index: Speeding spear, pierce the high heavens!&lt;br /&gt;
Index: Dormant memories, fill this form with might untrammeled!&lt;br /&gt;
Index: Taste wisdom&#039;s true power.&lt;br /&gt;
Index: Magic in its purest form... Watch as the very elements dance!&lt;br /&gt;
Index: My foresight is infallible!&lt;br /&gt;
Index: Elements, coalesce... Now rupture!&lt;br /&gt;
Index: Come forth and do my bidding...&lt;br /&gt;
Index: Petrifying aether, infuse my blade...&lt;br /&gt;
Index: Through omniscience, strength unparalleled!&lt;br /&gt;
Index: Despite all the knowledge you have acquired, you would still deny the world this wisdom!?&lt;br /&gt;
Index: I will not relent... Not until the true potential of this wisdom is unleashed!&lt;br /&gt;
Index: What lies at wisdom&#039;s end? All shall be revealed!&lt;br /&gt;
-cutscene start&lt;br /&gt;
Index: Such potential...squandered.&lt;br /&gt;
-cutscene end&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Exdeath&#039;s Castle (Dawntrail)}}&lt;br /&gt;
{{music table row|Boss 1-3|FINAL FANTASY V: Battle 1 (Dawntrail)}}&lt;br /&gt;
{{music table row|Final Boss|Omega Squared}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
===Screenshots===&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
Forked Tower Magic EX intro.jpg&lt;br /&gt;
FTMEX map room.jpg|Map room&lt;br /&gt;
Forked Tower Magic boss.jpg&lt;br /&gt;
FT Magic final room.jpg|Final room&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Maps===&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
Tower Base annotated.jpg|Tower Base annotated map&lt;br /&gt;
Central Mezzanine annotated.jpg|Central Mezzanine and Secret Nook annotated map&lt;br /&gt;
Pinnacle of Knowledge annotated.jpg|Pinnacle of Knowledge annotated map&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*The dungeon is inspired by the [https://finalfantasy.fandom.com/wiki/Fork_Tower Fork Tower] dungeon from FFV.&lt;br /&gt;
*Each room containing a major encounter is named for a field of study related to the boss or enemies present:&lt;br /&gt;
** Herpetology: Study of amphibians and reptiles&lt;br /&gt;
** Choreology: Study of dance&lt;br /&gt;
** Agnoiology: Study of ignorance&lt;br /&gt;
** Thanatology: Study of death&lt;br /&gt;
** Horology: Study of timekeeping&lt;br /&gt;
** Epistemology: Philosophical study of knowledge&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*Raidplans and guides&lt;br /&gt;
**[https://raidplan.io/plan/d5psp37zsvz5eudc Boss 1 and Tower Base]&lt;br /&gt;
***[https://www.youtube.com/watch?v=KhIqykWwQTc Ranger/Thief Guide]&lt;br /&gt;
**[https://raidplan.io/plan/czttat2a5chp4wz4 Boss 2, Central Mezzanine, and Storm Generators]&lt;br /&gt;
***[https://www.youtube.com/watch?v=FwFojtG__Rc Ranger/Thief Guide]&lt;br /&gt;
**[https://raidplan.io/plan/wwvzbkbga2js88ya Boss 3, Horology Room, and Pinnacle of Knowledge]&lt;br /&gt;
***[https://ftmex.kaia.tools/necrophobia-simulator/ Boss 3 Simulator]&lt;br /&gt;
***[https://gaypotatoemma.github.io/Clockwards-Calculator/ Tower Curseclocks Calculator]&lt;br /&gt;
**[https://raidplan.io/plan/2pkfwkw8pe9254ae Boss 4]&lt;br /&gt;
*[https://docs.google.com/spreadsheets/d/1Cf1O8D_ZyB5JRliG2dMrMkc6RQKEOnYXqp1TpJidFC4/edit?gid=0#gid=0 Mitigation Cooldown Suggestions]&lt;br /&gt;
*[https://docs.google.com/spreadsheets/d/1lYNJc1k1ICgbAmN1eGb8AErAfIRJlmXcDFYQdzmdyHI/edit?gid=40471231#gid=40471231 Encounter Timelines]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references&amp;gt;&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Occult Crescent nav|state=expanded}}&lt;br /&gt;
{{Duties nav/field operation}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Occult Crescent]]&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Prelude%27s_Call&amp;diff=1527030</id>
		<title>Prelude&#039;s Call</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Prelude%27s_Call&amp;diff=1527030"/>
		<updated>2026-08-27T23:48:44Z</updated>

		<summary type="html">&lt;p&gt;Hubry: forgot to put cutscene npcs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quest infobox&lt;br /&gt;
| title = Prelude&#039;s Call&lt;br /&gt;
| description = The wandering minstrel regards you with a curious gaze.&amp;lt;br&amp;gt;※This quest is available for a limited time only.&lt;br /&gt;
| image = prelude&#039;s call1.png&lt;br /&gt;
| quest-giver = Wandering Minstrel&lt;br /&gt;
| related-npcs = &lt;br /&gt;
| cutscene-npcs = Mellow Musician&lt;br /&gt;
| location = Limsa Lominsa Upper Decks&lt;br /&gt;
| location-x = 11.3&lt;br /&gt;
| location-y = 13.7&lt;br /&gt;
| type = quest&lt;br /&gt;
| journal-section = Other Quests&lt;br /&gt;
| journal-category = Seasonal Events Quests&lt;br /&gt;
| journal-genre = Rising Events&lt;br /&gt;
| event = The Rising (2026)&lt;br /&gt;
| sortkey = 603&lt;br /&gt;
| organization = &lt;br /&gt;
| class = &lt;br /&gt;
| job = &lt;br /&gt;
| category = &lt;br /&gt;
| level = 15&lt;br /&gt;
| quest-sync = &lt;br /&gt;
| req-quest = &lt;br /&gt;
| req-items = &lt;br /&gt;
| requirements = &lt;br /&gt;
| exp = 0&lt;br /&gt;
| gil = 856&lt;br /&gt;
| reward1 = 1 Matoya&#039;s Cave (Modulation) Orchestrion Roll&lt;br /&gt;
| reward2 = 1 Eternal Wind (Modulation) Orchestrion Roll&lt;br /&gt;
| reward3 = 1 Zanarkand (Modulation) Orchestrion Roll&lt;br /&gt;
| reputation-reward = &lt;br /&gt;
| unlocks = &lt;br /&gt;
| prev-quest = The Symphony of Life&lt;br /&gt;
| next-quest = &lt;br /&gt;
| patch = 7.55&lt;br /&gt;
| id-edb = &lt;br /&gt;
| id-gt = 71056&lt;br /&gt;
}}&lt;br /&gt;
==Steps==&lt;br /&gt;
* Speak with the wandering minstrel in Gridania.&lt;br /&gt;
==Journal==&lt;br /&gt;
* The wandering minstrel regards you with a curious gaze.&amp;lt;br&amp;gt;※This quest is available for a limited time only.&lt;br /&gt;
&lt;br /&gt;
* Following the fireworks display, you inform the wandering minstrel about the mysterious vision you experienced. To your surprise, the man has an inkling as to the “enchanting concert” that was mentioned, and invites you to attend it with him. Thus do you make your way to Mih Khetto&#039;s Amphitheatre in Old Gridania, where the concert in question is to be held.&lt;br /&gt;
&lt;br /&gt;
* Shortly after arriving at the amphitheatre, you are treated to a performance by a chocobo head-wearing pianist. The mellow musician turns out to be an esteemed predecessor of the wandering minstrel, and he gives you his heartfelt thanks along with words both enigmatic and encouraging. The melodies that reverberate in your heart will surely be your strength, and you look forward to the many adventures still to come.&lt;br /&gt;
==Related NPCs==&lt;br /&gt;
{{Related NPCs}}&lt;br /&gt;
==Dialogue==&lt;br /&gt;
{{Dialogue|&amp;lt;nowiki&amp;gt;&lt;br /&gt;
===Accepting the quest===&lt;br /&gt;
Wandering Minstrel: Still savoring the afterglow of the fireworks, are you? You look somewhat dazed, as if you have just awakened from a dream.&lt;br /&gt;
Wandering Minstrel: You actually &#039;&#039;had&#039;&#039; a dream, you say? And in it, you met an individual who bore an uncanny resemblance to me...&lt;br /&gt;
Wandering Minstrel: While I know not the significance of your vision, I have an inkling as to this “enchanting concert” that was mentioned.&lt;br /&gt;
Wandering Minstrel: If you are otherwise unoccupied, would you care to attend it together?&lt;br /&gt;
Wandering Minstrel: Excellent. Let us make our way to Mih Khetto&#039;s Amphitheatre in Old Gridania at once.&lt;br /&gt;
-quest accepted&lt;br /&gt;
===Speak with the wandering minstrel in Gridania.===&lt;br /&gt;
-cutscene start&lt;br /&gt;
Wandering Minstrel: It appears we have arrived during an intermission.&lt;br /&gt;
Wandering Minstrel: Do you see the piano on the stage?&lt;br /&gt;
Wandering Minstrel: It is there for one and all to play during the Rising.&lt;br /&gt;
Wandering Minstrel: As young A&#039;nimuili also knew, music is possessed of the power to comfort and inspire.&lt;br /&gt;
Wandering Minstrel: It can even restore faded memories to vibrant life, together with the emotions they once evoked.&lt;br /&gt;
Wandering Minstrel: With these wondrous effects in mind was the piano set up. &#039;Tis quite inspired, would you not agree?&lt;br /&gt;
Wandering Minstrel: Ah, a performer has taken to the stage.&lt;br /&gt;
&#039;&#039;A man wearing a chocobo mask takes the seat at the piano, and starts playing the Prelude motif.&#039;&#039;&lt;br /&gt;
Wandering Minstrel: Th-This unmistakable arpeggio! Could it be...?&lt;br /&gt;
Wandering Minstrel: This song is familiar to me. The performer could well be an esteemed predecessor of mine!&lt;br /&gt;
Wandering Minstrel: There is only one way to know for certain. I shall go and speak with him after he has finished playing.&lt;br /&gt;
&#039;&#039;After the performance ends, the minstrel and the musician walk up to the Warrior of Light.&#039;&#039;&lt;br /&gt;
Wandering Minstrel: Apologies for the wait.&lt;br /&gt;
Wandering Minstrel: My suspicions were correct. Permit me to introduce to you the legendary composer...&lt;br /&gt;
Wandering Minstrel: ...Nay, it isn&#039;t my place to reveal his identity. Not when he has gone to such lengths to remain anonymous, that he might simply delight in music with us.&lt;br /&gt;
Wandering Minstrel: Know, however, that you have been touched by his works, somewhere out there. This, I guarantee.&lt;br /&gt;
&amp;gt; If the player has completed the quest {{i|The Ultimate Weapon}}&lt;br /&gt;
Wandering Minstrel: This {{alternatives|woman|man}} is an accomplished adventurer, and a renowned hero besides. Might you have any words you would like to offer {{alternatives|her|him}}?&lt;br /&gt;
&amp;gt; Otherwise&lt;br /&gt;
Wandering Minstrel: This {{alternatives|woman|man}} is an aspiring adventurer. Might you have any words you would like to offer {{alternatives|her|him}}?&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Mellow Musician: Greetings, adventurer. Tell me—have you been enjoying the music that colors your journey?&lt;br /&gt;
&#039;&#039;He then faces directly at the camera and addresses the player.&#039;&#039;&lt;br /&gt;
Mellow Musician: This question, I also pose to you over yonder.&lt;br /&gt;
Mellow Musician: It is not only the battles and stories, or the music which brings them to life, but how you choose to interact with the game that truly shapes the experience.&lt;br /&gt;
Mellow Musician: For being part of this final-yet-unending fantasy, I give you my heartfelt thanks!&lt;br /&gt;
&#039;&#039;He turns back towards the Warrior of Light, and hands something to them.&#039;&#039;&lt;br /&gt;
Mellow Musician: As a token of my gratitude, please accept this gift.&lt;br /&gt;
Mellow Musician: Oh, and do remember the name “con TIKI.” It&#039;s a little project of mine.&lt;br /&gt;
Mellow Musician: Don&#039;t mention anything to our minstrel friend, though!&lt;br /&gt;
&lt;br /&gt;
Wandering Minstrel: It seems you are privy to a secret. But worry not—I am not one to pry.&lt;br /&gt;
Wandering Minstrel: Now then, enveloped in the warmth of enchanting music, I shall return to my wanderings.&lt;br /&gt;
Wandering Minstrel: After all, the adventure promises to continue for quite some time to come.&lt;br /&gt;
-quest complete&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;}}&lt;br /&gt;
[[Category:Has datamined dialogue]]&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Prelude%27s_Call&amp;diff=1527029</id>
		<title>Prelude&#039;s Call</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Prelude%27s_Call&amp;diff=1527029"/>
		<updated>2026-08-27T23:06:53Z</updated>

		<summary type="html">&lt;p&gt;Hubry: /* Dialogue */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quest infobox&lt;br /&gt;
| title = Prelude&#039;s Call&lt;br /&gt;
| description = The wandering minstrel regards you with a curious gaze.&amp;lt;br&amp;gt;※This quest is available for a limited time only.&lt;br /&gt;
| image = prelude&#039;s call1.png&lt;br /&gt;
| quest-giver = Wandering Minstrel&lt;br /&gt;
| related-npcs = &lt;br /&gt;
| cutscene-npcs = &lt;br /&gt;
| location = Limsa Lominsa Upper Decks&lt;br /&gt;
| location-x = 11.3&lt;br /&gt;
| location-y = 13.7&lt;br /&gt;
| type = quest&lt;br /&gt;
| journal-section = Other Quests&lt;br /&gt;
| journal-category = Seasonal Events Quests&lt;br /&gt;
| journal-genre = Rising Events&lt;br /&gt;
| event = The Rising (2026)&lt;br /&gt;
| sortkey = 603&lt;br /&gt;
| organization = &lt;br /&gt;
| class = &lt;br /&gt;
| job = &lt;br /&gt;
| category = &lt;br /&gt;
| level = 15&lt;br /&gt;
| quest-sync = &lt;br /&gt;
| req-quest = &lt;br /&gt;
| req-items = &lt;br /&gt;
| requirements = &lt;br /&gt;
| exp = 0&lt;br /&gt;
| gil = 856&lt;br /&gt;
| reward1 = 1 Matoya&#039;s Cave (Modulation) Orchestrion Roll&lt;br /&gt;
| reward2 = 1 Eternal Wind (Modulation) Orchestrion Roll&lt;br /&gt;
| reward3 = 1 Zanarkand (Modulation) Orchestrion Roll&lt;br /&gt;
| reputation-reward = &lt;br /&gt;
| unlocks = &lt;br /&gt;
| prev-quest = The Symphony of Life&lt;br /&gt;
| next-quest = &lt;br /&gt;
| patch = 7.55&lt;br /&gt;
| id-edb = &lt;br /&gt;
| id-gt = 71056&lt;br /&gt;
}}&lt;br /&gt;
==Steps==&lt;br /&gt;
* Speak with the wandering minstrel in Gridania.&lt;br /&gt;
==Journal==&lt;br /&gt;
* The wandering minstrel regards you with a curious gaze.&amp;lt;br&amp;gt;※This quest is available for a limited time only.&lt;br /&gt;
&lt;br /&gt;
* Following the fireworks display, you inform the wandering minstrel about the mysterious vision you experienced. To your surprise, the man has an inkling as to the “enchanting concert” that was mentioned, and invites you to attend it with him. Thus do you make your way to Mih Khetto&#039;s Amphitheatre in Old Gridania, where the concert in question is to be held.&lt;br /&gt;
&lt;br /&gt;
* Shortly after arriving at the amphitheatre, you are treated to a performance by a chocobo head-wearing pianist. The mellow musician turns out to be an esteemed predecessor of the wandering minstrel, and he gives you his heartfelt thanks along with words both enigmatic and encouraging. The melodies that reverberate in your heart will surely be your strength, and you look forward to the many adventures still to come.&lt;br /&gt;
==Related NPCs==&lt;br /&gt;
{{Related NPCs}}&lt;br /&gt;
==Dialogue==&lt;br /&gt;
{{Dialogue|&amp;lt;nowiki&amp;gt;&lt;br /&gt;
===Accepting the quest===&lt;br /&gt;
Wandering Minstrel: Still savoring the afterglow of the fireworks, are you? You look somewhat dazed, as if you have just awakened from a dream.&lt;br /&gt;
Wandering Minstrel: You actually &#039;&#039;had&#039;&#039; a dream, you say? And in it, you met an individual who bore an uncanny resemblance to me...&lt;br /&gt;
Wandering Minstrel: While I know not the significance of your vision, I have an inkling as to this “enchanting concert” that was mentioned.&lt;br /&gt;
Wandering Minstrel: If you are otherwise unoccupied, would you care to attend it together?&lt;br /&gt;
Wandering Minstrel: Excellent. Let us make our way to Mih Khetto&#039;s Amphitheatre in Old Gridania at once.&lt;br /&gt;
-quest accepted&lt;br /&gt;
===Speak with the wandering minstrel in Gridania.===&lt;br /&gt;
-cutscene start&lt;br /&gt;
Wandering Minstrel: It appears we have arrived during an intermission.&lt;br /&gt;
Wandering Minstrel: Do you see the piano on the stage?&lt;br /&gt;
Wandering Minstrel: It is there for one and all to play during the Rising.&lt;br /&gt;
Wandering Minstrel: As young A&#039;nimuili also knew, music is possessed of the power to comfort and inspire.&lt;br /&gt;
Wandering Minstrel: It can even restore faded memories to vibrant life, together with the emotions they once evoked.&lt;br /&gt;
Wandering Minstrel: With these wondrous effects in mind was the piano set up. &#039;Tis quite inspired, would you not agree?&lt;br /&gt;
Wandering Minstrel: Ah, a performer has taken to the stage.&lt;br /&gt;
&#039;&#039;A man wearing a chocobo mask takes the seat at the piano, and starts playing the Prelude motif.&#039;&#039;&lt;br /&gt;
Wandering Minstrel: Th-This unmistakable arpeggio! Could it be...?&lt;br /&gt;
Wandering Minstrel: This song is familiar to me. The performer could well be an esteemed predecessor of mine!&lt;br /&gt;
Wandering Minstrel: There is only one way to know for certain. I shall go and speak with him after he has finished playing.&lt;br /&gt;
&#039;&#039;After the performance ends, the minstrel and the musician walk up to the Warrior of Light.&#039;&#039;&lt;br /&gt;
Wandering Minstrel: Apologies for the wait.&lt;br /&gt;
Wandering Minstrel: My suspicions were correct. Permit me to introduce to you the legendary composer...&lt;br /&gt;
Wandering Minstrel: ...Nay, it isn&#039;t my place to reveal his identity. Not when he has gone to such lengths to remain anonymous, that he might simply delight in music with us.&lt;br /&gt;
Wandering Minstrel: Know, however, that you have been touched by his works, somewhere out there. This, I guarantee.&lt;br /&gt;
&amp;gt; If the player has completed the quest {{i|The Ultimate Weapon}}&lt;br /&gt;
Wandering Minstrel: This {{alternatives|woman|man}} is an accomplished adventurer, and a renowned hero besides. Might you have any words you would like to offer {{alternatives|her|him}}?&lt;br /&gt;
&amp;gt; Otherwise&lt;br /&gt;
Wandering Minstrel: This {{alternatives|woman|man}} is an aspiring adventurer. Might you have any words you would like to offer {{alternatives|her|him}}?&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Mellow Musician: Greetings, adventurer. Tell me—have you been enjoying the music that colors your journey?&lt;br /&gt;
&#039;&#039;He then faces directly at the camera and addresses the player.&#039;&#039;&lt;br /&gt;
Mellow Musician: This question, I also pose to you over yonder.&lt;br /&gt;
Mellow Musician: It is not only the battles and stories, or the music which brings them to life, but how you choose to interact with the game that truly shapes the experience.&lt;br /&gt;
Mellow Musician: For being part of this final-yet-unending fantasy, I give you my heartfelt thanks!&lt;br /&gt;
&#039;&#039;He turns back towards the Warrior of Light, and hands something to them.&#039;&#039;&lt;br /&gt;
Mellow Musician: As a token of my gratitude, please accept this gift.&lt;br /&gt;
Mellow Musician: Oh, and do remember the name “con TIKI.” It&#039;s a little project of mine.&lt;br /&gt;
Mellow Musician: Don&#039;t mention anything to our minstrel friend, though!&lt;br /&gt;
&lt;br /&gt;
Wandering Minstrel: It seems you are privy to a secret. But worry not—I am not one to pry.&lt;br /&gt;
Wandering Minstrel: Now then, enveloped in the warmth of enchanting music, I shall return to my wanderings.&lt;br /&gt;
Wandering Minstrel: After all, the adventure promises to continue for quite some time to come.&lt;br /&gt;
-quest complete&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;}}&lt;br /&gt;
[[Category:Has datamined dialogue]]&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Mellow_Musician&amp;diff=1526616</id>
		<title>Mellow Musician</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Mellow_Musician&amp;diff=1526616"/>
		<updated>2026-08-27T11:48:32Z</updated>

		<summary type="html">&lt;p&gt;Hubry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NPC infobox&lt;br /&gt;
| name = Mellow Musician&lt;br /&gt;
| full-name = &lt;br /&gt;
| description = &lt;br /&gt;
| description-source = &lt;br /&gt;
| image = &lt;br /&gt;
| location = &lt;br /&gt;
| coordinates = &lt;br /&gt;
| dungeon = &lt;br /&gt;
| raid = &lt;br /&gt;
| trial = &lt;br /&gt;
| other-duty = &lt;br /&gt;
| objective = &lt;br /&gt;
| title = &lt;br /&gt;
| gender = Male&lt;br /&gt;
| age = &lt;br /&gt;
| race = Hyur&lt;br /&gt;
| clan = Midlander&lt;br /&gt;
| class = &lt;br /&gt;
| job = &lt;br /&gt;
| profession = &lt;br /&gt;
| birthplace = &lt;br /&gt;
| organization = &lt;br /&gt;
| relatives = &lt;br /&gt;
| is-enemy = &lt;br /&gt;
| level = &lt;br /&gt;
| alt-level-type = &lt;br /&gt;
| element = &lt;br /&gt;
| adaptation = &lt;br /&gt;
| mutation = &lt;br /&gt;
| spawn-condition = &lt;br /&gt;
| aggression = &lt;br /&gt;
| aggro-type = &lt;br /&gt;
| vulnerable = &lt;br /&gt;
| service = &lt;br /&gt;
| goal = &lt;br /&gt;
| patch = 7.55&lt;br /&gt;
| voiceJP = &lt;br /&gt;
| voiceEN = &lt;br /&gt;
| voiceFR = &lt;br /&gt;
| voiceDE = &lt;br /&gt;
| id-gt = 1059350&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!--Do not remove the quests started/involved templates - they will display a header and results if quests related to this NPC are added in the future--&amp;gt;&lt;br /&gt;
{{Quests started}}&lt;br /&gt;
{{Quests involved}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* This NPC is based on [[wikipedia:Nobuo Uematsu|Nobuo Uematsu]], a prolific game music composer and best known for his work on the Final Fantasy series. His dialogue in {{i|Prelude&#039;s Call}} makes a direct reference to his touring band, [https://www.smileplease.co.jp/conTIKI/ Nobuo Uematsu con TIKI].&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Hero%27s_Day_Off&amp;diff=1524995</id>
		<title>Hero&#039;s Day Off</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Hero%27s_Day_Off&amp;diff=1524995"/>
		<updated>2026-08-21T11:33:51Z</updated>

		<summary type="html">&lt;p&gt;Hubry: /* Dialogue */ reputation system lines&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quest infobox&lt;br /&gt;
| title = Hero&#039;s Day Off&lt;br /&gt;
| description = Liplu is never one to leave hard work unrewarded.&lt;br /&gt;
| image = hero&#039;s day off1.png&lt;br /&gt;
| quest-giver = Liplu&lt;br /&gt;
| related-npcs = Anggir; Fahrafahr; Fonjeantaine; Genuhanu; Murfurlur; Nopli; Rediroq; Ruvoll Ja; Tseeya; Wawkesa&lt;br /&gt;
| cutscene-npcs = &lt;br /&gt;
| location = Kozama&#039;uka&lt;br /&gt;
| location-x = 37.9&lt;br /&gt;
| location-y = 16.2&lt;br /&gt;
| type = quest&lt;br /&gt;
| journal-section = Allied Society Quests&lt;br /&gt;
| journal-category = Intersocietal Quests&lt;br /&gt;
| journal-genre = Dawntrail Allied Society Quests&lt;br /&gt;
| event = &lt;br /&gt;
| sortkey = 2&lt;br /&gt;
| organization = &lt;br /&gt;
| class = &lt;br /&gt;
| job = &lt;br /&gt;
| category = &lt;br /&gt;
| level = 100&lt;br /&gt;
| quest-sync = &lt;br /&gt;
| req-quest = &lt;br /&gt;
| req-items = 1 Hefty Packed Meal&lt;br /&gt;
| requirements = Any Disciple of War or Magic (excluding limited jobs)&lt;br /&gt;
| exp = 0&lt;br /&gt;
| gil = 2766&lt;br /&gt;
| reward1 = 1 Ballroom Etiquette - Geographic Guesswork&lt;br /&gt;
| reward2 = 1 Tradewinds Tunic&lt;br /&gt;
| reward3 = 1 Tradewinds Wristgloves&lt;br /&gt;
| reward4 = 1 Tradewinds Gaskins&lt;br /&gt;
| reward5 = 1 Tradewinds Shoes&lt;br /&gt;
| reputation-reward = &lt;br /&gt;
| unlocks = ach A Beautiful Day in the Neighborhood&lt;br /&gt;
| prev-quest = Touring Tural&lt;br /&gt;
| next-quest = &lt;br /&gt;
| patch = 7.55&lt;br /&gt;
| id-edb = 747854f5d73&lt;br /&gt;
| id-gt = 70999&lt;br /&gt;
}}&lt;br /&gt;
==Steps==&lt;br /&gt;
* Speak with Genuhanu.&lt;br /&gt;
* Speak with Wawkesa.&lt;br /&gt;
* Speak with Liplu at Panaqpelu Retreat.&lt;br /&gt;
* Speak with Ruvoll Ja.&lt;br /&gt;
* Speak with Liplu.&lt;br /&gt;
* Speak with Ruvoll Ja.&lt;br /&gt;
* Speak with Fahrafahr.&lt;br /&gt;
* Speak with Liplu.&lt;br /&gt;
==Journal==&lt;br /&gt;
* Liplu is never one to leave hard work unrewarded.&lt;br /&gt;
&lt;br /&gt;
* Liplu is grateful for your efforts and suggests that you lodge at the travel agency as reward. While you are waiting for your room to be made, you encounter a familiar pair: Fonjeantaine and Rediroq, who are in Yak T&#039;el on a delivery. It seems the potsworn&#039;s work has been well received, much to the joy of the Moblin. Fonjeantaine thanks you for helping him find his confidence before saying his farewells, and as the two depart, Genuhanu arrives to show you to your lodgings.&lt;br /&gt;
&lt;br /&gt;
* Genuhanu seems almost starstruck as he expresses his pride in attending you. You take in the breathtaking scenery as you head to your lodgings, and yet another familiar voice calls out. It belongs to Tseeya, the Turali Travel Agency&#039;s first ever customer. Like the others before him, the worker from the Wing of Reflection has nothing but gratitude for your selfless contributions and seems certain that they will lead to a brighter Tural. After he takes his leave, you sit and ponder all the events that have led you to this moment, and then remember that Wawkesa wished to speak with you. You break from your reverie and head to the eatery to hear what the bandit-turned-chef has to say.&lt;br /&gt;
&lt;br /&gt;
* The diligent Wawkesa presents you with a hefty boxed meal as soon as you arrive, saying you are to bring it to Panaqpelu Retreat in Urqopacha, where Liplu awaits. Before you depart, however, the chef abashedly gives you his thanks for the mercy you showed him and his partners in crime after they kidnapped Wuk Lamat. Having said his piece, Wawkesa bids you farewell, and you set forth toward the hot springs of Panaqpelu Retreat.&lt;br /&gt;
&lt;br /&gt;
* Waiting for you at the hot springs is most everyone you have talked to throughout this mysterious odyssey. It seems this was all an elaborate plan to celebrate your efforts in revitalizing the various communities throughout Tural, and those present are eager to get to know you better. Food and drink are plenty, but before the party begins, Liplu suggests changing into something more fitting for the occasion.&lt;br /&gt;
&lt;br /&gt;
* The party kicks off with enough food and drink to feed a whole village, and its attendees regale each other with stories from their respective corners of Tural. A visit to the hot springs sees Ryoqor Terteh almost melt itself in the steaming waters, and a Pelu eater attempts to crash the festivities, but luckily disaster is averted in both cases. The party continues late into the night, with bonds being forged and horizons broadened. As the celebration winds down, you have a chat with Liplu, whose hard-but-secretive work brought this all together.&lt;br /&gt;
&lt;br /&gt;
* Liplu is happy that you had a chance to forget your responsibilities for even just a moment. However, all good things must come to an end, and before the party wraps up, you catch up with the other guests, starting with Ruvoll Ja.&lt;br /&gt;
&lt;br /&gt;
* Ruvoll Ja and Anggir are inspired to make Gok Golma into the pride of Mamook. In fact, they and Fahrafahr have a proposal for Liplu, and ask you to be there when they discuss it with the Pelu travel agent. In the meantime, you decide to catch up with Fahrafahr.&lt;br /&gt;
&lt;br /&gt;
* As with the others, Fahrafahr is optimistic about the future of her home, and it seems she is also eager to discuss the proposal with Liplu. Having spoken with everyone, you have one last chat with the host of the celebrations.&lt;br /&gt;
&lt;br /&gt;
* Liplu once again thanks you for coming to the party, and the rest of the guests express their mutual desire to bring the various disparate societies of Tural together as one. To that end, they decide to partner with the Turali Travel Agency to bring travelers and sightseers to their respective homes. While it remains to be seen what the future holds, the outlook has become just a little brighter thanks to food, drink, and hot springs.&lt;br /&gt;
==Related NPCs==&lt;br /&gt;
{{Related NPCs}}&lt;br /&gt;
==Dialogue==&lt;br /&gt;
{{Dialogue|&amp;lt;nowiki&amp;gt;&lt;br /&gt;
Liplu: Allow me to thank you for delivering those letters, [Forename]. I&#039;ll also offer my apologies for sending you hither and thither for such a minor task.&lt;br /&gt;
Liplu: No doubt your feet ache and your back cries out for respite!&lt;br /&gt;
&lt;br /&gt;
Question: What will you say?&lt;br /&gt;
&lt;br /&gt;
&amp;gt; I&#039;ve had longer treks.&lt;br /&gt;
Liplu: As expected from an adventurer of your caliber, you are positively indefatigable! Still, you did walk quite the distance, so I encourage you to take some time off to rest at our guest lodgings.&lt;br /&gt;
&amp;gt; A single step further and my legs might fall off.&lt;br /&gt;
Liplu: As I thought, even heroes require rest! Why not take a break at our guest lodgings?&lt;br /&gt;
&amp;gt; My shoulders and neck have hardly been so sore.&lt;br /&gt;
Liplu: As I thought, even heroes require rest! Why not take a break at our guest lodgings?&lt;br /&gt;
---&lt;br /&gt;
Liplu: Come to think of it, despite all the trials and tribulations you&#039;ve endured for our sake, I don&#039;t believe you&#039;ve had the chance to stay with us. So, how about it?&lt;br /&gt;
Liplu: Good, good! I anticipated you might agree to my suggestion, so your chambers are being prepared as we speak.&lt;br /&gt;
Liplu: Once they&#039;re ready, I&#039;ll have Genuhanu let you know. It shouldn&#039;t be long, but please make yourself at home in the meantime.&lt;br /&gt;
-quest accepted&lt;br /&gt;
-cutscene start&lt;br /&gt;
Fonjeantaine@Familiar Voice: Oh, is that... [Forename], is that you?&lt;br /&gt;
Fonjeantaine: I thought so! It&#039;s been so long, I&#039;m not sure if you remember me. It&#039;s Fonjeantaine, of the potsworn!&lt;br /&gt;
&lt;br /&gt;
Rediroq: Pfff... Pfffkohhh... It is a pleasure to happygreet you here of all places! Have you come for craftytasks? &lt;br /&gt;
&lt;br /&gt;
Fonjeantaine: You&#039;re lodging here? Good for you. You always seem so busy, it&#039;s heartening to know you have the time to recuperate.&lt;br /&gt;
&lt;br /&gt;
Rediroq: We are here on a delivery. Fonjeantaine&#039;s craftygoods have proven very popular as of late.&lt;br /&gt;
&lt;br /&gt;
Fonjeantaine: Fortunately for me. Customers have even made the journey all the way to Earthenshire to purchase them. I feel blessed that anyone would go to so much trouble for my work.&lt;br /&gt;
Fonjeantaine: You played no small part in guiding me upon this path, [Forename], and for that I thank you.&lt;br /&gt;
Fonjeantaine: Slowly but surely, I have overcome the impulse to compare myself to others, and become content simply to know my crafts bring joy to so many.&lt;br /&gt;
Fonjeantaine: The seeds of that change were planted the day I met you and Wuk Lamat. And every day since then, I have become more certain that coming to Tural was the right choice.&lt;br /&gt;
&lt;br /&gt;
Rediroq: Pfff... Pfffkohhh... But you cannot let success make you lazy. The life of an artisan is one of constant improvement!&lt;br /&gt;
Rediroq: When you are inspired with new ideas, quicktell Rediroq at once! That way you will always have what you need for your craftywork. &lt;br /&gt;
&lt;br /&gt;
Fonjeantaine: Since our business here is finished, it&#039;s about time we returned to Earthenshire. Rest well, [Forename], and may we meet again!&lt;br /&gt;
-cutscene end&lt;br /&gt;
===Speak with Genuhanu===&lt;br /&gt;
Genuhanu: A most hearty welcome to our special advisor! If you&#039;re ready to see your room, allow me to guide you.&lt;br /&gt;
Genuhanu: I must admit, attending to one such as you is quite the emotional experience. We owe you so much...and we aren&#039;t the only ones.&lt;br /&gt;
&amp;gt;If the player has completed {{i|Glory Incarnate}}&lt;br /&gt;
Genuhanu: We recently had a customer visit from distant Alexandria. Apparently they had taken part in some sort of martial competition there, and they told us about the various troubles that had recently befallen their nation.&lt;br /&gt;
&amp;gt;Otherwise&lt;br /&gt;
Genuhanu: We recently had a customer visit from distant Alexandria. They told us about the various troubles that had recently befallen their nation.&lt;br /&gt;
---&lt;br /&gt;
Genuhanu: It was you and your companions that saw them through those dark times. When I heard that our special advisor was risking life and limb for the sake of others, I was worried. But I was also in awe.&lt;br /&gt;
Genuhanu: You fly freely and nobly as Kixaihih, and the least we can do is offer you a place of respite from your trials. It is an honor, in fact.&lt;br /&gt;
Genuhanu: Ah, but there I go rambling again. Please, allow me to show you to your room!&lt;br /&gt;
-cutscene start&lt;br /&gt;
Genuhanu: Please make yourself at home. If there is anything you need, anything at all, you only need ask.&lt;br /&gt;
Genuhanu: Oh, but before I go, Liplu said that Wawkesa wished to speak with you. If you have a moment, could you visit the eatery later? Until then, please enjoy your stay.&lt;br /&gt;
&lt;br /&gt;
Tseeya@???: Well, this is a surprise. Come to visit old friends, [Forename]?&lt;br /&gt;
&lt;br /&gt;
Question: What will you say?&lt;br /&gt;
&lt;br /&gt;
&amp;gt; Um...and you are?&lt;br /&gt;
Tseeya: Heh, I suppose a traveler of such renown can&#039;t be expected to remember every person {{alternatives|she|he}} meets. I am Tseeya of the Wing of Reflection, your companion in arranging Rasafbaht&#039;s truly unforgettable experience.&lt;br /&gt;
&amp;gt; Oh, you work for the Wing of Reflection, don&#039;t you?&lt;br /&gt;
Tseeya: I&#039;m glad you remember. Then I suppose you also remember how much trouble we went through to ensure that Rasafbaht had an unforgettable experience.&lt;br /&gt;
&amp;gt; Ah, who could forget Tseeya, the Turali Travel Agency&#039;s first customer.&lt;br /&gt;
Tseeya: I take it you&#039;ve finally found time to relax. I&#039;ve become quite fond of this place myself, and since my first tour I&#039;ve arranged several more devoted entirely to fishing.&lt;br /&gt;
---&lt;br /&gt;
Tseeya: And since fate has brought us together again, there&#039;s something I&#039;ve wanted to tell you ever since our last meeting.&lt;br /&gt;
Tseeya: Surely you&#039;ve noticed the effect your actions have had on Tural. Long-standing issues that once gripped the nation now seem manageable.&lt;br /&gt;
Tseeya: A change set in motion more than eighty years ago, when Gulool Ja Ja stemmed the conflicts plaguing the continent and founded Tuliyollal. His Landsguard made the roads safe, and people could move more freely than ever before.&lt;br /&gt;
Tseeya: And with the Pelupelu given the mercantile reins, wares of all sorts flowed across Tural. But even so, its various peoples remained in their ancestral lands, following their established customs. The capital remained fundamentally separate.&lt;br /&gt;
Tseeya: However, Gulool Ja Ja had no intention of changing that. He understood that it would take time for a single “nation” of Tural to coalesce, and entrusted the next generation to see it realized.&lt;br /&gt;
Tseeya: With the succession of new Dawnservants, that new generation has come, and the Turali Travel Agency is but one of many enterprises reshaping our home. I hear that you aided some few of them, in fact.&lt;br /&gt;
Tseeya: People will have more chances to explore unfamiliar lands, more chances for mutual exchange. And as we come to better know our neighbors, we will learn to come together as a nation, and step forth into a brighter future.&lt;br /&gt;
&lt;br /&gt;
Question: What will you say?&lt;br /&gt;
&lt;br /&gt;
&amp;gt; I hadn&#039;t given it that much thought.&lt;br /&gt;
&amp;gt; I was only adventuring as adventurers do.&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Tseeya: I see. You were only doing what comes naturally, lending a helping hand to those in need.&lt;br /&gt;
Tseeya: To think actions that come so naturally to you would help revitalize a whole nation and the people who live within it. Such selflessness is truly moving.&lt;br /&gt;
Tseeya: I am grateful for your journey across Tural and for lending your strength to those you met. The Wing of Reflection shall do its utmost to ride these favorable winds as far as we can.&lt;br /&gt;
Tseeya: Now, I believe I&#039;ve taken up enough of your time, [Forename]. Rest well!&lt;br /&gt;
&lt;br /&gt;
System: Time passes as you reflect upon the countless adventures that brought you to this moment...&lt;br /&gt;
System: After a lengthy reverie, you recall that Wawkesa wishes to speak with you. Perhaps he is still about at the eatery.&lt;br /&gt;
-cutscene end&lt;br /&gt;
===Speak with Wawkesa===&lt;br /&gt;
Wawkesa: Greetings, [Forename]. Hope you were able to take your mind off things for a bit.&lt;br /&gt;
Wawkesa: Heh, your face says it all. Here, cooked a little something up for you. I put my heart and soul into it, so you&#039;d best hurry to your destination before it gets cold.&lt;br /&gt;
Wawkesa: Didn&#039;t expect to be sent off so soon, did you? Liplu&#039;s waiting for you at Panaqpelu Retreat in Urqopacha—some hot springs run by another Pelupelu, as I understand.&lt;br /&gt;
Wawkesa: But one thing before you go.&lt;br /&gt;
Wawkesa: I just... Ah, I&#039;ll come out and say it. Back then with the Third Promise, all that kidnapping and whatnot...well, things weren&#039;t looking too bright after we ran into you.&lt;br /&gt;
Wawkesa: &#039;Course, you were only doing right by your allies...but we&#039;d never taken such a beating as you gave, nor been hounded so relentlessly afterwards. We were scared to death. When I saw you again, I was certain my final day had come.&lt;br /&gt;
Wawkesa: But instead, my days have been full making food I love, and watching customers enjoy it. My old crew and I are even earning an honest wage...not bad for a bunch of former ne&#039;er-do-wells. Not bad at all.&lt;br /&gt;
Wawkesa: Our past crimes forgiven and our apologies taken at face value, all by the grace of you and Liplu. We owe you both a debt of gratitude we can never repay.&lt;br /&gt;
Wawkesa: Still, maybe this meal will go some small way towards evening the scales. Best be off now to Urqopacha, [Forename]!&lt;br /&gt;
===Speak with Liplu at Panaqpelu Retreat===&lt;br /&gt;
-optional start&lt;br /&gt;
Wawkesa: You&#039;d better get going. The food I packed is just as good cold as it is piping hot, but nothing keeps its flavor forever.&lt;br /&gt;
Wawkesa: And I&#039;d appreciate it if you stopped giving me that look. You get all sentimental one time, and that&#039;s all people remember...&lt;br /&gt;
&lt;br /&gt;
Fahrafahr: Why, we meet again. While I would love to catch up, you should speak with Liplu first. She organized this whole affair, after all.&lt;br /&gt;
&lt;br /&gt;
Nopli: Murfurlur and I volunteered to guide Ruvoll Ja and the others from Yak T&#039;el. They were splendid traveling companions.&lt;br /&gt;
&lt;br /&gt;
Murfurlur: Fahrafahr told us about the plan. We offered our assistance most eagerly—who would pass up an opportunity for a dip in these hot springs, after all?&lt;br /&gt;
&lt;br /&gt;
Ruvoll Ja: You&#039;re finally here, [Forename]. When the letter instructed us to come to Urqopacha, I jumped at the chance to see a new locale. It hasn&#039;t disappointed so far!&lt;br /&gt;
&lt;br /&gt;
Anggir: Liplu&#039;s proposal was too enticing to deny. Yet as excited as we all are, I have a feeling you&#039;ll be having the most fun.&lt;br /&gt;
-optional end&lt;br /&gt;
Liplu: There you are, [Forename]! We&#039;ve been waiting for you!&lt;br /&gt;
Liplu: Did you bring the food Wawkesa made?&lt;br /&gt;
Player hands over {{i|Hefty Packed Meal}}.&lt;br /&gt;
-cutscene start&lt;br /&gt;
Liplu: Good, good! Thank you for carrying it all this way. Now, shall we begin?&lt;br /&gt;
Liplu: On behalf of all those who work towards the betterment of Yok Tural, I&#039;d like to welcome the guest of honor—you!&lt;br /&gt;
Liplu: Terribly sorry for keeping everything so secretive. I worried that you might shy away from attending this party if you knew what we were about.&lt;br /&gt;
&lt;br /&gt;
Question: What will you say?&lt;br /&gt;
&lt;br /&gt;
&amp;gt; I didn&#039;t suspect a thing.&lt;br /&gt;
&amp;gt; I had a feeling something was going on.&lt;br /&gt;
&amp;gt; I knew from the very first moment!&lt;br /&gt;
Liplu: My, my, how perceptive! Though I shouldn&#039;t be surprised. Thank you, then, for playing along with this little game.&lt;br /&gt;
---&lt;br /&gt;
Liplu: Originally, we had planned to hold this event at the travel agency. But as we heard more and more about your exploits around Tural, we began to envision something greater.&lt;br /&gt;
Liplu: An event that would bring together everyone you&#039;ve helped!&lt;br /&gt;
&lt;br /&gt;
Ruvoll Ja: We&#039;ve been wanting to thank you for everything you&#039;ve done, so Liplu&#039;s invitation provided the perfect opportunity. Bol Tst&#039;ei made almost too much food for us to carry!&lt;br /&gt;
&lt;br /&gt;
Fahrafahr: We brought kirkahryar, the snow spirits&#039; favorite libation, among other traditional Yok Huy fare. I hope everyone eats and drinks their fill.&lt;br /&gt;
Fahrafahr: Ryoqor Terteh and the other spirits even expressed interest in coming. Perhaps their whims will guide them here at some point.&lt;br /&gt;
&lt;br /&gt;
Liplu: Look around you, [Forename]. All these people from across Tural are here because of &#039;&#039;you&#039;&#039;. To show their gratitude to a dear friend.&lt;br /&gt;
Liplu: Even so, a small matter weighs heavily on the hearts of all present...&lt;br /&gt;
&lt;br /&gt;
Fahrafahr: You see, while you were a highly valued contributor to our project, we scarcely knew anything about you. Admittedly, the challenges we faced left us with little time for leisure, but even so...&lt;br /&gt;
&lt;br /&gt;
Ruvoll Ja: People speak of your exploits in Tuliyollal quite often, and with each new story, I learn more and more of who you are. It made me realize how little we actually know of your life and that made me feel...somewhat sad.&lt;br /&gt;
Ruvoll Ja: More than as an advisor, helper, or artisan, I&#039;d like to know you as a person.&lt;br /&gt;
&lt;br /&gt;
Liplu: We all feel that way, you can be sure! So if it isn&#039;t too much trouble, we&#039;d like you to tell us all about your life both within Tural and without!&lt;br /&gt;
&lt;br /&gt;
Ruvoll Ja: But before that, why don&#039;t you change into something less dusty from travel? This is a party, after all, and we&#039;d like you to relax.&lt;br /&gt;
&lt;br /&gt;
System: All present are eager to speak with the guest of honor. Why not match their festive mood with equally festive attire? Battle will not be required of you during this quest.&lt;br /&gt;
-cutscene end&lt;br /&gt;
===Speak with Ruvoll Ja===&lt;br /&gt;
-optional start&lt;br /&gt;
Fahrafahr: This will be a good opportunity to strengthen our ties with the people of Yak T&#039;el, as well. I look forward to hearing about your time with them.&lt;br /&gt;
&lt;br /&gt;
Nopli: Liplu has reserved the venue for the rest of the day. Gigimolu would love this, fond of hot springs as he is, but unfortunately he&#039;s already on his way back to Eorzea.&lt;br /&gt;
&lt;br /&gt;
Murfurlur: Apparently the beasts in these parts sometimes prey upon Pelupelu who have warmed their bodies in the hot springs. One of Nopli&#039;s trading partners almost met their end here, in fact.&lt;br /&gt;
&lt;br /&gt;
Anggir: I&#039;m interested to see what crops are grown in Urqopacha and Kozama&#039;uka. Hopefully I can take some samples home with me for research.&lt;br /&gt;
&lt;br /&gt;
Liplu: After you delivered my letters, I came here to wait for everyone while you were resting at the travel agency. We managed to get everything ready just before you arrived.&lt;br /&gt;
Liplu: These secluded hot springs are the pride of the Pelupelu. The healing waters soothe back pain, sore muscles, and flagging spirits. Hopefully they provide some small measure of relief from your tireless adventuring.&lt;br /&gt;
-optional end&lt;br /&gt;
Ruvoll Ja: Are you wearing that to the party?&lt;br /&gt;
&lt;br /&gt;
Question: Begin the party with your current gear?&lt;br /&gt;
&amp;gt;Yes&lt;br /&gt;
Liplu: Very well! Now, bring out the food and drink!&lt;br /&gt;
&amp;gt;No&lt;br /&gt;
Dialogue is cancelled, and Player has to talk to Ruvoll Ja again to continue.&lt;br /&gt;
---&lt;br /&gt;
-cutscene start&lt;br /&gt;
A series of events plays out.&lt;br /&gt;
-cutscene end&lt;br /&gt;
===Speak with Liplu===&lt;br /&gt;
-optional start&lt;br /&gt;
Fahrafahr: I did not expect Ryoqor Terteh to be so curious about the hot springs. To think it would actually try to enter those scalding waters... A sight I&#039;ll not soon forget, haha!&lt;br /&gt;
&lt;br /&gt;
Nopli: That Pelu eater gave me quite the fright! But Murfurlur ensured that the party could continue unabated—he looks pleased with himself, doesn&#039;t he?&lt;br /&gt;
&lt;br /&gt;
Murfurlur: This party is in your honor, so it was only right that I stopped that hungry beast. My skill as a bodyguard has improved, has it not? I have your guidance to thank for that, too.&lt;br /&gt;
&lt;br /&gt;
Anggir: Everyone&#039;s stories gave me a clearer picture of Tural as a whole, and Liplu even arranged for me to visit the fields of reeds. This day proved to be more fruitful to my research than I imagined.&lt;br /&gt;
&lt;br /&gt;
Ruvoll Ja: The food you brought was delicious! Maybe we should invite this Wawkesa to Gok Golma? My mouth waters to think what he and Bol Tst&#039;ei might come up with if they put their heads together. &lt;br /&gt;
-optional end&lt;br /&gt;
Liplu: What a grand time that was! Were you able to forget your worries, if even but for a moment?&lt;br /&gt;
&lt;br /&gt;
Question: What will you say?&lt;br /&gt;
&lt;br /&gt;
&amp;gt; It&#039;s been a while since I was so relaxed.&lt;br /&gt;
Liplu: I&#039;m glad to hear that. You throw yourself into one battle after another, don&#039;t you? I doubt any of us could keep up if our lives depended on it!&lt;br /&gt;
Liplu: Surely no one would begrudge you a little rest and recuperation from time to time.&lt;br /&gt;
&amp;gt; Would that I had more time.&lt;br /&gt;
Liplu: I&#039;m sure everyone here shares that sentiment. You throw yourself into one battle after another, don&#039;t you? I doubt any of us could keep up if our lives depended on it!&lt;br /&gt;
Liplu: Surely no one would begrudge you a little rest and recuperation from time to time.&lt;br /&gt;
&amp;gt; Our next party should be at the travel agency.&lt;br /&gt;
Liplu: That&#039;s a great idea! That way, Wawkesa and anyone who couldn&#039;t make it this time can join. We can close the travel agency for a day and have a proper celebration!&lt;br /&gt;
Liplu: Of course, we&#039;ll invite everyone again. Wuk Evu, Tseeya, and Mablu would also love to come... Yes, let&#039;s do it sooner rather than later!&lt;br /&gt;
---&lt;br /&gt;
Liplu: Now, I&#039;m sure the others would like to speak with the guest of honor. Why don&#039;t you indulge them?&lt;br /&gt;
===Speak with Ruvoll Ja===&lt;br /&gt;
-optional start&lt;br /&gt;
Liplu: Everyone&#039;s here to speak with the guest of honor—you! Why don&#039;t you see what they have to say?&lt;br /&gt;
-optional end&lt;br /&gt;
Ruvoll Ja: It&#039;s been a pleasure listening to your many fantastic tales, [Forename]!&lt;br /&gt;
Ruvoll Ja: But even after hearing your stories, I have trouble imagining them. One day I hope to see those “space carrots” with my own eyes!&lt;br /&gt;
Ruvoll Ja: Your journey gives us the motivation we need to make the gainery even better. You might even hear talk of Gok Golma at whatever far-flung locale your next adventure takes you!&lt;br /&gt;
&lt;br /&gt;
Anggir: And with outside orders increasing by the day, maybe it&#039;s time to dream bigger. Be more ambitious!&lt;br /&gt;
&lt;br /&gt;
Ruvoll Ja: We&#039;ll make the people of Mamook proud!&lt;br /&gt;
Ruvoll Ja: Ah, I forgot to mention. Fahrafahr, Anggir, and I came up with an interesting idea. We want to see what Liplu thinks, and we hope you&#039;ll stick around to hear her thoughts!&lt;br /&gt;
===Speak with Fahrafahr===&lt;br /&gt;
-optional start&lt;br /&gt;
Ruvoll Ja: I&#039;ve been thinking about the future of Gok Golma—of all Mamook, in fact. We&#039;ve come up with a proposal for Liplu, and we&#039;d like you to be there when we discuss it!&lt;br /&gt;
&lt;br /&gt;
Anggir: Crops take root in the land, then bear fruit that forms the seeds of the next generation. In the same way, I hope Gok Golma bears seeds of lasting change for Mamook.&lt;br /&gt;
-optional end&lt;br /&gt;
&lt;br /&gt;
Fahrafahr: I can&#039;t remember the last time I stopped worrying about my duties and simply lived in the moment. Not since Dartorgor&#039;s passing, I think... Yet when I saw Ryoqor Terteh&#039;s joy writ so plain on its face, I realized anew all the work was worth it.&lt;br /&gt;
Fahrafahr: With Zirgorteh the Open-armed now restored, the time has come to look towards the future—to take this precious opportunity to decide how we wish to live our lives.&lt;br /&gt;
&lt;br /&gt;
Nopli: Oh, I can only hope that means more business opportunities for us!&lt;br /&gt;
&lt;br /&gt;
Murfurlur: I shall leave the counting of coin to Master Nopli. Yet if you ever require protection for any reason, I am always willing to lend my arm.&lt;br /&gt;
&lt;br /&gt;
Fahrafahr: I am glad for the offer!&lt;br /&gt;
Fahrafahr: Speaking of which, we had a proposal of our own to share with Liplu before departing. I am glad I had the chance to speak with you, [Forename], as well as everyone else gathered here.&lt;br /&gt;
===Speak with Liplu===&lt;br /&gt;
-optional start&lt;br /&gt;
Fahrafahr: We intend to share our proposal with Liplu shortly. An idea for which we have this gathering to thank.&lt;br /&gt;
&lt;br /&gt;
Nopli: What does the future hold for Zirgorteh the Open-armed? For all of Worlar&#039;s Echo? I understand Fahrafahr&#039;s desire to plan ahead.&lt;br /&gt;
&lt;br /&gt;
Murfurlur: With the fellowship between the Yok Huy and snow spirits restored, Urqopacha feels blessed by favorable winds. Wherever they may lead us, I intend to continue safeguarding others, if only to repay the debt I owe you.&lt;br /&gt;
-optional end&lt;br /&gt;
-cutscene start&lt;br /&gt;
Liplu: At the risk of repeating myself, I&#039;d like to thank you again for coming here, [Forename].&lt;br /&gt;
Liplu: But that hardly begins to scratch the surface, doesn&#039;t it? For the time you&#039;ve given us, and all the help you&#039;ve offered, I owe you a debt I&#039;m not likely to repay any time soon.&lt;br /&gt;
&lt;br /&gt;
Ruvoll Ja: We wouldn&#039;t have come nearly as far without you, that&#039;s for sure. And now...&lt;br /&gt;
Ruvoll Ja: ...In bringing us all together like this, you&#039;ve given us opportunities for new endeavors. After a bit of discussion, we&#039;ve come to realize our goals align almost perfectly.&lt;br /&gt;
&lt;br /&gt;
Fahrafahr: Yes, I want people to know that life in Worlar&#039;s Echo has changed. That the snow spirits are no longer feared, but embraced, and that together we wish to shed the settlement&#039;s reputation as an isolated mountain community.&lt;br /&gt;
Fahrafahr: We all share similar goals. We would like the various peoples of Tural to remember each other not as strangers with esoteric customs, but as trusted neighbors.&lt;br /&gt;
Fahrafahr: To that end, we have a proposal for you, Liplu. Might we partner with the Turali Travel Agency? We would like travelers from across the continent to see our respective homes as they are now.&lt;br /&gt;
&lt;br /&gt;
Liplu: That sounds like a wonderful plan! [Forename], as our special advisor, what are your thoughts?&lt;br /&gt;
&lt;br /&gt;
Question: What will you say?&lt;br /&gt;
&lt;br /&gt;
&amp;gt; I&#039;ve no objections!&lt;br /&gt;
&amp;gt; I think you anticipated this would happen.&lt;br /&gt;
&amp;gt; I think your inner abacus has already given you the answer.&lt;br /&gt;
---&lt;br /&gt;
Liplu: Yes, in fact, my inner abacus has been clacking away furiously! Of course, I&#039;m always looking for new opportunities for expansion, but believe me when I say celebrating &#039;&#039;you&#039;&#039; has been my top priority from the start.&lt;br /&gt;
Liplu: While we Pelu use commerce to build bridges between peoples, you bring them together through high adventure! How many others could say the same?&lt;br /&gt;
Liplu: ...Now, while I regret to say it, I suppose this little gathering must draw to a close.&lt;br /&gt;
&lt;br /&gt;
Ruvoll Ja: Don&#039;t be a stranger around Gok Golma, [Forename]!&lt;br /&gt;
&lt;br /&gt;
Fahrafahr: Come check in on Ryoqor Terteh and the other spirits, too! We will make a special batch of kirkahryar just for you.&lt;br /&gt;
&lt;br /&gt;
Liplu: Surely you&#039;re already thinking of your next escapade, yes? Well, let&#039;s give you a hero&#039;s farewell!&lt;br /&gt;
Liplu: May we meet again soon, [Forename]! And may the road ahead of you be laden with good fortune!&lt;br /&gt;
-quest complete&lt;br /&gt;
System: You have achieved Allied reputation with the Turali Travel Agency, the farmers of Gok Golma, and the Hands of Zirgorteh.&lt;br /&gt;
System: Through your efforts, your allies of all shapes and sizes across Tural have forged bonds of friendship that promise to remain strong through the years. You are truly a hero to societies across the continent!&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;}}&lt;br /&gt;
[[Category:Has datamined dialogue]]&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Forked_Tower:_Magic_(Extreme)&amp;diff=1523027</id>
		<title>The Forked Tower: Magic (Extreme)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Forked_Tower:_Magic_(Extreme)&amp;diff=1523027"/>
		<updated>2026-08-17T21:02:37Z</updated>

		<summary type="html">&lt;p&gt;Hubry: more info on duty entry and timers, reword thief chests, fill out dialogue&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|The Forked Tower: Magic}}{{Duty infobox&lt;br /&gt;
| description = A shimmering spire presides over the warped landscape of the North Horn. Has the time come for your long-awaited encounter with the isle&#039;s architect?&lt;br /&gt;
| alt-description = &lt;br /&gt;
| image = FTMEX Horology Room.jpg&lt;br /&gt;
| icon = occult_crescent_icon1.png&lt;br /&gt;
| type = Field Operation&lt;br /&gt;
| level = 100&lt;br /&gt;
| level-sync = 100&lt;br /&gt;
| ilvl = 690&lt;br /&gt;
| ilvl-sync = 700&lt;br /&gt;
| knowledge-level = 40&lt;br /&gt;
| size = 12-48man&lt;br /&gt;
| difficulty = extreme&lt;br /&gt;
| unsync = n&lt;br /&gt;
| time-limit = 30&lt;br /&gt;
| extensions = y&lt;br /&gt;
| region = ???&lt;br /&gt;
| location = Tower of Magic&lt;br /&gt;
| req-quest = In the Shadow of the Tower&lt;br /&gt;
| entrance = The Occult Crescent: North Horn&lt;br /&gt;
| entrance-coordinates = 15.0, 29.9&lt;br /&gt;
| tomestones = &lt;br /&gt;
| patch = 7.55&lt;br /&gt;
| release = dawntrail&lt;br /&gt;
}} Instead of being a separate instance, it exists within {{i|the Occult Crescent: North Horn}} when entered by a premade alliance meeting certain conditions. It is an optional, more difficult version of {{i|the Forked Tower: Magic}}.&lt;br /&gt;
&lt;br /&gt;
==Participation==&lt;br /&gt;
The required degree of coordination and large raid size makes this raid impractical to recruit for solely through [[Party Finder]] or other in-game methods. Thus, in North American and European data centers, the most popular way of completing this content is through premade groups organized through various player-run [https://docs.google.com/spreadsheets/d/10qnOxc4FsbMKNVaezwTBDlUXEjclXsFiScXvaJVQvDw/edit?gid=395886512#gid=395886512 Discord servers]. Each server has its own specific rules and organizational methods.&lt;br /&gt;
&lt;br /&gt;
==Requirements &amp;amp; Entrance==&lt;br /&gt;
To enter:&lt;br /&gt;
&lt;br /&gt;
* Players must form a premade alliance of at least 12 total players in at least 3 parties outside of the Occult Crescent. All players must be knowledge level 40.&lt;br /&gt;
* The leader of a preformed alliance meeting these conditions can choose to enter an &amp;quot;extreme-mode&amp;quot; North Horn instance by speaking with [[Jeffroy]] in [[Phantom Village]] {{coords|4.5, 6.6}}. All alliance members must be in the Phantom Village (the specific instance does not matter) to enter the Forked Tower: Magic (Extreme).&lt;br /&gt;
* Upon entering an extreme-mode instance, the weather will change to {{weather icon|Auroral Mirages}} [[Auroral Mirages]] after five minutes, and players can stand atop the aetherial node at {{coords|15, 29}} to enter. Once an additional five minutes pass, players standing on the node will be primed for entry. The weather&#039;s spawning is still affected by FATEs and Critical Engagements like in normal-mode instances.&lt;br /&gt;
* The North Horn instance is permanently closed to public entry. The initial duty time limit is 15 minutes, and will be set to 35 minutes on raid entry. Both the duty and raid timers are extended by 20 minutes on each boss killed; clearing the raid sets the raid timer to 10 minutes and duty timer to 15 minutes.&lt;br /&gt;
**Assuming no FATEs were cleared, players on the aetherial node will be primed to enter the tower when the duty timer is at 5 minutes, giving a 10-minute grace period after entering the North Horn instance to sort out phantom jobs or do other activities. &lt;br /&gt;
&lt;br /&gt;
Unlike standard content, players cannot be resurrected by normal means will have 3 stacks of the debuff {{status effect|debuff|File:Resurrection restricted icon1.png}} &#039;&#039;&#039;Resurrection Restricted&#039;&#039;&#039;. Defeated players may only be resurrected by {{action icon|Revive}} from {{phantom job|chemist|name=y}}, {{action icon|Occult Raise}} from {{phantom job|white mage|name=y}}, or level 3 healer [[Limit Break|limit breaks]]. Each time they are revived, they will lose one stack. When a player has no more stacks remaining, they will receive the {{status effect|debuff|File:Resurrection denied icon.png}} &#039;&#039;&#039;Resurrection Denied&#039;&#039;&#039; status, preventing resurrection by any means and must therefore leave the raid if they die again. Completing the secret puzzle of the raid by defeating the [[Hermetic Recluse]] outside the tower will replenish 1 stack to each living player within the raid, if they do not already have 3 stacks.&lt;br /&gt;
&lt;br /&gt;
Players may only swap their [[job]] or [[phantom job]] in the starting room of the raid. Once they leave the room, they will be given the {{status effect|debuff|File:Duties as assigned icon.png}} &#039;&#039;&#039;Duties as Assigned&#039;&#039;&#039; status and be unable to swap their job or phantom job. Level 24 {{phantom job|freelancer|name=y}}s may swap their phantom job once after the starting room.&lt;br /&gt;
&lt;br /&gt;
==Party Functions==&lt;br /&gt;
Most raid groups will typically form up to six parties of up to eight players each outside the raid. The specific role composition per party is flexible, but each party should contain at least one tank and one shield healer. The [[Party Finder]] recruitment for this raid is listed as the 48-player option for the Occult Crescent: North Horn - The Forked Tower: Magic (Extreme).&lt;br /&gt;
&lt;br /&gt;
Players are usually separated into six lettered parties (A-F), corresponding to the Party Finder UI. This separation is used for multiple points in the raid that require players to form two or three separate groups. Players may freely leave, (re)join, disband, and reform parties while inside the raid.&lt;br /&gt;
&lt;br /&gt;
===Waymarks, Ready Checks, and Countdowns===&lt;br /&gt;
Waymarks and ready checks are only visible in the player&#039;s individual party and are not shared by the entire raid. Each party may designate a party leader who is responsible for placing waymarks and conducting ready checks, but anyone in the party is usually free to contribute.&lt;br /&gt;
&lt;br /&gt;
Waymarks can be saved and loaded in the in-game waymark preset feature. A common set of waymarks should be shared for the entire raid group to ensure everyone is on the same page. For the final boss, it is common for there to be three sets of waymarks based on which &amp;quot;home platform&amp;quot; the party is in.&lt;br /&gt;
&lt;br /&gt;
After ready checks are conducted, they are often communicated to the rest of the raid via the /yell chat to show that the party is ready.&lt;br /&gt;
&lt;br /&gt;
Unlike {{i|The Forked Tower: Blood}}, countdowns are alliance wide and are therefore can be visible to all raid members. Sometimes, in place of countdowns, the raid leader will designate boss pull times based on the Forked Tower duty timer, which is shared by all raid members. For example, a pull time of &amp;quot;30:00&amp;quot; means that the boss will be pulled at 30:00 left on the timer. This is used if not all alliance members are in the tower.&lt;br /&gt;
&lt;br /&gt;
==Phantom Job Requirements==&lt;br /&gt;
Specific [[phantom jobs]] are mandatory to clear the raid. As there is no effective in-game functionality for coordinating phantom job compositions, this is often done through external spreadsheets such as [https://docs.google.com/spreadsheets/d/1rHk6atBDxOK6BkNIABTzNl5Xt-43R0Y6dRsovaRFapQ/edit this]. All players should be maximum level on the phantom job they wish to use for the raid.&lt;br /&gt;
&lt;br /&gt;
As this duty can be cleared with only 12 players, there are fewer specific phantom jobs with unique responsibilities compared to {{i|the Forked Tower: Blood}}. However, raid-wide damage is significantly higher, so phantom jobs with defensive actions are highly recommended, along with shield healers with high Phantom Mastery and gear.&lt;br /&gt;
&lt;br /&gt;
===Mandatory Jobs===&lt;br /&gt;
{| {{STDT|mech1 align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Phantom Job !! Number Required !! Responsibilities&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|time mage|name=y}} or&lt;br /&gt;
{{phantom job|necromancer|name=y}}&lt;br /&gt;
| 2 (1 per side)&lt;br /&gt;
|&lt;br /&gt;
* Dispelling [[Tower Barmuu]]s (via {{action icon|Occult Dispel}} or {{action icon|Doomsday}}, respectively)&lt;br /&gt;
* Time Mage also contributes to raidwide mitigation with {{action icon|Occult Mage Masher}}&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|thief|name=y}}&lt;br /&gt;
| 2 (1 per side)*&lt;br /&gt;
| &lt;br /&gt;
* {{action icon|Trap Detection}} to reveal traps, treasure coffers, and puzzle elements&lt;br /&gt;
* {{action icon|Lockpicker}} to open doors for additional treasure coffers&lt;br /&gt;
* Physical damage reduction with {{i|Pilfer Weapon}} (useful for second boss raidwides and [[Tower Crusader]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|ranger|name=y}}&lt;br /&gt;
| 1 (ideally 1 per side)&lt;br /&gt;
| &lt;br /&gt;
* Disarming traps with {{action icon|Occult Falcon}}&lt;br /&gt;
* Party shielding with {{i|Occult Unicorn}}&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|bard|name=y}}&lt;br /&gt;
| 1 (ideally 1 per party) &lt;br /&gt;
| &lt;br /&gt;
*Stunning top platform Storm Generator slimes with {{action icon|Romeo&#039;s Ballad}}&lt;br /&gt;
*Party DPS buffs with {{i|Offensive Aria}} and {{i|Hero&#039;s Rime}}&lt;br /&gt;
*Party shielding with {{i|Mighty March}}&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|dancer|name=y}}&lt;br /&gt;
| 2 (ideally more for safety)&lt;br /&gt;
|&lt;br /&gt;
* 40% raidwide mitigation with {{action icon|Mesmerize}}&lt;br /&gt;
* Ongoing mitigation and increased damage, also with {{action icon|Mesmerize}}&lt;br /&gt;
* +2% damage buff from knowledge crystals with {{action icon|Quickstep}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;#42; In a pinch, Rangers can &amp;quot;blind pop&amp;quot; traps without a Thief to reveal them. Thieves can also reveal traps without a Ranger, but certain trap patterns might require a sacrifice if not disarmed.&lt;br /&gt;
&lt;br /&gt;
===Recommended Jobs===&lt;br /&gt;
{| {{STDT|mech1 align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Phantom Job !! Number Recommended !! Responsibilities&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|white mage|name=y}}&lt;br /&gt;
| 3+&lt;br /&gt;
|&lt;br /&gt;
* Reviving players with {{action icon|Occult Raise}}&lt;br /&gt;
* Generally outperforms {{phantom job|chemist|name=y}}; able to deal damage with {{action icon|Occult Holy}} and protect themselves and others from massive raidwides with {{action icon|Occult Blink}}&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|mystic knight|name=y}}&lt;br /&gt;
| 1&lt;br /&gt;
| +5% boss damage with {{action icon|Blazing Spellblade}}&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|black mage|name=y}}&lt;br /&gt;
| 2 (1 per side)&lt;br /&gt;
| Crowd control on trash mobs with {{action icon|Occult Toad}}&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|samurai|name=y}}&lt;br /&gt;
| As many as possible&lt;br /&gt;
|Extremely high and simplest DPS with {{action icon|Zeninage}} and {{action icon|Iainuki}}&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|summoner|name=y}}&lt;br /&gt;
| 1 per party&lt;br /&gt;
| &lt;br /&gt;
*High DPS job&lt;br /&gt;
*Party shielding with {{i|Earthen Wall}}&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|freelancer|name=y}}&lt;br /&gt;
| 1 (Lv 15+)&lt;br /&gt;
| One freelancer can travel between each party and apply buffs with {{i|Inquiring Mind}} at a knowledge crystal, eliminating the need for {{phantom job|knight|name=y}}s. If the freelancer is Lv. 24, they can swap to another job at the final boss.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Hidden Explosive Traps==&lt;br /&gt;
[[File:FT Trap Area.jpg|300px|right|thumb|Entrance to a trapped area.]]&lt;br /&gt;
Similar to {{i|The Forked Tower: Blood}}, there are hidden explosive traps that may spawn in certain locations (see [[The Forked Tower: Magic (Extreme)#Maps|maps]]). Traps are only located in the sections of the raid between the boss encounters, specifically areas that are demarcated by thick red lines on the floor. Glyphs will emanate from one side of the line, denoting the area with traps.&lt;br /&gt;
&lt;br /&gt;
Traps can be revealed with {{action icon|Trap Detection}} from {{phantom job|thief|name=y}}. In the areas with traps, the rest of the party should remain behind the thief in their group at all times.&lt;br /&gt;
&lt;br /&gt;
For safety, traps should be disarmed when possible. There are two types of traps, the second type is significantly more dangerous and will cause wipes if carelessly detonated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traps bypass invulnerability cooldowns and thus can only be safely disarmed by Phantom Rangers.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1 align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Trap !! Image !! Effect !! Disarming Method&lt;br /&gt;
|-&lt;br /&gt;
| Normal Trap || [[File:FT trap.png|300px]] || Releases a small AoE when detonated (slightly larger than the trap itself), killing anyone in range. || &lt;br /&gt;
*Disarm at a distance using {{action icon|Occult Falcon}} from {{phantom job|ranger|name=y}}&lt;br /&gt;
|-&lt;br /&gt;
| Unstable (Super) Trap || [[File:FT megatrap.gif|300px]] || Releases a massive AoE when detonated, killing anyone in range. || &lt;br /&gt;
* Ignore or disarm at a distance with ranger. &#039;&#039;&#039;If being disarmed, all raid members should be aware that this trap will be disarmed and should move far away.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
* Clear the Herpetology Forum&lt;br /&gt;
* Clear the tower base&lt;br /&gt;
* Clear the Choreology Room&lt;br /&gt;
* Clear the Agnoiology Room&lt;br /&gt;
* Clear the Thanatology Room&lt;br /&gt;
* Clear the Horology Room&lt;br /&gt;
* Clear the Epistemology Theater&lt;br /&gt;
&lt;br /&gt;
==Enemies and Bosses==&lt;br /&gt;
Boss HP will scale based on the number of players inside the raid, starting from 12.&lt;br /&gt;
&lt;br /&gt;
Being hit with any avoidable AoEs during boss encounters will inflict a stack of {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; that lasts indefinitely until the end of the boss or until the player dies. If a player receives three stacks, they will be inflicted with {{status effect|debuff|doom}} &#039;&#039;&#039;[[Doom]]&#039;&#039;&#039; and die.&lt;br /&gt;
&lt;br /&gt;
After defeating a boss, players have a random chance of receiving the {{status effect|debuff|File:Battle high icon.png}} &#039;&#039;&#039;Battle High&#039;&#039;&#039; status for 15 minutes, increasing their [[Critical Hit]] and [[Direct Hit Rate]] and providing healing-over-time.&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Two-headed Aevis]]===&lt;br /&gt;
&lt;br /&gt;
===Tower Base===&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Sword Dancer]]===&lt;br /&gt;
&lt;br /&gt;
===Central Mezzanine===&lt;br /&gt;
&lt;br /&gt;
===[[File:Passive difficulty r5.png|32px|link=]] [[Storm Generator]]s===&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Necrophobia]]===&lt;br /&gt;
&lt;br /&gt;
===[[File:Passive difficulty r1.png|32px|link=]] [[Tower Curseclock]]s===&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] Omniscient Obscurant: The [[Index]]===&lt;br /&gt;
&lt;br /&gt;
==Phantom Chemist/White Mage Resurrection Strategy==&lt;br /&gt;
A phantom chemist or phantom white mage is named a &amp;quot;resurrecter&amp;quot; in this section.&lt;br /&gt;
&lt;br /&gt;
In the event of a full raid wipe, all players must normally leave the raid regardless of how many stacks of {{status effect|debuff|File:Resurrection restricted icon1.png}} &#039;&#039;&#039;Resurrection Restricted&#039;&#039;&#039; they still have, because the return prompt will take them back to the North Horn base camp. To allow for more boss attempts, players have devised a chemist/white mage &amp;quot;cheese&amp;quot; strategy:&lt;br /&gt;
#If a boss pull is deemed unsalvageable (e.g. there are too many deaths or if a DPS check will not be met), a designated resurrecter will sacrifice themselves by running into the death wall or incapacitating themselves via mechanics. &lt;br /&gt;
#Another resurrecter will revive the sacrifice resurrecter, but that player will &#039;&#039;not&#039;&#039; accept the resurrection prompt. The Raise buff will need to be refreshed periodically to prevent it from expiring. Ideally, the reviving resurrecter should revive the sacrifice resurrecter outside of aggro range of the boss.&lt;br /&gt;
#Once the call to wipe has been made by the raid leader, all players will attempt to die at the south of the arena or outside of aggro range of the boss.&lt;br /&gt;
#After the party wipes and the boss resets, the sacrifice resurrecter will accept the raise.&lt;br /&gt;
#The sacrifice resurrecter will then revive the other players, ideally starting with resurrecters first so they can also help revive. All resurrecters will commonly be marked for visual identification.&lt;br /&gt;
#Once everyone&#039;s Weakness debuff has fallen off, the party can pull the boss again.&lt;br /&gt;
&lt;br /&gt;
An alternative resurrecter &amp;quot;cheese&amp;quot; strategy requires a resurrecter to resurrect outside the arena and not participate in the fight:&lt;br /&gt;
#The resurrecter pulls the boss alone and dies near the entrance&lt;br /&gt;
#A second resurrecter waits outside the arena&lt;br /&gt;
#The remainder of the alliance enters the arena and begins their countdown&lt;br /&gt;
#With 5s to pull, the second resurrecter resurrects the dead resurrecter outside the arena&lt;br /&gt;
# With 5s left on the raise timer, the dead resurrecter accepts the raise.&lt;br /&gt;
&lt;br /&gt;
This results in the resurrecter resurrecting outside the arena, which has already completed its &#039;automatic pull in&#039; at 45s after pull.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
*800 {{enlightenment silver piece}} [[Enlightenment Silver Piece]]s&lt;br /&gt;
*1920 {{phantom exp}} [[Phantom Jobs|Phantom EXP]]&lt;br /&gt;
*{{tomestone|uncapped|80}} {{tomestone/uncapped-text}}&lt;br /&gt;
*{{tomestone|capped|40}} {{tomestone/capped-text}}--&amp;gt;&lt;br /&gt;
* 0 {{enlightenment silver obol}} [[Enlightenment Silver Obol|Enlightenment Silver Obols]]&lt;br /&gt;
* 0 {{phantom exp}} [[Phantom Jobs|Phantom EXP]]&lt;br /&gt;
* {{tomestone|uncapped|0}} {{tomestone/uncapped-text}}&lt;br /&gt;
* {{tomestone|capped|0}} {{tomestone/capped-text}}&lt;br /&gt;
&lt;br /&gt;
(The above values, all zeroes, are correct. They are listed to avoid the implication that the values are the same as the normal difficulty.) &lt;br /&gt;
&lt;br /&gt;
This duty uses &#039;&#039;&#039;personal loot&#039;&#039;&#039;, so players will need to interact with and loot treasure coffers themselves. A full clear with all chests yields 24 {{item icon|Arcane Amulet}}s; after the duty is completed, returning to the start of the duty and taking the opposite path after the Herpetology Room allows the collection of one additional {{item icon|Arcane Amulet}}, for a total of 25.&lt;br /&gt;
&lt;br /&gt;
===[[File:Silver Coffer (small).png|32px|link=]] [[Two-headed Aevis]]===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Notes on the Two-headed Aevis|fixed=y}}&lt;br /&gt;
{{Drops table row|Arcane Amulet|1|fixed=y}}&lt;br /&gt;
{{Drops table row|Final Final Fixative}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Bronze Coffer (small).png|32px|link=]] Tower Base===&lt;br /&gt;
On each side of the raid, a coffer is hidden on a randomly selected circular platform connected to the main path. A {{phantom job|thief|name=y}} has to use {{i|Trap Detection}} to reveal it. Reaching the coffer on the other side requires returning to the start of the duty.&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Arcane Amulet|1|fixed=y}}&lt;br /&gt;
{{Drops table row|Final Final Fixative}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Silver Coffer (small).png|32px|link=]] [[Sword Dancer]]===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Notes on the Sword Dancer|fixed=y}}&lt;br /&gt;
{{Drops table row|Arcane Amulet|2|fixed=y}}&lt;br /&gt;
{{Drops table row|Final Final Fixative}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Bronze Coffer (small).png|32px|link=]] Central Mezzanine===&lt;br /&gt;
Located on the west side of the area on one of the three circular platforms, a {{phantom job|thief|name=y}} has to use {{i|Trap Detection}} to reveal it.&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Arcane Amulet|1|fixed=y}}&lt;br /&gt;
{{Drops table row|Final Final Fixative}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Bronze Coffer (small).png|32px|link=]] [[Storm Generator]]s===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Arcane Amulet|1|fixed=y}}&lt;br /&gt;
{{Drops table row|Final Final Fixative}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Silver Coffer (small).png|32px|link=]] [[Necrophobia]]===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Notes on Necrophobia|fixed=y}}&lt;br /&gt;
{{Drops table row|Arcane Amulet|2|fixed=y}}&lt;br /&gt;
{{Drops table row|Final Final Fixative}}&lt;br /&gt;
{{Drops table row|Duck-billed Porter Whistle}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
An additional coffer spawns in the room after the boss, next to a knowledge crystal, if the puzzle to spawn [[Hermetic Recluse]] was solved.&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Arcane Amulet|3|fixed=y}}&lt;br /&gt;
{{Drops table row|Final Final Fixative}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Bronze Coffer (small).png|32px|link=]] [[Tower Curseclock]]s===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Arcane Amulet|1|fixed=y}}&lt;br /&gt;
{{Drops table row|Final Final Fixative}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Bronze Coffer (small).png|32px|link=]] Pinnacle of Knowledge===&lt;br /&gt;
Two coffers are located in each of the locked rooms connected to the path leading to the final boss, requiring a {{phantom job|thief|name=y}} to open.&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Arcane Amulet|2|fixed=y}}&lt;br /&gt;
{{Drops table row|Final Final Fixative}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Arcane Amulet|2|fixed=y}}&lt;br /&gt;
{{Drops table row|Final Final Fixative}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] The [[Index]]===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Notes on the Index|fixed=y}}&lt;br /&gt;
{{Drops table row|Arcane Amulet|5|fixed=y}}&lt;br /&gt;
{{Drops table row|Final Final Fixative}}&lt;br /&gt;
{{Drops table row|Duck-billed Porter Whistle}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
An additional coffer drops if the [[Hermetic Recluse]] was spawned and killed before the Index died.&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Arcane Amulet|3|fixed=y}}&lt;br /&gt;
{{Drops table row|Final Final Fixative}}&lt;br /&gt;
{{Drops table row|Duck-billed Porter Whistle}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| mech1 sortable align-left}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Tour de Fork I}}&lt;br /&gt;
{{achievement table row|Tour de Fork II}}&lt;br /&gt;
{{achievement table row|Tour de Fork III}}&lt;br /&gt;
{{achievement table row|Tour de Fork IV}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
{{Dialogue|&amp;lt;nowiki&amp;gt;&lt;br /&gt;
===Two-headed Aevis===&lt;br /&gt;
System: The decisive battle is over. You can now attack the [green/blue] head!&lt;br /&gt;
&lt;br /&gt;
===Tower Base===&lt;br /&gt;
System: The arcane sigil in the lower west passage glows brightly!&lt;br /&gt;
System: The arcane sigil in the lower east passage glows brightly!&lt;br /&gt;
&lt;br /&gt;
===Central Mezzanine===&lt;br /&gt;
System: The arcane sigil in the central mezzanine glows brightly!&lt;br /&gt;
System: The arcane sigil in the secret nook glows brightly!&lt;br /&gt;
System: All arcane sigils have been lit!&lt;br /&gt;
&lt;br /&gt;
===Storm Generators===&lt;br /&gt;
System: Enemy activity detected. Initiating eradication...&lt;br /&gt;
System: Target acquired. Effecting astral realignment...&lt;br /&gt;
System: Scale-smasher form activated. Eradication imminent.&lt;br /&gt;
System: Rotational command received.&amp;lt;br&amp;gt;Attempting physical onslaught.&lt;br /&gt;
System: Five seconds until fatal onslaught...&lt;br /&gt;
System: A slew of slimes has emerged...&lt;br /&gt;
System: Additional rotational command received.&amp;lt;br&amp;gt;Prepare for total annihilation.&lt;br /&gt;
System: The remaining storm generators have activated emergency protocols...&lt;br /&gt;
&lt;br /&gt;
===Tower Curseclocks===&lt;br /&gt;
System: Intruders detected.&amp;lt;br&amp;gt;Preparing magical countermeasures.&lt;br /&gt;
System: Set the correct time before the countdown ends.&lt;br /&gt;
System: Countdown ends in 120 seconds...&lt;br /&gt;
System: Countdown ends in 60 seconds...&lt;br /&gt;
System: Countdown ends in 30 seconds...&lt;br /&gt;
System: Countdown ends in 10 seconds!&lt;br /&gt;
System: 5...&lt;br /&gt;
System: 4...&lt;br /&gt;
System: 3...&lt;br /&gt;
System: 2...&lt;br /&gt;
System: 1...&lt;br /&gt;
System: Incorrect time detected.&lt;br /&gt;
System: Executing magical countermeasures.&lt;br /&gt;
System: Activating temporal magicks.&lt;br /&gt;
System: Intruders are thanked for their participation.&lt;br /&gt;
&#039;&#039;When the encounter was resolved correctly&#039;&#039;&lt;br /&gt;
System: Correct time confirmed.&amp;lt;br&amp;gt;Magical countermeasures disabled...&lt;br /&gt;
System: Stimulating arboreal growth...&amp;lt;br&amp;gt;Intruders may advance to the next sector.&lt;br /&gt;
&lt;br /&gt;
===The Index===&lt;br /&gt;
-cutscene start&lt;br /&gt;
Index: Witness wisdom&#039;s true potential!&lt;br /&gt;
-cutscene end&lt;br /&gt;
Index: You who breach this bastion of knowledge... Behold the ancient arts in all their glory!&lt;br /&gt;
Index: Speeding spear, pierce the high heavens!&lt;br /&gt;
Index: Dormant memories, fill this form with might untrammeled!&lt;br /&gt;
Index: Taste wisdom&#039;s true power.&lt;br /&gt;
Index: Magic in its purest form... Watch as the very elements dance!&lt;br /&gt;
Index: My foresight is infallible!&lt;br /&gt;
Index: Elements, coalesce... Now rupture!&lt;br /&gt;
Index: Come forth and do my bidding...&lt;br /&gt;
Index: Petrifying aether, infuse my blade...&lt;br /&gt;
Index: Through omniscience, strength unparalleled!&lt;br /&gt;
Index: Despite all the knowledge you have acquired, you would still deny the world this wisdom!?&lt;br /&gt;
Index: I will not relent... Not until the true potential of this wisdom is unleashed!&lt;br /&gt;
Index: What lies at wisdom&#039;s end? All shall be revealed!&lt;br /&gt;
-cutscene start&lt;br /&gt;
Index: Such potential...squandered.&lt;br /&gt;
-cutscene end&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Exdeath&#039;s Castle (Dawntrail)}}&lt;br /&gt;
{{music table row|Boss 1-3|FINAL FANTASY V: Battle 1 (Dawntrail)}}&lt;br /&gt;
{{music table row|Final Boss|Omega Squared}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
===Screenshots===&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Maps===&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*The dungeon is inspired by the [https://finalfantasy.fandom.com/wiki/Fork_Tower Fork Tower] dungeon from FFV.&lt;br /&gt;
*Each room containing a major encounter is named for a field of study related to the boss or enemies present:&lt;br /&gt;
** Herpetology: Study of amphibians and reptiles&lt;br /&gt;
** Choreology: Study of dance&lt;br /&gt;
** Agnoiology: Study of ignorance&lt;br /&gt;
** Thanatology: Study of death&lt;br /&gt;
** Horology: Study of timekeeping&lt;br /&gt;
** Epistemology: Philosophical study of knowledge&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references&amp;gt;&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Occult Crescent nav|state=expanded}}&lt;br /&gt;
{{Duties nav/field operation}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Occult Crescent]]&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Mug&amp;diff=1522236</id>
		<title>Mug</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Mug&amp;diff=1522236"/>
		<updated>2026-08-14T19:52:30Z</updated>

		<summary type="html">&lt;p&gt;Hubry: /* Notes */ dokumori mug cognitohazard...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action infobox&lt;br /&gt;
| description = Delivers an attack with a potency of 150.&lt;br /&gt;
| facts = {{action fact|additional|Increases target&#039;s damage taken by 5%}}{{action fact|duration|20}}{{action fact|additional|Increases the chance of additional items being dropped by target if Mug is dealt before, or as, the finishing blow.}}&lt;br /&gt;
| description-class = Delivers an attack with a potency of 150.&lt;br /&gt;
| facts-class = {{action fact|additional|Increases target&#039;s damage taken by 5%}}{{action fact|duration|20}}{{action fact|additional|Increases the chance of additional items being dropped by target if Mug is dealt before, or as, the finishing blow.}}&lt;br /&gt;
| acquired = Rogue&lt;br /&gt;
| level = 15&lt;br /&gt;
| type = ability&lt;br /&gt;
| recast = 120&lt;br /&gt;
| range = 3&lt;br /&gt;
| actions = Dokumori&lt;br /&gt;
| traits = Enhanced Mug, Mug Mastery&lt;br /&gt;
| req-quest = Slave to the Code&lt;br /&gt;
| targeting = enemy&lt;br /&gt;
| release = a realm reborn&lt;br /&gt;
| pvp = c&lt;br /&gt;
| patch = 2.4&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*With its rework in [[patch 6.1]] to replace {{action icon|Trick Attack}}&#039;s previous effect, this is currently the earliest &amp;quot;raid buff&amp;quot; action that can be unlocked and is the only one that a [[class]] can use.&lt;br /&gt;
* This action, along with {{action icon|Chain Strategem}}, scales incredibly well in large-scale content with many players, because it will increase damage dealt by all the players on the target, not just those in the player&#039;s party. Furthermore, Mug stacks with {{action icon|Dokumori}}, &#039;&#039;in very niche circumstances&#039;&#039; (involving specific kill times and party composition) increasing damage by replacing a Ninja with a Rogue, but almost always being a damage loss due to Rogue&#039;s much lower damage output.&lt;br /&gt;
&lt;br /&gt;
==Message==&lt;br /&gt;
[[File:Successful Mug.png|Successful Mug message]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*{{patch|7.0|The additional effect &amp;quot;Increases Ninki Gauge by 40&amp;quot; has been removed (this effect is now part of {{action icon|Dokumori}}, the new upgrade for this action.)}}&lt;br /&gt;
*{{patch|6.1|The additional effect &amp;quot;Increases target&#039;s damage taken by 5%&amp;quot; has been added with a duration of 20 seconds.}}&lt;br /&gt;
*{{patch|5.1|Recast time has been increased from 110 to 120 seconds.}}&lt;br /&gt;
*{{patch|5.0|&lt;br /&gt;
**Potency has been increased from 140 to 150.&lt;br /&gt;
**Increase to Ninki Gauge has been changed from 30 to 40 under the {{action icon|Enhanced Mug}} trait.&lt;br /&gt;
**Recast time has been increased from 90 to 110 seconds.}}&lt;br /&gt;
*{{patch|4.0|&lt;br /&gt;
**The additional effect &amp;quot;Absorb 50% of damage dealt as HP while under the influence of {{action icon|Kiss of the Viper}}&amp;quot; has been removed.&lt;br /&gt;
**The additional effect &amp;quot;Increases Ninki Gauge by 30&amp;quot; has been added upon learning the Enhanced Mug trait.}}&lt;br /&gt;
*{{patch|2.4}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Raid buff actions]]&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Forked_Tower:_Magic_(Extreme)&amp;diff=1522087</id>
		<title>The Forked Tower: Magic (Extreme)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Forked_Tower:_Magic_(Extreme)&amp;diff=1522087"/>
		<updated>2026-08-13T20:18:20Z</updated>

		<summary type="html">&lt;p&gt;Hubry: /* Loot */ missed some chests&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|The Forked Tower: Magic}}{{Duty infobox&lt;br /&gt;
| description = A shimmering spire presides over the warped landscape of the North Horn. Has the time come for your long-awaited encounter with the isle&#039;s architect?&lt;br /&gt;
| alt-description = &lt;br /&gt;
| image = Forked Tower Magic.jpg&lt;br /&gt;
| icon = occult_crescent_icon1.png&lt;br /&gt;
| type = Field Operation&lt;br /&gt;
| level = 100&lt;br /&gt;
| level-sync = 100&lt;br /&gt;
| ilvl = 690&lt;br /&gt;
| ilvl-sync = 700&lt;br /&gt;
| knowledge-level = 40&lt;br /&gt;
| size =&lt;br /&gt;
| difficulty = extreme&lt;br /&gt;
| unsync = n&lt;br /&gt;
| time-limit = 30&lt;br /&gt;
| extensions = y&lt;br /&gt;
| region = ???&lt;br /&gt;
| location = Tower of Magic&lt;br /&gt;
| req-quest = In the Shadow of the Tower&lt;br /&gt;
| entrance = The Occult Crescent: North Horn&lt;br /&gt;
| entrance-coordinates = 15.0, 29.9&lt;br /&gt;
| tomestones = &lt;br /&gt;
| patch = 7.55&lt;br /&gt;
| release = dawntrail&lt;br /&gt;
}} Instead of being a separate instance, it exists within {{i|the Occult Crescent: North Horn}} when entered by a premade alliance meeting certain conditions. It is an optional, more difficult version of {{i|the Forked Tower: Magic}}.&lt;br /&gt;
&lt;br /&gt;
==Participation==&lt;br /&gt;
The required degree of coordination and large raid size makes this raid impractical to recruit for solely through [[Party Finder]] or other in-game methods. Thus, in North American and European data centers, the most popular way of completing this content is through premade groups organized through various player-run [https://docs.google.com/spreadsheets/d/10qnOxc4FsbMKNVaezwTBDlUXEjclXsFiScXvaJVQvDw/edit?gid=395886512#gid=395886512 Discord servers]. Each server has its own specific rules and organizational methods.&lt;br /&gt;
&lt;br /&gt;
==Requirements &amp;amp; Entrance==&lt;br /&gt;
To enter:&lt;br /&gt;
&lt;br /&gt;
* Players must form a premade alliance of at least 12 total players in at least 3 parties outside of the Occult Crescent. All players must be knowledge level 40.&lt;br /&gt;
* The leader of a preformed alliance meeting these conditions can choose to enter an &amp;quot;extreme-mode&amp;quot; North Horn instance by speaking with [[Jeffroy]] in [[Phantom Village]] {{coords|4.5, 6.6}}. All alliance members must be in the Phantom Village (the specific instance does not matter) to enter the Forked Tower: Magic (Extreme).&lt;br /&gt;
* Upon entering an extreme-mode instance, the weather will change to {{weather icon|Auroral Mirages}} [[Auroral Mirages]] after five minutes, and players can stand atop the aetherial node at {{coords|15, 29}} to enter.&lt;br /&gt;
* The North Horn instance is permanently closed to public entry. The initial duty time limit is 15 minutes, and will be extended to match the raid duty timer on entry and each time extension.&lt;br /&gt;
&lt;br /&gt;
Similar to other high-end large-scale duties, the most popular way of forming groups is in North American and European data centers, are through various player-run [https://docs.google.com/spreadsheets/d/10qnOxc4FsbMKNVaezwTBDlUXEjclXsFiScXvaJVQvDw/edit?gid=395886512#gid=395886512 Discord servers]. Each server has its own specific rules and organizational methods.&lt;br /&gt;
&lt;br /&gt;
==Party Functions==&lt;br /&gt;
Most raid groups will typically form up to six parties of up to eight players each outside the raid. The specific role composition per party is flexible, but each party should contain at least one tank and one shield healer. The [[Party Finder]] recruitment for this raid is listed as the 48-player option for the Occult Crescent: North Horn - The Forked Tower: Magic (Extreme).&lt;br /&gt;
&lt;br /&gt;
Players are usually separated into six lettered parties (A-F), corresponding to the Party Finder UI. This separation is used for multiple points in the raid that require players to split into two groups. Players may freely leave, (re)join, disband, and reform parties while inside the raid.&lt;br /&gt;
&lt;br /&gt;
===Waymarks, Ready Checks, and Countdowns===&lt;br /&gt;
Waymarks and ready checks are only visible in the player&#039;s individual party and are not shared by the entire raid. Each party may designate a party leader who is responsible for placing waymarks and conducting ready checks, but anyone in the party is usually free to contribute.&lt;br /&gt;
&lt;br /&gt;
Waymarks can be saved and loaded in the in-game waymark preset feature. A common set of waymarks should be shared for the entire raid group to ensure everyone is on the same page. &lt;br /&gt;
&lt;br /&gt;
After ready checks are conducted, they are often communicated to the rest of the raid via the /yell chat to show that the party is ready.&lt;br /&gt;
&lt;br /&gt;
Unlike {{i|The Forked Tower: Blood}}, countdowns are alliance wide and are therefore can be visible to all raid members. Sometimes, in place of countdowns, the raid leader will designate boss pull times based on the Forked Tower duty timer, which is shared by all raid members. For example, a pull time of &amp;quot;30:00&amp;quot; means that the boss will be pulled at 30:00 left on the timer. This is used if not all alliance members are in the tower.&lt;br /&gt;
&lt;br /&gt;
==Phantom Job Requirements==&lt;br /&gt;
Specific [[phantom jobs]] are mandatory to clear the raid. As there is no effective in-game functionality for coordinating phantom job compositions, this is often done through external spreadsheets such as [https://docs.google.com/spreadsheets/d/1rHk6atBDxOK6BkNIABTzNl5Xt-43R0Y6dRsovaRFapQ/edit this]. All players should be maximum level on the phantom job they wish to use for the raid.&lt;br /&gt;
&lt;br /&gt;
As this duty can be cleared with only 12 players, there are fewer specific phantom jobs with unique responsibilities compared to {{i|the Forked Tower: Blood}}. However, raid-wide damage is significantly higher, so phantom jobs with defensive actions are highly recommended, along with shield healers with high Phantom Mastery and gear.&lt;br /&gt;
&lt;br /&gt;
===Mandatory Jobs===&lt;br /&gt;
{| {{STDT|mech1 align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Phantom Job !! Number Required !! Responsibilities&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|time mage|name=y}} or&lt;br /&gt;
{{phantom job|necromancer|name=y}}&lt;br /&gt;
| 2 (1 per side)&lt;br /&gt;
|&lt;br /&gt;
* Dispelling [[Tower Barmuu]]s (via {{action icon|Occult Dispel}} or {{action icon|Doomsday}}, respectively)&lt;br /&gt;
* Time Mage also contributes to raidwide mitigation with {{action icon|Occult Mage Masher}}&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|thief|name=y}}&lt;br /&gt;
| 2 (1 per side)*&lt;br /&gt;
| &lt;br /&gt;
* {{action icon|Trap Detection}} to reveal traps, treasure coffers, and puzzle elements&lt;br /&gt;
* {{action icon|Lockpicker}} to open doors for additional treasure coffers&lt;br /&gt;
* Physical damage reduction with {{i|Pilfer Weapon}} (useful for second boss raidwides and [[Tower Crusader]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|ranger|name=y}}&lt;br /&gt;
| 2 (1 per side)*&lt;br /&gt;
| &lt;br /&gt;
* Disarming traps with {{action icon|Occult Falcon}}&lt;br /&gt;
* Party shielding with {{i|Occult Unicorn}}&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|bard|name=y}}&lt;br /&gt;
| 1 (ideally 1 per party) &lt;br /&gt;
| &lt;br /&gt;
*Stunning top platform Storm Generator slimes with {{action icon|Romeo&#039;s Ballad}}&lt;br /&gt;
*Party DPS buffs with {{i|Offensive Aria}} and {{i|Hero&#039;s Rime}}&lt;br /&gt;
*Party shielding with {{i|Mighty March}}&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|dancer|name=y}}&lt;br /&gt;
| 2 (ideally more for safety)&lt;br /&gt;
|&lt;br /&gt;
* 40% raidwide mitigation with {{action icon|Mesmerize}}&lt;br /&gt;
* Ongoing mitigation and increased damage, also with {{action icon|Mesmerize}}&lt;br /&gt;
* +2% damage buff from knowledge crystals with {{action icon|Quickstep}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;#42; In a pinch, Rangers can &amp;quot;blind pop&amp;quot; traps without a Thief to reveal them. Thieves can also reveal traps without a Ranger, but certain trap patterns might require a sacrifice if not disarmed.&lt;br /&gt;
&lt;br /&gt;
===Recommended Jobs===&lt;br /&gt;
{| {{STDT|mech1 align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Phantom Job !! Number Recommended !! Responsibilities&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|white mage|name=y}}&lt;br /&gt;
| 3+&lt;br /&gt;
|&lt;br /&gt;
* Reviving players with {{action icon|Occult Raise}}&lt;br /&gt;
* Generally outperforms {{phantom job|chemist|name=y}}&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|mystic knight|name=y}}&lt;br /&gt;
| 1&lt;br /&gt;
| +5% boss damage with {{action icon|Blazing Spellblade}}&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|black mage|name=y}}&lt;br /&gt;
| 2 (1 per side)&lt;br /&gt;
| Crowd control on trash mobs with {{action icon|Occult Toad}}&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|samurai|name=y}}&lt;br /&gt;
| As many as possible&lt;br /&gt;
| The highest and simplest DPS with {{action icon|Zeninage}} and {{action icon|Iainuki}}&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|summoner|name=y}}&lt;br /&gt;
| 1 per party&lt;br /&gt;
| &lt;br /&gt;
*High DPS job&lt;br /&gt;
*Party shielding with {{i|Earthen Wall}}&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|freelancer|name=y}}&lt;br /&gt;
| 1 (Lv 15+)&lt;br /&gt;
| One freelancer can travel between each party and apply buffs with {{i|Inquiring Mind}} at a knowledge crystal, eliminating the need for {{phantom job|knight|name=y}}s. If the freelancer is Lv. 24, they can swap to another job at the final boss.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Hidden Explosive Traps==&lt;br /&gt;
[[File:FT Trap Area.jpg|300px|right|thumb|Entrance to a trapped area.]]&lt;br /&gt;
Similar to {{i|The Forked Tower: Blood}}, there are hidden explosive traps that may spawn in certain locations (see [[The Forked Tower: Magic (Extreme)#Maps|maps]]). Traps are only located in the sections of the raid between the boss encounters, specifically areas that are demarcated by thick red lines on the floor. Glyphs will emanate from one side of the line, denoting the area with traps.&lt;br /&gt;
&lt;br /&gt;
Traps can be revealed with {{action icon|Trap Detection}} from {{phantom job|thief|name=y}}. In the areas with traps, the rest of the party should remain behind the thief in their group at all times.&lt;br /&gt;
&lt;br /&gt;
For safety, traps should be disarmed when possible. There are two types of traps, the second type is significantly more dangerous and will cause wipes if carelessly detonated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traps bypass invulnerability cooldowns and thus can only be safely disarmed by Phantom Rangers.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1 align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Trap !! Image !! Effect !! Disarming Method&lt;br /&gt;
|-&lt;br /&gt;
| Normal Trap || [[File:FT trap.png|300px]] || Releases a small AoE when detonated (slightly larger than the trap itself), killing anyone in range. || &lt;br /&gt;
*Disarm at a distance using {{action icon|Occult Falcon}} from {{phantom job|ranger|name=y}}&lt;br /&gt;
|-&lt;br /&gt;
| Unstable (Super) Trap || [[File:FT megatrap.gif|300px]] || Releases a massive AoE when detonated, killing anyone in range. || &lt;br /&gt;
* Ignore or disarm at a distance with ranger. &#039;&#039;&#039;If being disarmed, all raid members should be aware that this trap will be disarmed and should move far away.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
* Clear the Herpetology Forum&lt;br /&gt;
* Clear the tower base&lt;br /&gt;
* Clear the Choreology Room&lt;br /&gt;
* Clear the Agnoiology Room&lt;br /&gt;
* Clear the Thanatology Room&lt;br /&gt;
* Clear the Horology Room&lt;br /&gt;
* Clear the Epistemology Theater&lt;br /&gt;
&lt;br /&gt;
==Enemies and Bosses==&lt;br /&gt;
Boss HP will scale based on the number of players inside the raid, starting from 12.&lt;br /&gt;
&lt;br /&gt;
Being hit with any avoidable AoEs during boss encounters will inflict a stack of {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; that lasts indefinitely until the end of the boss or until the player dies. If a player receives three stacks, they will be inflicted with {{status effect|debuff|doom}} &#039;&#039;&#039;[[Doom]]&#039;&#039;&#039; and die.&lt;br /&gt;
&lt;br /&gt;
After defeating a boss, players have a random chance of receiving the {{status effect|debuff|File:Battle high icon.png}} &#039;&#039;&#039;Battle High&#039;&#039;&#039; status for 15 minutes, increasing their [[Critical Hit]] and [[Direct Hit Rate]] and providing healing-over-time.&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Two-headed Aevis]]===&lt;br /&gt;
&lt;br /&gt;
===Tower Base===&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Sword Dancer]]===&lt;br /&gt;
&lt;br /&gt;
===Central Mezzanine===&lt;br /&gt;
&lt;br /&gt;
===[[File:Passive difficulty r5.png|32px|link=]] [[Storm Generator]]s===&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Necrophobia]]===&lt;br /&gt;
&lt;br /&gt;
===[[File:Passive difficulty r1.png|32px|link=]] [[Tower Curseclock]]s===&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] Omniscient Obscurant: The [[Index]]===&lt;br /&gt;
&lt;br /&gt;
==Phantom Chemist/White Mage Resurrection Strategy==&lt;br /&gt;
A phantom chemist or phantom white mage is named a &amp;quot;resurrecter&amp;quot; in this section.&lt;br /&gt;
&lt;br /&gt;
In the event of a full raid wipe, all players must normally leave the raid regardless of how many stacks of {{status effect|debuff|File:Resurrection restricted icon1.png}} &#039;&#039;&#039;Resurrection Restricted&#039;&#039;&#039; they still have, because the return prompt will take them back to the North Horn base camp. To allow for more boss attempts, players have devised a chemist/white mage &amp;quot;cheese&amp;quot; strategy:&lt;br /&gt;
#If a boss pull is deemed unsalvageable (e.g. there are too many deaths or if a DPS check will not be met), a designated resurrecter will sacrifice themselves by running into the death wall or incapacitating themselves via mechanics. &lt;br /&gt;
#Another resurrecter will revive the sacrifice resurrecter, but that player will &#039;&#039;not&#039;&#039; accept the resurrection prompt. The Raise buff will need to be refreshed periodically to prevent it from expiring. Ideally, the reviving resurrecter should revive the sacrifice resurrecter outside of aggro range of the boss.&lt;br /&gt;
#Once the call to wipe has been made by the raid leader, all players will attempt to die at the south of the arena or outside of aggro range of the boss.&lt;br /&gt;
#After the party wipes and the boss resets, the sacrifice resurrecter will accept the raise.&lt;br /&gt;
#The sacrifice resurrecter will then revive the other players, ideally starting with resurrecters first so they can also help revive. All resurrecters will commonly be marked for visual identification.&lt;br /&gt;
#Once everyone&#039;s Weakness debuff has fallen off, the party can pull the boss again.&lt;br /&gt;
&lt;br /&gt;
An alternative resurrecter &amp;quot;cheese&amp;quot; strategy requires a resurrecter to resurrect outside the arena and not participate in the fight:&lt;br /&gt;
#The resurrecter pulls the boss alone and dies near the entrance&lt;br /&gt;
#A second resurrecter waits outside the arena&lt;br /&gt;
#The remainder of the alliance enters the arena and begins their countdown&lt;br /&gt;
#With 5s to pull, the second resurrecter resurrects the dead resurrecter outside the arena&lt;br /&gt;
# With 5s left on the raise timer, the dead resurrecter accepts the raise.&lt;br /&gt;
&lt;br /&gt;
This results in the resurrecter resurrecting outside the arena, which has already completed its &#039;automatic pull in&#039; at 45s after pull.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
*800 {{enlightenment silver piece}} [[Enlightenment Silver Piece]]s&lt;br /&gt;
*1920 {{phantom exp}} [[Phantom Jobs|Phantom EXP]]&lt;br /&gt;
*{{tomestone|uncapped|80}} {{tomestone/uncapped-text}}&lt;br /&gt;
*{{tomestone|capped|40}} {{tomestone/capped-text}}--&amp;gt;&lt;br /&gt;
* 0 {{enlightenment silver obol}} [[Enlightenment Silver Obol|Enlightenment Silver Obols]]&lt;br /&gt;
* 0 {{phantom exp}} [[Phantom Jobs|Phantom EXP]]&lt;br /&gt;
* {{tomestone|uncapped|0}} {{tomestone/uncapped-text}}&lt;br /&gt;
* {{tomestone|capped|0}} {{tomestone/capped-text}}&lt;br /&gt;
&lt;br /&gt;
(The above values, all zeroes, are correct. They are listed to avoid the implication that the values are the same as the normal difficulty.) &lt;br /&gt;
&lt;br /&gt;
This duty uses &#039;&#039;&#039;personal loot&#039;&#039;&#039;, so players will need to interact with and loot treasure coffers themselves. A full clear with all chests yields 24 {{item icon|Arcane Amulet}}s; after the duty is completed, returning to the start of the duty and taking the opposite path after the Herpetology Room allows the collection of one additional {{item icon|Arcane Amulet}}, for a total of 25.&lt;br /&gt;
&lt;br /&gt;
===[[File:Silver Coffer (small).png|32px|link=]] [[Two-headed Aevis]]===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Notes on the Two-headed Aevis|fixed=y}}&lt;br /&gt;
{{Drops table row|Arcane Amulet|1|fixed=y}}&lt;br /&gt;
{{Drops table row|Final Final Fixative}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Bronze Coffer (small).png|32px|link=]] Tower Base===&lt;br /&gt;
Two coffers are hidden on a side platform, one for each side of the raid - a {{phantom job|thief|name=y}} has to use {{i|Trap Detection}} to reveal them. Reaching the other coffer requires returning to the start of the duty.&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Arcane Amulet|1|fixed=y}}&lt;br /&gt;
{{Drops table row|Final Final Fixative}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Silver Coffer (small).png|32px|link=]] [[Sword Dancer]]===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Notes on the Sword Dancer|fixed=y}}&lt;br /&gt;
{{Drops table row|Arcane Amulet|2|fixed=y}}&lt;br /&gt;
{{Drops table row|Final Final Fixative}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Bronze Coffer (small).png|32px|link=]] Central Mezzanine===&lt;br /&gt;
Located on the west side of the area, a {{phantom job|thief|name=y}} has to use {{i|Trap Detection}} to reveal this one.&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Arcane Amulet|1|fixed=y}}&lt;br /&gt;
{{Drops table row|Final Final Fixative}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Bronze Coffer (small).png|32px|link=]] [[Storm Generator]]s===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Arcane Amulet|1|fixed=y}}&lt;br /&gt;
{{Drops table row|Final Final Fixative}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Silver Coffer (small).png|32px|link=]] [[Necrophobia]]===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Notes on Necrophobia|fixed=y}}&lt;br /&gt;
{{Drops table row|Arcane Amulet|2|fixed=y}}&lt;br /&gt;
{{Drops table row|Final Final Fixative}}&lt;br /&gt;
{{Drops table row|Duck-billed Porter Whistle}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
An additional coffer spawns in the room after the boss, next to a knowledge crystal, if the puzzle to spawn [[Hermetic Recluse]] was solved.&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Arcane Amulet|3|fixed=y}}&lt;br /&gt;
{{Drops table row|Final Final Fixative}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Bronze Coffer (small).png|32px|link=]] [[Tower Curseclock]]s===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Arcane Amulet|1|fixed=y}}&lt;br /&gt;
{{Drops table row|Final Final Fixative}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Bronze Coffer (small).png|32px|link=]] Pinnacle of Knowledge===&lt;br /&gt;
Two coffers are located in each of the locked rooms connected to the path leading to the final boss, requiring a {{phantom job|thief|name=y}} to open.&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Arcane Amulet|2|fixed=y}}&lt;br /&gt;
{{Drops table row|Final Final Fixative}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Arcane Amulet|2|fixed=y}}&lt;br /&gt;
{{Drops table row|Final Final Fixative}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] The [[Index]]===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Notes on the Index|fixed=y}}&lt;br /&gt;
{{Drops table row|Arcane Amulet|5|fixed=y}}&lt;br /&gt;
{{Drops table row|Final Final Fixative}}&lt;br /&gt;
{{Drops table row|Duck-billed Porter Whistle}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
An additional coffer drops if the [[Hermetic Recluse]] was spawned and killed before the Index died.&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Arcane Amulet|3|fixed=y}}&lt;br /&gt;
{{Drops table row|Final Final Fixative}}&lt;br /&gt;
{{Drops table row|Duck-billed Porter Whistle}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| mech1 sortable align-left}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Tour de Fork I}}&lt;br /&gt;
{{achievement table row|Tour de Fork II}}&lt;br /&gt;
{{achievement table row|Tour de Fork III}}&lt;br /&gt;
{{achievement table row|Tour de Fork IV}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Exdeath&#039;s Castle (Dawntrail)}}&lt;br /&gt;
{{music table row|Boss 1-3|FINAL FANTASY V: Battle 1 (Dawntrail)}}&lt;br /&gt;
{{music table row|Final Boss|Omega Squared}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
===Screenshots===&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Maps===&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*The dungeon is inspired by the [https://finalfantasy.fandom.com/wiki/Fork_Tower Fork Tower] dungeon from FFV.=&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references&amp;gt;&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Occult Crescent nav|state=expanded}}&lt;br /&gt;
{{Duties nav/field operation}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Occult Crescent]]&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Forked_Tower:_Magic_(Extreme)&amp;diff=1521899</id>
		<title>The Forked Tower: Magic (Extreme)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Forked_Tower:_Magic_(Extreme)&amp;diff=1521899"/>
		<updated>2026-08-13T15:21:34Z</updated>

		<summary type="html">&lt;p&gt;Hubry: Fill out objectives, loot, note how the instance locking actually works&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|The Forked Tower: Magic}}{{Duty infobox&lt;br /&gt;
| description = A shimmering spire presides over the warped landscape of the North Horn. Has the time come for your long-awaited encounter with the isle&#039;s architect?&lt;br /&gt;
| alt-description = &lt;br /&gt;
| image = Forked Tower Magic.jpg&lt;br /&gt;
| icon = occult_crescent_icon1.png&lt;br /&gt;
| type = Field Operation&lt;br /&gt;
| level = 100&lt;br /&gt;
| level-sync = 100&lt;br /&gt;
| ilvl = 690&lt;br /&gt;
| ilvl-sync = 700&lt;br /&gt;
| knowledge-level = 40&lt;br /&gt;
| size =&lt;br /&gt;
| difficulty = extreme&lt;br /&gt;
| unsync = n&lt;br /&gt;
| time-limit = 30&lt;br /&gt;
| extensions = y&lt;br /&gt;
| region = ???&lt;br /&gt;
| location = Tower of Magic&lt;br /&gt;
| req-quest = In the Shadow of the Tower&lt;br /&gt;
| entrance = The Occult Crescent: North Horn&lt;br /&gt;
| entrance-coordinates = 15.0, 29.9&lt;br /&gt;
| tomestones = &lt;br /&gt;
| patch = 7.55&lt;br /&gt;
| release = dawntrail&lt;br /&gt;
}} Instead of being a separate instance, it exists within {{i|the Occult Crescent: North Horn}} when entered by a premade alliance meeting certain conditions. It is an optional, more difficult version of {{i|the Forked Tower: Magic}}.&lt;br /&gt;
&lt;br /&gt;
==Participation==&lt;br /&gt;
The required degree of coordination and large raid size makes this raid impractical to recruit for solely through [[Party Finder]] or other in-game methods. Thus, in North American and European data centers, the most popular way of completing this content is through premade groups organized through various player-run [https://docs.google.com/spreadsheets/d/10qnOxc4FsbMKNVaezwTBDlUXEjclXsFiScXvaJVQvDw/edit?gid=395886512#gid=395886512 Discord servers]. Each server has its own specific rules and organizational methods.&lt;br /&gt;
&lt;br /&gt;
==Requirements &amp;amp; Entrance==&lt;br /&gt;
To enter:&lt;br /&gt;
&lt;br /&gt;
* Players must form a premade alliance of at least 12 total players in at least 3 parties outside of the Occult Crescent. All players must be knowledge level 40.&lt;br /&gt;
* The leader of a preformed alliance meeting these conditions can choose to enter an &amp;quot;extreme-mode&amp;quot; North Horn instance by speaking with [[Jeffroy]] in [[Phantom Village]] {{coords|4.5, 6.6}}. All alliance members must be in the Phantom Village (the specific instance does not matter) to enter the Forked Tower: Magic (Extreme).&lt;br /&gt;
* Upon entering an extreme-mode instance, the weather will change to {{weather icon|Auroral Mirages}} [[Auroral Mirages]] after five minutes, and players can stand atop the aetherial node at {{coords|15, 29}} to enter.&lt;br /&gt;
* The North Horn instance is permanently closed to public entry. The initial duty time limit is 15 minutes, and will be extended to match the raid duty timer on entry and each time extension.&lt;br /&gt;
&lt;br /&gt;
Similar to other high-end large-scale duties, the most popular way of forming groups is in North American and European data centers, are through various player-run [https://docs.google.com/spreadsheets/d/10qnOxc4FsbMKNVaezwTBDlUXEjclXsFiScXvaJVQvDw/edit?gid=395886512#gid=395886512 Discord servers]. Each server has its own specific rules and organizational methods.&lt;br /&gt;
&lt;br /&gt;
==Party Functions==&lt;br /&gt;
Most raid groups will typically form up to six parties of up to eight players each outside the raid. The specific role composition per party is flexible, but each party should contain at least one tank and one shield healer. The [[Party Finder]] recruitment for this raid is listed as the 48-player option for the Occult Crescent: North Horn - The Forked Tower: Magic (Extreme).&lt;br /&gt;
&lt;br /&gt;
Players are usually separated into six lettered parties (A-F), corresponding to the Party Finder UI. This separation is used for multiple points in the raid that require players to split into two groups. Players may freely leave, (re)join, disband, and reform parties while inside the raid.&lt;br /&gt;
&lt;br /&gt;
===Waymarks, Ready Checks, and Countdowns===&lt;br /&gt;
Waymarks and ready checks are only visible in the player&#039;s individual party and are not shared by the entire raid. Each party may designate a party leader who is responsible for placing waymarks and conducting ready checks, but anyone in the party is usually free to contribute.&lt;br /&gt;
&lt;br /&gt;
Waymarks can be saved and loaded in the in-game waymark preset feature. A common set of waymarks should be shared for the entire raid group to ensure everyone is on the same page. &lt;br /&gt;
&lt;br /&gt;
After ready checks are conducted, they are often communicated to the rest of the raid via the /yell chat to show that the party is ready.&lt;br /&gt;
&lt;br /&gt;
Unlike {{i|The Forked Tower: Blood}}, countdowns are alliance wide and are therefore can be visible to all raid members. Sometimes, in place of countdowns, the raid leader will designate boss pull times based on the Forked Tower duty timer, which is shared by all raid members. For example, a pull time of &amp;quot;30:00&amp;quot; means that the boss will be pulled at 30:00 left on the timer. This is used if not all alliance members are in the tower.&lt;br /&gt;
&lt;br /&gt;
==Phantom Job Requirements==&lt;br /&gt;
Specific [[phantom jobs]] are mandatory to clear the raid. As there is no effective in-game functionality for coordinating phantom job compositions, this is often done through external spreadsheets such as [https://docs.google.com/spreadsheets/d/1rHk6atBDxOK6BkNIABTzNl5Xt-43R0Y6dRsovaRFapQ/edit this]. All players should be maximum level on the phantom job they wish to use for the raid.&lt;br /&gt;
&lt;br /&gt;
As this duty can be cleared with only 12 players, there are fewer specific phantom jobs with unique responsibilities compared to {{i|the Forked Tower: Blood}}. However, raid-wide damage is significantly higher, so phantom jobs with defensive actions are highly recommended, along with shield healers with high Phantom Mastery and gear.&lt;br /&gt;
&lt;br /&gt;
===Mandatory Jobs===&lt;br /&gt;
{| {{STDT|mech1 align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Phantom Job !! Number Required !! Responsibilities&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|time mage|name=y}} or&lt;br /&gt;
{{phantom job|necromancer|name=y}}&lt;br /&gt;
| 2 (1 per side)&lt;br /&gt;
|&lt;br /&gt;
* Dispelling [[Tower Barmuu]]s (via {{action icon|Occult Dispel}} or {{action icon|Doomsday}}, respectively)&lt;br /&gt;
* Time Mage also contributes to raidwide mitigation with {{action icon|Occult Mage Masher}}&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|thief|name=y}}&lt;br /&gt;
| 2 (1 per side)*&lt;br /&gt;
| &lt;br /&gt;
* {{action icon|Trap Detection}} to reveal traps, treasure coffers, and puzzle elements&lt;br /&gt;
* {{action icon|Lockpicker}} to open doors for additional treasure coffers&lt;br /&gt;
* Physical damage reduction with {{i|Pilfer Weapon}} (useful for second boss raidwides and [[Tower Crusader]]s)&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|ranger|name=y}}&lt;br /&gt;
| 2 (1 per side)*&lt;br /&gt;
| &lt;br /&gt;
* Disarming traps with {{action icon|Occult Falcon}}&lt;br /&gt;
* Party shielding with {{i|Occult Unicorn}}&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|bard|name=y}}&lt;br /&gt;
| 1 (ideally 1 per party) &lt;br /&gt;
| &lt;br /&gt;
*Stunning top platform Storm Generator slimes with {{action icon|Romeo&#039;s Ballad}}&lt;br /&gt;
*Party DPS buffs with {{i|Offensive Aria}} and {{i|Hero&#039;s Rime}}&lt;br /&gt;
*Party shielding with {{i|Mighty March}}&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|dancer|name=y}}&lt;br /&gt;
| 2 (ideally more for safety)&lt;br /&gt;
|&lt;br /&gt;
* 40% raidwide mitigation with {{action icon|Mesmerize}}&lt;br /&gt;
* Ongoing mitigation and increased damage, also with {{action icon|Mesmerize}}&lt;br /&gt;
* +2% damage buff from knowledge crystals with {{action icon|Quickstep}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;#42; In a pinch, Rangers can &amp;quot;blind pop&amp;quot; traps without a Thief to reveal them. Thieves can also reveal traps without a Ranger, but certain trap patterns might require a sacrifice if not disarmed.&lt;br /&gt;
&lt;br /&gt;
===Recommended Jobs===&lt;br /&gt;
{| {{STDT|mech1 align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Phantom Job !! Number Recommended !! Responsibilities&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|white mage|name=y}}&lt;br /&gt;
| 3+&lt;br /&gt;
|&lt;br /&gt;
* Reviving players with {{action icon|Occult Raise}}&lt;br /&gt;
* Generally outperforms {{phantom job|chemist|name=y}}&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|mystic knight|name=y}}&lt;br /&gt;
| 1&lt;br /&gt;
| +5% boss damage with {{action icon|Blazing Spellblade}}&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|black mage|name=y}}&lt;br /&gt;
| 2 (1 per side)&lt;br /&gt;
| Crowd control on trash mobs with {{action icon|Occult Toad}}&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|samurai|name=y}}&lt;br /&gt;
| As many as possible&lt;br /&gt;
| The highest and simplest DPS with {{action icon|Zeninage}} and {{action icon|Iainuki}}&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|summoner|name=y}}&lt;br /&gt;
| 1 per party&lt;br /&gt;
| &lt;br /&gt;
*High DPS job&lt;br /&gt;
*Party shielding with {{i|Earthen Wall}}&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|freelancer|name=y}}&lt;br /&gt;
| 1 (Lv 15+)&lt;br /&gt;
| One freelancer can travel between each party and apply buffs with {{i|Inquiring Mind}} at a knowledge crystal, eliminating the need for {{phantom job|knight|name=y}}s. If the freelancer is Lv. 24, they can swap to another job at the final boss.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Hidden Explosive Traps==&lt;br /&gt;
[[File:FT Trap Area.jpg|300px|right|thumb|Entrance to a trapped area.]]&lt;br /&gt;
Similar to {{i|The Forked Tower: Blood}}, there are hidden explosive traps that may spawn in certain locations (see [[The Forked Tower: Magic (Extreme)#Maps|maps]]). Traps are only located in the sections of the raid between the boss encounters, specifically areas that are demarcated by thick red lines on the floor. Glyphs will emanate from one side of the line, denoting the area with traps.&lt;br /&gt;
&lt;br /&gt;
Traps can be revealed with {{action icon|Trap Detection}} from {{phantom job|thief|name=y}}. In the areas with traps, the rest of the party should remain behind the thief in their group at all times.&lt;br /&gt;
&lt;br /&gt;
For safety, traps should be disarmed when possible. There are two types of traps, the second type is significantly more dangerous and will cause wipes if carelessly detonated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traps bypass invulnerability cooldowns and thus can only be safely disarmed by Phantom Rangers.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1 align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Trap !! Image !! Effect !! Disarming Method&lt;br /&gt;
|-&lt;br /&gt;
| Normal Trap || [[File:FT trap.png|300px]] || Releases a small AoE when detonated (slightly larger than the trap itself), killing anyone in range. || &lt;br /&gt;
*Disarm at a distance using {{action icon|Occult Falcon}} from {{phantom job|ranger|name=y}}&lt;br /&gt;
|-&lt;br /&gt;
| Unstable (Super) Trap || [[File:FT megatrap.gif|300px]] || Releases a massive AoE when detonated, killing anyone in range. || &lt;br /&gt;
* Ignore or disarm at a distance with ranger. &#039;&#039;&#039;If being disarmed, all raid members should be aware that this trap will be disarmed and should move far away.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
* Clear the Herpetology Forum&lt;br /&gt;
* Clear the tower base&lt;br /&gt;
* Clear the Choreology Room&lt;br /&gt;
* Clear the Agnoiology Room&lt;br /&gt;
* Clear the Thanatology Room&lt;br /&gt;
* Clear the Horology Room&lt;br /&gt;
* Clear the Epistemology Theater&lt;br /&gt;
&lt;br /&gt;
==Enemies and Bosses==&lt;br /&gt;
Boss HP will scale based on the number of players inside the raid, starting from 12.&lt;br /&gt;
&lt;br /&gt;
Being hit with any avoidable AoEs during boss encounters will inflict a stack of {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; that lasts indefinitely until the end of the boss or until the player dies. If a player receives three stacks, they will be inflicted with {{status effect|debuff|doom}} &#039;&#039;&#039;[[Doom]]&#039;&#039;&#039; and die.&lt;br /&gt;
&lt;br /&gt;
After defeating a boss, players have a random chance of receiving the {{status effect|debuff|File:Battle high icon.png}} &#039;&#039;&#039;Battle High&#039;&#039;&#039; status for 15 minutes, increasing their [[Critical Hit]] and [[Direct Hit Rate]] and providing healing-over-time.&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Two-headed Aevis]]===&lt;br /&gt;
&lt;br /&gt;
===Tower Base===&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Sword Dancer]]===&lt;br /&gt;
&lt;br /&gt;
===Central Mezzanine===&lt;br /&gt;
&lt;br /&gt;
===[[File:Passive difficulty r5.png|32px|link=]] [[Storm Generator]]s===&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Necrophobia]]===&lt;br /&gt;
&lt;br /&gt;
===[[File:Passive difficulty r1.png|32px|link=]] [[Tower Curseclock]]s===&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] Omniscient Obscurant: The [[Index]]===&lt;br /&gt;
&lt;br /&gt;
==Phantom Chemist/White Mage Resurrection Strategy==&lt;br /&gt;
A phantom chemist or phantom white mage is named a &amp;quot;resurrecter&amp;quot; in this section.&lt;br /&gt;
&lt;br /&gt;
In the event of a full raid wipe, all players must normally leave the raid regardless of how many stacks of {{status effect|debuff|File:Resurrection restricted icon1.png}} &#039;&#039;&#039;Resurrection Restricted&#039;&#039;&#039; they still have, because the return prompt will take them back to the North Horn base camp. To allow for more boss attempts, players have devised a chemist/white mage &amp;quot;cheese&amp;quot; strategy:&lt;br /&gt;
#If a boss pull is deemed unsalvageable (e.g. there are too many deaths or if a DPS check will not be met), a designated resurrecter will sacrifice themselves by running into the death wall or incapacitating themselves via mechanics. &lt;br /&gt;
#Another resurrecter will revive the sacrifice resurrecter, but that player will &#039;&#039;not&#039;&#039; accept the resurrection prompt. The Raise buff will need to be refreshed periodically to prevent it from expiring. Ideally, the reviving resurrecter should revive the sacrifice resurrecter outside of aggro range of the boss.&lt;br /&gt;
#Once the call to wipe has been made by the raid leader, all players will attempt to die at the south of the arena or outside of aggro range of the boss.&lt;br /&gt;
#After the party wipes and the boss resets, the sacrifice resurrecter will accept the raise.&lt;br /&gt;
#The sacrifice resurrecter will then revive the other players, ideally starting with resurrecters first so they can also help revive. All resurrecters will commonly be marked for visual identification.&lt;br /&gt;
#Once everyone&#039;s Weakness debuff has fallen off, the party can pull the boss again.&lt;br /&gt;
&lt;br /&gt;
An alternative resurrecter &amp;quot;cheese&amp;quot; strategy requires a resurrecter to resurrect outside the arena and not participate in the fight:&lt;br /&gt;
#The resurrecter pulls the boss alone and dies near the entrance&lt;br /&gt;
#A second resurrecter waits outside the arena&lt;br /&gt;
#The remainder of the alliance enters the arena and begins their countdown&lt;br /&gt;
#With 5s to pull, the second resurrecter resurrects the dead resurrecter outside the arena&lt;br /&gt;
# With 5s left on the raise timer, the dead resurrecter accepts the raise.&lt;br /&gt;
&lt;br /&gt;
This results in the resurrecter resurrecting outside the arena, which has already completed its &#039;automatic pull in&#039; at 45s after pull.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
*800 {{enlightenment silver piece}} [[Enlightenment Silver Piece]]s&lt;br /&gt;
*1920 {{phantom exp}} [[Phantom Jobs|Phantom EXP]]&lt;br /&gt;
*{{tomestone|uncapped|80}} {{tomestone/uncapped-text}}&lt;br /&gt;
*{{tomestone|capped|40}} {{tomestone/capped-text}}--&amp;gt;&lt;br /&gt;
* 0 {{enlightenment silver obol}} [[Enlightenment Silver Obol|Enlightenment Silver Obols]]&lt;br /&gt;
* 0 {{phantom exp}} [[Phantom Jobs|Phantom EXP]]&lt;br /&gt;
* {{tomestone|uncapped|0}} {{tomestone/uncapped-text}}&lt;br /&gt;
* {{tomestone|capped|0}} {{tomestone/capped-text}}&lt;br /&gt;
&lt;br /&gt;
(The above values, all zeroes, are correct. They are listed to avoid the implication that the values are the same as the normal difficulty.) &lt;br /&gt;
&lt;br /&gt;
This duty uses &#039;&#039;&#039;personal loot&#039;&#039;&#039;, so players will need to interact with and loot treasure coffers themselves. A full clear with all chests yields 24 {{item icon|Arcane Amulet}}s; after the duty is completed, returning to the start of the duty and taking the opposite path after the Herpetology Room allows the collection of one additional {{item icon|Arcane Amulet}}, for a total of 25.&lt;br /&gt;
&lt;br /&gt;
===[[File:Silver Coffer (small).png|32px|link=]] [[Two-headed Aevis]]===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Notes on the Two-headed Aevis|fixed=y}}&lt;br /&gt;
{{Drops table row|Arcane Amulet|1|fixed=y}}&lt;br /&gt;
{{Drops table row|Final Final Fixative}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Bronze Coffer (small).png|32px|link=]] Tower Base===&lt;br /&gt;
Two coffers are hidden on a side platform, one for each side of the raid - a {{phantom job|thief|name=y}} has to use {{i|Trap Detection}} to reveal them. Reaching the other coffer requires returning to the start of the duty.&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Arcane Amulet|1|fixed=y}}&lt;br /&gt;
{{Drops table row|Final Final Fixative}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Silver Coffer (small).png|32px|link=]] [[Sword Dancer]]===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Notes on the Sword Dancer|fixed=y}}&lt;br /&gt;
{{Drops table row|Arcane Amulet|2|fixed=y}}&lt;br /&gt;
{{Drops table row|Final Final Fixative}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Bronze Coffer (small).png|32px|link=]] Central Mezzanine===&lt;br /&gt;
Similarly to coffers at the tower base, a {{phantom job|thief|name=y}} has to use {{i|Trap Detection}} to reveal this one.&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Arcane Amulet|1|fixed=y}}&lt;br /&gt;
{{Drops table row|Final Final Fixative}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Bronze Coffer (small).png|32px|link=]] [[Storm Generator]]s===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Arcane Amulet|1|fixed=y}}&lt;br /&gt;
{{Drops table row|Final Final Fixative}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Silver Coffer (small).png|32px|link=]] [[Necrophobia]]===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Notes on Necrophobia|fixed=y}}&lt;br /&gt;
{{Drops table row|Arcane Amulet|2|fixed=y}}&lt;br /&gt;
{{Drops table row|Final Final Fixative}}&lt;br /&gt;
{{Drops table row|Duck-billed Porter Whistle}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
An additional coffer spawns in the room after the boss, next to a knowledge crystal, if the puzzle to spawn [[Hermetic Recluse]] was solved.&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Arcane Amulet|3|fixed=y}}&lt;br /&gt;
{{Drops table row|Final Final Fixative}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] The [[Index]]===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Notes on the Index|fixed=y}}&lt;br /&gt;
{{Drops table row|Arcane Amulet|5|fixed=y}}&lt;br /&gt;
{{Drops table row|Final Final Fixative}}&lt;br /&gt;
{{Drops table row|Duck-billed Porter Whistle}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
An additional coffer drops if the [[Hermetic Recluse]] was spawned and killed before the Index died.&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Arcane Amulet|3|fixed=y}}&lt;br /&gt;
{{Drops table row|Final Final Fixative}}&lt;br /&gt;
{{Drops table row|Duck-billed Porter Whistle}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| mech1 sortable align-left}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Tour de Fork I}}&lt;br /&gt;
{{achievement table row|Tour de Fork II}}&lt;br /&gt;
{{achievement table row|Tour de Fork III}}&lt;br /&gt;
{{achievement table row|Tour de Fork IV}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Exdeath&#039;s Castle (Dawntrail)}}&lt;br /&gt;
{{music table row|Boss 1-3|FINAL FANTASY V: Battle 1 (Dawntrail)}}&lt;br /&gt;
{{music table row|Final Boss|Omega Squared}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
===Screenshots===&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Maps===&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*The dungeon is inspired by the [https://finalfantasy.fandom.com/wiki/Fork_Tower Fork Tower] dungeon from FFV.=&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references&amp;gt;&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Occult Crescent nav|state=expanded}}&lt;br /&gt;
{{Duties nav/field operation}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Occult Crescent]]&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Hide&amp;diff=1521107</id>
		<title>Hide</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Hide&amp;diff=1521107"/>
		<updated>2026-08-07T12:14:20Z</updated>

		<summary type="html">&lt;p&gt;Hubry: /* Notes */ note occult sprint&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action infobox&lt;br /&gt;
| description = Blend in with your surroundings, making it impossible for most enemies to detect you, but reducing movement speed by 50%. Has no effect on enemies 10 levels higher than your own, or certain enemies with special sight.&lt;br /&gt;
| facts = {{action fact|additional|Restores 2 charges to all mudra}}{{action fact|The effect of Doton ends upon execution of Hide.}}{{action fact|Cannot be executed in combat.}}{{action fact|Effect ends upon use of any action other than Sprint, or upon reuse of Hide.}}&lt;br /&gt;
| description-class = Blend in with your surroundings, making it impossible for most enemies to detect you, but reducing movement speed by 50%. Has no effect on enemies 10 levels higher than your own, or certain enemies with special sight.&lt;br /&gt;
| facts-class = {{action fact|Cannot be executed in combat.}}{{action fact|Effect ends upon use of any action other than Sprint, or upon reuse of Hide.}}&lt;br /&gt;
| acquired = Rogue&lt;br /&gt;
| level = 10&lt;br /&gt;
| type = ability&lt;br /&gt;
| recast = 20&lt;br /&gt;
| movement = true&lt;br /&gt;
| actions = Doton&lt;br /&gt;
| release = a realm reborn&lt;br /&gt;
| patch = 2.4&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* Effect ends immediately upon being &amp;quot;discovered&amp;quot; by an enemy or suffering AoE damage.&lt;br /&gt;
** Effect can also be ended manually, by right-clicking the buff to remove it.&lt;br /&gt;
* The cooldown of this action begins immediately after execution.&lt;br /&gt;
* In {{i|Occult Crescent}} duties, executing {{i|Occult Sprint}} does not end the effect.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*{{patch|6.1|Now dispels the effect of Doton upon execution.}}&lt;br /&gt;
*{{patch|4.3|The effect will no longer be dispelled when using Sprint.}}&lt;br /&gt;
*{{patch|4.0|The additional effect &amp;quot;Resets ninjutsu recast timers if out of combat&amp;quot; has been added.}}&lt;br /&gt;
*{{patch|2.4}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*The change in patch 6.1 ended the pre-pull use of Doton for some extra damage, which was only effective if the main tank dragged the boss onto the Doton AoE.&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=All_Too_Fleeting&amp;diff=1519733</id>
		<title>All Too Fleeting</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=All_Too_Fleeting&amp;diff=1519733"/>
		<updated>2026-08-03T11:52:16Z</updated>

		<summary type="html">&lt;p&gt;Hubry: /* Dialogue */ forgot sections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quest infobox&lt;br /&gt;
| title = All Too Fleeting&lt;br /&gt;
| description = Lydirceil is planning a spot of revelry.&lt;br /&gt;
| image = all too fleeting1.png&lt;br /&gt;
| quest-giver = Lydirceil&lt;br /&gt;
| related-npcs = Archive; Brigid; Dodokkuli; Ermina; Expedition Metallurgist; Gerolt&lt;br /&gt;
| cutscene-npcs = &lt;br /&gt;
| location = Phantom Village&lt;br /&gt;
| location-x = 6.6&lt;br /&gt;
| location-y = 7.2&lt;br /&gt;
| type = feature&lt;br /&gt;
| journal-section = Sidequests&lt;br /&gt;
| journal-category = Weapon Enhancement Sidequests&lt;br /&gt;
| journal-genre = Phantom Weapons Quests&lt;br /&gt;
| event = &lt;br /&gt;
| sortkey = 35&lt;br /&gt;
| organization = &lt;br /&gt;
| class = &lt;br /&gt;
| job = &lt;br /&gt;
| category = &lt;br /&gt;
| level = 100&lt;br /&gt;
| quest-sync = &lt;br /&gt;
| req-quest = Wisdom&#039;s End&lt;br /&gt;
| req-items = &lt;br /&gt;
| requirements = Any Disciple of War or Magic (excluding limited jobs)&lt;br /&gt;
| exp = 0&lt;br /&gt;
| gil = 966&lt;br /&gt;
| reward1 = 1 Phantom Philleter&lt;br /&gt;
| reputation-reward = &lt;br /&gt;
| unlocks = ach A Knife to Remember&lt;br /&gt;
| prev-quest = Final Phantasm&lt;br /&gt;
| next-quest = &lt;br /&gt;
| patch = 7.55&lt;br /&gt;
| id-edb = caadf563e53&lt;br /&gt;
| id-gt = 71042&lt;br /&gt;
}}&lt;br /&gt;
==Steps==&lt;br /&gt;
* Wait at the designated location.&lt;br /&gt;
* Speak with Lydirceil.&lt;br /&gt;
==Journal==&lt;br /&gt;
* Lydirceil is planning a spot of revelry.&lt;br /&gt;
&lt;br /&gt;
* To mark the expedition&#039;s conclusion and the completion of your phantom weapon, Lydirceil proposes a modest celebration. As Gerolt relishes the prospect of more reckless rum-drinking, and Dodokkuli envisions a slightly less rambunctious affair, Ermina strolls over, announcing that the House of Splendors will cover all expenses. Leaving you somewhat stunned by this display of generosity, she bids you wait while she makes the necessary preparations.&lt;br /&gt;
&lt;br /&gt;
* With the group gathered around an improvised table laden with food and drink, Ermina congratulates you on your endeavors, going on to reveal some unexpectedly fortuitous news: after all his hard work on the phantom weapon, Gerolt&#039;s debts are no more. Freed from his contractual obligations to the House of Splendors, the cantankerous weaponsmith rejoices in the thought of peddling his newly acquired techniques to anyone but Rowena. Alas, Ermina is quick to remind him of the unfortunate truth. Far from being a source of future income, Gerolt&#039;s new skills will be rendered useless the moment he leaves the isle—a fact corroborated by the Archive, somewhat worse for wear after a cup of rum too many. In his desperation, Gerolt seizes upon the idea of using the Phantom Philleter on himself, but soon comes to regret this utterance when the Archive turns on him, knife in shaking hand... Though you could happily watch the drunken tonberry chase Gerolt around the phantom village for hours on end, it seems Lydirceil would have a final word with you.&lt;br /&gt;
&lt;br /&gt;
* Lydirceil informs you that despite the Archive&#039;s best efforts, his knife was not capable of resolving Gerolt&#039;s problem. Unsurprisingly, the weaponsmith is truly crestfallen and plans to linger on the Occult Crescent—unwilling to relinquish his hard-won skills just yet. Reminding you that Dodokkuli and Brigid remain on hand to tend to your phantom weapon needs, Lydirceil presents you with a replica of the Phantom Philleter as a keepsake before bidding you a fond farewell.&lt;br /&gt;
==Related NPCs==&lt;br /&gt;
{{Related NPCs}}&lt;br /&gt;
==Dialogue==&lt;br /&gt;
{{Dialogue|&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;gt; If the player has not yet completed the required quest {{i|Wisdom&#039;s End}}&lt;br /&gt;
Gerolt: There I was, baskin&#039; in the glory o&#039; me greatest weaponsmithin&#039; achievement to date, an&#039; that bilge rat had to bring up me dire financial straits...&lt;br /&gt;
&lt;br /&gt;
Lydirceil: I reckon that phantom weapon&#039;ll come in handy while yer out there unravelin&#039; the isle&#039;s mysteries!&lt;br /&gt;
&lt;br /&gt;
System: To unlock this quest, you must complete the sidequest “Wisdom&#039;s End.”&lt;br /&gt;
---&lt;br /&gt;
===Accepting the quest===&lt;br /&gt;
-cutscene start&lt;br /&gt;
Lydirceil: Well, you an&#039; the rest o&#039; the expedition&#039;ve solved the isle&#039;s mysteries, an&#039; yer phantom weapon&#039;s in a state o&#039; true perfection.&lt;br /&gt;
Lydirceil: I thought we might &#039;old a celebration o&#039; sorts before we start packin&#039; up.&lt;br /&gt;
&lt;br /&gt;
Gerolt: Now yer talkin&#039;! I reckon we&#039;ve all earned ourselves a swig o&#039; the good stuff.&lt;br /&gt;
&lt;br /&gt;
Dodokkuli: After your near ceaseless imbibing, I&#039;d be surprised if there was any rum left at all...&lt;br /&gt;
Dodokkuli: Nevertheless, I should very much like to participate! As long as the carousing is kept to a respectful minimum, of course.&lt;br /&gt;
&lt;br /&gt;
Lydirceil: We can invite the Archive as well. By the sounds of it, the poor feller could use a distraction...&lt;br /&gt;
Lydirceil: Perfect opportunity to give &#039;im &#039;is knife back, too!&lt;br /&gt;
&lt;br /&gt;
Ermina: If you&#039;re planning a celebration, the House of Splendors will gladly provide the food and beverages.&lt;br /&gt;
Ermina: I too have been informed of Ketenramm&#039;s decision. While I lament having to abandon the priceless relics and mineral wealth we have uncovered, this expedition has been profitable in a less tangible sense...&lt;br /&gt;
Ermina: I am referring, of course, to Gerolt&#039;s return to form as an artisan. My employer is greatly encouraged by these developments, and has instructed me to provide proportionate...recompense.&lt;br /&gt;
&lt;br /&gt;
Gerolt: Heh! Surprisingly generous o&#039; the gil-pinchin&#039; harridan.&lt;br /&gt;
Gerolt: I say we drink up every last drop o&#039; rum on the island—that way the ship&#039;ll be lighter on the way back!&lt;br /&gt;
&lt;br /&gt;
Lydirceil: Sure ye don&#039;t want to save some for the return journey? Ye&#039;ll be complainin&#039; o&#039; thirst as soon as we weigh anchor!&lt;br /&gt;
&lt;br /&gt;
Ermina: Please wait here while I make the necessary arrangements.&lt;br /&gt;
-quest accepted&lt;br /&gt;
-cutscene end&lt;br /&gt;
&lt;br /&gt;
===Wait at the designated location.===&lt;br /&gt;
-optional start&lt;br /&gt;
Gerolt: Heh heh! Seems Rowena&#039;s finally affordin&#039; me the respect I deserve.&lt;br /&gt;
&lt;br /&gt;
Lydirceil: Despite bein&#039; shipped off to work on a remote island in the middle o&#039; Shades&#039; Triangle, Ermina&#039;s always calm an&#039; collected. She ain&#039;t yer average merchant, that&#039;s for bleedin&#039; well sure...&lt;br /&gt;
-optional end&lt;br /&gt;
&lt;br /&gt;
-cutscene start&lt;br /&gt;
Ermina: Allow me to commend your accomplishments upon the Occult Crescent—remarkable feats of artisanal prowess included.&lt;br /&gt;
Ermina: I also wish to take this opportunity to share some good news.&lt;br /&gt;
Ermina: Taking into account his phenomenal work on the phantom weaponry, by our calculations, Gerolt has paid off his debts in their entirety.&lt;br /&gt;
Ermina: All contractual obligations to the House of Splendors are hereby fulfilled. You are free to leave the island at your earliest convenience.&lt;br /&gt;
&lt;br /&gt;
Gerolt: I thought ye&#039;d saddle me with some ludicrous rate of interest to keep me toilin&#039; away forever.&lt;br /&gt;
Gerolt: I can finally leave this blasted rock behind!&lt;br /&gt;
&lt;br /&gt;
Ermina: Your return would be most welcome. After all, we have a myriad of opportunities for further employment.&lt;br /&gt;
&lt;br /&gt;
Gerolt: Listen. I&#039;ve acquired some o&#039; the finest smithin&#039; techniques known to mankind on this rock—me own bleedin&#039; hands are coursin&#039; with arcane power, for gods&#039; sake.&lt;br /&gt;
Gerolt: Punters&#039;ll be linin&#039; up just to catch a glimpse o&#039; me, let alone try an&#039; hire me! Yer daft if ye think I&#039;m ever workin&#039; for that wench again!&lt;br /&gt;
&lt;br /&gt;
Ermina: Is that so...?&lt;br /&gt;
Ermina: Are you sure circumstances will prove so favorable?&lt;br /&gt;
&lt;br /&gt;
Gerolt: Enough o&#039; this mealymouthed bollocks. What d&#039;ye mean?&lt;br /&gt;
&lt;br /&gt;
Ermina: Oh dear. I thought you were perfectly aware of the limitations of any knowledge acquired on these shores...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Archive, drunk and red on the face, starts talking.&#039;&#039;&lt;br /&gt;
Archive: Have you already forgotten? Then allow me to—&amp;amp;lt;hic&amp;amp;gt;—refresh your memory!&lt;br /&gt;
Archive: The techniques you have learned are all contingent on the isle&#039;s unique aetherial environment.&lt;br /&gt;
Archive: This applies to both the orbs necessary for aetheric infusion, &#039;&#039;and&#039;&#039; your hammer—enhanced as it is by means of aetheric conversion. The moment you leave the Occult Crescent, their power will—&amp;amp;lt;hic&amp;amp;gt;—dissipate entirely.&lt;br /&gt;
&lt;br /&gt;
Brigid: Nor will I be joining you on your onward journey. In fact, henceforth I shall only offer my services to the adventurer.&lt;br /&gt;
&lt;br /&gt;
Gerolt: No... There&#039;s got to be a solution! H-Here&#039;s what we&#039;ll do: we&#039;ll slice right through all that illusory aether an&#039; leave only me innate talents behind!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Archive turns back...&#039;&#039;&lt;br /&gt;
Archive: Hohoh. I thought you&#039;d never—&amp;amp;lt;hic&amp;amp;gt;—arrive at that conclusion...&lt;br /&gt;
&#039;&#039;and wields his Phantom Philleter.&#039;&#039;&lt;br /&gt;
Archive: I shall dispel the aetheric illusion wreathing your corporeal form!&lt;br /&gt;
Archive: Here I—&amp;amp;lt;hic&amp;amp;gt;—come!&lt;br /&gt;
&lt;br /&gt;
Gerolt: How much bloody rum have you had? Ye can&#039;t even hold yer knife steady!&lt;br /&gt;
&lt;br /&gt;
Archive: Have no fear, for I know all there is to know—including where to make a perfectly—&amp;amp;lt;hic&amp;amp;gt;—painless incision.&lt;br /&gt;
&lt;br /&gt;
Gerolt: Daft bastard! Ye ain&#039;t comin&#039; anywhere near me!&lt;br /&gt;
Gerolt: Oi, someone restrain the bleedin&#039; menace!&lt;br /&gt;
&#039;&#039;Gerolt runs away from the Archive chasing him, while the rest of the group laughs.&#039;&#039;&lt;br /&gt;
-cutscene end&lt;br /&gt;
===Speak with Lydirceil.===&lt;br /&gt;
-optional start&lt;br /&gt;
Gerolt: &amp;amp;lt;pant&amp;amp;gt; &amp;amp;lt;pant&amp;amp;gt; Managed to lose the crazed little bugger, but that scarperin&#039; around&#039;s sobered me right up... Waste o&#039; good rum, I tell ye... &amp;amp;lt;wheeze&amp;amp;gt;&lt;br /&gt;
-optional end&lt;br /&gt;
-cutscene start&lt;br /&gt;
Lydirceil: That was a good ol&#039; knees-up—until the Archive started brandishin&#039; &#039;is knife, that is... Speakin&#039; o&#039; which, I decided to keep &#039;old of it until we leave.&lt;br /&gt;
&#039;&#039;Gerolt is shown kneeling before Ermina and Dodokkuli.&#039;&#039;&lt;br /&gt;
Lydirceil: Unfortunately, even with the “Phantom Philleter,” there&#039;s no way for Gerolt to use the skills &#039;e&#039;s learned &#039;ere elsewhere.&lt;br /&gt;
Lydirceil: To make matters worse, the &#039;Ouse o&#039; Splendors is gonna start chargin&#039; &#039;im if &#039;e stays on the isle any longer.&lt;br /&gt;
Lydirceil: &#039;E&#039;d be better off leavin&#039; before accumulatin&#039; any more debt, but I guess &#039;e ain&#039;t ready to let go o&#039; them techniques so soon...&lt;br /&gt;
Lydirceil: Oh, before I forget, the Archive asked me to give ye this.&lt;br /&gt;
Lydirceil: That&#039;s a replica o&#039; the Phantom Philleter. Unlike the real thing, there ain&#039;t a smidgen o&#039; power in it—but it&#039;ll make a fine keepsake, I reckon.&lt;br /&gt;
Lydirceil: As for us lot, we&#039;ll be &#039;ere until the expedition leaves. Drop by if ye need to tinker with yer phantom weapons or get another one enhanced. Dodokkuli an&#039; Brigid&#039;ll be more than &#039;appy to &#039;elp.&lt;br /&gt;
Lydirceil: Take care o&#039; yerself!&lt;br /&gt;
-quest complete&lt;br /&gt;
-cutscene end&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;}}&lt;br /&gt;
[[Category:Has datamined dialogue]]&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=All_Too_Fleeting&amp;diff=1519732</id>
		<title>All Too Fleeting</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=All_Too_Fleeting&amp;diff=1519732"/>
		<updated>2026-08-03T11:48:53Z</updated>

		<summary type="html">&lt;p&gt;Hubry: add required quest to infobox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quest infobox&lt;br /&gt;
| title = All Too Fleeting&lt;br /&gt;
| description = Lydirceil is planning a spot of revelry.&lt;br /&gt;
| image = all too fleeting1.png&lt;br /&gt;
| quest-giver = Lydirceil&lt;br /&gt;
| related-npcs = Archive; Brigid; Dodokkuli; Ermina; Expedition Metallurgist; Gerolt&lt;br /&gt;
| cutscene-npcs = &lt;br /&gt;
| location = Phantom Village&lt;br /&gt;
| location-x = 6.6&lt;br /&gt;
| location-y = 7.2&lt;br /&gt;
| type = feature&lt;br /&gt;
| journal-section = Sidequests&lt;br /&gt;
| journal-category = Weapon Enhancement Sidequests&lt;br /&gt;
| journal-genre = Phantom Weapons Quests&lt;br /&gt;
| event = &lt;br /&gt;
| sortkey = 35&lt;br /&gt;
| organization = &lt;br /&gt;
| class = &lt;br /&gt;
| job = &lt;br /&gt;
| category = &lt;br /&gt;
| level = 100&lt;br /&gt;
| quest-sync = &lt;br /&gt;
| req-quest = Wisdom&#039;s End&lt;br /&gt;
| req-items = &lt;br /&gt;
| requirements = Any Disciple of War or Magic (excluding limited jobs)&lt;br /&gt;
| exp = 0&lt;br /&gt;
| gil = 966&lt;br /&gt;
| reward1 = 1 Phantom Philleter&lt;br /&gt;
| reputation-reward = &lt;br /&gt;
| unlocks = ach A Knife to Remember&lt;br /&gt;
| prev-quest = Final Phantasm&lt;br /&gt;
| next-quest = &lt;br /&gt;
| patch = 7.55&lt;br /&gt;
| id-edb = caadf563e53&lt;br /&gt;
| id-gt = 71042&lt;br /&gt;
}}&lt;br /&gt;
==Steps==&lt;br /&gt;
* Wait at the designated location.&lt;br /&gt;
* Speak with Lydirceil.&lt;br /&gt;
==Journal==&lt;br /&gt;
* Lydirceil is planning a spot of revelry.&lt;br /&gt;
&lt;br /&gt;
* To mark the expedition&#039;s conclusion and the completion of your phantom weapon, Lydirceil proposes a modest celebration. As Gerolt relishes the prospect of more reckless rum-drinking, and Dodokkuli envisions a slightly less rambunctious affair, Ermina strolls over, announcing that the House of Splendors will cover all expenses. Leaving you somewhat stunned by this display of generosity, she bids you wait while she makes the necessary preparations.&lt;br /&gt;
&lt;br /&gt;
* With the group gathered around an improvised table laden with food and drink, Ermina congratulates you on your endeavors, going on to reveal some unexpectedly fortuitous news: after all his hard work on the phantom weapon, Gerolt&#039;s debts are no more. Freed from his contractual obligations to the House of Splendors, the cantankerous weaponsmith rejoices in the thought of peddling his newly acquired techniques to anyone but Rowena. Alas, Ermina is quick to remind him of the unfortunate truth. Far from being a source of future income, Gerolt&#039;s new skills will be rendered useless the moment he leaves the isle—a fact corroborated by the Archive, somewhat worse for wear after a cup of rum too many. In his desperation, Gerolt seizes upon the idea of using the Phantom Philleter on himself, but soon comes to regret this utterance when the Archive turns on him, knife in shaking hand... Though you could happily watch the drunken tonberry chase Gerolt around the phantom village for hours on end, it seems Lydirceil would have a final word with you.&lt;br /&gt;
&lt;br /&gt;
* Lydirceil informs you that despite the Archive&#039;s best efforts, his knife was not capable of resolving Gerolt&#039;s problem. Unsurprisingly, the weaponsmith is truly crestfallen and plans to linger on the Occult Crescent—unwilling to relinquish his hard-won skills just yet. Reminding you that Dodokkuli and Brigid remain on hand to tend to your phantom weapon needs, Lydirceil presents you with a replica of the Phantom Philleter as a keepsake before bidding you a fond farewell.&lt;br /&gt;
==Related NPCs==&lt;br /&gt;
{{Related NPCs}}&lt;br /&gt;
==Dialogue==&lt;br /&gt;
{{Dialogue|&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;gt; If the player has not yet completed the required quest {{i|Wisdom&#039;s End}}&lt;br /&gt;
Gerolt: There I was, baskin&#039; in the glory o&#039; me greatest weaponsmithin&#039; achievement to date, an&#039; that bilge rat had to bring up me dire financial straits...&lt;br /&gt;
&lt;br /&gt;
Lydirceil: I reckon that phantom weapon&#039;ll come in handy while yer out there unravelin&#039; the isle&#039;s mysteries!&lt;br /&gt;
&lt;br /&gt;
System: To unlock this quest, you must complete the sidequest “Wisdom&#039;s End.”&lt;br /&gt;
---&lt;br /&gt;
-cutscene start&lt;br /&gt;
Lydirceil: Well, you an&#039; the rest o&#039; the expedition&#039;ve solved the isle&#039;s mysteries, an&#039; yer phantom weapon&#039;s in a state o&#039; true perfection.&lt;br /&gt;
Lydirceil: I thought we might &#039;old a celebration o&#039; sorts before we start packin&#039; up.&lt;br /&gt;
&lt;br /&gt;
Gerolt: Now yer talkin&#039;! I reckon we&#039;ve all earned ourselves a swig o&#039; the good stuff.&lt;br /&gt;
&lt;br /&gt;
Dodokkuli: After your near ceaseless imbibing, I&#039;d be surprised if there was any rum left at all...&lt;br /&gt;
Dodokkuli: Nevertheless, I should very much like to participate! As long as the carousing is kept to a respectful minimum, of course.&lt;br /&gt;
&lt;br /&gt;
Lydirceil: We can invite the Archive as well. By the sounds of it, the poor feller could use a distraction...&lt;br /&gt;
Lydirceil: Perfect opportunity to give &#039;im &#039;is knife back, too!&lt;br /&gt;
&lt;br /&gt;
Ermina: If you&#039;re planning a celebration, the House of Splendors will gladly provide the food and beverages.&lt;br /&gt;
Ermina: I too have been informed of Ketenramm&#039;s decision. While I lament having to abandon the priceless relics and mineral wealth we have uncovered, this expedition has been profitable in a less tangible sense...&lt;br /&gt;
Ermina: I am referring, of course, to Gerolt&#039;s return to form as an artisan. My employer is greatly encouraged by these developments, and has instructed me to provide proportionate...recompense.&lt;br /&gt;
&lt;br /&gt;
Gerolt: Heh! Surprisingly generous o&#039; the gil-pinchin&#039; harridan.&lt;br /&gt;
Gerolt: I say we drink up every last drop o&#039; rum on the island—that way the ship&#039;ll be lighter on the way back!&lt;br /&gt;
&lt;br /&gt;
Lydirceil: Sure ye don&#039;t want to save some for the return journey? Ye&#039;ll be complainin&#039; o&#039; thirst as soon as we weigh anchor!&lt;br /&gt;
&lt;br /&gt;
Ermina: Please wait here while I make the necessary arrangements.&lt;br /&gt;
-quest accepted&lt;br /&gt;
-cutscene end&lt;br /&gt;
&lt;br /&gt;
-optional start&lt;br /&gt;
Gerolt: Heh heh! Seems Rowena&#039;s finally affordin&#039; me the respect I deserve.&lt;br /&gt;
&lt;br /&gt;
Lydirceil: Despite bein&#039; shipped off to work on a remote island in the middle o&#039; Shades&#039; Triangle, Ermina&#039;s always calm an&#039; collected. She ain&#039;t yer average merchant, that&#039;s for bleedin&#039; well sure...&lt;br /&gt;
-optional end&lt;br /&gt;
&lt;br /&gt;
-cutscene start&lt;br /&gt;
Ermina: Allow me to commend your accomplishments upon the Occult Crescent—remarkable feats of artisanal prowess included.&lt;br /&gt;
Ermina: I also wish to take this opportunity to share some good news.&lt;br /&gt;
Ermina: Taking into account his phenomenal work on the phantom weaponry, by our calculations, Gerolt has paid off his debts in their entirety.&lt;br /&gt;
Ermina: All contractual obligations to the House of Splendors are hereby fulfilled. You are free to leave the island at your earliest convenience.&lt;br /&gt;
&lt;br /&gt;
Gerolt: I thought ye&#039;d saddle me with some ludicrous rate of interest to keep me toilin&#039; away forever.&lt;br /&gt;
Gerolt: I can finally leave this blasted rock behind!&lt;br /&gt;
&lt;br /&gt;
Ermina: Your return would be most welcome. After all, we have a myriad of opportunities for further employment.&lt;br /&gt;
&lt;br /&gt;
Gerolt: Listen. I&#039;ve acquired some o&#039; the finest smithin&#039; techniques known to mankind on this rock—me own bleedin&#039; hands are coursin&#039; with arcane power, for gods&#039; sake.&lt;br /&gt;
Gerolt: Punters&#039;ll be linin&#039; up just to catch a glimpse o&#039; me, let alone try an&#039; hire me! Yer daft if ye think I&#039;m ever workin&#039; for that wench again!&lt;br /&gt;
&lt;br /&gt;
Ermina: Is that so...?&lt;br /&gt;
Ermina: Are you sure circumstances will prove so favorable?&lt;br /&gt;
&lt;br /&gt;
Gerolt: Enough o&#039; this mealymouthed bollocks. What d&#039;ye mean?&lt;br /&gt;
&lt;br /&gt;
Ermina: Oh dear. I thought you were perfectly aware of the limitations of any knowledge acquired on these shores...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Archive, drunk and red on the face, starts talking.&#039;&#039;&lt;br /&gt;
Archive: Have you already forgotten? Then allow me to—&amp;amp;lt;hic&amp;amp;gt;—refresh your memory!&lt;br /&gt;
Archive: The techniques you have learned are all contingent on the isle&#039;s unique aetherial environment.&lt;br /&gt;
Archive: This applies to both the orbs necessary for aetheric infusion, &#039;&#039;and&#039;&#039; your hammer—enhanced as it is by means of aetheric conversion. The moment you leave the Occult Crescent, their power will—&amp;amp;lt;hic&amp;amp;gt;—dissipate entirely.&lt;br /&gt;
&lt;br /&gt;
Brigid: Nor will I be joining you on your onward journey. In fact, henceforth I shall only offer my services to the adventurer.&lt;br /&gt;
&lt;br /&gt;
Gerolt: No... There&#039;s got to be a solution! H-Here&#039;s what we&#039;ll do: we&#039;ll slice right through all that illusory aether an&#039; leave only me innate talents behind!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Archive turns back...&#039;&#039;&lt;br /&gt;
Archive: Hohoh. I thought you&#039;d never—&amp;amp;lt;hic&amp;amp;gt;—arrive at that conclusion...&lt;br /&gt;
&#039;&#039;and wields his Phantom Philleter.&#039;&#039;&lt;br /&gt;
Archive: I shall dispel the aetheric illusion wreathing your corporeal form!&lt;br /&gt;
Archive: Here I—&amp;amp;lt;hic&amp;amp;gt;—come!&lt;br /&gt;
&lt;br /&gt;
Gerolt: How much bloody rum have you had? Ye can&#039;t even hold yer knife steady!&lt;br /&gt;
&lt;br /&gt;
Archive: Have no fear, for I know all there is to know—including where to make a perfectly—&amp;amp;lt;hic&amp;amp;gt;—painless incision.&lt;br /&gt;
&lt;br /&gt;
Gerolt: Daft bastard! Ye ain&#039;t comin&#039; anywhere near me!&lt;br /&gt;
Gerolt: Oi, someone restrain the bleedin&#039; menace!&lt;br /&gt;
&#039;&#039;Gerolt runs away from the Archive chasing him, while the rest of the group laughs.&#039;&#039;&lt;br /&gt;
-cutscene end&lt;br /&gt;
-optional start&lt;br /&gt;
Gerolt: &amp;amp;lt;pant&amp;amp;gt; &amp;amp;lt;pant&amp;amp;gt; Managed to lose the crazed little bugger, but that scarperin&#039; around&#039;s sobered me right up... Waste o&#039; good rum, I tell ye... &amp;amp;lt;wheeze&amp;amp;gt;&lt;br /&gt;
-optional end&lt;br /&gt;
-cutscene start&lt;br /&gt;
Lydirceil: That was a good ol&#039; knees-up—until the Archive started brandishin&#039; &#039;is knife, that is... Speakin&#039; o&#039; which, I decided to keep &#039;old of it until we leave.&lt;br /&gt;
&#039;&#039;Gerolt is shown kneeling before Ermina and Dodokkuli.&#039;&#039;&lt;br /&gt;
Lydirceil: Unfortunately, even with the “Phantom Philleter,” there&#039;s no way for Gerolt to use the skills &#039;e&#039;s learned &#039;ere elsewhere.&lt;br /&gt;
Lydirceil: To make matters worse, the &#039;Ouse o&#039; Splendors is gonna start chargin&#039; &#039;im if &#039;e stays on the isle any longer.&lt;br /&gt;
Lydirceil: &#039;E&#039;d be better off leavin&#039; before accumulatin&#039; any more debt, but I guess &#039;e ain&#039;t ready to let go o&#039; them techniques so soon...&lt;br /&gt;
Lydirceil: Oh, before I forget, the Archive asked me to give ye this.&lt;br /&gt;
Lydirceil: That&#039;s a replica o&#039; the Phantom Philleter. Unlike the real thing, there ain&#039;t a smidgen o&#039; power in it—but it&#039;ll make a fine keepsake, I reckon.&lt;br /&gt;
Lydirceil: As for us lot, we&#039;ll be &#039;ere until the expedition leaves. Drop by if ye need to tinker with yer phantom weapons or get another one enhanced. Dodokkuli an&#039; Brigid&#039;ll be more than &#039;appy to &#039;elp.&lt;br /&gt;
Lydirceil: Take care o&#039; yerself!&lt;br /&gt;
-quest complete&lt;br /&gt;
-cutscene end&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;}}&lt;br /&gt;
[[Category:Has datamined dialogue]]&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=All_Too_Fleeting&amp;diff=1519731</id>
		<title>All Too Fleeting</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=All_Too_Fleeting&amp;diff=1519731"/>
		<updated>2026-08-03T11:47:36Z</updated>

		<summary type="html">&lt;p&gt;Hubry: /* Dialogue */ review dialogue&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quest infobox&lt;br /&gt;
| title = All Too Fleeting&lt;br /&gt;
| description = Lydirceil is planning a spot of revelry.&lt;br /&gt;
| image = all too fleeting1.png&lt;br /&gt;
| quest-giver = Lydirceil&lt;br /&gt;
| related-npcs = Archive; Brigid; Dodokkuli; Ermina; Expedition Metallurgist; Gerolt&lt;br /&gt;
| cutscene-npcs = &lt;br /&gt;
| location = Phantom Village&lt;br /&gt;
| location-x = 6.6&lt;br /&gt;
| location-y = 7.2&lt;br /&gt;
| type = feature&lt;br /&gt;
| journal-section = Sidequests&lt;br /&gt;
| journal-category = Weapon Enhancement Sidequests&lt;br /&gt;
| journal-genre = Phantom Weapons Quests&lt;br /&gt;
| event = &lt;br /&gt;
| sortkey = 35&lt;br /&gt;
| organization = &lt;br /&gt;
| class = &lt;br /&gt;
| job = &lt;br /&gt;
| category = &lt;br /&gt;
| level = 100&lt;br /&gt;
| quest-sync = &lt;br /&gt;
| req-quest = &lt;br /&gt;
| req-items = &lt;br /&gt;
| requirements = Any Disciple of War or Magic (excluding limited jobs)&lt;br /&gt;
| exp = 0&lt;br /&gt;
| gil = 966&lt;br /&gt;
| reward1 = 1 Phantom Philleter&lt;br /&gt;
| reputation-reward = &lt;br /&gt;
| unlocks = ach A Knife to Remember&lt;br /&gt;
| prev-quest = Final Phantasm&lt;br /&gt;
| next-quest = &lt;br /&gt;
| patch = 7.55&lt;br /&gt;
| id-edb = caadf563e53&lt;br /&gt;
| id-gt = 71042&lt;br /&gt;
}}&lt;br /&gt;
==Steps==&lt;br /&gt;
* Wait at the designated location.&lt;br /&gt;
* Speak with Lydirceil.&lt;br /&gt;
==Journal==&lt;br /&gt;
* Lydirceil is planning a spot of revelry.&lt;br /&gt;
&lt;br /&gt;
* To mark the expedition&#039;s conclusion and the completion of your phantom weapon, Lydirceil proposes a modest celebration. As Gerolt relishes the prospect of more reckless rum-drinking, and Dodokkuli envisions a slightly less rambunctious affair, Ermina strolls over, announcing that the House of Splendors will cover all expenses. Leaving you somewhat stunned by this display of generosity, she bids you wait while she makes the necessary preparations.&lt;br /&gt;
&lt;br /&gt;
* With the group gathered around an improvised table laden with food and drink, Ermina congratulates you on your endeavors, going on to reveal some unexpectedly fortuitous news: after all his hard work on the phantom weapon, Gerolt&#039;s debts are no more. Freed from his contractual obligations to the House of Splendors, the cantankerous weaponsmith rejoices in the thought of peddling his newly acquired techniques to anyone but Rowena. Alas, Ermina is quick to remind him of the unfortunate truth. Far from being a source of future income, Gerolt&#039;s new skills will be rendered useless the moment he leaves the isle—a fact corroborated by the Archive, somewhat worse for wear after a cup of rum too many. In his desperation, Gerolt seizes upon the idea of using the Phantom Philleter on himself, but soon comes to regret this utterance when the Archive turns on him, knife in shaking hand... Though you could happily watch the drunken tonberry chase Gerolt around the phantom village for hours on end, it seems Lydirceil would have a final word with you.&lt;br /&gt;
&lt;br /&gt;
* Lydirceil informs you that despite the Archive&#039;s best efforts, his knife was not capable of resolving Gerolt&#039;s problem. Unsurprisingly, the weaponsmith is truly crestfallen and plans to linger on the Occult Crescent—unwilling to relinquish his hard-won skills just yet. Reminding you that Dodokkuli and Brigid remain on hand to tend to your phantom weapon needs, Lydirceil presents you with a replica of the Phantom Philleter as a keepsake before bidding you a fond farewell.&lt;br /&gt;
==Related NPCs==&lt;br /&gt;
{{Related NPCs}}&lt;br /&gt;
==Dialogue==&lt;br /&gt;
{{Dialogue|&amp;lt;nowiki&amp;gt;&lt;br /&gt;
&amp;gt; If the player has not yet completed the required quest {{i|Wisdom&#039;s End}}&lt;br /&gt;
Gerolt: There I was, baskin&#039; in the glory o&#039; me greatest weaponsmithin&#039; achievement to date, an&#039; that bilge rat had to bring up me dire financial straits...&lt;br /&gt;
&lt;br /&gt;
Lydirceil: I reckon that phantom weapon&#039;ll come in handy while yer out there unravelin&#039; the isle&#039;s mysteries!&lt;br /&gt;
&lt;br /&gt;
System: To unlock this quest, you must complete the sidequest “Wisdom&#039;s End.”&lt;br /&gt;
---&lt;br /&gt;
-cutscene start&lt;br /&gt;
Lydirceil: Well, you an&#039; the rest o&#039; the expedition&#039;ve solved the isle&#039;s mysteries, an&#039; yer phantom weapon&#039;s in a state o&#039; true perfection.&lt;br /&gt;
Lydirceil: I thought we might &#039;old a celebration o&#039; sorts before we start packin&#039; up.&lt;br /&gt;
&lt;br /&gt;
Gerolt: Now yer talkin&#039;! I reckon we&#039;ve all earned ourselves a swig o&#039; the good stuff.&lt;br /&gt;
&lt;br /&gt;
Dodokkuli: After your near ceaseless imbibing, I&#039;d be surprised if there was any rum left at all...&lt;br /&gt;
Dodokkuli: Nevertheless, I should very much like to participate! As long as the carousing is kept to a respectful minimum, of course.&lt;br /&gt;
&lt;br /&gt;
Lydirceil: We can invite the Archive as well. By the sounds of it, the poor feller could use a distraction...&lt;br /&gt;
Lydirceil: Perfect opportunity to give &#039;im &#039;is knife back, too!&lt;br /&gt;
&lt;br /&gt;
Ermina: If you&#039;re planning a celebration, the House of Splendors will gladly provide the food and beverages.&lt;br /&gt;
Ermina: I too have been informed of Ketenramm&#039;s decision. While I lament having to abandon the priceless relics and mineral wealth we have uncovered, this expedition has been profitable in a less tangible sense...&lt;br /&gt;
Ermina: I am referring, of course, to Gerolt&#039;s return to form as an artisan. My employer is greatly encouraged by these developments, and has instructed me to provide proportionate...recompense.&lt;br /&gt;
&lt;br /&gt;
Gerolt: Heh! Surprisingly generous o&#039; the gil-pinchin&#039; harridan.&lt;br /&gt;
Gerolt: I say we drink up every last drop o&#039; rum on the island—that way the ship&#039;ll be lighter on the way back!&lt;br /&gt;
&lt;br /&gt;
Lydirceil: Sure ye don&#039;t want to save some for the return journey? Ye&#039;ll be complainin&#039; o&#039; thirst as soon as we weigh anchor!&lt;br /&gt;
&lt;br /&gt;
Ermina: Please wait here while I make the necessary arrangements.&lt;br /&gt;
-quest accepted&lt;br /&gt;
-cutscene end&lt;br /&gt;
&lt;br /&gt;
-optional start&lt;br /&gt;
Gerolt: Heh heh! Seems Rowena&#039;s finally affordin&#039; me the respect I deserve.&lt;br /&gt;
&lt;br /&gt;
Lydirceil: Despite bein&#039; shipped off to work on a remote island in the middle o&#039; Shades&#039; Triangle, Ermina&#039;s always calm an&#039; collected. She ain&#039;t yer average merchant, that&#039;s for bleedin&#039; well sure...&lt;br /&gt;
-optional end&lt;br /&gt;
&lt;br /&gt;
-cutscene start&lt;br /&gt;
Ermina: Allow me to commend your accomplishments upon the Occult Crescent—remarkable feats of artisanal prowess included.&lt;br /&gt;
Ermina: I also wish to take this opportunity to share some good news.&lt;br /&gt;
Ermina: Taking into account his phenomenal work on the phantom weaponry, by our calculations, Gerolt has paid off his debts in their entirety.&lt;br /&gt;
Ermina: All contractual obligations to the House of Splendors are hereby fulfilled. You are free to leave the island at your earliest convenience.&lt;br /&gt;
&lt;br /&gt;
Gerolt: I thought ye&#039;d saddle me with some ludicrous rate of interest to keep me toilin&#039; away forever.&lt;br /&gt;
Gerolt: I can finally leave this blasted rock behind!&lt;br /&gt;
&lt;br /&gt;
Ermina: Your return would be most welcome. After all, we have a myriad of opportunities for further employment.&lt;br /&gt;
&lt;br /&gt;
Gerolt: Listen. I&#039;ve acquired some o&#039; the finest smithin&#039; techniques known to mankind on this rock—me own bleedin&#039; hands are coursin&#039; with arcane power, for gods&#039; sake.&lt;br /&gt;
Gerolt: Punters&#039;ll be linin&#039; up just to catch a glimpse o&#039; me, let alone try an&#039; hire me! Yer daft if ye think I&#039;m ever workin&#039; for that wench again!&lt;br /&gt;
&lt;br /&gt;
Ermina: Is that so...?&lt;br /&gt;
Ermina: Are you sure circumstances will prove so favorable?&lt;br /&gt;
&lt;br /&gt;
Gerolt: Enough o&#039; this mealymouthed bollocks. What d&#039;ye mean?&lt;br /&gt;
&lt;br /&gt;
Ermina: Oh dear. I thought you were perfectly aware of the limitations of any knowledge acquired on these shores...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Archive, drunk and red on the face, starts talking.&#039;&#039;&lt;br /&gt;
Archive: Have you already forgotten? Then allow me to—&amp;amp;lt;hic&amp;amp;gt;—refresh your memory!&lt;br /&gt;
Archive: The techniques you have learned are all contingent on the isle&#039;s unique aetherial environment.&lt;br /&gt;
Archive: This applies to both the orbs necessary for aetheric infusion, &#039;&#039;and&#039;&#039; your hammer—enhanced as it is by means of aetheric conversion. The moment you leave the Occult Crescent, their power will—&amp;amp;lt;hic&amp;amp;gt;—dissipate entirely.&lt;br /&gt;
&lt;br /&gt;
Brigid: Nor will I be joining you on your onward journey. In fact, henceforth I shall only offer my services to the adventurer.&lt;br /&gt;
&lt;br /&gt;
Gerolt: No... There&#039;s got to be a solution! H-Here&#039;s what we&#039;ll do: we&#039;ll slice right through all that illusory aether an&#039; leave only me innate talents behind!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Archive turns back...&#039;&#039;&lt;br /&gt;
Archive: Hohoh. I thought you&#039;d never—&amp;amp;lt;hic&amp;amp;gt;—arrive at that conclusion...&lt;br /&gt;
&#039;&#039;and wields his Phantom Philleter.&#039;&#039;&lt;br /&gt;
Archive: I shall dispel the aetheric illusion wreathing your corporeal form!&lt;br /&gt;
Archive: Here I—&amp;amp;lt;hic&amp;amp;gt;—come!&lt;br /&gt;
&lt;br /&gt;
Gerolt: How much bloody rum have you had? Ye can&#039;t even hold yer knife steady!&lt;br /&gt;
&lt;br /&gt;
Archive: Have no fear, for I know all there is to know—including where to make a perfectly—&amp;amp;lt;hic&amp;amp;gt;—painless incision.&lt;br /&gt;
&lt;br /&gt;
Gerolt: Daft bastard! Ye ain&#039;t comin&#039; anywhere near me!&lt;br /&gt;
Gerolt: Oi, someone restrain the bleedin&#039; menace!&lt;br /&gt;
&#039;&#039;Gerolt runs away from the Archive chasing him, while the rest of the group laughs.&#039;&#039;&lt;br /&gt;
-cutscene end&lt;br /&gt;
-optional start&lt;br /&gt;
Gerolt: &amp;amp;lt;pant&amp;amp;gt; &amp;amp;lt;pant&amp;amp;gt; Managed to lose the crazed little bugger, but that scarperin&#039; around&#039;s sobered me right up... Waste o&#039; good rum, I tell ye... &amp;amp;lt;wheeze&amp;amp;gt;&lt;br /&gt;
-optional end&lt;br /&gt;
-cutscene start&lt;br /&gt;
Lydirceil: That was a good ol&#039; knees-up—until the Archive started brandishin&#039; &#039;is knife, that is... Speakin&#039; o&#039; which, I decided to keep &#039;old of it until we leave.&lt;br /&gt;
&#039;&#039;Gerolt is shown kneeling before Ermina and Dodokkuli.&#039;&#039;&lt;br /&gt;
Lydirceil: Unfortunately, even with the “Phantom Philleter,” there&#039;s no way for Gerolt to use the skills &#039;e&#039;s learned &#039;ere elsewhere.&lt;br /&gt;
Lydirceil: To make matters worse, the &#039;Ouse o&#039; Splendors is gonna start chargin&#039; &#039;im if &#039;e stays on the isle any longer.&lt;br /&gt;
Lydirceil: &#039;E&#039;d be better off leavin&#039; before accumulatin&#039; any more debt, but I guess &#039;e ain&#039;t ready to let go o&#039; them techniques so soon...&lt;br /&gt;
Lydirceil: Oh, before I forget, the Archive asked me to give ye this.&lt;br /&gt;
Lydirceil: That&#039;s a replica o&#039; the Phantom Philleter. Unlike the real thing, there ain&#039;t a smidgen o&#039; power in it—but it&#039;ll make a fine keepsake, I reckon.&lt;br /&gt;
Lydirceil: As for us lot, we&#039;ll be &#039;ere until the expedition leaves. Drop by if ye need to tinker with yer phantom weapons or get another one enhanced. Dodokkuli an&#039; Brigid&#039;ll be more than &#039;appy to &#039;elp.&lt;br /&gt;
Lydirceil: Take care o&#039; yerself!&lt;br /&gt;
-quest complete&lt;br /&gt;
-cutscene end&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;}}&lt;br /&gt;
[[Category:Has datamined dialogue]]&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Speed_Belt&amp;diff=1518059</id>
		<title>Speed Belt</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Speed_Belt&amp;diff=1518059"/>
		<updated>2026-07-29T19:07:24Z</updated>

		<summary type="html">&lt;p&gt;Hubry: fix the description text not matching game&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Retired&lt;br /&gt;
| patch = 6.0&lt;br /&gt;
| description1 = All belts were removed with the release of &#039;&#039;Endwalker&#039;&#039;. They can no longer be equipped and do not provide stats. &lt;br /&gt;
| description2 = The stats listed on this page are for historical purposes only. This item has functionally been replaced with {{item icon|Blitzring}}.&lt;br /&gt;
| nocategory = false&lt;br /&gt;
}}&lt;br /&gt;
{{Armor infobox&lt;br /&gt;
| name = Speed Belt&lt;br /&gt;
| icon = speed belt icon1.png&lt;br /&gt;
| requires = any&lt;br /&gt;
| type = waist&lt;br /&gt;
| level = 70&lt;br /&gt;
| ilvl = 300&lt;br /&gt;
| attributes = &lt;br /&gt;
| eureka-attributes = {{attribute increase|strength|102}}{{attribute increase|dexterity|102}}{{attribute increase|intelligence|102}}{{attribute increase|mind|102}}{{attribute increase|vitality|94}}{{attribute increase|haste|3}}&lt;br /&gt;
| defense = 323&lt;br /&gt;
| magic-defense = 323&lt;br /&gt;
| rarity = white&lt;br /&gt;
| flavor-text = Before becoming obsolete due to advancements in tailoring, belts such as this were used for holding up trousers and the like. This particular design, however, has retained some modicum of value, or so the Calamity salvagers appear to believe.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[Can be exchanged with Calamity salvagers for a blitzring.] &lt;br /&gt;
| value = 646&lt;br /&gt;
| repair = Leatherworker&lt;br /&gt;
| npc-repair = &lt;br /&gt;
| materia-slots = 0&lt;br /&gt;
| adv-melding = &lt;br /&gt;
| unique = &lt;br /&gt;
| untradable = y&lt;br /&gt;
| unsellable = &lt;br /&gt;
| market-prohibited = y&lt;br /&gt;
| convertible = y&lt;br /&gt;
| dyeable = &lt;br /&gt;
| projectable = &lt;br /&gt;
| desynthesizable = &lt;br /&gt;
| desynth-level = &lt;br /&gt;
| crest-worthy = &lt;br /&gt;
| storable = &lt;br /&gt;
| patch = 4.36&lt;br /&gt;
| release = stormblood&lt;br /&gt;
| id-edb = 90238c82c04&lt;br /&gt;
| id-gt = 23219&lt;br /&gt;
}} __NOTOC__&lt;br /&gt;
==Acquisition==&lt;br /&gt;
==={{i|The Forbidden Land, Eureka Pagos}}===&lt;br /&gt;
* {{i|Morte Arthro}}&lt;br /&gt;
&lt;br /&gt;
==Used For==&lt;br /&gt;
===Exchange===&lt;br /&gt;
{{vendor table|showCostText=true|currency={{PAGENAME}}}}&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Special_Attribute&amp;diff=1518057</id>
		<title>Special Attribute</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Special_Attribute&amp;diff=1518057"/>
		<updated>2026-07-29T19:03:24Z</updated>

		<summary type="html">&lt;p&gt;Hubry: /* Equipment */ phantom vision armor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Special Attribute&#039;&#039;&#039; is an [[attribute]] that increases the damage potency of [[Phantom Job]] actions within {{i|Occult Crescent}} [[field operation]] zones. It is granted by equipping [[Arcanaut&#039;s Armor]]. The total Special Attribute the player has is not displayed in the attributes window.&lt;br /&gt;
&lt;br /&gt;
Each point of Special Attribute provides a 1% additive increase in Phantom Job action damage.&amp;lt;ref&amp;gt;https://old.reddit.com/r/ffxivdiscussion/comments/1l2orua/the_hopefully_definitive_guide_to_occult_crescent/&amp;lt;/ref&amp;gt; This attribute does not interact with non-damaging effects of Phantom Job actions.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
*[[Arcanaut&#039;s Armor]] (+1 per piece)&lt;br /&gt;
*[[Arcanaut&#039;s Armor +1]] (+2 per piece)&lt;br /&gt;
*[[Arcanaut&#039;s Armor +2]] (+3 per piece)&lt;br /&gt;
*[[Phantom Vision Armor]] (+1 per piece)&lt;br /&gt;
*[[Phantom Vision Armor +1]] (+2 per piece)&lt;br /&gt;
*[[Phantom Vision Armor +2]] (+3 per piece)&lt;br /&gt;
*[[Phantom Vision Armor +3]] (+4 per piece)&lt;br /&gt;
*[[Occult Accessories]] (+1 per piece excluding the deep rings)&lt;br /&gt;
:Set bonus from equipping all 5 accessories in a set: +2&lt;br /&gt;
&lt;br /&gt;
Maximum Special Attribute granted by gear: +21&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references&amp;gt;&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{attributes}}&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Prime_Collectables&amp;diff=1512293</id>
		<title>Prime Collectables</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Prime_Collectables&amp;diff=1512293"/>
		<updated>2026-07-23T18:25:55Z</updated>

		<summary type="html">&lt;p&gt;Hubry: /* Prime Reduction Items */ poor Phyllinos got forgotten (also swap order on that tier for consistency)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Prime Collectables1.png|300px|right]]&lt;br /&gt;
[[File:Prime Collectables2.png|300px|right]]&lt;br /&gt;
[[Prime Collectables]] were first introduced in [[Patch 6.2]] and can be collected by {{BTN}} [[Botanist]] and {{MIN}} [[Miner]]. Prime collectable items that have reached maximum collectability will, on occasion, become sublime collectables when gathered. A higher gathering rate increases your chances of a prime collectable becoming sublime. {{FSH}} [[Fisher]] does not use the mechanic, but it still has related items for use in {{action icon|Aetherial Reduction}}.&lt;br /&gt;
&lt;br /&gt;
=={{action icon|Aetherial Reduction|size=big}} of Prime Collectables==&lt;br /&gt;
[[File:Prime Collectables3.png|300px|right]]&lt;br /&gt;
Prime collectable items that have reached maximum collectability have a chance of yielding exceedingly rare items from {{action icon|Aetherial Reduction}}. When using sublime collectables, you are guaranteed to receive these rare items. They are exclusively used in recipes from [[File:Island Sanctuary icon.png|link=Island Sanctuary|20px]] [[Island Sanctuary]].&lt;br /&gt;
&lt;br /&gt;
==Prime Reduction Items==&lt;br /&gt;
{| {{STDT|sortable gathering-role align-left}}&lt;br /&gt;
! Class !! Gather Level !! Item !! Result !! Elemental Aspect&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; align=center | &#039;&#039;&#039;Endwalker&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| {{Miner || }} Miner || 90★★ || {{item icon|Prime Siderite}}→{{item icon|Sublime Siderite}} || {{item icon|Igneous Glioaether}} || {{item icon|Earth Crystal}} {{item icon|Earth Cluster}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Botanist || }} Botanist || 90★★ || {{item icon|Prime Crystalbloom}}→{{item icon|Sublime Crystalbloom}} || {{item icon|Verdurous Glioaether}} || {{item icon|Wind Crystal}} {{item icon|Wind Cluster}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Fisher || }} Fisher || 90★★ || {{item icon|Mayashell}} || {{item icon|Aqueous Glioaether}} || {{item icon|Ice Crystal}} {{item icon|Ice Cluster}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Miner || }} Miner || 90★★★ || {{item icon|Prime Achondrite}}→{{item icon|Sublime Achondrite}} || {{item icon|Pure Igneous Glioaether}} || {{item icon|Lightning Crystal}} {{item icon|Lightning Cluster}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Botanist || }} Botanist || 90★★★ || {{item icon|Prime Sphongos}}→{{item icon|Sublime Sphongos}} || {{item icon|Pure Verdurous Glioaether}} || {{item icon|Water Crystal}} {{item icon|Water Cluster}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Fisher || }} Fisher || 90★★★ || {{item icon|Phyllinos}} || {{item icon|Pure Aqueous Glioaether}} || {{item icon|Ice Crystal}} {{item icon|Ice Cluster}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Miner || }} Miner || 90★★★ || {{item icon|Prime Chloroschist}}→{{item icon|Sublime Chloroschist}} || {{item icon|Concentrated Verdurous Glioaether}} || {{item icon|Water Crystal}} {{item icon|Water Cluster}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Botanist || }} Botanist || 90★★★ || {{item icon|Prime Haritaki}}→{{item icon|Sublime Haritaki}} || {{item icon|Concentrated Igneous Glioaether}} || {{item icon|Fire Crystal}} {{item icon|Fire Cluster}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Fisher || }} Fisher || 90★★★ || {{item icon|The Fury&#039;s Aegis}} || {{item icon|Concentrated Aqueous Glioaether}} || {{item icon|Ice Crystal}} {{item icon|Ice Cluster}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Miner || }} Miner || 90★★★★ || {{item icon|Prime Fossilized Dragon&#039;s Scale}}→{{item icon|Sublime Fossilized Dragon&#039;s Scale}} || {{item icon|Potent Verdurous Glioaether}} || {{item icon|Wind Crystal}} {{item icon|Wind Cluster}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Botanist || }} Botanist || 90★★★★ || {{item icon|Prime Kukuru Beans}}→{{item icon|Sublime Kukuru Beans}} || {{item icon|Potent Igneous Glioaether}} || {{item icon|Wind Crystal}} {{item icon|Wind Cluster}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Fisher || }} Fisher || 90★★★★ || {{item icon|Stargilt Lobster}} || {{item icon|Potent Aqueous Glioaether}} || {{item icon|Ice Crystal}} {{item icon|Ice Cluster}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*{{patch|6.2}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch 6.2 Features]] [[Category:Patch 6.3 Features]] [[Category:Patch 6.4 Features]] [[Category:Patch 6.5 Features]]&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Another_Interstellar_Field_Trip&amp;diff=1478794</id>
		<title>Another Interstellar Field Trip</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Another_Interstellar_Field_Trip&amp;diff=1478794"/>
		<updated>2026-07-05T14:37:49Z</updated>

		<summary type="html">&lt;p&gt;Hubry: /* Dialogue */ review dialogue&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quest infobox&lt;br /&gt;
| title = Another Interstellar Field Trip&lt;br /&gt;
| description = Theorizingway is eager to meet more erudite guests.&lt;br /&gt;
| image = another interstellar field trip1.png&lt;br /&gt;
| quest-giver = Theorizingway&lt;br /&gt;
| related-npcs = Hinageshi; Jude; Mumukko; Rurusha; Searchingway&lt;br /&gt;
| cutscene-npcs = &lt;br /&gt;
| location = Auxesia&lt;br /&gt;
| location-x = 27.5&lt;br /&gt;
| location-y = 28.0&lt;br /&gt;
| type = quest&lt;br /&gt;
| journal-section = Sidequests&lt;br /&gt;
| journal-category = Records of Unusual Endeavors Quests&lt;br /&gt;
| journal-genre = Cosmic Exploration Sidequests&lt;br /&gt;
| sortkey = 504&lt;br /&gt;
| organization = &lt;br /&gt;
| class = &lt;br /&gt;
| job = &lt;br /&gt;
| category = &lt;br /&gt;
| level = 10&lt;br /&gt;
| quest-sync = &lt;br /&gt;
| req-quest = &lt;br /&gt;
| req-items = &lt;br /&gt;
| requirements = Disciples of the Land or Hand&lt;br /&gt;
| exp = 0&lt;br /&gt;
| gil = 225&lt;br /&gt;
| reputation-reward = &lt;br /&gt;
| unlocks = &lt;br /&gt;
| prev-quest = The Songs of Distant Trees, An Interstellar Field Trip&lt;br /&gt;
| next-quest = &lt;br /&gt;
| patch = 7.51&lt;br /&gt;
| id-edb = 300bb660bc0&lt;br /&gt;
| id-gt = 71025&lt;br /&gt;
}}&lt;br /&gt;
==Steps==&lt;br /&gt;
* Speak with Jude near the Rooting Towerling.&lt;br /&gt;
* Speak with Hinageshi in New Growth City.&lt;br /&gt;
* Speak with Theorizingway in the Timberlodge.&lt;br /&gt;
==Journal==&lt;br /&gt;
* Theorizingway is eager to meet more erudite guests.&lt;br /&gt;
&lt;br /&gt;
* Theorizingway has sent out fresh invitations to Studium members who were regrettably unable to attend the previous field trip. Together, the two of you welcome Rurusha, Jude, and Hinageshi to the Timberlodge, each of them modest contributors to the Cosmic Exploration Initiative. Though theirs is an independent tour, you are nevertheless requested to keep an eye on them and answer questions as they arise.&lt;br /&gt;
&lt;br /&gt;
* The tour&#039;s first destination is the Rooting Towerling. Having studied the ambient aether of a fair few destination candidates during his time assisting with the Phaenna Stellascope, Jude has a strong interest in the confluence the tower serves to generate. Rurusha, too, is impressed—both that the forces of nature were so expertly manipulated to suit a civilization&#039;s own ends, and that her contributed technology has gone on to analyze ruins on Auxesia as well as Oizys.&lt;br /&gt;
&lt;br /&gt;
* The tour heads next to New Growth City, where Hinageshi is keen to examine Auxesia through an anthropological lens. Based on the style of architecture, particularly the resin glass windows evocative of greenhouses, she identifies the region as an erstwhile residential district. Yet though their fields may differ, Rurusha and Jude are no less impassioned to pursue their own angles of investigation. It seems someone must inform Theorizingway that the tour will continue a while longer. &lt;br /&gt;
&lt;br /&gt;
* Rurusha, Jude, and Hinageshi return to the Timberlodge with full many thoughts regarding Auxesia. It wasn&#039;t until she arrived that Rurusha fully grasped the city&#039;s magnitude, but as she explains it, the inspired feelings of awe and wonder have made her feel like a fledgling researcher all over again. Hinageshi, too, is grateful to have had this experience, as she suspects there could be many and more civilizations lurking just under the surface of the ruins, and the thought is an energizing one for her future research. As for Jude, he expresses his amazement at setting foot upon a star he personally helped to locate. His mind turns to the possibility of similar stars with slumbering populations, and it is a newfound appreciation for that passion toward the unknown which he shall take home with him. The field of interstellar studies has come a long way, and so Rurusha proposes a meeting with Debroye and Professor T&#039;laqa to discuss the potential of a new faculty at the Studium—one which will surely attract eager academics from every subject under the sun.&lt;br /&gt;
==Related NPCs==&lt;br /&gt;
{{Related NPCs}}&lt;br /&gt;
==Dialogue==&lt;br /&gt;
{{Dialogue|&amp;lt;nowiki&amp;gt;&lt;br /&gt;
===Accepting the quest===&lt;br /&gt;
Theorizingway: Ah, if it isn&#039;t young [Forename]! Recall you the visitation of certain Studium members back on Oizys?&lt;br /&gt;
Theorizingway: In light of the initiative&#039;s progress, I&#039;ve cleverly deduced that a tour of Auxesia shall offer enhanced educational value.&lt;br /&gt;
Theorizingway: And since everyone but me is woefully behind the times, I don&#039;t doubt they&#039;ll wish to hear of your exploratory exploits as well.&lt;br /&gt;
Theorizingway: Thus, I&#039;ve seen fit to send invitations anew to all those previously unable to attend. Would you receive them with me?&lt;br /&gt;
&lt;br /&gt;
-cutscene start&lt;br /&gt;
Rurusha: Hello there, Theorizingway—and [Forename] as well! Thank you ever so much for the kind invitation.&lt;br /&gt;
Rurusha: Interstellar studies has opened many a new door, you see. After decades of digging in the earth, any archaeologist would jump at the chance to soar amid the stars. &lt;br /&gt;
Rurusha: We may not assist the initiative directly, but if what dear Qih Aliapoh relayed to me is any indication, I expect this tour to be no less valuable than the last.&lt;br /&gt;
Rurusha: To that end, I&#039;ve brought these two along with me!&lt;br /&gt;
&lt;br /&gt;
Jude: We meet again, [Forename]! In recognition of my starlens research, I was recruited to the Phaenna Stellascope analysis team alongside Jeromere.&lt;br /&gt;
Jude: ...As aides to the &#039;&#039;actual&#039;&#039; researchers, mind. Even so, it was an honor to witness the discovery of a new star.&lt;br /&gt;
Jude: And now I&#039;ve personally set foot upon it... While my partner in astronomy holds the fort back home, I intend to learn as much as I can!&lt;br /&gt;
&lt;br /&gt;
Hinageshi: It&#039;s good to see you again, [Forename]. When I heard tell of an interstellar city, I never imagined something so well preserved!&lt;br /&gt;
Hinageshi: Dylise&#039;s many accomplishments, however, come as less of a surprise. When we studied anthropology together, she was always relentless.&lt;br /&gt;
Hinageshi: Speaking of which, Professor Tankin expects a full report of the tour—not that he needed to ask. As if I would return with naught but a bouquet of xeno-roses! But do tell if you&#039;ve seen any particularly charming flora...&lt;br /&gt;
&lt;br /&gt;
Theorizingway: In my infinite wisdom, I&#039;ve already seen to the necessary arrangements. Professor Rurusha, you are free to guide your group as you see fit.&lt;br /&gt;
Theorizingway: However, few have greater firsthand experience in the field than our very own [Forename] [Surname].&lt;br /&gt;
Theorizingway: Might you reprise your role as tour supervisor and provider of personal anecdotes?&lt;br /&gt;
&lt;br /&gt;
Hinageshi: Oh, please do. You&#039;ve doubtless learned much of Auxesian civilization that will be of use in contextualizing our discoveries.&lt;br /&gt;
&lt;br /&gt;
Jude: As they excelled in matters arcane, I suspect their technology may offer inspiration for my research. Let&#039;s begin at the Rooting Towerling, shall we?&lt;br /&gt;
-quest accepted&lt;br /&gt;
-cutscene end&lt;br /&gt;
===Speak with Jude near the Rooting Towerling.===&lt;br /&gt;
-optional start&lt;br /&gt;
Theorizingway: Our Studium guests have departed for the Rooting Towerling. Go and attend to their questions while I contemplate matters of greater import.&lt;br /&gt;
&lt;br /&gt;
Hinageshi: So the whole thing is one giant control terminal? Goodness, where do I start...?&lt;br /&gt;
&lt;br /&gt;
Rurusha: I hear Auxesia was buried in greenery before the crew came. Arduous though it must have been, it warms an old woman&#039;s heart to see such meticulous restoration.&lt;br /&gt;
-optional end&lt;br /&gt;
&lt;br /&gt;
Jude: You know, [Forename], what interests me most about Auxesia is its aetheric control system.&lt;br /&gt;
Jude: While assisting the Stellascope team, Jeromere and I made practical use of our starlens to analyze the ambient aether of each candidate.&lt;br /&gt;
Jude: In so doing, we learned which specific traits denoted suitability for exploration. In that regard, even static images made apparent that Oizys was unique.&lt;br /&gt;
Jude: But Auxesia&#039;s is the strongest signature by far. And I daresay that the central mechanism controlling the flow of all that aether throughout the city is none other than this tree—er, tower?&lt;br /&gt;
&lt;br /&gt;
Question: What will you say?&lt;br /&gt;
&lt;br /&gt;
&amp;gt; Tree and tower all in one. That&#039;s the beauty of arcane manipulation.&lt;br /&gt;
&amp;gt; It&#039;s a pillar of the trunk network spanning the star.&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Jude: To think this landmark was carefully cultivated to engineer an aetheric confluence...and on so great a scale as to be visible from another star!&lt;br /&gt;
&lt;br /&gt;
Rurusha: That is precisely what I find so fascinating about the Nagylvi. They harnessed the forces of nature itself to build and operate their self-sustaining city!&lt;br /&gt;
Rurusha: Professor Namono and I thought to contribute decryption technology based on the aetherial conversion processes we observed in working with the [[Golden Dhyata]].&lt;br /&gt;
Rurusha: Thus far I hear it&#039;s been used to analyze information obtained from ancient ruins upon Auxesia and Oizys both. Quite the novel application.&lt;br /&gt;
Rurusha: If we could interpret messages not only from the inhabitants but the very star itself, the initiative would make bountiful strides!&lt;br /&gt;
&lt;br /&gt;
Jude: Indeed, I&#039;m honored beyond words that our individual research efforts have contributed so much!&lt;br /&gt;
&lt;br /&gt;
Hinageshi: Next, what say we take a stroll through New Growth City? I should like to conduct a thorough examination from an anthropologist&#039;s perspective!&lt;br /&gt;
&lt;br /&gt;
===Speak with Hinageshi in New Growth City.===&lt;br /&gt;
&lt;br /&gt;
-optional start&lt;br /&gt;
Theorizingway: I hear the Studium visitors have moved on to New Growth City. You &#039;&#039;are&#039;&#039; keeping an eye on them, yes?&lt;br /&gt;
&lt;br /&gt;
Jude: Judging from the structures, this civilization was perhaps more advanced than even our own! Oh, Jeromere, the professor was heartless to keep you...&lt;br /&gt;
&lt;br /&gt;
Rurusha: This city is remarkably well preserved, given it lay dormant for so many thousands of years. How I wish Boric were here to see it!&lt;br /&gt;
-optional end&lt;br /&gt;
&lt;br /&gt;
Hinageshi: Wait, don&#039;t tell me. I believe I&#039;ve ascertained the purpose of this place at a single glance.&lt;br /&gt;
Hinageshi: The stark difference in architectural design, as well as the distance from the central facilities, indicates that this was once the residential district!&lt;br /&gt;
Hinageshi: Specifically the resemblance to greenhouses, afforded by the resin glass windows, makes abundantly clear that this region was reserved for relaxation.&lt;br /&gt;
Hinageshi: As for the cultural implications of these relics, I must remember to ask Dylise for her thoughts... Oooh, my curiosity is positively piqued!&lt;br /&gt;
Hinageshi: Come now, [Forename]. Lest you forget, my heart beats not only for the professor, but by dint of a love for anthropology that well predates our association.&lt;br /&gt;
&lt;br /&gt;
Rurusha: Ho ho! It&#039;s only natural for a scholar&#039;s passions to ignite in the field. I daresay this tour has brought out the very best in our dear Hinageshi...and perhaps myself.&lt;br /&gt;
Rurusha: Indeed, ruins like these are where the sister fields of archaeology and anthropology come together. As the interiors appear intact, I should like to establish a detailed chronology...&lt;br /&gt;
&lt;br /&gt;
Jude: Ah, but astronomy has a part to play as well! How did the city&#039;s aether circuitry serve its people? If only Jeromere were here to offer his informed opinion...&lt;br /&gt;
&lt;br /&gt;
Hinageshi: Doubtless there will be further opportunities for him. Upon our return to the Studium, Professor Tankin and I will endeavor to reproduce the most significant elements of the Nagylvi&#039;s heritage.&lt;br /&gt;
&lt;br /&gt;
Rurusha: Until then, we&#039;ve much and more to examine. [Forename], will you inform Theorizingway that we&#039;ll report back once we&#039;ve finished?&lt;br /&gt;
===Speak with Theorizingway in the Timberlodge.===&lt;br /&gt;
-optional start&lt;br /&gt;
Rurusha: I know Theorizingway is expecting us, but we shall need a bit more time to document everything. Do let them know we won&#039;t be long.&lt;br /&gt;
&lt;br /&gt;
Hinageshi: Were Professor Tankin not preparing for a conference, I would have liked to hear his thoughts on this...&lt;br /&gt;
Hinageshi: On the bright side, the heart-shaped plant I found will make the perfect gift—I mean, research specimen!&lt;br /&gt;
&lt;br /&gt;
Jude: I dabble in archaeology and anthropology myself, but my studies stand to benefit from the perspectives of proper experts. Even Jeromere will be jealous!&lt;br /&gt;
-optional end&lt;br /&gt;
&lt;br /&gt;
Theorizingway: Ah, [Forename]. The tour continues, I presume? Then let us await their return.&lt;br /&gt;
-cutscene start&lt;br /&gt;
Theorizingway: Welcome back, everyone! Tell me, how do you find Auxesia?&lt;br /&gt;
&lt;br /&gt;
Rurusha: Oh, it&#039;s been fascinating—the sheer scale of the city! Those Stellascope images didn&#039;t do it justice!&lt;br /&gt;
Rurusha: But here and now, with every small step I take, it feels as though I can hear the footsteps of ages past. &lt;br /&gt;
Rurusha: Such sentiments are the bedrock for a fledgling researcher&#039;s first foray into archaeology, and indeed a welcome reminder of my own halcyon days.&lt;br /&gt;
&lt;br /&gt;
Hinageshi: Likewise, though the Faculty of Anthropology has played only an assisting role in Dylise&#039;s work, I&#039;m no less grateful for this opportunity.&lt;br /&gt;
Hinageshi: Doubtless these ruins are but a fraction of the star&#039;s history. From what we&#039;ve seen on Etheirys, countless more civilizations could be buried underneath!&lt;br /&gt;
Hinageshi: Suffice to say I shall return to my research refreshed and renewed—so much so, poor Professor Tankin may not even recognize me!&lt;br /&gt;
&lt;br /&gt;
Jude: As for me...though I previously journeyed as far as Phaenna, &#039;tis surreal nevertheless to stand upon a star I myself played a small part in discovering.&lt;br /&gt;
Jude: And when I look at the night sky, I think...there could be more civilizations like the Nagylvi out there.&lt;br /&gt;
Jude: This visit has opened my eyes to what matters most for my research: a yearning for what lies beyond the firmament. I promise, I won&#039;t soon forget it!&lt;br /&gt;
&lt;br /&gt;
Theorizingway: Good, good! Nothing pleases me more than to hear your excursion has been fruitful.&lt;br /&gt;
Theorizingway: With each new star explored, the field of interstellar studies has made leaps and bounds.&lt;br /&gt;
Theorizingway: Yet it will surely have need of capable researchers like young Jude here to develop its true potential!&lt;br /&gt;
&lt;br /&gt;
Rurusha: Then it sounds like we ought to meet with Debroye and Professor T&#039;laqa and discuss establishing an office for a new Faculty of Cosmology.&lt;br /&gt;
&lt;br /&gt;
Jude: That sounds magnificent! I imagine such an exciting new discipline will draw scholars from all different fields—my own especially!&lt;br /&gt;
&lt;br /&gt;
Hinageshi: Yearning for the great beyond has ever been a romantic&#039;s purview. And that is a conviction both Professor Tankin and I share.&lt;br /&gt;
&lt;br /&gt;
Searchingway: Well, if it isn&#039;t my friends Hinageshi, Jude, and Professor Rurusha! Have you been enjoying the sights here on Auxesia?&lt;br /&gt;
&lt;br /&gt;
Rurusha: Ah, Searchingway! It&#039;s been far too long, my dear!&lt;br /&gt;
&lt;br /&gt;
Hinageshi: That reminds me—Qih Aliapoh mentioned the vital importance of touching a Loporrit&#039;s ears at least once for posterity! If you don&#039;t mind...&lt;br /&gt;
&lt;br /&gt;
Searchingway: Since when were my ears part of the hands-on experience!?&lt;br /&gt;
-quest complete&lt;br /&gt;
-cutscene end&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;}}&lt;br /&gt;
[[Category:Has datamined dialogue]]&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Forked_Tower:_Blood&amp;diff=1389605</id>
		<title>The Forked Tower: Blood</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Forked_Tower:_Blood&amp;diff=1389605"/>
		<updated>2026-06-24T23:27:20Z</updated>

		<summary type="html">&lt;p&gt;Hubry: /* Recommended Jobs */ remove note about quickstep because that was fixed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|The Forked Tower: Magic|The Forked Tower: Magic (Extreme)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| description = An ominous tower looms on the horizon of the isle&#039;s south horn, twisted spires shimmering in the haze. What revelations await within its uppermost chambers?&lt;br /&gt;
| alt-description = &lt;br /&gt;
| image = Occult_Crescent4.jpg&lt;br /&gt;
| icon = occult_crescent_icon1.png&lt;br /&gt;
| type = Field Operation&lt;br /&gt;
| level = 100&lt;br /&gt;
| level-sync = 100&lt;br /&gt;
| ilvl = 690&lt;br /&gt;
| ilvl-sync = 700&lt;br /&gt;
| knowledge-level = 20&lt;br /&gt;
| size = 24-48man&lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| unsync = n&lt;br /&gt;
| time-limit = 30&lt;br /&gt;
| extensions = true&lt;br /&gt;
| region = ???&lt;br /&gt;
| location = Tower of Blood&lt;br /&gt;
| req-quest = Past and Crescent&lt;br /&gt;
| entrance = The Occult Crescent: South Horn&lt;br /&gt;
| entrance-coordinates = 22.7, 21.5&lt;br /&gt;
| tomestones = 80 {{tomestone/uncapped-text-short}} + 40 {{tomestone/capped-text-short}}&lt;br /&gt;
| patch = 7.25&lt;br /&gt;
| release = dawntrail&lt;br /&gt;
}} Instead of being a separate instance, it exists within {{i|Occult Crescent: South Horn}}. Similar to {{i|The Baldesion Arsenal}} and {{i|Delubrum Reginae (Savage)}}, Forked Tower is designed to be a high-end duty that requires group coordination and the use of specific [[Phantom Job|phantom job]] actions to complete.&lt;br /&gt;
&lt;br /&gt;
This duty is considered a [[Critical Encounter]] and will count towards achievements involving those.&lt;br /&gt;
==Participation==&lt;br /&gt;
The required degree of coordination and large raid size makes this raid impractical to recruit for solely through [[Party Finder]] or other in-game methods. Thus, in North American and European data centers, the most popular way of completing this content is through premade groups organized through various player-run [https://docs.google.com/spreadsheets/d/10qnOxc4FsbMKNVaezwTBDlUXEjclXsFiScXvaJVQvDw/edit?gid=395886512#gid=395886512 Discord servers]. Each server has its own specific rules and organizational methods.&lt;br /&gt;
&lt;br /&gt;
==Requirements &amp;amp; Entrance==&lt;br /&gt;
[[File:Cipher Reliquary.png|300px|right|thumb|Cipher reliquaries.]]&lt;br /&gt;
Players must purchase {{item icon|Sanguine Cipher}}s from the [[Expedition Antiquarian]] {{convert coordinate|38.1, 7.0}} for {{enlightenment silver piece|200}} or {{enlightenment gold piece|320}}. When at least 24 different players use the ciphers at a cipher reliquary {{convert coordinate|22.5, 21.4}} by the Solitary Pavilion landmark during {{weather icon|auroral mirages}} [[Auroral Mirages]] weather, an aetherial node will activate, teleporting them to within the tower after a brief period. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All players must contribute at least one cipher to be eligible to enter the duty.&#039;&#039;&#039; Players must have also have a [[Knowledge Level]] of 20 to enter.&lt;br /&gt;
&lt;br /&gt;
Spawn conditions for the auroral mirages weather are as follows:&lt;br /&gt;
*There are at least 24 players in the South Horn instance with knowledge level 20 and have unlocked the tower by making sufficient progress in {{i|Past and Crescent}}.&lt;br /&gt;
*In a newly spawned (fresh) instance, the weather will appear after 5 minutes if the above condition is met.&lt;br /&gt;
**The timer can be reduced as explained below.&lt;br /&gt;
*Afterwards, the weather will respawn on a hidden 60 minute timer.&lt;br /&gt;
**The timer starts when there is no Forked Tower in the instance currently ongoing (indicated by the lack of the {{status effect|debuff|File:Forked Tower icon.png}} tower icon in the minimap).&lt;br /&gt;
**The timer is reduced by 5 minutes for each successful completion of a Critical Encounter.&lt;br /&gt;
**The timer is reduced by 1 minute for each successful completion of a FATE.&lt;br /&gt;
&lt;br /&gt;
When both the player count/progression requirement is met, the timer expires, and any ongoing Critical Encounters conclude, the auroral mirages weather will appear.&lt;br /&gt;
&lt;br /&gt;
The weather will last for approximately 5 minutes.&lt;br /&gt;
&lt;br /&gt;
Up to 48 players may join the instance. If there are more than 48 players standing in the aetherial node, players will be randomly selected for teleportation, which will be indicated by the {{status effect|debuff|File:Right of entry forked tower icon.png}} &#039;&#039;&#039;Right of Entry: The Forked Tower&#039;&#039;&#039; status. Players who used more ciphers will have a higher chance of being selected. &lt;br /&gt;
*Note: This &amp;quot;overbooking&amp;quot; is generally not an issue because nearly all runs of this raid are from pre-made alliances, who have exclusive access to the South Horn instance until the tower activates.&lt;br /&gt;
&lt;br /&gt;
If the player is not selected to enter or if the tower does not activate because fewer than 24 players used ciphers, all players will be refunded their cipher(s).&lt;br /&gt;
&lt;br /&gt;
Unlike standard content, players cannot be resurrected by normal means will have 3 non-replenishable stacks of the debuff {{status effect|debuff|File:Resurrection restricted icon1.png}} &#039;&#039;&#039;Resurrection Restricted&#039;&#039;&#039;. Defeated players may only be resurrected by {{action icon|Revive}} from {{phantom job|chemist|name=y}} or level 3 healer [[Limit Break|limit breaks]]. Each time they are revived, they will lose one stack. When a player has no more stacks remaining, they will receive the {{status effect|debuff|File:Resurrection denied icon.png}} &#039;&#039;&#039;Resurrection Denied&#039;&#039;&#039; status, preventing resurrection by any means and must therefore leave the raid if they die again.&lt;br /&gt;
*There is a bug where players who are revived by a healer limit break when they have a pending resurrection from a chemist will lose 2 stacks.&lt;br /&gt;
&lt;br /&gt;
Players may only swap their [[job]] or [[phantom job]] in the starting room of the raid. Once they leave the room, they will be given the {{status effect|debuff|File:Duties as assigned icon.png}} &#039;&#039;&#039;Duties as Assigned&#039;&#039;&#039; status and be unable to swap their job or phantom job.&lt;br /&gt;
&lt;br /&gt;
==Party Functions==&lt;br /&gt;
Most raid groups will typically form six parties of up to eight players each outside the raid. The specific role composition per party is flexible, but each party should contain at least one tank and one healer. The [[Party Finder]] recruitment for this raid is listed as the 48-player option for the Occult Crescent: South Horn.&lt;br /&gt;
&lt;br /&gt;
Players are usually separated into three &amp;quot;letter&amp;quot; parties (A, B, C) and three &amp;quot;number&amp;quot; parties (1, 2, 3). Alliances D, E, F in the Party Finder UI correspond to the number groups. This separation is used for multiple points in the raid that require players to split into two groups. Players may freely leave, (re)join, disband, and reform parties while inside the raid.&lt;br /&gt;
&lt;br /&gt;
===Waymarks, Ready Checks, and Countdowns===&lt;br /&gt;
Waymarks, ready checks, and countdowns are only visible in the player&#039;s individual party and are not shared by the entire raid. Each party may designate a party leader who is responsible for placing waymarks and conducting ready checks, but anyone in the party is usually free to contribute.&lt;br /&gt;
&lt;br /&gt;
As of [[patch 7.5]], waymarks can be saved and loaded in the in-game waymark preset feature. A common set of waymarks should be shared for the entire raid group to ensure everyone is on the same page. Waymarks do not need to be placed precisely, with the exception of the last boss to facilitate a common strategy (&amp;quot;BAP Daggers&amp;quot;) used for it. In this strategy, each party will use a different set of waymarks.&lt;br /&gt;
&lt;br /&gt;
After ready checks are conducted, they are often communicated to the rest of the raid via the /yell chat to show that the party is ready.&lt;br /&gt;
&lt;br /&gt;
In place of countdowns, the raid leader will usually designate boss pull times based on the Forked Tower duty timer, which is shared by all raid members. For example, a pull time of &amp;quot;30:00&amp;quot; means that the boss will be pulled at 30:00 left on the timer.&lt;br /&gt;
&lt;br /&gt;
==Phantom Job Requirements==&lt;br /&gt;
Specific [[phantom jobs]] are mandatory to clear the raid. As there is no effective in-game functionality for coordinating phantom job compositions, this is often done through external spreadsheets such as [https://docs.google.com/spreadsheets/d/1rHk6atBDxOK6BkNIABTzNl5Xt-43R0Y6dRsovaRFapQ/edit this]. All players should be maximum level on the phantom job they wish to use for the raid.&lt;br /&gt;
&lt;br /&gt;
With the addition of new phantom jobs in [[patch 7.5|patch 7.5x]], it is likely that the current requirements and recommendations may change in the future.&lt;br /&gt;
&lt;br /&gt;
===Mandatory Jobs===&lt;br /&gt;
{| {{STDT|mech1 align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Phantom Job !! Number Required !! Responsibilities&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|thief|name=y}}&lt;br /&gt;
| 2 (1 per side)&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Trap Detection}} reveals hidden explosive traps and passages that are present in areas between boss encounters.&lt;br /&gt;
** Raid leads may opt for detecting all traps with {{action icon|Occult Falcon}} instead.&lt;br /&gt;
* The {{action icon|Lockpicker}} trait allows thieves to open locked doors to allow the party to progress and receive bonus loot.&lt;br /&gt;
* {{action icon|Pilfer Weapon}} removes a buff from the [[Guardian Weapon]] enemy, preventing it from instantly killing nearby players.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|geomancer|name=y}}&lt;br /&gt;
| 2 (1 per side) &lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Suspend}} allows players to safely travel across dangerous floors in two sections of the raid to reach switches that allow the rest of the party to progress.&lt;br /&gt;
* {{action icon|Battle Bell}} greatly buffs the damage of a target player. Ideally used on a DPS or the main tank who will consistently take auto-attack damage to maintain the buff.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|time mage|name=y}}&lt;br /&gt;
| 2 (1 per side) &lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Occult Slowga}} slows enemy packs, giving other players more time to dodge their AoE attacks which will do lethal damage if they connect.&lt;br /&gt;
* {{action icon|Occult Mage Masher}} mitigates the strong magical raidwide attacks from bosses and some enemies.&lt;br /&gt;
* {{action icon|Occult Dispel}} is mandatory to remove buffs from the [[Summoned Arch Demon]] and [[Tower Abyss]] enemies to prevent raid wipes. Dispel also removes the Evasion Up buff on [[Tower Scarab]]s and the invulnerability status on the [[Guardian Knight]].&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|bard|name=y}}&lt;br /&gt;
| 2 (1 per side)&amp;lt;br&amp;gt;Recommended 1 per party &lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Romeo&#039;s Ballad}} is needed to freeze the [[Tower Idol]] enemies to prevent them from executing a raid wiping attack.&lt;br /&gt;
* {{action icon|Hero&#039;s Rime}} and {{action icon|Offensive Aria}} can be used to maintain permanent damage buffs within the party.&lt;br /&gt;
* {{action icon|Mighty March}} can be used as a general-purpose mitigation and healing action for strong raidwide attacks.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|berserker|name=y}}&lt;br /&gt;
| 1&amp;lt;br&amp;gt;~6 recommended for damage&lt;br /&gt;
|&lt;br /&gt;
* Best used on {{i|Warrior}} and {{i|Dark Knight}}&lt;br /&gt;
* {{action icon|Rage (Phantom Job Action)}} is used to safely disarm the [[Universal Empowerment Conduit]]s during the final boss.&lt;br /&gt;
* {{action icon|Deadly Blow}} deals huge amounts of damage after taking hits during Rage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Recommended Jobs===&lt;br /&gt;
{| {{STDT|mech1 align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Phantom Job !! Number Recommended !! Responsibilities&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|knight|name=y}}&lt;br /&gt;
| Up to 1 per party&lt;br /&gt;
|&lt;br /&gt;
* Best used on {{tank}} [[tank]]s&lt;br /&gt;
* {{action icon|Pray (Phantom Job Action)}} gives a 10% party damage mitigation lasting for 30 minutes when used near a knowledge crystal.&lt;br /&gt;
* {{action icon|Phantom Guard}} and {{action icon|Pledge}} are very powerful mitigation actions that are used the survive the heavy-hitting tankbusters in the raid.&lt;br /&gt;
* Experienced groups may opt for using no knights in favor of more berserkers and samurai.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|chemist|name=y}}&lt;br /&gt;
| 1 per party&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Revive}} is the only means of resurrecting fallen players aside from level 3 healer limit breaks.&lt;br /&gt;
* [[The Forked Tower: Blood#Phantom Chemist Resurrection Strategy|Chemist &amp;quot;cheesing&amp;quot;]] allows for more attempts on bosses after a full raid wipe. All chemists are commonly marked for easy identification.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|ranger|name=y}}&lt;br /&gt;
| 2 (1 per side)&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Occult Falcon}} is the most common means of disarming explosive traps. Should &#039;&#039;not&#039;&#039; be used to detonate unstable (super) traps in most situations.&lt;br /&gt;
** Raid leads may choose to have rangers &amp;quot;blind pop&amp;quot; traps that have not been revealed (including unstable traps) instead of using {{action icon|Trap Detection}}.&lt;br /&gt;
* {{action icon|Occult Unicorn}} provides party mitigation for strong raidwide attacks from bosses and enemies.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|cannoneer|name=y}}&lt;br /&gt;
| 1 (only if no Dancer)&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Phantom Fire}} can be used for a chance to instantly kill some enemies during the central passages (hallways) and binding lock sections. An instant kill action is needed to defeat the [[Guardian Berserker]].&lt;br /&gt;
* {{action icon|Dark Cannon}} and {{action icon|Shock Cannon}} provide crowd-control effects in mob pulls, significantly weakening them.&lt;br /&gt;
* {{action icon|Silver Cannon}} increases damage taken on enemies and reduces their damage dealt, and can be maintained indefinitely.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|dancer|name=y}}&lt;br /&gt;
| 1 (only if no Cannoneer)&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Quickstep}} gives a 2% damage buff to the Dancer&#039;s party, lasting for 30 minutes when used near a knowledge crystal.&lt;br /&gt;
* {{action icon|Mesmerize}} is a (non-stacking) alternative to {{action icon|Silver Cannon}} for bosses, while also offering strong single-attack mitigation if timed properly.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|oracle|name=y}}&lt;br /&gt;
| 1 per berserker&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Phantom Doom}} can be used for a delayed instant kill on some enemies during the central passages (hallways) and binding lock sections. An instant kill action is needed to defeat the [[Guardian Berserker]].&lt;br /&gt;
* {{action icon|Invulnerability}} can be used to maximize a {{phantom job|berserker|name=y}}&#039;s damage potential.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|mystic knight|name=y}}&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Blazing Spellblade}} applies a vulnerability debuff to bosses that stacks with {{action icon|Silver Cannon}} or {{action icon|Mesmerize}}, and can be maintained indefinitely.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|samurai|name=y}}&lt;br /&gt;
| As many as possible&lt;br /&gt;
|&lt;br /&gt;
* No specific responsibilities, but samurai is a very strong pure DPS job that is straightforward to use compared to other DPS-oriented jobs such as [[Phantom Monk]].&lt;br /&gt;
* {{action icon|Iainuki}} can be used for a chance to instantly kill some enemies during the central passages (hallways) and binding lock sections. An instant kill action is needed to defeat the [[Guardian Berserker]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Hidden Explosive Traps==&lt;br /&gt;
[[File:FT Trap Area.jpg|300px|right|thumb|Entrance to a trapped area.]]&lt;br /&gt;
Similar to other large-scale raids such as {{i|The Baldesion Arsenal}} and {{i|Delubrum Reginae}}, there are hidden explosive traps that may spawn in certain locations (see [[The Forked Tower: Blood#Maps|maps]]). Traps are only located in the sections of the raid between the boss encounters, specifically areas that are demarcated by thick red lines on the floor. Glyphs will emanate from one side of the line, denoting the area with traps.&lt;br /&gt;
&lt;br /&gt;
Traps can be revealed with {{action icon|Trap Detection}} from {{phantom job|thief|name=y}}. In the areas with traps, the rest of the party should remain behind the thief in their group at all times.&lt;br /&gt;
&lt;br /&gt;
For safety, traps should be disarmed when possible. There are two types of traps, the second type is significantly more dangerous and will cause wipes if carelessly detonated.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1 align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Trap !! Image !! Effect !! Disarming Method&lt;br /&gt;
|-&lt;br /&gt;
| Normal Trap || [[File:FT trap.png|300px]] || Releases a small AoE when detonated (slightly larger than the trap itself), killing anyone in range. || &lt;br /&gt;
*Disarm at a distance using {{action icon|Occult Falcon}} from {{phantom job|ranger|name=y}}&lt;br /&gt;
*Disarm by running over with a tank using any invulnerability cooldown&lt;br /&gt;
|-&lt;br /&gt;
| Unstable (Super) Trap || [[File:FT megatrap.gif|300px]] || Releases a massive AoE when detonated, killing anyone in range. || &lt;br /&gt;
* Do NOT disarm with ranger in most groups.&lt;br /&gt;
* Disarm by running over with a tank using any invulnerability cooldown. &#039;&#039;&#039;All raid members should be aware that this trap will be disarmed and should move far away.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It is possible to slightly outrange the radius of a super trap explosion to disarm, but is highly not recommended to disarm them using this action unless in an experienced group. Rangers should be especially careful not to disarm a super trap during the bridges encounter, as it will likely wipe the raid.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
*Clear the Paleography Room.&lt;br /&gt;
*Clear the central passages.&lt;br /&gt;
*Clear the Astronomy Room.&lt;br /&gt;
*Clear the pronged passages.&lt;br /&gt;
*Clear the Glaciology Forum.&lt;br /&gt;
*Clear the binding lock.&lt;br /&gt;
*Clear the Haematology Room.&lt;br /&gt;
&lt;br /&gt;
==Enemies and Bosses==&lt;br /&gt;
A minimum of 24 players is needed to resolve certain mechanics in the raid, and boss HP will scale based on the number of players inside, starting from 24.&lt;br /&gt;
&lt;br /&gt;
Being hit with any avoidable AoEs during boss encounters will inflict a stack of {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; that lasts indefinitely until the end of the boss or until the player dies. If a player receives three stacks, they will be inflicted with {{status effect|debuff|doom}} &#039;&#039;&#039;[[Doom]]&#039;&#039;&#039; and die.&lt;br /&gt;
&lt;br /&gt;
After defeating a boss, players have a random chance of receiving the {{status effect|debuff|File:Battle high icon.png}} &#039;&#039;&#039;Battle High&#039;&#039;&#039; status for 15 minutes, increasing their [[Critical Hit]] and [[Direct Hit Rate]] and providing healing-over-time.&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Demon Tablet]]===&lt;br /&gt;
{{evt|service=youtube|id=QUtda6NLox0|dimensions=350|align=right|description=Demon Tablet animated guide by Big Kobe}}&lt;br /&gt;
Players may fall off the edge of the arena to their deaths.&lt;br /&gt;
&lt;br /&gt;
The boss is a large enemy that bisects the room into two square halves. Players may not pass through the boss. At certain points in the battle, the boss will levitate, allowing players to pass under. The boss will auto-attack the top three enmity players.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Demonic Dark II&#039;&#039;&#039;: Massive raid-wide magical damage, requiring heavy mitigation.&lt;br /&gt;
*&#039;&#039;&#039;Ray of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Ray of Expulsion Afar&#039;&#039;&#039;: The boss will levitate and use one of two possible attacks. In either case, three large red orbs will spawn in front of the boss that will resolve as a persistent AoE hitting one entire side of the arena (&#039;&#039;&#039;Ray of Ignorance&#039;&#039;&#039;), requiring the party to move under the boss to the other side of the arena.&lt;br /&gt;
**&#039;&#039;&#039;Ray of Dangers Near&#039;&#039;&#039;: The boss will slam down, emitting a late telegraphed point-blank rectangular AoE  (&#039;&#039;&#039;Landing&#039;&#039;&#039;) dealing physical damage. Move away from the boss to dodge. {{phantom job|samurai|name=y}} can ignore this attack with {{action icon|Shirahadori}}. Anyone under the boss will die. &lt;br /&gt;
**&#039;&#039;&#039;Ray of Expulsion Afar&#039;&#039;&#039;: The boss will slam down, emitting a late telegraphed bi-directional knockback (&#039;&#039;&#039;Landing&#039;&#039;&#039;). Move close to the boss (but not directly underneath it) and ride the knockback to avoid being knocked off, or use knockback immune. Anyone under the boss will die.&lt;br /&gt;
*The boss follows with another random &#039;&#039;&#039;Ray of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Ray of Explusion Afar&#039;&#039;&#039;, requiring the party to move under it again to the south side.&lt;br /&gt;
*&#039;&#039;&#039;Occult Chisel&#039;&#039;&#039;: Telegraphed magical AoE tankbusters on the top three enmity players. It is common for these players to stack up so that {{phantom job|berserker|name=y}}s can capitalize on {{action icon|Rage (Phantom Job Action)}}. The stacking tanks and berserkers should use their regular invulnerability cooldowns if so ({{Action icon|Pledge}} will only mitigate 2 of the 3 hits).&lt;br /&gt;
*&#039;&#039;&#039;Demonograph of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Demonograph of Expulsion Afar&#039;&#039;&#039;: The boss will levitate, and six four-person stack markers (towers) will spawn, three on each half of the arena. In each half, two towers will be in melee range, while the third is at the back of the platform. Based on the cast name, the boss will either use a point-blank rectangle AoE or a knockback. After this resolves, all players should go to their assigned tower based on their party (which will commonly be indicated with a waymark) and soak them, inflicting minor magical damage (&#039;&#039;&#039;Explosion&#039;&#039;&#039;). Towers that do not have at least four players will explode for high raid-wide damage (&#039;&#039;&#039;Massive Explosion&#039;&#039;&#039;) and inflict a {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; stack.&lt;br /&gt;
*&#039;&#039;&#039;Rotate (direction)&#039;&#039;&#039;: One of the two possible attacks&lt;br /&gt;
**&#039;&#039;&#039;Rotate Left&#039;&#039;&#039;: The boss rotates 90 degrees counterclockwise, hitting its relative northeast and southwest with AoEs (&#039;&#039;&#039;Rotation&#039;&#039;&#039;) that will knock anyone hit off the arena.&lt;br /&gt;
**&#039;&#039;&#039;Rotate Right&#039;&#039;&#039;: The boss rotates 90 degrees clockwise, hitting its relative northwest and southeast with AoEs that will knock anyone hit off the arena.&lt;br /&gt;
**To resolve, players should go to the half of the boss (facing it) that is opposite the direction of the cast name. For example, if it uses &#039;&#039;&#039;Rotate Left&#039;&#039;&#039;, players will go to the right side of the boss looking at it regardless of which side of the arena they are on.&lt;br /&gt;
**The boss will use another &#039;&#039;&#039;Rotate&#039;&#039;&#039; attack and then immediately follow with a persistent &#039;&#039;&#039;Lacunate Stream&#039;&#039;&#039; AoE in front of where it is facing. Therefore, after dodging the first &#039;&#039;&#039;Rotate&#039;&#039;&#039;, all players should move behind the boss and position to dodge the second &#039;&#039;&#039;Rotate&#039;&#039;&#039;, causing them to remain behind the boss. The boss will always rotate to face the north, so all players can dodge the second &#039;&#039;&#039;Rotate&#039;&#039;&#039; by moving to the south half of the arena and behind the boss.&lt;br /&gt;
*&#039;&#039;&#039;Cometeor of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Cometeor of Expulsion Afar&#039;&#039;&#039;: The boss will levitate and random players will be assigned debuffs or stack markers.&lt;br /&gt;
**Four random players will receive stack markers with a trajectory indicator. Two will be pointing north, while the other two will be pointing south. The stack AoEs will inflict magical damage (&#039;&#039;&#039;Portentous Comet&#039;&#039;&#039;) and fling players around a quarter of the arena length.&lt;br /&gt;
**Eight other random players will receive a meteor overhead marker and a 12-second {{status effect|debuff|File:Crater later icon.png}} &#039;&#039;&#039;Crater Later&#039;&#039;&#039; debuff. When it expires, the player will place a massive circle AoE telegraph (&#039;&#039;&#039;Portentous Cometeor&#039;&#039;&#039;) at their location with a radius of around two-thirds the length of the arena.&lt;br /&gt;
**In addition, either the north or south edge of the arena will contain a large meteor marker, indicating the epicenter of another &#039;&#039;&#039;Portentous Cometeor&#039;&#039;&#039; AoE.&lt;br /&gt;
**To resolve, players should loosely spread before the mechanic begins to determine if they have a marker/debuff.&lt;br /&gt;
***All players with meteor markers should go to the side with the fixed meteor marker.&lt;br /&gt;
***The stack marker players should go to the side that allows them to point their trajectory arrow towards the boss.&lt;br /&gt;
***All other players with no marker/debuff should go to the side without the fixed meteor marker.&lt;br /&gt;
***The boss will slam down and do either a point-blank AoE or a knockback based on its cast. If it uses a knockback, meteor players should &#039;&#039;not&#039;&#039; use knockback immune and instead should ride the knockback to the very edge of the platform.&lt;br /&gt;
***Immediately after, the meteor debuffs will resolve. All meteor players must be at the back of the arena to create as much space as possible.&lt;br /&gt;
***Afterwards, the stack markers will resolve. &lt;br /&gt;
****The stack marker players on the meteor side should position to be close to the boss, which will allow them and the meteor players to be flung above the boss to the safe side of the platform.&lt;br /&gt;
****The stack marker players on the safe side should position at the wall to prevent them from being flung to the unsafe (meteor) side. Ranged players should stack with these players to mitigate damage, while unmarked melee players are free to remain in melee range and ignore the stacks.&lt;br /&gt;
***After the stack markers resolve, the placed &#039;&#039;&#039;Portentous Cometeor&#039;&#039;&#039; AoE telegraphs will detonate.&lt;br /&gt;
*&#039;&#039;&#039;Rotate Left/Right&#039;&#039;&#039; x2&lt;br /&gt;
*&#039;&#039;&#039;Summon&#039;&#039;&#039;: The boss will levitate, spawn a point-blank rectangle AoE telegraph, and tether six fixed locations of the arena, three on each side.&lt;br /&gt;
**After the boss slams back down, an add will spawn at each tethered location. On each side, the two spots closer to the boss will each spawn a [[Summoned Demon]], while the spot further away will spawn a [[Summoned Arch Demon]].&lt;br /&gt;
**The adds are immobile but will use auto-attacks, so tanks should establish enmity on their assigned party&#039;s add (same as their tower location), while players defeat their assigned add.&lt;br /&gt;
**{{phantom job|time mage|name=y}}s must use {{action icon|Occult Dispel}} on the large Arch Demon adds to remove their {{status effect|debuff|File:Dark defenses icon.png}} &#039;&#039;&#039;Dark Defenses&#039;&#039;&#039; buff, or they will take very little damage.&lt;br /&gt;
**If the adds are not defeated in time, they will enrage with repeated casts of &#039;&#039;&#039;Abyssal Transfixion&#039;&#039;&#039;, dealing massive damage to individual players and inflicting {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Summon&#039;&#039;&#039;: The boss will now spawn four gargoyle statues, two per north/south side of the arena. The pattern of the statues is the same per side if looking at the boss. Each side will have one corner open that is furthest away from each statues.&lt;br /&gt;
**&#039;&#039;&#039;Demonography&#039;&#039;&#039;: The boss will spawn six 4-person stack markers on one side of the arena. Three of the stack markers will be levitating on top of the three stack markers on the ground.&lt;br /&gt;
**&#039;&#039;&#039;Gravity of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Gravity of Expulsion Afar&#039;&#039;&#039;: The boss will levitate and use either a point-blank AoE or knockback based on the cast. In addition, up arrows will appear by the demon statues, indicating they will levitate. Any players near them when they are levitated will receive a 10-second {{status effect|debuff|File:Defying gravity icon.png}} &#039;&#039;&#039;Defying Gravity&#039;&#039;&#039; buff and be levitated themselves, allowing them to soak an airborne tower.&lt;br /&gt;
**To resolve, the entire raid should go to the side with the towers. Resolve the point-blank or knockback AoE first, then have half the raid (e.g. the three numbers parties) go near a statue to be levitated. Afterwards, all players should soak their assigned towers. The boss will then cast &#039;&#039;&#039;Restore Gravity&#039;&#039;&#039;, causing the statues to slam down with large, late telegraphed point-blank AoEs, so the party should go to the safe corner after soaking the towers.&lt;br /&gt;
*Mechanics then repeat until the boss enrages:&lt;br /&gt;
*&#039;&#039;&#039;Rotate Left/Right&#039;&#039;&#039; x2&lt;br /&gt;
*&#039;&#039;&#039;Cometeor of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Cometeor of Expulsion Afar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ray of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Ray of Expulsion Afar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Occult Chisel&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Demonic Dark II&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;End of History (enrage)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After the boss is defeated, players can interact with the transporter at the north to move to the next area, containing a personal spoils coffer and a knowledge crystal for knights to refresh Pray. The raid will need to divide into two groups to proceed: usually, the letter parties will take the left passage and the number parties will go right. Each passage contains a one-way teleporter to the next section.&lt;br /&gt;
&lt;br /&gt;
===Central Passages (&amp;quot;Hallways&amp;quot;)===&lt;br /&gt;
{{evt|service=youtube|id=YJtT5GIcd_4|dimensions=350|align=right|description=Hallways and Dead Stars animated guide by Big Kobe&amp;lt;br&amp;gt;Note: Waymark placement for Dead Stars will likely differ}}&lt;br /&gt;
[[File:FTB Central Passages map annotated.png|right|thumb|350px|Central Passages annotated map]]&lt;br /&gt;
This section of the raid requires the two groups to proceed through hallways full of hidden traps and dangerous mobs, making use of their phantom job actions. This section contains some optional personal spoils coffers with extra {{item icon|Sanguinite}}; groups may opt to either collect these or skip them. The layout of this section is mirrored for each group but is otherwise identical.&lt;br /&gt;
&lt;br /&gt;
Traps will randomly spawn in fixed locations. As a rule of thumb, {{phantom job|thief}} [[Phantom Thief|Phantom Thieves]] should be ahead of the rest of the group and use {{action icon|Trap Detection}} to reveal traps. Experienced groups may choose to have tanks or {{phantom job|ranger|name=y}}s &amp;quot;blind pop&amp;quot; traps, i.e., disarm them before they have been revealed.&lt;br /&gt;
&lt;br /&gt;
All enemies have telegraphed AoE attacks that will instantly kill anyone who is hit. {{phantom job|time mage|name=y}}s should use {{action icon|Occult Slowga}} on all mob pulls to give others more time to dodge the AoEs. Crowd control attacks from jobs such as {{phantom job|cannoneer|name=y}}s and instant kill phantom actions are also very useful. The enemies do very heavy-hitting auto-attacks, so tanks should ensure they are the first to establish enmity and should use mitigation.&lt;br /&gt;
&lt;br /&gt;
There are two enemies to note:&lt;br /&gt;
*The &#039;&#039;&#039;[[Tower Manticore]]&#039;&#039;&#039; enemies have a simple but dangerous mechanic that requires players to pay attention to them. They will use either &#039;&#039;&#039;Left Hammer&#039;&#039;&#039; or &#039;&#039;&#039;Right Hammer&#039;&#039;&#039;, a large late telegraphed 180-degree cleave based on the cast name. If they are slowed, the telegraph will be significantly longer. After the first cleave, they will immediately follow with a very fast cast of a cleave in the opposite direction, requiring players to dodge to the first unsafe side. Tanks should point these enemies to give the party ample room to dodge, e.g., face them either directly towards or opposite the party.&lt;br /&gt;
*The &#039;&#039;&#039;[[Tower Scarab]]&#039;&#039;&#039; enemies will use &#039;&#039;&#039;Rhino Guard&#039;&#039;&#039;, giving them an {{status effect|debuff|File:Evasion up icon.png}} &#039;&#039;&#039;Evasion Up&#039;&#039;&#039; buff that should be dispelled by {{phantom job|time mage|name=y}}s to make them easier to hit.&lt;br /&gt;
&lt;br /&gt;
Green orbs with a point-blank AoE field will be patrolling this section as well. Anyone who steps inside the AoE will be inflicted with a 60-second-long uncleansable {{status effect|debuff|silence}} [[silence]], so players with spell actions should avoid these.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1 align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Enemy !! Status Vulnerabilities&lt;br /&gt;
|-&lt;br /&gt;
| [[Light Sprite]] || Stun, Sleep, Slow, Stop, Paralyze, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Achamoth]] || Slow, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Bandersnatch]] || Stun, Sleep, Slow, Stop, Paralyze, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Dhruva]] || Stun, Sleep, Slow, Stop, Paralyze, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Drip]] || Stun, Sleep, Slow, Stop, Paralyze, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Manticore]] || Slow, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Scarab]] || Slow, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Weapon]] || Stun, Sleep, Slow, Stop, Paralyze, Blind, Doom&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Dead Stars]]: [[Nereid]], [[Triton]] and [[Phobos]]===&lt;br /&gt;
This fight consists of three bosses. The arena is divided into six wedges by lines extending from the center to the edge, with an inner and outer ring, a six-pointed star pattern, and blue regions outside of the star. (There is a third ring well beyond the star as well, but it becomes a death wall soon after the battle begins.)&lt;br /&gt;
&lt;br /&gt;
All bosses are vulnerable to taking extra damage from {{Action icon|Holy Cannon}}. In many groups, some or all bosses will be reduced to 0.1% HP long before the encounter ends; the encounter cannot be completed until the Enrage Phase begins, at the earliest.&lt;br /&gt;
&lt;br /&gt;
Due to the inability to skip major mechanics and the random personal responsibility, players must be prepared to react correctly if they are targeted with certain mechanics, as failing to do so will wipe the raid.&lt;br /&gt;
&lt;br /&gt;
==== Opening ====&lt;br /&gt;
*For approximately three GCDs (about 8 seconds), all three bosses will be movable by the tanks; they should bring them together to allow the use of powerful cleaving abilities and debuffs, especially {{Status effect|debuff|File:Silver sickness.png}} &#039;&#039;&#039;Silver Sickness&#039;&#039;&#039;. After this time, each enemy will jump to a fixed position on the outer ring: Phobos in the southwest, Triton in the north, and Nereid in the southeast.&lt;br /&gt;
*&#039;&#039;&#039;Decisive Battle&#039;&#039;&#039;: Each boss emits a very large telegraphed point-blank circular AoE; being hit by multiple is fatal. Each player is assigned a debuff that restricts them to attacking only one of the three bosses, indicated briefly by a tether connecting them to that boss ({{Status effect|debuff|File:Phobosic gravity.png}} &#039;&#039;&#039;Phobosic Gravity&#039;&#039;&#039;, {{Status effect|debuff|File:Nereidic gravity.png}} &#039;&#039;&#039;Nereidic Gravity&#039;&#039;&#039;, or {{Status effect|debuff|File:Tritonic gravity.png}} &#039;&#039;&#039;Tritonic Gravity&#039;&#039;&#039;). Although players are typically assigned the debuff corresponding to the boss they were hit by, uneven party sizes may cause some players to receive a different (&amp;quot;mismatched&amp;quot;) debuff; these players must quickly move to their assigned boss.&lt;br /&gt;
**If the main tank is assigned a mismatched debuff, they should wait to move to their assigned boss until after &#039;&#039;&#039;Slice &#039;n&#039; Dice&#039;&#039;&#039;; another tank will need to serve as that boss&#039;s main tank for the remainder of the encounter.&lt;br /&gt;
**At this time, the third ring of the arena becomes a death wall.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Slice &#039;n&#039; Dice&#039;&#039;&#039;: Telegraphed conal tankbusters on each boss&#039;s top enmity player.&lt;br /&gt;
&lt;br /&gt;
==== Slime Phase ====&lt;br /&gt;
*&#039;&#039;&#039;Three-body Problem 1&#039;&#039;&#039;: Each boss jumps to the inner ring of the arena, and they appear to channel a shared attack; however, Nereid and Triton will be turned into balls of blue and red slime (with small telegraphed point-blank circular AoEs (&#039;&#039;&#039;Noisome Nuisance&#039;&#039;&#039;), which can be avoided at max melee distance) as Phobos jumps to the center of the arena. At this time, the &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuffs are temporarily cleansed, allowing all players to attack Phobos.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Primordial Chaos&#039;&#039;&#039;: Magical raidwide and assigns all players 1-3 stacks of {{Status effect|debuff|File:Ice ooze.png}} &#039;&#039;&#039;Ice Ooze&#039;&#039;&#039; or {{Status effect|debuff|File:Nova ooze.png}} &#039;&#039;&#039;Nova Ooze&#039;&#039;&#039;. Similar to the &amp;quot;hot and cold&amp;quot; mechanics of [[Trinity Avowed]] in [[Delubrum Reginae]], being hit with mechanics of the opposite &amp;quot;temperature&amp;quot; will reduce and eventually cleanse the debuff.&lt;br /&gt;
* &#039;&#039;&#039;Frozen Fallout&#039;&#039;&#039;: Each ball of slime will telegraph a total of four jumps, each time landing on an intercardinal of the arena and emitting a large point-blank circular AoE from the point where it lands. Shortly after all jumps have been telegraphed, the slimes will begin jumping; being hit by both slimes at once is fatal.&lt;br /&gt;
** Each hit from the blue slime (&#039;&#039;&#039;Liquified Nereid&#039;&#039;&#039;) removes one stack of &#039;&#039;&#039;Nova Ooze&#039;&#039;&#039; if a player has any, or adds one stack of &#039;&#039;&#039;Ice Ooze&#039;&#039;&#039; if a player does not. Each hit from the red slime (&#039;&#039;&#039;Liquified Triton&#039;&#039;&#039;) removes one stack of &#039;&#039;&#039;Ice Ooze&#039;&#039;&#039; if a player has any, or adds one stack of &#039;&#039;&#039;Nova Ooze&#039;&#039;&#039; if a player does not.&lt;br /&gt;
**Be aware that, because the debuffs are random per player, a raid leader can only call out the safe spot for the final jump (as no player that has correctly resolved the mechanic should need to be hit by the fourth jump).&lt;br /&gt;
**Each slime will only jump to each intercardinal once. The final jump always leaves an entire half of the arena safe.&lt;br /&gt;
* &#039;&#039;&#039;Noxious Nova&#039;&#039;&#039;: Magical raidwide; fatal for any players with any remaining stacks of &#039;&#039;&#039;Ice Ooze&#039;&#039;&#039; or &#039;&#039;&#039;Nova Ooze&#039;&#039;&#039;, piercing invulnerability skills. Nereid and Triton are returned to their original forms, becoming targetable shortly after.&lt;br /&gt;
**If a player dies to &#039;&#039;&#039;Noxious Nova&#039;&#039;&#039;, they should not accept a raise until after &#039;&#039;&#039;Vengeful Fire III &amp;amp; Vengeful Blizzard III&#039;&#039;&#039;. If they immediately accept a raise, it&#039;s unlikely that they will be able to avoid the conal AoEs; even if they take no damage due to having {{Status effect|buff|File:Transcendent_icon1.png}} &#039;&#039;&#039;Transcendent&#039;&#039;&#039;, they will still be inflicted with two {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; stacks.&lt;br /&gt;
* &#039;&#039;&#039;Vengeful Fire III &amp;amp; Vengeful Blizzard III&#039;&#039;&#039;: Nereid and Triton jump to random &amp;quot;inner corners&amp;quot; of the six-pointed star pattern, always leaving one corner between them; each shoots a massive late-telegraphed conal AoE at Phobos. They can be avoided by moving to the blue region between the two bosses; while the AoEs are survivable, each inflicts a {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; stack. Phobos appears temporarily dazed.&lt;br /&gt;
* After Phobos returns to normal, the &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuffs are restored, the bosses equalize their HP, and each boss jumps to its &#039;&#039;&#039;Decisive Battle&#039;&#039;&#039; position after a few seconds.&lt;br /&gt;
* &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;: Three-hit raidwide dealing massive damage. Players with a mismatched debuff should join the rest of their party to receive mitigation and healing for this attack, then quickly return to their assigned boss.&lt;br /&gt;
* &#039;&#039;&#039;Firestrike&#039;&#039;&#039;: Each boss targets a random player with their &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuff with a line stack.&lt;br /&gt;
&lt;br /&gt;
==== Snowball Phase ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Three-body Problem 2&#039;&#039;&#039;: Each boss jumps to the inner ring of the arena, and they appear to channel a shared attack; however, this time Phobos and Triton will be turned into snowballs (with small telegraphed point-blank circular AoEs (&#039;&#039;&#039;Icebound Buffoon&#039;&#039;&#039;), which can be avoided at max melee distance) as Nereid jumps to the center of the arena. At this time, the &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuffs are temporarily cleansed, allowing all players to attack Nereid.&lt;br /&gt;
* &#039;&#039;&#039;Frozen Triton&#039;&#039;&#039; and &#039;&#039;&#039;Frozen Phobos&#039;&#039;&#039; each begin with 4 stacks of {{Status effect|buff|File:Icebound buffoonery.png}} &#039;&#039;&#039;Icebound Buffoonery&#039;&#039;&#039;, which make them invulnerable until the end of the phase; until this time, all damage should be focused on Nereid.&lt;br /&gt;
* &#039;&#039;&#039;Snowball Flight&#039;&#039;&#039;: Each snowball telegraphs a series of three line stacks on the ground, indicating the path in which it will roll across the ground. Each party is responsible for soaking one of these line stacks.&lt;br /&gt;
** In general, the letters parties are responsible for the northern snowball (&#039;&#039;&#039;Frozen Triton&#039;&#039;&#039;), and the numbers parties are responsible for the southwestern snowball (&#039;&#039;&#039;Frozen Phobos&#039;&#039;&#039;). Parties A/1 soak the first lines, B/2 the second, and C/3 the third.&lt;br /&gt;
** Each stack (&#039;&#039;&#039;Snow Boulder&#039;&#039;&#039;) is a &amp;quot;wild charge,&amp;quot; meaning that the tanks should stand closest to the snowball; additionally, each stack has a small knockback.&lt;br /&gt;
** If at least four players are in a line stack, one of the snowball&#039;s stacks of &#039;&#039;&#039;Icebound Buffoonery&#039;&#039;&#039; is removed; this must occur with every stack for the mechanic to be successfully resolved.&lt;br /&gt;
** Being hit by a charge will inflict a temporary {{status effect|debuff|physical vulnerability up}} Physical Vulnerability Up, so players cannot soak more than one stack without an invulnerability cooldown, or they will die.&lt;br /&gt;
* &#039;&#039;&#039;Chilling Collision&#039;&#039;&#039;: One random player is tethered to each snowball with a distance tether and a stack marker, and Nereid telegraphs a massive knockback from the center of the arena. Tethered players must be knocked back to the very edge of the arena opposite their snowball, and the rest of the raid must split up to soak the stack markers.&lt;br /&gt;
** If a player is assigned a tether, they will not necessarily be tethered to the snowball that they soaked a stack from. &lt;br /&gt;
**These stacks (&#039;&#039;&#039;Avalaunch&#039;&#039;&#039;) deal proximity damage, meaning that standing even slightly into the arena will likely cause the stack to be fatal; players should be as close to the edge as possible.&lt;br /&gt;
** If at least four players are in a stack, one of the snowball&#039;s stacks of &#039;&#039;&#039;Icebound Buffoonery&#039;&#039;&#039; is removed. If all stacks have been successfully resolved, both snowballs will have no remaining stacks, and they can be damaged.&lt;br /&gt;
* &#039;&#039;&#039;Self-destruct &amp;amp; To the Winds&#039;&#039;&#039;: DPS check. Each snowball must be defeated, breaking Phobos and Triton out, before the casts finish and wipe the raid. The attacks are harmless if the DPS check is met.&lt;br /&gt;
** If either snowball has any remaining stacks of &#039;&#039;&#039;Icebound Buffoonery&#039;&#039;&#039;, the mechanic cannot be successfully resolved and a wipe is guaranteed. [[The Forked Tower: Blood#Phantom Chemist Resurrection Strategy|A &amp;quot;chemist cheese&amp;quot; may be prepared at this point to allow another attempt.]]&lt;br /&gt;
* &#039;&#039;&#039;Vengeful Fire III &amp;amp; Vengeful Bio III&#039;&#039;&#039;&lt;br /&gt;
* After Nereid returns to normal, the &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuffs are restored, the bosses equalize their HP, and each boss jumps to its &#039;&#039;&#039;Decisive Battle&#039;&#039;&#039; position after a few seconds.&lt;br /&gt;
* &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Slice &#039;n&#039; Strike&#039;&#039;&#039;: Each boss targets its top enmity player with a telegraphed conal tankbuster, and a random player with their &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuff with a line stack. In general, the tankbuster target moves to the left of the boss while all other players move to the right (based on looking toward the center of the arena).&lt;br /&gt;
&lt;br /&gt;
==== Fireball Phase ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Three-body Problem 3&#039;&#039;&#039;: Each boss jumps to the inner ring of the arena, and they appear to channel a shared attack; however, for this final use, Phobos and Nereid will be turned into fireballs (with small telegraphed point-blank circular AoEs (&#039;&#039;&#039;Blazing Belligerent&#039;&#039;&#039;), which can be avoided at max melee distance) as Triton jumps to the center of the arena. At this time, the &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuffs are cleansed (and will not return), allowing all players to attack Triton.&lt;br /&gt;
* At opposite sides of the arena, two sets of small &amp;quot;footprint&amp;quot; arrow markers appear on the lines dividing the arena, along the outer ring, and move clockwise or counterclockwise by one &amp;quot;wedge&amp;quot; of the arena. When these markers reach their destination, they become tankbuster towers.&lt;br /&gt;
** In general, letters parties are responsible for the tower/fireball (&#039;&#039;&#039;Gaseous Phobos&#039;&#039;&#039;) that spawns in the northern half of the arena, and numbers parties are responsible for the tower/fireball (&#039;&#039;&#039;Gaseous Nereid&#039;&#039;&#039;) that spawns in the southern half of the arena.&lt;br /&gt;
* &#039;&#039;&#039;Elemental Impact x3&#039;&#039;&#039;: Three times in quick succession, a fireball will slam into each tower, dealing massive damage to the tank inside and firing a conal AoE (&#039;&#039;&#039;Fire Spread&#039;&#039;&#039;) at a random nearby healer and DPS. Starting from the first &#039;&#039;&#039;Elemental Impact&#039;&#039;&#039;, the fireballs become targetable.&lt;br /&gt;
** In general, a tank will take the first hit of &#039;&#039;&#039;Elemental Impact&#039;&#039;&#039; with mitigation cooldowns, then the other two with their invulnerability ability (or {{Action icon|Pledge}}/an ally&#039;s {{Action icon|Invulnerability}}).&lt;br /&gt;
** In North American groups, DPS are generally positioned between the wall and the tower, and healers are generally positioned on either side of the tower. Tanks that are not soaking the tower can be positioned anywhere.&lt;br /&gt;
**In Japanese groups, both DPS and healers are generally positioned between the wall and the tower, with DPS to the left and healers to the right (based on looking toward the center of the arena).&lt;br /&gt;
* &#039;&#039;&#039;Geothermal Rupture x3 &amp;amp; Flame Thrower&#039;&#039;&#039;: A series of three circular AoEs are telegraphed at each player&#039;s position (&#039;&#039;&#039;Geothermal Rupture&#039;&#039;&#039;), along with  a line stack (&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;) targeting a random player on each side of the arena.&lt;br /&gt;
** In general, players collapse onto the DPS, move clockwise around the tower to bait &#039;&#039;&#039;Geothermal Rupture&#039;&#039;&#039;, remain loosely stacked for &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;, then return to their original positions around the tower.&lt;br /&gt;
**If the player targeted by &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; dies before the attack goes off, a random player will be targeted instead; if this causes both stacks to hit the same side of the arena, a wipe is likely due to the attack inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Elemental Impact x3&#039;&#039;&#039;: As above. Assuming they have not used either ability on any other mechanics, a {{Phantom job|knight|name=y}} tank can soak both towers due to having two invulnerability abilities, both from their job and from {{Action icon|Pledge}}, but other tanks should be prepared to step into the tower in case the tank dies. If one side has defeated their fireball before the other, they should refrain from getting too close to the other fireball to avoid baiting &#039;&#039;&#039;Fire Spread&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Self-destruct &amp;amp; To the Winds&#039;&#039;&#039;: DPS check. Each fireball must be defeated, returning Phobos and Nereid to normal, before the casts finish and wipe the raid. The attacks are harmless if the DPS check is met.&lt;br /&gt;
** &#039;&#039;&#039;To the Winds&#039;&#039;&#039; will not be cast if both fireballs are already defeated before its casting begins.&lt;br /&gt;
* &#039;&#039;&#039;Vengeful Blizzard III &amp;amp; Vengeful Bio III&#039;&#039;&#039;&lt;br /&gt;
* After Triton returns to normal, the bosses equalize their HP, and each boss jumps to its &#039;&#039;&#039;Decisive Battle&#039;&#039;&#039; position after a few seconds. The &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuffs are &#039;&#039;not&#039;&#039; restored.&lt;br /&gt;
&lt;br /&gt;
==== Enrage Phase ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Six-Handed Fistfight&#039;&#039;&#039;: After a long cast, the bosses jump to the center of the arena and begin clashing. They merge into a single boss (&#039;&#039;&#039;Dead Stars&#039;&#039;&#039;), combining their HP and making the entire inner ring unsafe; standing inside the ring deals damage (&#039;&#039;&#039;Bodied&#039;&#039;&#039;), knocks players out of the ring, and inflicts a {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; stack. The merge is accompanied with a heavy-hitting raidwide.&lt;br /&gt;
** This is the earliest point at which the encounter can be completed. If all three bosses&#039; HP are depleted before merging, the bosses will immediately un-merge after using &#039;&#039;&#039;Six-Handed Fistfight&#039;&#039;&#039;, completing the encounter.&lt;br /&gt;
** Only the debuffs inflicted on Triton are preserved when merging.&lt;br /&gt;
* &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039;&lt;br /&gt;
** Telegraphed conal AoEs telegraphed on alternating wedges of the arena (&#039;&#039;&#039;Collateral Gas Jet&#039;&#039;&#039;, &#039;&#039;&#039;Collateral Cold Jet&#039;&#039;&#039;, &#039;&#039;&#039;Collateral Heat Jet&#039;&#039;&#039;), then the other half of the wedges.&lt;br /&gt;
** Small untelegraphed circular AoEs on each player (&#039;&#039;&#039;Collateral Bioball&#039;&#039;&#039;, &#039;&#039;&#039;Collateral Iceball&#039;&#039;&#039;, &#039;&#039;&#039;Collateral Fireball&#039;&#039;&#039;), randomly targeting a third of the players at a time and very briefly inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039;.&lt;br /&gt;
** Each party should spread within one wedge of the arena; each wedge is large enough to comfortably contain eight players without overlapping their AoEs.&lt;br /&gt;
* &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Fusion Burst (enrage)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Pronged Passages (&amp;quot;Bridges&amp;quot;)===&lt;br /&gt;
This encounter can be thought of as a number of small add pulls, most of which also contain one or more traps. There are two strategies for addressing these traps: either revealing them with {{Action icon|Trap Detection}} and having players navigate around them (possibly detonating some normal traps using {{Action icon|Occult Falcon}}), or &amp;quot;pre-popping&amp;quot; all traps by using {{Action icon|Occult Falcon}} in the section ahead of the party. While both strategies are viable, it is extremely important for all players to be aware of the intended strategy, as any players not aware can kill themselves with a normal trap or even wipe the raid with an unstable (super) trap.&lt;br /&gt;
&lt;br /&gt;
As time passes in this encounter, fire will begin to engulf the map, eventually covering the entire map as a &amp;quot;soft enrage;&amp;quot; however, the damage dealt by the fire is not lethal (roughly 40,000 damage every {{status effect|debuff|burns}} [[Burns]] tick), so players should be careful not to run ahead of the group to avoid it and possibly cause greater issues, such as walking into a trap. Players with {{status effect|buff|File:Battle bell icon.png}} &#039;&#039;&#039;Battle Bell&#039;&#039;&#039; can even use this damage to accumulate {{status effect|buff|File:Battle&#039;s clangor icon.png}} &#039;&#039;&#039;Battle&#039;s Clangor&#039;&#039;&#039; stacks, at the risk of annoying their healers.&lt;br /&gt;
&lt;br /&gt;
Both sides of the bridge should have an equal number of players, three parties to each side. Typically, letter parties (A-C) will go left and number parties (D-F) will go right. Each side must have at least one {{phantom job|bard|name=y}} and {{phantom job|geomancer|name=y}}, and ideally one {{phantom job|time mage|name=y}}. Unless stated otherwise, all sections should be considered to occur identically on both sides of the bridge. &lt;br /&gt;
&lt;br /&gt;
In sections 1, 2, and 4, &#039;&#039;&#039;Arcane Spear&#039;&#039;&#039; attacks will occur. The bridges will be lit up in four columns, and shortly after line stacks will go off in each column. These are &amp;quot;wild charges,&amp;quot; meaning that a tank should be at the front of the column (and all players should be in a single column). The player at the front of each column is inflicted with {{status effect|debuff|piercing resistance down}} &#039;&#039;&#039;Piercing Resistance Down&#039;&#039;&#039;, meaning they cannot be at the front of the column again until the debuff expires - so a different tank must be at the front for the next &#039;&#039;&#039;Arcane Spear&#039;&#039;&#039;. Note that because these stacks deal physical damage, {{phantom job|samurai|name=y}} can help their tanks by moving to the front and using {{Action icon|Shirahadori}}.&lt;br /&gt;
&lt;br /&gt;
==== Section 1: Bhoots and Bogys ====&lt;br /&gt;
&lt;br /&gt;
* The [[Tower Bhoot|&#039;&#039;&#039;Tower Bhoot&#039;&#039;&#039;]] will occasionally cast &#039;&#039;&#039;Paralyze III&#039;&#039;&#039;, which must be interrupted.&lt;br /&gt;
* The two [[Tower Bogy|&#039;&#039;&#039;Tower Bogys&#039;&#039;&#039;]] have no noteworthy mechanics.&lt;br /&gt;
* An [[Aetherial Ward (Forked Tower)|&#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039;]] blocks progression to the next section, though it otherwise has no noteworthy mechanics. Once the Aetherial Ward has been attacked, &#039;&#039;&#039;Arcane Spear&#039;&#039;&#039; attacks will begin in this section. It is usually preferred for both sides to progress to the next section at the same time.&lt;br /&gt;
* Players should be careful to avoid aggroing the Tower Abyss enemies beyond the barrier with AoE attacks, as it can result in a wipe if they are aggroed early.&lt;br /&gt;
&lt;br /&gt;
==== Section 2: Abysses ====&lt;br /&gt;
&lt;br /&gt;
* The only enemy in this section is a [[Tower Abyss|&#039;&#039;&#039;Tower Abyss&#039;&#039;&#039;]]. It will quickly cast &#039;&#039;&#039;Dense Darkness&#039;&#039;&#039;, granting it {{status effect|debuff|File:Magic damage up icon.png}} &#039;&#039;&#039;Magic Damage Up&#039;&#039;&#039;. This must be dispelled with {{Action icon|Occult Dispel}} before its next cast. (Note that while it is ideal for both sides to have a {{phantom job|time mage|name=y}}, the range of {{Action icon|Occult Dispel}} is large enough that a single player can dispel both Abysses - but this is not recommended.)&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Darkness&#039;&#039;&#039; is a massive AoE, dealing lethal damage to all players on its side (and some on the other side) if {{status effect|debuff|File:Magic damage up icon.png}} &#039;&#039;&#039;Magic Damage Up&#039;&#039;&#039; has not been dispelled.&lt;br /&gt;
* In front of the Aetherial Ward, there is a single normal trap, positioned randomly at the left, middle, or center of the bridge.&lt;br /&gt;
* Once again, an [[Aetherial Ward (Forked Tower)|&#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039;]] blocks progression to the next section. Once the Aetherial Ward has been attacked, &#039;&#039;&#039;Arcane Spear&#039;&#039;&#039; attacks will begin in this section. It is usually preferred for both sides to progress to the next section at the same time.&lt;br /&gt;
&lt;br /&gt;
==== Section 3: Idols, Bhoots, Bogys, and Suspension ====&lt;br /&gt;
&lt;br /&gt;
* Shortly after walking into this section, six &#039;&#039;&#039;[[Tower Idol|Tower Idols]]&#039;&#039;&#039; will spawn, beginning to cast &#039;&#039;&#039;Ancient Aero III&#039;&#039;&#039; soon after. Once all six idols begin to cast (and not before!), a {{phantom job|bard|name=y}} must use {{Action icon|Romeo&#039;s Ballad}} to stop all of them; after this, they will only perform autoattacks. Stopping any of them before they begin to cast will cause them to perform the cast after being unfrozen, so players must avoid stopping them too early.&lt;br /&gt;
* Just ahead of the Idols are two normal traps; one is always in the middle of the bridge, and the other is randomly on the left or right. (Note that using Occult Falcon in the middle will always detonate both traps.)&lt;br /&gt;
* The {{phantom job|geomancer|name=y}} on the right side, once they know that they may safely progress past the traps, must use {{Action icon|Suspend}} to walk into the electrified ground and interact with the &#039;&#039;&#039;Trap Control Plinth&#039;&#039;&#039; to fill in the missing ground for the left side. (Tank invulnerability abilities cannot be used to activate the plinth, as its interaction time is longer than 10 seconds and even a single tick of {{status effect|debuff|electrocution}} &#039;&#039;&#039;Electrocution&#039;&#039;&#039; damage is lethal.)&lt;br /&gt;
* After the missing ground on the left side (and at the same position on the right) are another two [[Tower Bogy|&#039;&#039;&#039;Tower Bogys&#039;&#039;&#039;]] and a [[Tower Bhoot|&#039;&#039;&#039;Tower Bhoot&#039;&#039;&#039;]]. Their mechanics are identical as above. At roughly the same position, there is an unstable trap in the middle of the bridge and a normal trap randomly on the left or right. Players seeking to pre-pop these traps can do so by aiming at the Bhoot, but should be aware that the enemies will aggro onto them.&lt;br /&gt;
* Past these traps, the {{phantom job|geomancer|name=y}} on the left side must use {{Action icon|Suspend}} as above to fill in the missing ground for the right side.&lt;br /&gt;
&lt;br /&gt;
==== Section 4: Progenitor and Progenitrix ====&lt;br /&gt;
&lt;br /&gt;
* Ahead of the minibosses of this encounter, the bridge splits in half. At random, one path has a normal trap and the other has an unstable trap. Groups using {{Action icon|Trap Detection}} will locate the side with a normal trap, then use {{Action icon|Occult Falcon}} or a tank invulnerability to remove it; groups pre-popping traps will detonate both with {{Action icon|Occult Falcon}} to minimize the risk of additional deaths.&lt;br /&gt;
* Additionally, about halfway through the final section of the bridge, there is an unstable trap, positioned randomly at the left, middle, or center of the bridge. Groups using {{Action icon|Trap Detection}} will locate the trap, then carefully avoid it for the rest of the encounter; groups pre-popping traps will often engage the minibosses using {{Action icon|Occult Falcon}} to also detonate the trap. (If a pre-popping group has low DPS, the fire may be encroaching on them at this point; it is especially important not to recklessly move out of the fire here, as they may instead walk into range of the unstable trap.)&lt;br /&gt;
* The left side has the orange &#039;&#039;&#039;[[Tower Progenitrix]]&#039;&#039;&#039;, and the right side has the blue [[Tower Progenitor|&#039;&#039;&#039;Tower Progenitor&#039;&#039;&#039;]] - both are, color aside, identical enemies. Once a boss has been engaged, &#039;&#039;&#039;Arcane Spear&#039;&#039;&#039; attacks will begin in this section.&lt;br /&gt;
* &#039;&#039;&#039;Close Call/Far Cry to Detonate&#039;&#039;&#039;: Both bosses gain {{status effect|buff|File:Short fuse icon.png}} &#039;&#039;&#039;Short Fuse&#039;&#039;&#039; and a blue tether with arrows pointing outward (&#039;&#039;&#039;Close Call to Detonate&#039;&#039;&#039;) or {{status effect|buff|File:Long fuse icon.png}} &#039;&#039;&#039;Long Fuse&#039;&#039;&#039; and a green tether with arrows pointing inward (&#039;&#039;&#039;Far Cry to Detonate&#039;&#039;&#039;). For the duration of the buff, while the tether is visible (i.e. the bosses are too close together with a blue tether, or too far apart with a green tether), they will pulse for huge raidwide damage inflicting {{status effect|debuff|vulnerability up}} &#039;&#039;&#039;Vulnerability Up&#039;&#039;&#039;. The variation of this attack used is determined by the positions of the bosses when the cast begins - if they are already close together, they will use &#039;&#039;&#039;Close Call to Detonate&#039;&#039;&#039;, and vice versa.&lt;br /&gt;
* &#039;&#039;&#039;Bombshell Drop&#039;&#039;&#039;: Each boss spawns two [[Lava Bomb|&#039;&#039;&#039;Lava Bombs&#039;&#039;&#039;]] tethered to itself. The Lava Bombs will slowly move toward their tethered boss, causing a &#039;&#039;&#039;Massive Explosion&#039;&#039;&#039; raidwide which inflicts {{status effect|debuff|vulnerability up}} &#039;&#039;&#039;Vulnerability Up&#039;&#039;&#039; if they reach their boss. These adds must be killed, as they will eventually move to their boss in a split-second if left alive for too long. Typically, the bosses will begin south, be pulled north during the first &#039;&#039;&#039;Bombshell Drop&#039;&#039;&#039;, then back south during the second, and so on.&lt;br /&gt;
* &#039;&#039;&#039;Punishing Pounce&#039;&#039;&#039;: High damage stacks targeting a random player on each side.&lt;br /&gt;
* &#039;&#039;&#039;Massive Explosion&#039;&#039;&#039;: When one of the bosses is defeated, the other must be defeated within 12 seconds or the raid is wiped.&lt;br /&gt;
&lt;br /&gt;
Encounter timeline:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Close Call/Far Cry to Detonate&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bombshell Drop&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Close Call/Far Cry to Detonate&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Punishing Pounce&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bombshell Drop&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Close Call/Far Cry to Detonate&#039;&#039;&#039;&lt;br /&gt;
* (???)&lt;br /&gt;
* &#039;&#039;&#039;Massive Explosion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After completing this encounter, no reward is provided. What gives?{{evt|service=youtube|id=qY8QBTutSOg|dimensions=350|align=right|description=Bridges and Marble Dragon animated guide by Big Kobe}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Marble Dragon]]===&lt;br /&gt;
The arena is an extremely large circle with no important markings; the outer ring becomes a death wall once the encounter begins. Before the fight, six tanks (one per party) should be identified as main tanks.&lt;br /&gt;
&lt;br /&gt;
Throughout the fight, the boss will spawn water mechanics and ice mechanics. Water mechanics can be considered &amp;quot;inactive,&amp;quot; and standing in them has no effect or harm. Ice mechanics are considered &amp;quot;active,&amp;quot; and thus must be avoided or resolved as appropriate. When ice mechanics make contact with water mechanics, the water mechanics freeze (damaging anyone standing in them) and become ice mechanics, which then resolve.&lt;br /&gt;
&lt;br /&gt;
For mechanics that require each party to address a tower or add, typical waymarks for this fight place party A northwest, party B north, party C northeast, party 1/D southeast, party 2/E south, and party 3/F southwest.&lt;br /&gt;
&lt;br /&gt;
==== Opening ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Imitation Star&#039;&#039;&#039;: Hard-hitting raidwide with an accompanying {{status effect|debuff|bleed}} [[Bleed]].&lt;br /&gt;
* &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;: The boss turns to face a random player, followed by late-telegraphed 90-degree cones from its front and back. Typically, groups will stack at the boss&#039;s south (with tanks north) to bait these cones north and south. Players not confident with remembering when the boss uses &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039; should be cautious when executing side positionals, or simply avoid them by using {{Action icon|True North}}, to avoid baiting the cones improperly. Anyone hit by these cleaves will be knocked into the death wall and killed.&lt;br /&gt;
&lt;br /&gt;
==== Imitation Rain 1 ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: Moderate raidwide with no castbar; spawns eight water circles in two horizontal lines of four. In each line, one circle has spikes in a plus shape, and the other three do not. Water circles with spikes will explode in a plus-shaped AoE when frozen, and circles without spikes will explode in a circular AoE when frozen.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Icicle&#039;&#039;&#039;: Spawns two ice circles, one overlapping with each of the lines of water circles.&lt;br /&gt;
* &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;: Must be baited properly (north/south) to keep the sides safe for this mechanic.&lt;br /&gt;
* Shortly after &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;, the ice circles explode, setting off a chain reaction with the water circles.&lt;br /&gt;
** To dodge the chain reaction, locate the spiked water circle in the southern line during &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;, or the ice circle closer to the wall during &#039;&#039;&#039;Imitation Icicle&#039;&#039;&#039;. This will determine the side to dodge towards - but do not dodge yet! (Either method will locate the safe side.)&lt;br /&gt;
** Once the cast bar for &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039; appears, dodge toward the side identified as safe, opposite from the ice circle. For example, if the ice circle closer to the wall is on the east, and it overlaps with the southern line of water circles, dodge to the east and slightly north of center.&lt;br /&gt;
** The water circle overlapped by the ice circle will freeze, then explode; as soon as it does, run ({{action icon|Sprint}} is recommended) into where its AoE was to avoid the rest. Be careful not to run in line with the other circles, as you will be hit by the plus-shaped AoE that comes later if you do.&lt;br /&gt;
* &#039;&#039;&#039;Dread Deluge&#039;&#039;&#039;: Heavy-hitting tankbusters (non AoE) on the six highest enmity players; should be taken with mitigation regardless of whether invulnerability abilities are used, as there is a very strong accompanying {{status effect|debuff|dropsy}} [[Dropsy]] lasting longer than 10 seconds.&lt;br /&gt;
&lt;br /&gt;
==== Imitation Rain 2 ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: Moderate raidwide with no castbar; spawns seven water circles. One circle is in the center, which always has spikes; the rest are in two arcs of three circles across the north and south, with one circle in each arc having spikes.&lt;br /&gt;
* &#039;&#039;&#039;Frigid Twister&#039;&#039;&#039;: Spawns two ice twisters, one east and one west.&lt;br /&gt;
* &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;&lt;br /&gt;
* Shortly before the cones from &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;, the ice twisters begin rotating clockwise or counterclockwise (both move in the same direction, but which direction is random), setting off a chain reaction with the water circles.&lt;br /&gt;
** To dodge the chain reaction, first listen for the side the raid leader is having the group dodge toward - but do not dodge yet! This mechanic has 180-degree rotational symmetry, so this decision is arbitrary and the mechanic can be resolved on either side - but the group should stay together so that everyone can continue hitting the boss during the mechanic.&lt;br /&gt;
** Once the cast bar for &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039; appears, dodge toward the side identified by the raid leader, and take note of the direction the twister rotates, as well as the type of water circle it is moving into.&lt;br /&gt;
*** If it is moving toward a spiked circle first, dodge the plus-shaped AoE at the far cardinal (or dead center), then dodge the remaining AoEs at the inter-intercardinal by the initial spiked circle.&lt;br /&gt;
*** If it is moving toward a non-spiked circle first, dodge the two circular AoEs near the opposite spiked circle, then dodge the plus-shaped AoE at the far cardinal.&lt;br /&gt;
* &#039;&#039;&#039;Dread Deluge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Adds Phase ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Withering Eternity&#039;&#039;&#039;: Raidwide; boss becomes untargetable, leaves the arena, and spawns six [[Ice Golem (Enemy)|&#039;&#039;&#039;Ice Golems&#039;&#039;&#039;]]: one at each of northwest, north, northeast, southwest, south, and southeast. Each party should pick up the Golem at its assigned position. The Golems gain a powerful {{status effect|buff|vulnerability down}} &#039;&#039;&#039;Vulnerability Down&#039;&#039;&#039; when near each other, so they should be tanked at their original locations as much as possible.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: Moderate raidwide with no castbar; spawns seven water circles. One circle is in the center, which always has spikes, but can be rotated into an X shape instead of a plus shape; the other six are in two arcs of three centered on random opposing cardinals or intercardinals, and will become four-player towers when frozen. The spikes of the center circle will always be pointed at the four towers not central to the arcs.&lt;br /&gt;
* &#039;&#039;&#039;Frigid Dive&#039;&#039;&#039;: The boss telegraphs a dive through the two central towers and the center spiked circle. This dive is a thick line AoE that will freeze those towers and center circle, activating them; players should stand near but not in line with the dive, then move in to take the tower.&lt;br /&gt;
* The center circle&#039;s plus/X AoE will then activate, freezing the remaining four towers; players who didn&#039;t soak the first two towers should stand near but not in line with the others, then move in to take them. (Players who did soak the first towers can and should also soak the second set of towers; no &#039;&#039;&#039;Vulnerability Up&#039;&#039;&#039; debuff is inflicted.)&lt;br /&gt;
** With a full raid of 48 players, assigning specific parties to specific towers is not generally necessary, as each only requires 4 players and players can use body language to convey the second tower they will move toward. However, a common method of assigning towers has the letter parties take the north/east center tower, and the number parties take the south/west center tower, with parties A and 1/D rotating counterclockwise and parties C and 3/F rotating clockwise for the second set of towers.&lt;br /&gt;
** Each player absent from a tower will inflict raidwide damage and a stack of {{status effect|debuff|sustained damage}} &#039;&#039;&#039;Sustained Damage&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: The towers will spawn in a different random position.&lt;br /&gt;
* &#039;&#039;&#039;Frigid Dive&#039;&#039;&#039;: The telegraphed dive will change based on the new tower positions.&lt;br /&gt;
* Any Ice Golems still alive at this point will cast &#039;&#039;&#039;Frozen Heart&#039;&#039;&#039;, granting a strong {{status effect|buff|File:Damage up icon2.png}} &#039;&#039;&#039;Damage Up&#039;&#039;&#039;. Tanks should use their invulnerability abilities to survive their auto attacks.&lt;br /&gt;
* The boss will reappear at the center of the arena (with {{status effect|buff|File:Invincibility icon1.png}} &#039;&#039;&#039;Invincibility&#039;&#039;&#039;) and begin extremely slowly casting &#039;&#039;&#039;Lifeless Legacy&#039;&#039;&#039;.&lt;br /&gt;
* Soon after, six [[Ice Sprite|&#039;&#039;&#039;Ice Sprites&#039;&#039;&#039;]] will appear at the edge of the arena, in the same positions as the Golems. They are all tethered to the boss, and will slowly move towards it. Each party must kill its Sprite before it reaches the boss, or it will buff the damage of the upcoming &#039;&#039;&#039;Lifeless Legacy&#039;&#039;&#039;; even a single Sprite reaching the boss will make &#039;&#039;&#039;Lifeless Legacy&#039;&#039;&#039; essentially lethal. The Sprites are vulnerable to {{Action icon|Romeo&#039;s Ballad}}, which is typically used when the Sprites are near the boss.&lt;br /&gt;
* The boss&#039;s {{status effect|buff|File:Invincibility icon1.png}} &#039;&#039;&#039;Invincibility&#039;&#039;&#039; is dispelled as soon as all six Sprites have been defeated.&lt;br /&gt;
&lt;br /&gt;
==== Imitation Rain 3 ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wicked Water&#039;&#039;&#039;: Twelve players receive a targeting marker. Soon after, the marker is removed and replaced with two debuffs: {{status effect|buff|File:Wicked water icon.png}} &#039;&#039;&#039;Wicked Water&#039;&#039;&#039; and {{status effect|buff|File:Throttle icon1.png}} &#039;&#039;&#039;Throttle&#039;&#039;&#039;. While some players prefer to &amp;quot;wiggle&amp;quot; out of the group to make it easier to see if they&#039;ve been targeted, this is not necessary to resolve the mechanic in time.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: Identical to Imitation Rain 1.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Icicle&#039;&#039;&#039;: Identical to Imitation Rain 1.&lt;br /&gt;
* &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;&lt;br /&gt;
* Shortly after &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;, the ice circles explode, setting off a chain reaction with the water circles.&lt;br /&gt;
** To dodge the chain reaction, a procedure identical to that used in Imitation Rain 1 is used.&lt;br /&gt;
** However, the players with {{status effect|buff|File:Wicked water icon.png}} &#039;&#039;&#039;Wicked Water&#039;&#039;&#039; will not perform any further dodges after moving to the side. They will be intentionally hit by the final ice AoEs, freezing their water bubbles into &#039;&#039;&#039;[[Gelid Gaol|Gelid Gaols]]&#039;&#039;&#039;. This converts their  {{status effect|buff|File:Wicked water icon.png}} &#039;&#039;&#039;Wicked Water&#039;&#039;&#039; debuff to a new {{status effect|debuff|File:Gelid gaol icon.png}} &#039;&#039;&#039;Gelid Gaol&#039;&#039;&#039; debuff. Any player with &#039;&#039;&#039;Wicked Water&#039;&#039;&#039; that does not get frozen will be unable to cleanse their &#039;&#039;&#039;{{status effect|buff|File:Throttle icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Throttle&#039;&#039;&#039; debuff and die when it expires.&lt;br /&gt;
** All non-frozen players should quickly defeat these Gaols to free their allies and cleanse their &#039;&#039;&#039;{{status effect|buff|File:Throttle icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Throttle&#039;&#039;&#039; debuffs before they are killed.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Star&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Imitation Rain 4 and Enrage ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: Moderate raidwide with no castbar; spawns ten water circles. Four are at the cardinals, with the east and west circles having spikes; the other six spawn near the middle in two horizontal lines of three, and are towers.&lt;br /&gt;
* &#039;&#039;&#039;Frigid Twister&#039;&#039;&#039;: Spawns two ice twisters, one northeast and one southwest.&lt;br /&gt;
* &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;&lt;br /&gt;
* Shortly after &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;, the ice twisters begin rotating clockwise or counterclockwise (both move in the same direction, but which direction is random), setting off a chain reaction with the water circles.&lt;br /&gt;
** To dodge the chain reaction and safely soak the towers, watch the ice twisters and move away from the circles they are moving into.&lt;br /&gt;
** Remain out of the towers until after the first circle AoEs. Once the towers are active, each party moves into the tower near its waymark/golem/sprite position.&lt;br /&gt;
** After the towers are soaked, dodge away from the second water circles; all players should remain together (or at opposite ends) for the upcoming &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;. Be aware that the twisters will continue rotating for the upcoming second set of water circles.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: Moderate raidwide with no castbar; spawns ten water circles. Four are at the cardinals, with the north and south circles having spikes; the other six spawn near the middle in two vertical lines of three, and are towers.&lt;br /&gt;
* &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;&lt;br /&gt;
* As the twisters are still rotating, they will soon begin a second chain reaction with the new water circles.&lt;br /&gt;
** To dodge the chain reaction and safely soak the towers, the same procedure is used again.&lt;br /&gt;
** Parties A, C, 1/D, and 3/F will be able to simply soak the towers near their waymarks. Parties B and 2/E will need to slightly adjust; typically, party B soaks the center-east tower and party 2/E soaks the center-west tower.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Star&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Dread Deluge&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Lifeless Legacy (enrage)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== The Binding Lock (&amp;quot;Lockwards&amp;quot;)===&lt;br /&gt;
Throughout the hallways containing the Binding Lock and those beyond it, there are twelve groups of trap spawn locations, across which are fourteen normal traps and four unstable traps. (Their specific locations are shown in the annotated map in the [[The Forked Tower: Blood#Maps|Maps]] section below.) Thus, as with the Bridges encounter, they can be addressed either by revealing them with {{Action icon|Trap Detection}} and having players navigate around them (possibly detonating some normal traps using {{Action icon|Occult Falcon}}), or &amp;quot;pre-popping&amp;quot; all traps by using {{Action icon|Occult Falcon}}. Some groups will also pre-pop traps in the area with the Binding Lock and merely reveal those after it - but no matter what, all players must be aware of the intended strategy to avoid unnecessary deaths.&lt;br /&gt;
&lt;br /&gt;
The hallways containing the Binding Lock consist of an initial add pull (one each of [[Guardian Petroglyph|&#039;&#039;&#039;Guardian Petroglyph&#039;&#039;&#039;]], [[Tower Hippocerf|&#039;&#039;&#039;Tower Hippocerf&#039;&#039;&#039;]], [[Tower Skatene|&#039;&#039;&#039;Tower Skatene&#039;&#039;&#039;]], and [[Tower Marolith|&#039;&#039;&#039;Tower Marolith&#039;&#039;&#039;]]; of these, note that the Petroglyph is immune to instant kill effects), followed by six side rooms, then an encounter at the Binding Lock itself. The adds in the side rooms are presented in the order that most groups pull them. All of these enemies can be slowed.&lt;br /&gt;
&lt;br /&gt;
==== Southwest: [[Guardian Wraith]] ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Scream&#039;&#039;&#039;: Large, late-telegraphed point-blank AoE. Inflicts &#039;&#039;&#039;{{status effect|buff|File:Hysteria icon1.png}} Terror&#039;&#039;&#039;, causing hit players to be unable to move.&lt;br /&gt;
* &#039;&#039;&#039;Lingering Resentment&#039;&#039;&#039;: Small circular fatal AoE on a random player; will select a player with &#039;&#039;&#039;{{status effect|buff|File:Hysteria icon1.png}} Terror&#039;&#039;&#039; if there are any. The debuff will not expire before the AoE goes off, so the targeted player must be {{action icon|Rescue}}d or they will die.&lt;br /&gt;
* These attacks repeat.&lt;br /&gt;
&lt;br /&gt;
==== West: [[Guardian Berserker]] ====&lt;br /&gt;
&lt;br /&gt;
* At the same time as the Guardian Wraith is being pulled, one tank and all players with instant kill effects ({{phantom job|samurai|name=y}}, {{phantom job|cannoneer|name=y}}, {{phantom job|oracle|name=y}}, {{phantom job|gladiator|name=y}}) will pull the Guardian Berserker.&lt;br /&gt;
* The Guardian Berserker has an undispellable and extremely strong {{status effect|buff|vulnerability down}} &#039;&#039;&#039;Vulnerability Down&#039;&#039;&#039;; it will take essentially no damage from normal attacks. It must be defeated by the instant kill effects of {{action icon|Iainuki}}, {{action icon|Phantom Fire}}, {{action icon|Phantom Doom}}, or {{action icon|Finisher}}.&lt;br /&gt;
* &#039;&#039;&#039;Raging Slice&#039;&#039;&#039;: Line AoE pointed at a random player in range that passes through walls. This is the Berserker&#039;s only attack.&lt;br /&gt;
&lt;br /&gt;
==== Northwest: [[Guardian Golem]] ====&lt;br /&gt;
&lt;br /&gt;
* The Guardian Golem is typically pulled by a single tank, with all other players waiting a fair distance away. (Parties with a {{phantom job|oracle|name=y}} can also join.)&lt;br /&gt;
* &#039;&#039;&#039;Toxic Minerals&#039;&#039;&#039;: After a short time, the Guardian Golem will emit a purple-black gas, and all nearby players will be inflicted with &#039;&#039;&#039;{{status effect|debuff|File:Toxic minerals icon.png}} Toxic Minerals&#039;&#039;&#039;. After 20 seconds, it will convert into a cleansable {{status effect|debuff|doom}} &#039;&#039;&#039;[[Doom]]&#039;&#039;&#039; lasting 20 seconds. If only a single tank pulls the Golem, this is easily cleansed with {{action icon|Esuna}}. {{phantom job|oracle|name=y}}s can use {{action icon|Recuperation}}&#039;s AoE cleansing effect to allow their party to join the fight early; they must use it while &#039;&#039;&#039;{{status effect|debuff|File:Toxic minerals icon.png}} Toxic Minerals&#039;&#039;&#039; is in effect or the cleanse will not come in time. After this attack is used, all other players can join the fight.&lt;br /&gt;
* &#039;&#039;&#039;Earthen Heart x2&#039;&#039;&#039;: Circular AoEs on random players.&lt;br /&gt;
* &#039;&#039;&#039;Boulder Clap&#039;&#039;&#039;: Conal AoE.&lt;br /&gt;
* &#039;&#039;&#039;Obliterate&#039;&#039;&#039;: Huge point-blank AoE; can and must be interrupted.&lt;br /&gt;
* These attacks repeat.&lt;br /&gt;
&lt;br /&gt;
==== Northeast: [[Guardian Knight]] ====&lt;br /&gt;
&lt;br /&gt;
* The Guardian Knight begins with a dispellable {{status effect|buff|File:Invincibility icon1.png}} &#039;&#039;&#039;Invincibility&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Buster Knuckles&#039;&#039;&#039;: Large point-blank AoE.&lt;br /&gt;
* &#039;&#039;&#039;Earthquake&#039;&#039;&#039;: Late-telegraphed donut AoE quickly following &#039;&#039;&#039;Buster Knuckles&#039;&#039;&#039;. The Knight&#039;s {{status effect|buff|File:Invincibility icon1.png}} &#039;&#039;&#039;Invincibility&#039;&#039;&#039; buff is restored and must be dispelled again.&lt;br /&gt;
* &#039;&#039;&#039;Line of Fire x2&#039;&#039;&#039;: The Knight turns to face a random player, then fires an untelegraphed line AoE that passes through walls.&lt;br /&gt;
* These attacks repeat.&lt;br /&gt;
&lt;br /&gt;
==== East: [[Guardian Bat]] x3 ====&lt;br /&gt;
&lt;br /&gt;
* At the same time as the Guardian Knight is being pulled, one tank, any magical ranged DPS with {{STFI|Limit Break|link=Limit Break|icon=Limit break icon1.png|size=small}} [[Limit Break]] available, and any {{phantom job|ranger|name=y}}s will pull the Guardian Bats.&lt;br /&gt;
* The Guardian Bats have extremely high evasion; they should be defeated by using magical ranged DPS LBs (which cannot miss) and/or {{action icon|Phantom Aim}} to guarantee all attacks land. (If necessary, {{phantom job|samurai|name=y}}&#039;s {{action icon|Zeninage}} also cannot miss.)&lt;br /&gt;
* &#039;&#039;&#039;Aero III&#039;&#039;&#039;: Untelegraphed point-blank AoE. This is the Bats&#039; only attack.&lt;br /&gt;
&lt;br /&gt;
==== Southeast: [[Guardian Weapon]] ====&lt;br /&gt;
&lt;br /&gt;
* The Guardian Weapon begins with &#039;&#039;&#039;{{status effect|buff|File:Armed to the teeth icon.png}} Armed to the Teeth&#039;&#039;&#039; and a sword floating above it.&lt;br /&gt;
* A {{phantom job|thief|name=y}} must use {{action icon|Pilfer Weapon}} - not {{action icon|Steal}}! - to remove the buff and the sword floating above it.&lt;br /&gt;
* If the buff has not been removed, every attack the Weapon performs will be a massive, lethal AoE (&#039;&#039;&#039;Keen Wind&#039;&#039;&#039;). It isn&#039;t impossible to defeat with tanks using their invulnerability skills, {{phantom job|samurai|name=y}}&#039;s {{action icon|Shirahadori}}, and (particularly daring) players using ranged attacks immediately after AoEs and quickly ducking back out, but this is extremely inadvisable, only to be used as a last resort. If the buff has been removed, it will instead alternate between these attacks:&lt;br /&gt;
* &#039;&#039;&#039;Whirl of Rage&#039;&#039;&#039;: Late-telegraphed point-blank AoE.&lt;br /&gt;
* &#039;&#039;&#039;Smite of Rage&#039;&#039;&#039;: Late-telegraphed line AoE.&lt;br /&gt;
&lt;br /&gt;
==== Activating the Binding Lock ====&lt;br /&gt;
The Binding Lock has six cylinders, each of which has three levels divided by lines, with one around the top as well. One line on each cylinder will be glowing. In each of the six add rooms, there is a large red circle; when one/two/three players stand on the circle, the corresponding cylinder is lowered by one/two/three levels. In total, twelve players will need to stand on the six circles to lower the cylinders such that the glowing lines of all cylinders are flush with the ground. In general, a player will shout the combination for later reference, e.g. &amp;quot;123 312,&amp;quot; with these numbers referring to NW W SW and NE E SE, in that order. Once successful, the system message &amp;quot;&#039;&#039;Occult cylinders active. Initiate the authentication process.&#039;&#039;&amp;quot; will be displayed.&lt;br /&gt;
&lt;br /&gt;
==== Authentication ====&lt;br /&gt;
There are two possible procedures for authentication: a short procedure and a long one. &amp;quot;Skipping lockwards&amp;quot; refers to the short procedure, which is faster but provides fewer rewards; the long procedure provides greater rewards and spawns an enemy outside of the Forked Tower.&lt;br /&gt;
&lt;br /&gt;
* Authentication begins by interacting with the &#039;&#039;&#039;Authorization Device&#039;&#039;&#039;. This will begin a 60 second countdown, as well as begin to spawn adds.&lt;br /&gt;
* At a gradually increasing pace, waves of three [[Lockward|&#039;&#039;&#039;Lockwards&#039;&#039;&#039;]] will begin to spawn. Each will cast &#039;&#039;&#039;Cunning Keywork&#039;&#039;&#039;, which must be interrupted or the Binding Lock will deactivate and must be reactivated. After doing so, they only have heavy-hitting auto attacks. Tanks should establish enmity and use mitigation.&lt;br /&gt;
* During the fourth wave, the 60 second countdown will complete. If using the short procedure, a player will interact with the &#039;&#039;&#039;Unlock Mechanism&#039;&#039;&#039;, and after a significant delay (which allows the fifth wave to spawn), the Lockwards will despawn and the lock will open, glowing red.&lt;br /&gt;
* If using the long procedure, the &#039;&#039;&#039;Unlock Mechanism&#039;&#039;&#039; will be ignored for now. Starting with the fifth wave, the spawn rate of add waves is significantly increased. In the eighth wave, a [[Master Lockward|&#039;&#039;&#039;Master Lockward&#039;&#039;&#039;]] will spawn as the center add. It will also cast &#039;&#039;&#039;Cunning Keywork&#039;&#039;&#039;, but must &#039;&#039;&#039;not&#039;&#039;&#039; be interrupted. If it successfully completes its cast, the system message &amp;quot;&#039;&#039;The occult cylinders have been reordered.&#039;&#039;&amp;quot; will be displayed. No more adds will spawn, and all adds can now be defeated. The Master Lockward will eventually use &#039;&#039;&#039;Bolting Hammer&#039;&#039;&#039;, a powerful raidwide, if kept alive for too long.&lt;br /&gt;
* If the Master Lockward&#039;s cast of &#039;&#039;&#039;Cunning Keywork&#039;&#039;&#039; is interrupted, another will spawn in the tenth wave (and so on). Adds will continue to spawn until the &#039;&#039;&#039;Unlock Mechanism&#039;&#039;&#039; is used or a cast of &#039;&#039;&#039;Cunning Keywork&#039;&#039;&#039; is completed.&lt;br /&gt;
* A new combination will now be shown on the Binding Lock&#039;s cylinders, which is input by twelve players, as before. The group will then follow the short procedure, interacting with the &#039;&#039;&#039;Unlock Mechanism&#039;&#039;&#039; as soon as possible. After a significant delay, the Lockwards will despawn and the lock will open, glowing blue.&lt;br /&gt;
&lt;br /&gt;
==== Treasure Rooms and Sanguine Recluse ====&lt;br /&gt;
To the left and right of the staircase are two hallways; a {{phantom job|thief|name=y}} must reveal hidden passages using {{action icon|Trap Detection}} to access the treasure rooms (Top Secret Nooks 1 and 2). Additionally, a second hidden passage can be revealed in the left treasure room. If the long procedure for authenticating the Binding Lock was used, an additional treasure chest will be to the left of the entrance to the map room (Top Secret Nook 3).&lt;br /&gt;
&lt;br /&gt;
If the short procedure was used, the plinth cannot be interacted with, the room will appear as a dark void, and will have no function. If the long procedure was used, the plinth can be interacted with, and the room will show a large glowing map of the South Horn. Interacting with the plinth will cause a glowing beacon to appear somewhere on the map; a &#039;&#039;&#039;[[Sanguine Recluse]]&#039;&#039;&#039; will spawn at that position. (Possible spawn locations and mechanics can be found on its page.) Its position must be shouted by players in the raid, allowing players outside to locate and defeat it.{{evt|service=youtube|id=SDYMYjQ5kQE|dimensions=350|align=right|description=Binding Lock and Magitaur animated guide by Big Kobe}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] Infamy of Blood: [[Magitaur]]===&lt;br /&gt;
&lt;br /&gt;
The arena consists of an extremely large circle. Three large squares (one to the northwest, one to the south, and one to the northeast) point outward from the center, separated by 30-degree wedges. Around the outside of the arena are nine colored circles, in a pink-yellow-blue (clockwise) pattern. Parties A and 1/D are placed in the northwest square, parties B and 2/E are placed in the south square, and parties C and 3/F are placed in the northeast square.&lt;br /&gt;
&lt;br /&gt;
Several mechanics of the Magitaur target or assign debuffs based on where players are standing in the arena, and some others cause entire sections of the arena to become unsafe. (Each square is its own section, and the rest of the arena is a single section.) As a general rule, being outside of one of the three squares when not explicitly required to be is dangerous, both to yourself and to other players.&lt;br /&gt;
&lt;br /&gt;
Many North American groups use a set of waymarks intended to simplify the resolution of a particular mechanic (&#039;&#039;&#039;Assassin&#039;s Dagger&#039;&#039;&#039;). An image of these waymarks (&amp;quot;BAP Daggers&amp;quot;) is included in the [[The Forked Tower: Blood#Maps|Maps]] section below, but other sets of waymarks are used by some groups. Nevertheless, to simplify the explanation of this mechanic, references based on these waymarks will be made:&lt;br /&gt;
&lt;br /&gt;
* Each large square is a 10x10 grid of small squares; this is not used in any mechanics, but will be used for precise placement of waymarks if third-party tools are not being used to place them. In each square:&lt;br /&gt;
* The &amp;quot;left waymark&amp;quot; is placed on the fifth small square from the top, in the second column from the left edge of the square.&lt;br /&gt;
* The &amp;quot;right waymark&amp;quot; is placed on the fifth small square from the top, in the column directly along the right edge of the square.&lt;br /&gt;
* The &amp;quot;center waymark&amp;quot; is placed two columns inward from the right waymark.&lt;br /&gt;
&lt;br /&gt;
==== Opening and First Conduits ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Unsealed Aura&#039;&#039;&#039;: Hard-hitting raidwide.&lt;br /&gt;
* &#039;&#039;&#039;Unseal&#039;&#039;&#039;: Magitaur unseals one of two weapons: a yellow axe or a blue lance, gaining the &#039;&#039;&#039;{{status effect|buff|File:Unsealed icon.png}} Unsealed&#039;&#039;&#039; buff. Shortly after unsealing its weapon, Magitaur will begin launching tankbuster-strength auto-attacks on two players in each section of the arena.&lt;br /&gt;
** If its yellow axe was unsealed, these attacks will target the two nearest players in each section.&lt;br /&gt;
** If its blue lance was unsealed, these attacks will target the two furthest players in each section.&lt;br /&gt;
** Three sets of auto-attacks will be used.&lt;br /&gt;
** Despite their animations, these auto-attacks are not AoEs.&lt;br /&gt;
* &#039;&#039;&#039;Assassin&#039;s Dagger&#039;&#039;&#039;: Three line AoEs will be telegraphed, offset from each other by 120 degrees; they will all begin either between the squares (the &amp;quot;north/right&amp;quot; pattern) or cutting through the middle of the squares (the &amp;quot;south/left&amp;quot; pattern). Daggers will shoot out from the boss along these lines, repeat (return to the middle) after a two-second delay, then shoot out again, rotated ~50 degrees clockwise. The daggers will shoot out and return a total of six times each. Being hit by a dagger inflicts a stack of {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039;.&lt;br /&gt;
** If the &amp;quot;north/right&amp;quot; pattern is used, the first three shoot outs and returns can be dodged by standing at the &amp;quot;right waymark&amp;quot; as described above.&lt;br /&gt;
** If the &amp;quot;south/left&amp;quot; pattern is used, the first three shoot outs and returns can be dodged by standing at the &amp;quot;left waymark.&amp;quot;&lt;br /&gt;
** In both cases, the remaining daggers can be dodged by standing at (or colinear with, relative to the boss) the &amp;quot;center waymark.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039;: Each of these is cast once at random during &#039;&#039;&#039;Assassin&#039;s Dagger&#039;&#039;&#039;. The safe regions for &#039;&#039;&#039;Critical Axeblow&#039;&#039;&#039; are far away from the boss and inside the squares; the safe regions for &#039;&#039;&#039;Critical Lanceblow&#039;&#039;&#039; are near the boss and between the squares.&lt;br /&gt;
** The first cast of &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039; resolves between the fourth shoot out and fourth return of &#039;&#039;&#039;Assassin&#039;s Dagger&#039;&#039;&#039;; the second cast resolves after the final return.&lt;br /&gt;
** If &#039;&#039;&#039;Critical Lanceblow&#039;&#039;&#039; is cast first, half of each safe region will be hit with &#039;&#039;&#039;Assassin&#039;s Dagger&#039;&#039;&#039;. In this case, the safe side of the safe region will be the left side for the &amp;quot;south/left&amp;quot; pattern and the right side for the &amp;quot;north/right&amp;quot; pattern.&lt;br /&gt;
* &#039;&#039;&#039;Forked Fury&#039;&#039;&#039;: Tankbusters on the nearest and furthest players in each section.&lt;br /&gt;
* After a short delay, two sets of auto-attacks based on the &#039;&#039;&#039;Unseal&#039;&#039;&#039; weapon will be used.&lt;br /&gt;
* &#039;&#039;&#039;Aura Burst/Holy&#039;&#039;&#039;: Hard-hitting raidwide; lethal unless the adds that spawn at the beginning of the castbar are correctly resolved before the cast completes.&lt;br /&gt;
** Seven of the nine colored circles around the outside of the arena rise out of the ground. All three yellow circles rise to reveal an [[Axe Empowerment Conduit|&#039;&#039;&#039;Axe Empowerment Conduit&#039;&#039;&#039;]] (which has a ring in the middle), all three blue circles rise to reveal a [[Lance Empowerment Conduit|&#039;&#039;&#039;Lance Empowerment Conduit&#039;&#039;&#039;]] (which has a sphere in the middle), and a random pink circle rises to reveal a [[Universal Empowerment Conduit|&#039;&#039;&#039;Universal Empowerment Conduit&#039;&#039;&#039;]] (which has both in the middle). These adds are frequently referred to as &amp;quot;cans.&amp;quot;&lt;br /&gt;
** If Magitaur&#039;s yellow axe was unsealed, the cast will be &#039;&#039;&#039;Aura Burst&#039;&#039;&#039; and all &#039;&#039;&#039;Axe Empowerment Conduits&#039;&#039;&#039; must be defeated. If Magitaur&#039;s blue lance was unsealed, the cast will be &#039;&#039;&#039;Holy&#039;&#039;&#039; and all &#039;&#039;&#039;Lance Empowerment Conduits&#039;&#039;&#039; must be defeated. Each square defeats the Conduit closest to it. In both cases, the &#039;&#039;&#039;Universal Empowerment Conduit&#039;&#039;&#039; must also be defeated.&lt;br /&gt;
** When an &#039;&#039;&#039;Axe/Lance Empowerment Conduit&#039;&#039;&#039; is defeated, it targets the nearest two players with &#039;&#039;&#039;Arcane Recoil&#039;&#039;&#039;, a catastrophically strong attack. If a square has at least two {{Phantom job|knight|name=y}} tanks, these are simple to resolve by having them stand inside the Conduit and either using {{Action icon|Pledge}} on themselves, their tank invulnerability, or {{Action icon|Phantom Guard}}. If a square has only one, the Phantom Knight should identify a &amp;quot;pledge buddy&amp;quot; before beginning the encounter. This player will serve as the second player baiting &#039;&#039;&#039;Arcane Recoil&#039;&#039;&#039;, and the Phantom Knight will use {{Action icon|Pledge}} on them.&lt;br /&gt;
** Meanwhile, a {{Phantom job|berserker|name=y}} will defeat the &#039;&#039;&#039;Universal Empowerment Conduit&#039;&#039;&#039; on their own; its HP is significantly lower than that of the other Conduits. While doing so, they must stand between the Conduit and the wall, and must use {{Action icon|Rage (Phantom Job Action)|Rage}} before it is defeated. This is because the Conduit will use &#039;&#039;&#039;Arcane Reaction&#039;&#039;&#039; when defeated, an extremely weak line AoE aimed at the nearest player that inflicts {{status effect|debuff|hysteria}} &#039;&#039;&#039;Hysteria&#039;&#039;&#039; for 1 minute; Rage grants immunity to Hysteria. Players near the &#039;&#039;&#039;Universal Empowerment Conduit&#039;&#039;&#039; must be extremely careful with large AoE attacks, as an &#039;&#039;&#039;Arcane Reaction&#039;&#039;&#039; at an unexpected time can cause the Phantom Berserker, or possibly a larger group of players, to be hit and inflicted with {{status effect|debuff|hysteria}} &#039;&#039;&#039;Hysteria&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Sage&#039;s Staff ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sage&#039;s Staff&#039;&#039;&#039;: Three &#039;&#039;&#039;Sage&#039;s Staves&#039;&#039;&#039; appear in an arc, each either between squares or roughly in the middle of one.&lt;br /&gt;
* &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039;&lt;br /&gt;
* Shortly after &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039;, each of the &#039;&#039;&#039;Sage&#039;s Staves&#039;&#039;&#039; fires a line stack AoE (&#039;&#039;&#039;Mana Expulsion&#039;&#039;&#039;) at the nearest player.&lt;br /&gt;
** Two methods of resolving this mechanic are commonly used.&lt;br /&gt;
** In one method, each square is responsible for the staves that appear either in or directly opposite from their square.&lt;br /&gt;
** In the other method, all players stack at a single point (frequently the center of the arena or the A square&#039;s left waymark); while some players will be hit by all three staves at once, their damage is greatly reduced by being spread across the entire raid. This is frequently referred to as either &amp;quot;A staff&amp;quot; or &amp;quot;Spiral staff.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Sage&#039;s Staff&#039;&#039;&#039;: Three more staves appear, opposite to the positions of the first three.&lt;br /&gt;
* &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039;: Whichever wasn&#039;t used earlier.&lt;br /&gt;
* Shortly after &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039;, each of the &#039;&#039;&#039;Sage&#039;s Staves&#039;&#039;&#039; fires a line stack AoE at the nearest player.&lt;br /&gt;
* &#039;&#039;&#039;Unsealed Aura&#039;&#039;&#039;: Hard-hitting raidwide.&lt;br /&gt;
&lt;br /&gt;
==== Rune Axe ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Unseal&#039;&#039;&#039;: Magitaur will always unseal its yellow axe.&lt;br /&gt;
* Three sets of auto-attacks will be used, always on the nearest two players in each section.&lt;br /&gt;
* &#039;&#039;&#039;Rune Axe&#039;&#039;&#039;: Assigns debuffs based on where players are standing in the arena. It is extremely important that all players are within their square, or additional debuffs will be assigned that will cause several extra deaths. This guide will only explain the mechanic being resolved properly, with no additional debuffs.&lt;br /&gt;
** One player in square A will receive {{status effect|debuff|File:Greater axebit icon.png}} &#039;&#039;&#039;Prey: Greater Axebit&#039;&#039;&#039; with a duration of 10 seconds.&lt;br /&gt;
** One player in each square will receive {{status effect|debuff|File:Lesser axebit icon.png}} &#039;&#039;&#039;Prey: Lesser Axebit&#039;&#039;&#039; with a duration of 13 seconds.&lt;br /&gt;
** One player in square A will receive {{status effect|debuff|File:Greater axebit icon.png}} &#039;&#039;&#039;Prey: Greater Axebit&#039;&#039;&#039; with a duration of 21 seconds, and one player in each of squares B and C will receive {{status effect|debuff|File:Lesser axebit icon.png}} &#039;&#039;&#039;Prey: Lesser Axebit&#039;&#039;&#039; with a duration of 21 seconds.&lt;br /&gt;
** Each of these debuffs indicates a spread AoE (&#039;&#039;&#039;Ruinous Rune&#039;&#039;&#039;) that will go off when the debuff expires. Any section of the arena that is overlapped by these AoEs will glow, and being in a glowing region (&#039;&#039;&#039;Axeglow&#039;&#039;&#039;) inflicts a stack of {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039;.&lt;br /&gt;
* First, the player with a 10-second {{status effect|debuff|File:Greater axebit icon.png}} &#039;&#039;&#039;Prey: Greater Axebit&#039;&#039;&#039; will run out to the very edge of the arena, behind the nearest pink circle. At the same time, each player with a 13-second {{status effect|debuff|File:Lesser axebit icon.png}} &#039;&#039;&#039;Prey: Lesser Axebit&#039;&#039;&#039; should be prepared to move to the center of their squares.&lt;br /&gt;
* &#039;&#039;&#039;Critical Lanceblow&#039;&#039;&#039;: After the first {{status effect|debuff|File:Greater axebit icon.png}} &#039;&#039;&#039;Prey: Greater Axebit&#039;&#039;&#039; AoE has gone off, that player can rejoin their party as they move to dodge &#039;&#039;&#039;Critical Lanceblow&#039;&#039;&#039;. The players with a 13-second {{status effect|debuff|File:Lesser axebit icon.png}} &#039;&#039;&#039;Prey: Lesser Axebit&#039;&#039;&#039; must wait in the center of their squares until their AoEs have gone off, or they will cause the entire raid to be hit with &#039;&#039;&#039;Axeglow&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Carving Rune&#039;&#039;&#039;: Moderate damage to four random players without debuffs. Between the resolutions of the second and third sets of debuffs, &#039;&#039;&#039;Carving Rune&#039;&#039;&#039; is used four times, hitting different players each time.&lt;br /&gt;
* Finally, all players that have no debuff will move to square A. The player with a 21-second {{status effect|debuff|File:Greater axebit icon.png}} &#039;&#039;&#039;Prey: Greater Axebit&#039;&#039;&#039; will run out to the very edge of the arena, behind the nearest pink circle, and the players with a 21-second {{status effect|debuff|File:Lesser axebit icon.png}} &#039;&#039;&#039;Prey: Lesser Axebit&#039;&#039;&#039; will move to the center of their squares.&lt;br /&gt;
* &#039;&#039;&#039;Forked Fury&#039;&#039;&#039;&lt;br /&gt;
* After a short delay, two sets of auto-attacks on the nearest two players in each section will be used.&lt;br /&gt;
* &#039;&#039;&#039;Aura Burst&#039;&#039;&#039;: A full repeat of the Conduits mechanic. In this use, the &#039;&#039;&#039;Axe Empowerment Conduits&#039;&#039;&#039; must always be defeated.&lt;br /&gt;
&lt;br /&gt;
==== Holy Lance ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Assassin&#039;s Dagger&#039;&#039;&#039; (including two uses of &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039;)&lt;br /&gt;
* &#039;&#039;&#039;Unseal&#039;&#039;&#039;: Magitaur will always unseal its blue lance.&lt;br /&gt;
* Three sets of auto-attacks will be used, always on the furthest two players in each section.&lt;br /&gt;
* &#039;&#039;&#039;Holy Lance&#039;&#039;&#039;: Assigns debuffs based on where players are standing in the arena. Once again, it is extremely important that all players are within their square, or additional debuffs will be assigned that will cause several extra deaths. This guide will only explain the mechanic being resolved properly, with no additional debuffs.&lt;br /&gt;
** Three players in each square will receive {{status effect|debuff|File:Lancepoint icon.png}} &#039;&#039;&#039;Prey: Lancepoint&#039;&#039;&#039;. In each square, one will have a duration of 17 seconds, one will have a duration of 25 seconds, and one will have a duration of 33 seconds. Each of these debuffs indicates a stack (&#039;&#039;&#039;Holy IV&#039;&#039;&#039;) that will go off when the debuff expires. Any section of the arena that is overlapped by these stacks will glow, and being in a glowing region (&#039;&#039;&#039;Lancelight&#039;&#039;&#039;) inflicts a stack of {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039;.&lt;br /&gt;
** At the same time, twelve &#039;&#039;&#039;Luminous Lances&#039;&#039;&#039; will spawn in a circle, clockwise from north. Considering the north lance to be lance 1, lances 2-4 are inside square C, lances 6-8 are inside square B, lances 10-12 are inside square A, and lances 1, 5, and 9 are in the outer area.&lt;br /&gt;
* &#039;&#039;&#039;Critical Lanceblow&#039;&#039;&#039;&lt;br /&gt;
* Four seconds after &#039;&#039;&#039;Critical Lanceblow&#039;&#039;&#039; resolves, the first &#039;&#039;&#039;Luminous Lance&#039;&#039;&#039; will use &#039;&#039;&#039;Lancelight&#039;&#039;&#039;, an AoE covering the entire section the lance is inside, which inflicts a stack of {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039;. Each subsequent lance (clockwise from north) uses &#039;&#039;&#039;Lancelight&#039;&#039;&#039; two seconds after the previous lance.&lt;br /&gt;
** When the lances inside a party&#039;s square are using &#039;&#039;&#039;Lancelight&#039;&#039;&#039;, that party must stand outside of their square, around its back. Each other party must remain at the center of their square. These positions are necessitated by {{status effect|debuff|File:Lancepoint icon.png}} &#039;&#039;&#039;Prey: Lancepoint&#039;&#039;&#039;. If a party leaving their square moves between the squares, their stack will overlap with another square; if a party staying within their square is too far forward, their stack will overlap with the outer area.&lt;br /&gt;
** Immediately after lance 1 uses &#039;&#039;&#039;Lancelight&#039;&#039;&#039;, square C parties must stand outside their square, and return immediately after lance 4.&lt;br /&gt;
** Immediately after lance 5, square B parties must stand outside their square, and return immediately after lance 8.&lt;br /&gt;
** Immediately after lance 9, square A parties must stand outside their square, and return immediately after lance 12.&lt;br /&gt;
** In total, each square will resolve two {{status effect|debuff|File:Lancepoint icon.png}} &#039;&#039;&#039;Prey: Lancepoint&#039;&#039;&#039; within their square, and one outside of it. Players with these debuffs must be careful to position themselves without overlapping other sections, but otherwise move with their party.&lt;br /&gt;
* &#039;&#039;&#039;Critical Axeblow&#039;&#039;&#039;: Used two seconds after the final lance uses &#039;&#039;&#039;Lancelight&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Unsealed Aura&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Forked Fury&#039;&#039;&#039;&lt;br /&gt;
* After a short delay, two sets of auto-attacks on the furthest two players in each section will be used.&lt;br /&gt;
* &#039;&#039;&#039;Holy&#039;&#039;&#039;: A full repeat of the Conduits mechanic. In this use, the &#039;&#039;&#039;Lance Empowerment Conduits&#039;&#039;&#039; must always be defeated.&lt;br /&gt;
* &#039;&#039;&#039;Assassin&#039;s Dagger&#039;&#039;&#039; (including two uses of &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039;)&lt;br /&gt;
* &#039;&#039;&#039;Unsealed Aura (enrage)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: Resurrection debuffs will not be removed after defeating Magitaur, so any player that dies with {{status effect|debuff|File:Resurrection denied icon.png}} &#039;&#039;&#039;Resurrection Denied&#039;&#039;&#039; will not be able to open the personal spoils coffer(s) from this boss or activate the Survey Point in the final room. However, they will still be rewarded with achievement progress.&lt;br /&gt;
==Phantom Chemist Resurrection Strategy==&lt;br /&gt;
In the event of a full raid wipe, all players must normally leave the raid regardless of how many stacks of {{status effect|debuff|File:Resurrection restricted icon1.png}} &#039;&#039;&#039;Resurrection Restricted&#039;&#039;&#039; they still have, because the return prompt will take them back to the South Horn base camp. To allow for more boss attempts, players have devised a chemist &amp;quot;cheese&amp;quot; strategy:&lt;br /&gt;
#If a boss pull is deemed unsalvageable (e.g. there are too many deaths or if a DPS check will not be met), a designated chemist will sacrifice themselves by running into the death wall or incapacitating themselves via mechanics. It is also common to do this preemptively as &amp;quot;insurance&amp;quot; before common failure points such as the snowballs/fire tower mechanics in boss 2 or the Rune Axe/Holy Lance mechanics in boss 4.&lt;br /&gt;
#Another chemist will revive the sacrifice chemist, but that player will &#039;&#039;not&#039;&#039; accept the resurrection prompt. The Raise buff will need to be refreshed periodically to prevent it from expiring. Ideally, the reviving chemist should revive the sacrifice chemist outside of aggro range of the boss.&lt;br /&gt;
#Once the call to wipe has been made by the raid leader, all players will attempt to die at the south of the arena or outside of aggro range of the boss.&lt;br /&gt;
#After the party wipes and the boss resets, the sacrifice chemist will accept the raise.&lt;br /&gt;
#The sacrifice chemist will then revive the other players, ideally starting with chemists first so they can also help revive. All chemists will commonly be marked for visual identification.&lt;br /&gt;
#Once everyone&#039;s Weakness debuff has fallen off, the party can pull the boss again.&lt;br /&gt;
&lt;br /&gt;
An alternative chemist &amp;quot;cheese&amp;quot; strategy requires a chemist to resurrect outside the arena and not participate in the fight:&lt;br /&gt;
#The chemist pulls the boss alone and dies near the entrance&lt;br /&gt;
#A second chemist waits outside the arena&lt;br /&gt;
#The remainder of the alliance enters the arena and begins their countdown&lt;br /&gt;
#With 5s to pull, the second chemist resurrects the dead chemist outside the arena&lt;br /&gt;
# With 5s left on the raise timer, the dead chemist accepts the raise.&lt;br /&gt;
&lt;br /&gt;
This results in the chemist resurrecting outside the arena, which has already completed its &#039;automatic pull in&#039; at 45s after pull.&lt;br /&gt;
&lt;br /&gt;
Both strategies are normally not feasible outside of boss encounters: e.g., a full raid wipe during the bridges encounter will end the run in the vast majority of cases.&lt;br /&gt;
&lt;br /&gt;
== Loot==&lt;br /&gt;
*800 {{enlightenment silver piece}} [[Enlightenment Silver Piece]]s&lt;br /&gt;
*1920 {{phantom exp}} [[Phantom Jobs|Phantom EXP]] &lt;br /&gt;
*{{tomestone|uncapped|80}} {{tomestone/uncapped-text}} &lt;br /&gt;
*{{tomestone|capped|40}} {{tomestone/capped-text}}&lt;br /&gt;
&lt;br /&gt;
This duty uses &#039;&#039;&#039;personal loot&#039;&#039;&#039;, so players will need to interact with and loot treasure coffers themselves. A full clear with all chests yields 30 {{item icon|Sanguinite}}.&lt;br /&gt;
&lt;br /&gt;
Defeating [[Magitaur]] will respawn 2 bronze and 1 silver [[The Occult Crescent: South Horn/Treasure Coffers|overworld treasure coffers]] in the South Horn map, assuming the number of coffers available is not already capped. There is a 10% chance that a second silver coffer will respawn.&lt;br /&gt;
&lt;br /&gt;
===[[File:Silver Coffer (small).png|32px|link=]] [[Demon Tablet]]===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Notes on the Demon Tablet|fixed=y}}&lt;br /&gt;
{{Drops table row|Sanguinite|1|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Bronze Coffer (small).png|32px|link=]] Personal Spoils (Secret Nooks)===&lt;br /&gt;
There are four chests (two per side) in the hallways after the first boss. Each side has one room behind a locked door that can be opened from the other side by a [[Phantom Thief]] after maneuvering through a trick room, and two secret rooms in the north. The post-trick room chest yields 2 Sanguinite. A chest will appear in one of the two secret rooms in the north per side, yielding 3 Sanguinite.&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|2|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|3|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
It is not possible to obtain all four chests in a single run: players may only obtain the two chests on their side.&lt;br /&gt;
&lt;br /&gt;
===[[File:Silver Coffer (small).png|32px|link=]] [[Dead Stars]]===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Notes on the Dead Stars|fixed=y}}&lt;br /&gt;
{{Drops table row|Sanguinite|2|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Silver Coffer (small).png|32px|link=]] [[Marble Dragon]]===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Notes on the Marble Dragon|fixed=y}}&lt;br /&gt;
{{Drops table row|Sanguinite|2|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Bronze Coffer (small).png|32px|link=]] Personal Spoils (Top Secret Nook 1)===&lt;br /&gt;
There are two chests in a secret room after the lockwards in the Towertop Passage, to the right.&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|2|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|2|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Bronze Coffer (small).png|32px|link=]] Personal Spoils (Top Secret Nook 2)===&lt;br /&gt;
A secret room in the Towertop Passage, to the left. The coffer is directly in the path.&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|1|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
=== [[File:Bronze Coffer (small).png|32px|link=]] Personal Spoils (Top Secret Nook 3)===&lt;br /&gt;
A secret room connected to Top Secret Nook 2. The coffer is just outside the entrance to the observatory room that marks the location of the [[Sanguine Recluse]] once the lockward puzzle is solved. This coffer will only spawn if the puzzle is solved.&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|5|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] [[Magitaur]]===&lt;br /&gt;
At least one personal spoils coffers will appear after defeating the final boss.&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Notes on Magitaur|fixed=y}}&lt;br /&gt;
{{Drops table row|Magitaur Card}}&lt;br /&gt;
{{Drops table row|Sanguinite|5|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
A second coffer will appear if the [[Sanguine Recluse]] was defeated by players outside, after the raid lights up the observatory.&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|5|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| mech1 sortable align-left}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|A Fork to Be Reckoned With I}}&lt;br /&gt;
{{achievement table row|A Fork to Be Reckoned With II}}&lt;br /&gt;
{{achievement table row|A Fork to Be Reckoned With III}}&lt;br /&gt;
{{achievement table row|A Fork to Be Reckoned With IV}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
{{quotation|Collapsed Bookshelves|Indecipherable tomes are strewn across the floor and piled haphazardly among the fallen shelves. Closer inspection reveals countless magical glyphs, likely representing a wealth of arcane knowledge.}}&lt;br /&gt;
&lt;br /&gt;
{{quotation|Occult Epitaph|The polished surface glimmers with myriad symbols, none of which obviously resemble Eorzean script. Although unfamiliar, the patterns you discern imply the glyphs form a written system of some kind. Was this encoding designed to conceal knowledge considered a threat to civilization?}}&lt;br /&gt;
&lt;br /&gt;
{{quotation|Ancient Tablet|As you peruse the tablet&#039;s inscription, a wave of nausea compels you to avert your gaze. No doubt the document is imbued with some magical contrivance, shielding it from eyes deemed unworthy of the knowledge within.}}&lt;br /&gt;
&lt;br /&gt;
{{quotation|[[Occult Record]]: The Secluded Stacks|At the pinnacle of the Tower of Blood sits an ancient study filled with tomes, tablets, and manuscripts from the Fifth Astral Era. Unfortunately, the entire collection is written in a script bearing no obvious resemblance to any extant language, rendering the documents indecipherable. Perhaps the owner concocted the script as a means of concealing the knowledge contained therein─but what could necessitate such elaborate encoding?}}&lt;br /&gt;
&lt;br /&gt;
==Dialogue ==&lt;br /&gt;
 Dead Stars: Oink, oink! Prepare to die at the hands of we tricksy three!&lt;br /&gt;
 Dead Stars: Oink, oink! Everyone gets a piece of the action!&lt;br /&gt;
 Dead Stars: Oink, oink, oink! Tricksy trio unite!&lt;br /&gt;
 Phobos: Just kidding, it&#039;s Phobos&#039;s time to shine! Oink!&lt;br /&gt;
 Liquified Triton: Glub...glub...&lt;br /&gt;
 Liquified Nereid: Blub...glub...&lt;br /&gt;
 Phobos: Oink, oink, oink! You&#039;re in for some toxic trouble now!&lt;br /&gt;
 System: Phobos&#039;s toxins seep into your body!&lt;br /&gt;
 Phobos: Brace yourselves for a putrid poison blast!&lt;br /&gt;
 Liquified Triton: Glub...blub...&lt;br /&gt;
 Liquified Nereid: Glub!?&lt;br /&gt;
 Phobos: You poisoned princes suited your slimy transformation!&lt;br /&gt;
 Triton: Oink, oink...&lt;br /&gt;
 Nereid: O-Oink...&lt;br /&gt;
 Triton: Now I&#039;m livid!&lt;br /&gt;
 Nereid: Unforgivable...&lt;br /&gt;
 Phobos: Gyaaagh!&lt;br /&gt;
 Phobos: F-Forgive me friends! I promise I&#039;ll behave myself now...&lt;br /&gt;
 Dead Stars: The tricksy trio units anew, and this time we&#039;re serious! Oink!&lt;br /&gt;
 Nereid: Oinking fools! It&#039;s Nereid&#039;s turn to take center stage!&lt;br /&gt;
 Frozen Triton: F-Freezing!&lt;br /&gt;
 Frozen Phobos: I can&#039;t feel my toes!&lt;br /&gt;
 Nereid: You&#039;re nothing more than a pair of frosty unfortunates!&lt;br /&gt;
 Nereid: Sssnooowed uuunder!&lt;br /&gt;
 Frozen Triton: S-So cold...&lt;br /&gt;
 Frozen Phobos: F-Frozen solid...&lt;br /&gt;
 Triton: Oink, oink...&lt;br /&gt;
 Phobos: Oooink...&lt;br /&gt;
 Nereid: With friends like you, there&#039;s snow end to the fun!&lt;br /&gt;
 Triton: Now I&#039;m livid!&lt;br /&gt;
 Phobos: Payback time...&lt;br /&gt;
 Nereid: Gyaaagh!&lt;br /&gt;
 Nereid: I-I&#039;m sorry! I&#039;ll play nice... I swear!&lt;br /&gt;
 Dead Stars: Oink, oink! Behold the true power of our tenacious triumvirate!&lt;br /&gt;
 Triton: Or rather, behold the true power of Triton—star of the show!&lt;br /&gt;
 Gaseous Phobos: This is an outrage!&lt;br /&gt;
 Gaseous Nereid: Hot, hot, hot!&lt;br /&gt;
 Triton: Oink, oink! I&#039;m a flaming menace, through and through!&lt;br /&gt;
 Phobos: Oooink...&lt;br /&gt;
 Nereid: O-oink...&lt;br /&gt;
 Triton: Get ready for Triton&#039;s flammable extravaganza!&lt;br /&gt;
 Gaseous Phobos: I can&#039;t take much more!&lt;br /&gt;
 Gaseous Nereid: Overcooked...&lt;br /&gt;
 Triton: A scorching festival of flame! You two made for excellent kindling!&lt;br /&gt;
 Nereid: Unforgivable...&lt;br /&gt;
 Phobos: Payback time...&lt;br /&gt;
 Triton: Gyaaagh!&lt;br /&gt;
 Triton: My flame grows dim! I give in!&lt;br /&gt;
 Phobos: My poisons have all dried up!&lt;br /&gt;
 Nereid: Oinksome wretches! I can&#039;t stand the sight of you!&lt;br /&gt;
 Dead Stars: Oink, oink, oink!&lt;br /&gt;
 Dead Stars: Oooiiink!&lt;br /&gt;
 Dead Stars: It&#039;s oink-oink-over! We&#039;re outta here!&lt;br /&gt;
&lt;br /&gt;
 System: Occult cylinders active. Initiate the authentication process.&lt;br /&gt;
 System: Authentication complete in 30 seconds...&lt;br /&gt;
 System: Authentication complete in 20 seconds...&lt;br /&gt;
 System: Authentication complete in 10 seconds...&lt;br /&gt;
 System: Authentication complete in 5...&lt;br /&gt;
 System: Authentication complete in 4...&lt;br /&gt;
 System: Authentication complete in 3...&lt;br /&gt;
 System: Authentication complete in 2...&lt;br /&gt;
 System: Authentication complete in 1...&lt;br /&gt;
 System: Authentication complete. Begin the unlock process.&lt;br /&gt;
 System: The occult cylinders have been reordered.&lt;br /&gt;
 System: The lock is unbound... The path ahead is clear.&lt;br /&gt;
&lt;br /&gt;
 Magitaur: All who threaten the tower&#039;s sanctity will be purged!&lt;br /&gt;
 Magitaur: I call forth the might of the sanguine!&lt;br /&gt;
 Magitaur: Unfettered power!&lt;br /&gt;
 Magitaur: Vile infractors, prepare to meet your end!&lt;br /&gt;
 Magitaur: Power courses through my veins!&lt;br /&gt;
 Magitaur: The tower must be protected!&lt;br /&gt;
 Magitaur: I shall not fall!&lt;br /&gt;
 Magitaur: I commit my strength, my blood...my life!&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Exdeath&#039;s Castle (Dawntrail)}}&lt;br /&gt;
{{music table row|Boss 1-3|FINAL FANTASY V: Battle 1 (Dawntrail)}}&lt;br /&gt;
{{music table row|Final Boss|Omega Squared}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
===Screenshots===&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200px&amp;quot; mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Forked Tower Blood intro.jpg&lt;br /&gt;
Occult Crescent4.jpg&lt;br /&gt;
Occult Crescent6.jpg&lt;br /&gt;
FTB map room.jpg|Map Room&lt;br /&gt;
Forked Tower Blood boss.jpg&lt;br /&gt;
FTB final room.jpg|Final Room&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Maps ===&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200&amp;quot; mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:FTB Central Passages map.png|Central Passages&lt;br /&gt;
File:FTB Binding Lock map.png|Binding Lock&lt;br /&gt;
File:FTB Central Passages map annotated.png|Central Passages (annotated)&lt;br /&gt;
File:FTB Bridges map annotated.png|Bridges (annotated)&lt;br /&gt;
File:FTB Binding Lock map annotated.png|Binding Lock (annotated)&lt;br /&gt;
File:FTB Magitaur Markers.png|Common (&amp;quot;BAP Daggers&amp;quot;) markers used for Magitaur&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia==&lt;br /&gt;
*The dungeon is inspired by the [https://finalfantasy.fandom.com/wiki/Fork_Tower Fork Tower] dungeon from FFV.&lt;br /&gt;
*The world first clear was from &amp;quot;Aether Group 2&amp;quot; on May 30, 2025 at 4:22 PM PST, after a progression time of 3 days and 14 hours (including initial quest progression and leveling to prepare for the raid)&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=4ctH0avSBiA Youko Tsukihime. Forked Tower World First (YouTube)]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*When originally released in [[patch 7.25]], this raid was heavily criticized by the playerbase for being difficult to form groups and enter. Notable issues raised were:&lt;br /&gt;
** The inability of a 48-player alliance to reliably queue into the same South Horn instance. Players instead needed to queue as 6 separate parties, often ending up in different instances. Thus, parties would need to leave the instance and re-queue several times until all parties were in the same instance, a process that could take more than an hour. This became known as &amp;quot;island gacha&amp;quot; within the Japanese playerbase and &amp;quot;instance prog&amp;quot; within the Western playerbase.&lt;br /&gt;
**The long wait time until the auroral mirages weather appeared in a fresh instance.&lt;br /&gt;
**The short time availability of the weather (5 minutes), sometimes causing players in critical encounters to miss the window entirely.&lt;br /&gt;
**The possibility of random players to &amp;quot;snipe&amp;quot;, i.e. take the spots of players in premade groups by offering more ciphers. This often resulted in frustration from premade groups especially if a member with a critical phantom job was unable to enter. In addition, the difficulty of the raid made it possible for individual players to wipe the entire run at several points, increasing the risk from random players joining.&lt;br /&gt;
**The lack of a story-difficulty mode compared to Bozja&#039;s in-instance raids. The hard mode version is the only difficulty, limiting its accessibility to more casual players or those who did not wish to organize using Discord servers to clear content.&lt;br /&gt;
**The apparent disconnect between the minimum number of players needed to spawn the tower (16) and the minimum number of players needed to resolve several mechanics (24).&lt;br /&gt;
*Square Enix addressed some of the more common criticisms in [https://na.finalfantasyxiv.com/lodestone/topics/detail/c2dd52470c21ab3fe507aaba914973280959ae92 Letter from the Producer LIVE Part LXXXVII] on June 20, 2025, which revealed that there had only been ~400 clears in the time that the raid was first released 23 days previously.&lt;br /&gt;
**The lack of a story mode, one of the main criticisms, was cited as due to having insufficient development resources in the allotted timeline.&lt;br /&gt;
*On July 1, 2025, Naoki Yoshida made a follow-up [https://na.finalfantasyxiv.com/lodestone/topics/detail/287711e33d1ae8cbe9e4012ff627e42cc330d08e Lodestone post] to clarify some of the changes that would be made, including:&lt;br /&gt;
:#The ability to enter the Occult Crescent instance with a preformed alliance of up to 48 players&lt;br /&gt;
:#Allowing auroral mirages to generate sooner after the Occult Crescent instance has loaded&lt;br /&gt;
:#Improvements to the cipher offering UI&lt;br /&gt;
:#Delaying auroral mirage generation until an active critical encounter has ended&lt;br /&gt;
:#Enabling exclusive access to the Occult Crescent instance for a set time when joining with a preformed alliance of at least 24 players&lt;br /&gt;
*While these changes were originally scheduled for [[patch 7.3]] in early August, the first two changes were instead implemented in an emergency hotfix on Thursday, July 3.&lt;br /&gt;
*The remaining changes, along with other adjustments such as requiring all participating players to submit at least one cipher and increasing the minimum number of participants from 16 to 24, were implemented in patch 7.3.&lt;br /&gt;
*In [[patch 7.4]], cipher costs were lowered by 67%.&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*Guides by Fae Fiyaa (Google Docs format)&lt;br /&gt;
**[https://docs.google.com/presentation/d/12fRuTLrDoIDrQBVBkg2s3Nrd1NpwOjMxFPlbfikGiz0/present#slide=id.p Boss 1: Demon Tablet]&lt;br /&gt;
**[https://docs.google.com/presentation/d/1MQx7FPoZmPbp0X8Wy8743gfMptDjZSLHQyUAIyin3CU/present#slide=id.p Hallways]&lt;br /&gt;
**[https://docs.google.com/presentation/d/1yh8cJQvk0V2T8IKR5ppYLPX7Q2pbAXEsB81iAc1C3nI/present#slide=id.p Boss 2: Dead Stars]&lt;br /&gt;
**[https://docs.google.com/presentation/d/1XnKwFsmdUYQ_MQZwqfWxdGl3XumE6lL5wDhwp9QTaBE/present#slide=id.p Bridges]&lt;br /&gt;
**[https://docs.google.com/presentation/d/1YeOhNZHb7fEyE25EAkP9UoQ8TBhInbrgguYtVdNIIAQ/present#slide=id.p Boss 3: Marble Dragon]&lt;br /&gt;
**[https://docs.google.com/presentation/d/1x6711dkqAdIJdtE0KuhQVj7Qfa-9GmZonX-DZBR7jdM/present#slide=id.p Lockwards]&lt;br /&gt;
**[https://docs.google.com/presentation/d/15Mbb5oVXmfGVErUI1gCce3QZ-AjPNX6D7q1PJ5V4hB8/present#slide=id.p Boss 4: Magitaur]&lt;br /&gt;
***[https://docs.google.com/presentation/d/19TSl1MKE_GLUEeDKw1M6FHbaNV5a4RAtQhQhHu5AxuU/present?slide=id.g35f098104a7_0_81 &amp;quot;BAP&amp;quot; Daggers Guide]&lt;br /&gt;
*ABBA+ Strategies&lt;br /&gt;
**[https://raidplan.io/plan/w8wd3ca3br4kx2w6 Boss 1: Demon Tablet]&lt;br /&gt;
**[https://raidplan.io/plan/prgucej85vbhfsqh Boss 2: Dead Stars]&lt;br /&gt;
**[https://raidplan.io/plan/1bOhHhyuFrV1DXCE Boss 3: Marble Dragon]&lt;br /&gt;
**[https://raidplan.io/plan/zf94frejwp9dgsq7 Boss 4: Magitaur]&lt;br /&gt;
*[https://mathranger101.itch.io/magitaur-sim Magitaur Simulator]&lt;br /&gt;
*Advanced Phantom Job guides for optimization purposes&lt;br /&gt;
**[https://docs.google.com/spreadsheets/d/1k2eIlDWksPi_fTXIRRlCzeAm2m9GewHqFpnShlOgg1Q/edit?gid=649350151#gid=649350151 Geomancer]&lt;br /&gt;
**[https://docs.google.com/spreadsheets/d/12D2FQVvwUTMKe821BlvZPtfpGUeMgVr8Fb3Xak2KtLo/edit Berserker]&lt;br /&gt;
**[https://docs.google.com/document/d/1Z5vZlxHuv6v2zSyXLXJnkA7lLL1YIUv6r5Xt6qXh9ic/edit?tab=t.0#heading=h.xlr7hivfpp9x Thief]&lt;br /&gt;
**[https://docs.google.com/spreadsheets/d/1SJXdA36aZoYDlP3EED2ytmF33rvhABdUPLS377wRHRE/edit?gid=0#gid=0 Oracle]&lt;br /&gt;
**[https://docs.google.com/document/d/14ISoQu7l6ppmMnFiA_gplOa7B5VjqnM-zktn0bPKZe0/edit?tab=t.0#heading=h.w8c8exu848bi Monk]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references&amp;gt;&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Occult Crescent nav|state=expanded}}&lt;br /&gt;
{{Duties nav/field operation}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Occult Crescent]] &lt;br /&gt;
[[Category:Field Operations]] &lt;br /&gt;
[[Category:Patch 7.2 Features]]&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Focus_L&amp;diff=1309842</id>
		<title>Focus L</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Focus_L&amp;diff=1309842"/>
		<updated>2026-05-16T14:01:47Z</updated>

		<summary type="html">&lt;p&gt;Hubry: /* Logos Action Synthesis */ document a little known recipe&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action infobox&lt;br /&gt;
| name = Focus L&lt;br /&gt;
| icon = Focus L.png&lt;br /&gt;
| description = Grants a stack of ``Boost``, up to a maximum of 16.&lt;br /&gt;
| facts = {{action fact|Boost Bonus|Increases potency of next weaponskill by 30% per stack.}}{{action fact|duration|30}}{{action fact|Shares a recast timer with all weaponskills.}}&lt;br /&gt;
| acquired = tank, healer, melee dps, physical ranged dps, magic ranged dps&lt;br /&gt;
| level = 70&lt;br /&gt;
| type = ability&lt;br /&gt;
| mp-cost =&lt;br /&gt;
| tp-cost =&lt;br /&gt;
| casting = &lt;br /&gt;
| recast = 2.5&lt;br /&gt;
| range = 0&lt;br /&gt;
| radius = 0&lt;br /&gt;
| gcd =&lt;br /&gt;
| traits =&lt;br /&gt;
| actions =&lt;br /&gt;
| req-quest =&lt;br /&gt;
| targeting =&lt;br /&gt;
| pvp =&lt;br /&gt;
| number = 15&lt;br /&gt;
| uses = 99&lt;br /&gt;
| patch = 4.45&lt;br /&gt;
| release = stormblood&lt;br /&gt;
}}&lt;br /&gt;
It is a [[Logos Action]].&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
===Logos Action Synthesis===&lt;br /&gt;
{{Recipe logos action&lt;br /&gt;
|name = Focus L&lt;br /&gt;
|ingredient1 = 1 Wisdom of the Skirmisher (item)&lt;br /&gt;
|ingredient2 = 1 Bloodbath L (item)&lt;br /&gt;
}}&lt;br /&gt;
{{Recipe logos action&lt;br /&gt;
|name = Focus L&lt;br /&gt;
|ingredient1 = 3 Bloodbath L (item)&lt;br /&gt;
}}&lt;br /&gt;
{{Recipe logos action&lt;br /&gt;
|name = Focus L&lt;br /&gt;
|ingredient1 = 1 Wisdom of the Martialist (item)&lt;br /&gt;
|ingredient2 = 2 Stoneskin L (item)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*{{patch|4.45}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Logos Actions]]&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Neo_Queen%27s_Tiara&amp;diff=1309122</id>
		<title>Neo Queen&#039;s Tiara</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Neo_Queen%27s_Tiara&amp;diff=1309122"/>
		<updated>2026-05-15T11:28:50Z</updated>

		<summary type="html">&lt;p&gt;Hubry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Armor infobox&lt;br /&gt;
| name = Neo Queen&#039;s Tiara&lt;br /&gt;
| icon = neo queen&#039;s tiara icon1.png&lt;br /&gt;
| image = &lt;br /&gt;
| image-male = &lt;br /&gt;
| image-female = &lt;br /&gt;
| model = 6257-1-0-0&lt;br /&gt;
| requires = any&lt;br /&gt;
| type = head&lt;br /&gt;
| level = 1&lt;br /&gt;
| ilvl = 1&lt;br /&gt;
| attributes = &lt;br /&gt;
| defense = 8&lt;br /&gt;
| defense-hq = &lt;br /&gt;
| magic-defense = 14&lt;br /&gt;
| magic-defense-hq = &lt;br /&gt;
| rarity = white&lt;br /&gt;
| flavor-text = &lt;br /&gt;
| race = &lt;br /&gt;
| gender = &lt;br /&gt;
| cost = &lt;br /&gt;
| value = &lt;br /&gt;
| value-hq = &lt;br /&gt;
| repair = goldsmith&lt;br /&gt;
| set-name = &lt;br /&gt;
| materia-slots = &lt;br /&gt;
| adv-melding = &lt;br /&gt;
| convertible = y&lt;br /&gt;
| unique = &lt;br /&gt;
| untradable = y&lt;br /&gt;
| unsellable = y&lt;br /&gt;
| dyeable = y&lt;br /&gt;
| dye-count = 2&lt;br /&gt;
| projectable = y&lt;br /&gt;
| desynthesizable = &lt;br /&gt;
| crest-worthy = &lt;br /&gt;
| storable = y&lt;br /&gt;
| armoire-category = Costumes&lt;br /&gt;
| armoire-subcategory = Sphene&lt;br /&gt;
| patch = 7.5&lt;br /&gt;
| release = dawntrail&lt;br /&gt;
| id-edb = &lt;br /&gt;
| id-gt = 52404&lt;br /&gt;
| display-on-hrothgar = y&lt;br /&gt;
| display-on-viera = y&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Acquisition==&lt;br /&gt;
*{{onlinestore|12}} - part of [[Neo Queen&#039;s Attire]]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Vedrfolnir_Devoteth&amp;diff=1301214</id>
		<title>Vedrfolnir Devoteth</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Vedrfolnir_Devoteth&amp;diff=1301214"/>
		<updated>2026-05-07T18:11:24Z</updated>

		<summary type="html">&lt;p&gt;Hubry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FATE infobox&lt;br /&gt;
| title = Vedrfolnir Devoteth&lt;br /&gt;
| description = Thoroughly impressed with your valor in the slaying of Darkscale, Vedrfolnir has granted you a boon─the honor of matching strength on the field of battle with the white dragon himself.&lt;br /&gt;
| starting-npc = &lt;br /&gt;
| location = The Churning Mists&lt;br /&gt;
| location-x = 11.0&lt;br /&gt;
| location-y = 36.0&lt;br /&gt;
| type = notorious monster&lt;br /&gt;
| level = 56&lt;br /&gt;
| duration = 30&lt;br /&gt;
| req-items = &lt;br /&gt;
| exp = 11,583&lt;br /&gt;
| gil = 112&lt;br /&gt;
| bicolor gemstone = &lt;br /&gt;
| seals = 322&lt;br /&gt;
| mettle = &lt;br /&gt;
| boss = Vedrfolnir&lt;br /&gt;
| enemies = &lt;br /&gt;
| item-reward1 = 1 Ishgardian Half Barding&lt;br /&gt;
| item-reward2 = 1 A Worthy Adversary&lt;br /&gt;
| prev-fate = Darkscale Devoureth&lt;br /&gt;
| next-fate = &lt;br /&gt;
| patch = 3.0&lt;br /&gt;
| release = heavensward&lt;br /&gt;
| id-gt = 871&lt;br /&gt;
}} __NOTOC__&lt;br /&gt;
==FATE Chain Information==&lt;br /&gt;
[[File:Vedrfolnir Devoteth.png|thumb|right|FATE chain map]]&lt;br /&gt;
This is part of the [[Achievement FATEs|FATE chain]] that awards two achievements:&lt;br /&gt;
# {{i|Darkscale Descendeth}} (x:18.0, y:12.0); has a cooldown of one hour to respawn&lt;br /&gt;
# {{i|Darkscale Disappeareth}} (x:18.0, y:12.0)&lt;br /&gt;
# {{i|Darkscale Devoureth}} (x:18.0, y:9.0) — Awards {{Item icon|Tipping the Scales}} achievement&lt;br /&gt;
# These three FATEs must be completed (in any order) to spawn Vedrfolnir Devoteth, either before or after Darkscale Devoureth is completed:&lt;br /&gt;
#* {{i|Rastaban Vibration}} (x:14.0, y:13.0)&lt;br /&gt;
#* {{i|Mogicide}} (x:22.0, y:21.0)&lt;br /&gt;
#* {{i|End of the Rainbow}} (x:13.0, y:24.0), started by [[Zenith Dragonling]]&lt;br /&gt;
# {{i|Vedrfolnir Devoteth}} (x:11.0, y:36.0) — Awards {{Item icon|A Worthy Adversary}} achievement&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
 Vedrfolnir: Who dares disturb─? Oho, it is you.&lt;br /&gt;
 I daresay this encounter is no mere chance.&lt;br /&gt;
 If you would test your strength against me, I would be honored to meet your challenge!&lt;br /&gt;
 To think that one of your kind could boast the strength to fell Nidhogg&#039;s trusted general...&lt;br /&gt;
 You intrigue me, mortal.&lt;br /&gt;
&lt;br /&gt;
===When Vedrfolnir&#039;s health reaches 75%===&lt;br /&gt;
 Vedrfolnir: You are strong, yes!&lt;br /&gt;
 Yet you have not tapped the depths of your potential!&lt;br /&gt;
 Show me the strength by which you did slay the mighty Darkscale!&lt;br /&gt;
&lt;br /&gt;
===When Vedrfolnir&#039;s health reaches 50%===&lt;br /&gt;
 Vedrfolnir: Yes! I knew that it was so...&lt;br /&gt;
 The power ensconced within you is great indeed, mortal...&lt;br /&gt;
 Yes, the power to make even a mighty dragon tremble...&lt;br /&gt;
 I would see you harness your power to its limits, and beyond!&lt;br /&gt;
 There is more power in you yet, mortal!&lt;br /&gt;
&lt;br /&gt;
===When Vedrfolnir&#039;s health reaches 25%===&lt;br /&gt;
 Vedrfolnir: Impressive!&lt;br /&gt;
 To think a mortal could wield such might!&lt;br /&gt;
 Truly, there is no limit to your powers.&lt;br /&gt;
 This battle is not over yet.&lt;br /&gt;
&lt;br /&gt;
 Vedrfolnir: No, I have only scratched the surface of my strength...&lt;br /&gt;
&lt;br /&gt;
===FATE Complete===&lt;br /&gt;
 Vedrfolnir: That is enough, mortal.&lt;br /&gt;
 You are possessed of great power─and the strength of will to control it.&lt;br /&gt;
 It was an honor and a pleasure to meet you on the battlefield.&lt;br /&gt;
 Farewell, hero among mortals. I will remember you.&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Tether_(mechanic)&amp;diff=1279804</id>
		<title>Tether (mechanic)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Tether_(mechanic)&amp;diff=1279804"/>
		<updated>2026-04-18T10:45:05Z</updated>

		<summary type="html">&lt;p&gt;Hubry: hopefully this fixes the header in mobile view?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tethers are lines of varying appearance attached between two entities— often a player and the boss, or two players together. Tether visuals will not always be consistent to their functionality across fights and expansions.&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
=== Spread / Far Tether ===&lt;br /&gt;
[[File:Chain Proximity Tether Markers.png|alt=Two players chained together.|thumb|310x310px|Two players chained together.]]&lt;br /&gt;
A tether most often attached between two players. Typically deals continuous damage to the tethered players until they spread apart far enough to snap their bindings. When possible, player should start stacked with their expected tether partner before the tether is applied to reduce the distance they have to move.&lt;br /&gt;
&lt;br /&gt;
These types of tethers often appear as burning chains or vines. If the tether is blue with arrows pointing away from the middle, the tether will remain active until a debuff expires.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
----&lt;br /&gt;
=== Paired / Close Tether ===&lt;br /&gt;
A tether most often attached between two players. Requires the tethered players to stay close together to survive. Moving too far apart often leads to continuous damage or instant defeat to both players.&lt;br /&gt;
&lt;br /&gt;
These types of tethers may appear as red and green chains (&amp;quot;Christmas tethers&amp;quot;). If the tether is green only with arrows pointing to the middle, the tether will remain active until a debuff expires.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=packed heights=200px&amp;gt;&lt;br /&gt;
Blue Green tethers.jpg|Example close tethers (green) and far tethers (blue) that must be satisfied until debuffs expire&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{Clear}}&lt;br /&gt;
----&lt;br /&gt;
=== Transferable Tether ===&lt;br /&gt;
[[File:Interceptible Tether Markers.png|alt=A Transferable Tether aimed at a Bomb enemy.|thumb|399x399px|A Transferable Tether indicating that an attack aimed at the Bomb must be blocked.]]&lt;br /&gt;
These tethers are commonly dotted orange lines and have a pulsating circle attached to the target, indicating they can be transferred to an entity that walks through it. Some Transferable Tethers will swap to whatever entity walks through it, while others will instead only transfer while the blocker remains between the attacker and its target.&lt;br /&gt;
&lt;br /&gt;
Depending on the encounter, transferable tethers have various effects, for example:&lt;br /&gt;
&lt;br /&gt;
* A tether to an object or enemy that will cause a detrimental effect if the tether is not collected by a player.&lt;br /&gt;
* A tether to a player, indicating they will be targeted by an attack that may require the tethers to be handed off in a specific order, or for tanks to pick up the tethers because the attack is a tankbuster.&lt;br /&gt;
&lt;br /&gt;
Note that this tether visual was added in &#039;&#039;Stormblood&#039;&#039;&#039;.&#039;&#039;&#039;&#039;&#039; Prior expansions will use various different visuals for this type of tether mechanic.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
----&lt;br /&gt;
=== Proximity Tether ===&lt;br /&gt;
[[File:Proximity Tether Markers.png|alt=A proximity tether attached to a player.|thumb|400x400px|A proximity tether attached to a player, visually changing once a safe distance has been reached.]]&lt;br /&gt;
A tether from an enemy to a player. The tethered players will take increased damage from an upcoming attack unless they reach a safe distance from the target.&lt;br /&gt;
&lt;br /&gt;
Tethers will often change appearance as an indication that a safe distance has been reached. If the tether is too short, it will have a pink spiky appearance.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
----&lt;br /&gt;
=== Chase Tether ===&lt;br /&gt;
A tether from an enemy or attack to a player. Whatever is tethered to the player will chase them relentlessly, even ignoring enmity. In many cases, the player will want to find a way to avoid or break their tether.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
----&lt;br /&gt;
=== Magnetic Tethers ===&lt;br /&gt;
A tether that applies a {{Status effect|debuff|File:PositiveCharge debuff.png}} positive or {{Status effect|debuff|File:NegativeCharge debuff.png}} negative charge to the player and the other tethered target. If both charges are the same, the player will be pushed away from the target after some time. If the charges are opposite, the player will be drawn to the target.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Aggression&amp;diff=1278204</id>
		<title>Aggression</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Aggression&amp;diff=1278204"/>
		<updated>2026-04-12T14:43:39Z</updated>

		<summary type="html">&lt;p&gt;Hubry: field op level difference&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Enmity}}&lt;br /&gt;
&#039;&#039;&#039;Aggression&#039;&#039;&#039; refers to the game mechanics behind attracting creatures towards players or friendly [[NPC]]s. In Final Fantasy XIV, a creature&#039;s aggression varies in type and rank.&lt;br /&gt;
&lt;br /&gt;
There are two types of aggression behavior in the game:&lt;br /&gt;
* &#039;&#039;&#039;Passive:&#039;&#039;&#039; Passive creatures will not aggro on the player or other friendly NPCs, unless that creature is attacked. It&#039;s denoted by a light blue icon.&lt;br /&gt;
* &#039;&#039;&#039;Aggressive:&#039;&#039;&#039; Aggressive creatures will aggro on the player or other friendly NPCs as soon as they enter a specific aggro radius, or trigger other special conditions. These are denoted by a yellow icon within a red triangle.&lt;br /&gt;
Creatures are also categorized by aggression rank. It refers to how strong a certain creature is (relative to its level), and range from rank 1 to 6, each with their own icon.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1 align-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Rank !! Aggressive !! Passive !! Examples&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[File:Aggressive difficulty r1.png|26px|top|link=]] || [[File:Passive difficulty r1.png|26px|top|link=]] || Regular overworld enemies; additional enemies in dungeon, trial, and raid bosses&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[File:Aggressive difficulty r2.png|26px|top|link=]] || [[File:Passive difficulty r2.png|26px|top|link=]] || Regular [[Dungeon]] enemies&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[File:Aggressive difficulty r3.png|26px|top|link=]] || [[File:Passive difficulty r3.png|26px|top|link=]] || Regular [[Raids|8-player raid]] enemies (levels 50 and 60 only)&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[File:Aggressive difficulty r4.png|26px|top|link=]] || [[File:Passive difficulty r4.png|26px|top|link=]] || {{i|FATE}} Bosses&amp;lt;br&amp;gt;[[The Hunt#Mark Identification|Elite Hunt Marks]]&amp;lt;br&amp;gt;Strong overworld enemies&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[File:Aggressive difficulty r5.png|26px|top|link=]] || [[File:Passive difficulty r5.png|26px|top|link=]] || [[Dungeon]] mid-bosses&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[File:Aggressive difficulty r6.png|26px|top|link=]] || [[File:Passive difficulty r6.png|26px|top|link=]]  || [[Dungeon]], [[Trial]], and [[Raid]] final bosses&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In the overworld, aggressive creatures will not attack players 11+ levels higher than the creature&#039;s level. In {{i|The Forbidden Land, Eureka}} they don&#039;t attack players 2+ elemental levels higher, in the {{i|Occult Crescent}} - 1+ knowledge level higher.&lt;br /&gt;
&lt;br /&gt;
==Aggro conditions==&lt;br /&gt;
Enemies listed as aggressive may aggro to players based on the following conditions. Each enemy has a different aggro type. The most common types are &#039;&#039;&#039;sight&#039;&#039;&#039; and &#039;&#039;&#039;proximity&#039;&#039;&#039;. Other aggro types are less commonly used but become important in areas such as {{i|Deep Dungeons}} and {{i|Field Operations}}.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sight&#039;&#039;&#039;: Will aggro to players in the enemy&#039;s field of vision, which is a cone in front of them.&lt;br /&gt;
* &#039;&#039;&#039;Proximity&#039;&#039;&#039;: Will aggro if a player moves within a certain distance of the enemy.&lt;br /&gt;
* &#039;&#039;&#039;Group&#039;&#039;&#039;: Enemies that are &amp;quot;linked&amp;quot;, which are indicated with semi-transparent curves, will all aggro to players if one of the enemies is aggro&#039;d. Most commonly seen in dungeons.&lt;br /&gt;
* &#039;&#039;&#039;Sound&#039;&#039;&#039;: Will aggro to players who generate &amp;quot;sound&amp;quot;, such as running close to the enemy. This can be prevented by switching to walking. An example of this is the sleeping [[Frozen Void Dragon]]s in {{i|the Forbidden Land, Eureka Pagos}}.&lt;br /&gt;
* &#039;&#039;&#039;Spell / Magic&#039;&#039;&#039;: Will aggro to a player who uses an action classified as a [[spell]] near them. Only located in Field Operations, particularly for sprites.&lt;br /&gt;
* &#039;&#039;&#039;Low Health / Blood&#039;&#039;&#039;: Will aggro to a nearby player at low/critical HP. Only located in Field Operation zones, particularly for certain [[:Category:Ashkin|undead enemies]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]][[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Occult_Crescent:_South_Horn&amp;diff=1278201</id>
		<title>The Occult Crescent: South Horn</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Occult_Crescent:_South_Horn&amp;diff=1278201"/>
		<updated>2026-04-12T14:30:32Z</updated>

		<summary type="html">&lt;p&gt;Hubry: /* Requirements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Occult Crescent}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = The Occult Crescent: South Horn&lt;br /&gt;
| weather = fair skies, clear skies, clouds, rain, atmospheric phantasms, illusory disturbances, auroral mirages&lt;br /&gt;
| description =&lt;br /&gt;
| image = Occult Crescent South Horn banner.png&lt;br /&gt;
| icon = occult_crescent_icon1.png&lt;br /&gt;
| type = Field Operation&lt;br /&gt;
| level = 100&lt;br /&gt;
| level-sync = 100&lt;br /&gt;
| ilvl = 690&lt;br /&gt;
| ilvl-sync = 700&lt;br /&gt;
| knowledge-level = 1&lt;br /&gt;
| size = flex72&lt;br /&gt;
| unsync = n&lt;br /&gt;
| time-limit = 180&lt;br /&gt;
| phoenix-down = y&lt;br /&gt;
| roulette = &lt;br /&gt;
| tomestones = &lt;br /&gt;
| region = ???&lt;br /&gt;
| entrance = Phantom Village&lt;br /&gt;
| entrance-coordinates = 4.5, 6.6&lt;br /&gt;
| location = South Horn&lt;br /&gt;
| req-quest = Unfamiliar Territory&lt;br /&gt;
| patch = 7.25&lt;br /&gt;
| release = dawntrail&lt;br /&gt;
}}&lt;br /&gt;
It is the first of two field zones in the {{i|Occult Crescent}} series. The 48-player high-difficulty raid {{i|The Forked Tower: Blood}} is located within the zone.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
*Level Requirement: Disciple of War or Magic level 100&lt;br /&gt;
*Item Level Sync: 700&lt;br /&gt;
*Party Size: One to eight players&lt;br /&gt;
**While up to 72 players can simultaneously be in the instance, only party sizes of up to eight players are allowed. Players can freely join or leave parties inside the instance, but [[Party Finder]] is disabled.&lt;br /&gt;
*Role Restrictions: None&lt;br /&gt;
*Time Limit: 180 minutes&lt;br /&gt;
**The instance timer is specific to each player and commences upon entering the duty.&lt;br /&gt;
*[[Unrestricted Party|Unrestricted Parties]] not allowed&lt;br /&gt;
*[[Limited Job]]s not allowed&lt;br /&gt;
&lt;br /&gt;
A preformed alliance of at least 24 players who enters the South Horn will be guaranteed an exclusive instance to them that is closed for public entry until either of the following conditions have been met:&lt;br /&gt;
*Five minutes pass, and the alliance does not meet entry requirements for {{i|The Forked Tower: Blood}}&lt;br /&gt;
*Ten minutes pass&lt;br /&gt;
*The alliance enters {{i|The Forked Tower: Blood}}&lt;br /&gt;
&lt;br /&gt;
==Unlock==&lt;br /&gt;
*Quest: {{i|Unfamiliar Territory}}&lt;br /&gt;
*Level: Disciple of War or Magic level 100&lt;br /&gt;
*Starting NPC: [[Archive]]&lt;br /&gt;
*Starting NPC Location: [[Phantom Village]] (X:6.1 Y:6.4)&lt;br /&gt;
*Prerequisite: {{i|The Phantom Village}}&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
Unlike Eureka and Bozja, all aetherytes are immediately available for attunement with no Knowledge Level prerequisite, provided that players can navigate around high-level enemies.&lt;br /&gt;
&lt;br /&gt;
Like other field operations zones, players may use [[mounts]], but cannot fly in this zone. &#039;&#039;&#039;It is highly recommended to purchase a {{item icon|South Horn Riding Map}} for {{enlightenment silver piece|3000}} from the [[Expedition Antiquarian]] at the base camp as soon as possible.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The action {{action icon|Occult Return}} automatically replaces {{action icon|Return}} and can be used on demand to return to the base camp.&lt;br /&gt;
&lt;br /&gt;
{{location table header|The Occult Crescent: South Horn}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Southdown Heath]]&lt;br /&gt;
| &lt;br /&gt;
: {{map icon|aetheryte-eureka}} [[Expedition Base Camp]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Heathcliff]]&lt;br /&gt;
| &lt;br /&gt;
: {{map icon|aetheryte-eureka}} [[Crystallized Caverns]]&lt;br /&gt;
: {{map icon|aetheryte-eureka}} [[Stonemarsh]]&lt;br /&gt;
: {{map icon|aetheryte-eureka}} [[Eldergrowth]]&lt;br /&gt;
: {{map icon|landmark}} [[Solitary Pavilion]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Vanishing Slope]]&lt;br /&gt;
| &lt;br /&gt;
: {{map icon|aetheryte-eureka}} [[The Wanderer&#039;s Haven]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Wanderer&#039;s Haven]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Crystallized Caverns]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Abandoned Ascent]]&lt;br /&gt;
| &lt;br /&gt;
: {{map icon|landmark}} [[Occult Cloister]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stonemarsh]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Eldergrowth]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Shadowed City]]&lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
| [[Lost Citadel]]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
{{main|Occult Crescent Quests}}&lt;br /&gt;
&lt;br /&gt;
{{quest list header|unlocks=y}}&lt;br /&gt;
{{quest list row|Unfamiliar Territory}}&lt;br /&gt;
{{quest list row|New Job, Old Tricks}}&lt;br /&gt;
{{quest list row|The Ancient Arts of War}}&lt;br /&gt;
{{quest list row|Creatures of the Crescent}}&lt;br /&gt;
{{quest list row|A Ruined Land}}&lt;br /&gt;
{{quest list row|A Common Thread}}&lt;br /&gt;
{{quest list row|Past and Crescent}}&lt;br /&gt;
{{quest list row|Mysteries Abide}}&lt;br /&gt;
{{table footer}}&lt;br /&gt;
&lt;br /&gt;
==Shops &amp;amp; Services==&lt;br /&gt;
{{merchant list|South Horn}}&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
===Regular===&lt;br /&gt;
The following enemies reside in certain areas of the map and are eligible for EXP chains provided that the player&#039;s or party&#039;s synced knowledge level is within a [[Occult Crescent#EXP Chains|certain range]] of the enemy&#039;s level. These are the only sources of {{enlightenment gold piece}} [[Enlightenment Gold Piece]]s. None of these enemies provide unique drops, although weather-restricted enemies drop more gold. Defeating a variable number of certain enemies is a prerequisite for spawning certain [[The Occult Crescent: South Horn#Critical Encounters|Critical Encounters]].&lt;br /&gt;
&lt;br /&gt;
{{Occult Crescent Enemy South Horn table}}&lt;br /&gt;
Note: &amp;quot;Night&amp;quot; has a more restricted time window (10:30PM to 3:59AM [[Eorzean Time]]) in [[Occult Crescent]] compared to the normal 6PM to 5:59AM window in other zones.&lt;br /&gt;
&lt;br /&gt;
===Special===&lt;br /&gt;
The [[Sanguine Recluse]] is a special enemy that spawns in certain areas of the map while {{i|The Forked Tower: Blood}} raid is occurring in the instance and if players inside solve the lockward puzzle near the end of the raid. Its location is marked on a ground render of the South Horn map in a room within the tower, and the coordinates can be communicated to outside players via /shout chat. Defeating this enemy will reward 2 {{item icon|Sanguinite}}, making it the only source of this item outside of the tower. In addition, its defeat will cause a bonus treasure coffer to appear at the end of the raid that rewards an extra 5 Sanguinite.&lt;br /&gt;
&lt;br /&gt;
==FATEs==&lt;br /&gt;
FATEs are short open battles either against either a single boss (purple symbols) or multiple waves of enemies (blue symbols), the latter of which are tied to the [[Persistent Pot]] minigame. Up to one boss FATE may spawn at a time per instance. The pot FATEs spawn on a 30 minute timer and alternate between the two possible FATEs.&lt;br /&gt;
&lt;br /&gt;
All FATE spawns are automatic with no prerequisite mobs.&lt;br /&gt;
{{Fate list OC|Occult Crescent: South Horn|show-boss=true|context=FATE}}&lt;br /&gt;
&lt;br /&gt;
==Critical Encounters==&lt;br /&gt;
Being hit with any avoidable AoEs will inflict a stack of {{status effect|vulnerability up}} [[Vulnerability Up]] that lasts indefinitely for the rest of the encounter or until the player dies. Unlike with Bozja, there appears to be no tangible reward for completing Critical Encounters with no vulnerability stacks.&lt;br /&gt;
&lt;br /&gt;
Upon completing a Critical Encounter, players have a random chance of receiving the {{status effect|debuff|File:Battle high icon.png}} &#039;&#039;&#039;Battle High&#039;&#039;&#039; status for 15 minutes, increasing their [[Critical Hit]] and [[Direct Hit Rate]] and providing healing-over-time. Critical encounters have an extremely rare chance of dropping the following [[Occult Accessories]]:&lt;br /&gt;
*{{item icon|Occult Earrings of Blood}}&lt;br /&gt;
*{{item icon|Occult Necklace of Blood}}&lt;br /&gt;
*{{item icon|Occult Bracelet of Blood}}&lt;br /&gt;
*{{item icon|Occult Earrings of Magic}}&lt;br /&gt;
*{{item icon|Occult Necklace of Magic}}&lt;br /&gt;
*{{item icon|Occult Bracelet of Magic}}&lt;br /&gt;
&lt;br /&gt;
The demiatma in the table below can only drop if {{i|Arcane Artistry}} active. Also, each CE will drop 5 {{item icon|Crystal Paste}} if {{i|In Pursuit of Perfection}} is active.&lt;br /&gt;
&lt;br /&gt;
{{Fate list OC|Occult Crescent: South Horn|show-boss=true|context=Critical engagement}}&lt;br /&gt;
&lt;br /&gt;
==Treasure Coffers==&lt;br /&gt;
{{main|The Occult Crescent: South Horn/Treasure Coffers}}&lt;br /&gt;
&lt;br /&gt;
Personal treasure coffers will spawn in this zone, which can be claimed individually without needing to dismount. For possible spawn locations and drop tables, please see the above link.&lt;br /&gt;
&lt;br /&gt;
Bronze coffers may rarely drop a {{item icon|Fortune Carrot}}, which can be used on chewed carrots randomly found on the ground in certain locations to spawn a [[Happy Bunny (Mob)|Happy Bunny]], which will offer a golden treasure coffers with a different reward pool.&lt;br /&gt;
&lt;br /&gt;
==Persistent Pots==&lt;br /&gt;
{{main|Persistent Pot}}&lt;br /&gt;
Rescue Persistent Pots by completing the {{i|Persistent Pots}} or {{i|Pleading Pots}} FATEs to start a minigame that will lead the player to a hidden treasure coffer in certain locations.&lt;br /&gt;
&lt;br /&gt;
Persistent Pots are highly desirable due to their rewards, so it is common for players to ask for respawn timers in an instance. A common format is X:AA N and X:BB S, corresponding to the north FATE (Persistent Fots) and south FATE (Pleading Pots) respectively. For example, X:15 N, X:45 S means that the north FATE will spawn at 15 minutes on the hour for the player&#039;s local time, and the south FATE will spawn at 45 minutes on the hour.&lt;br /&gt;
&lt;br /&gt;
==The Forked Tower: Blood==&lt;br /&gt;
{{main|The Forked Tower: Blood}}&lt;br /&gt;
[[File:Cipher Reliquary.png|300px|right|thumb|Cipher reliquaries.]]&lt;br /&gt;
[[File:Forked Tower icon.png|left]] &#039;&#039;&#039;The Forked Tower: Blood&#039;&#039;&#039; is an optional high-end raid within the South Horn instance that serves as a capstone for Occult Crescent. There is no story progression associated with this duty. However, players may earn exclusive rewards such as entries 26-30 in the [[Occult Record]], {{item icon|Sanguinite}} that is used to upgrade [[Arcanaut&#039;s Armor +1]] to [[Arcanaut&#039;s Armor +2|+2]] and purchase other rewards, the {{item icon|Magitaur Card}}, {{item icon|Demon Haul}} mount, achievements, and titles. It is much more comparable to {{i|The Baldesion Arsenal}} than normal-difficulty content such as {{i|Castrum Lacus Litore}}. Thus, in North American and European data centers, the most popular way of completing this content is through premade groups organized through various [https://docs.google.com/spreadsheets/d/10qnOxc4FsbMKNVaezwTBDlUXEjclXsFiScXvaJVQvDw/edit?gid=395886512#gid=395886512 Discord servers].&lt;br /&gt;
&lt;br /&gt;
To enter, players must purchase {{item icon|Sanguine Cipher}}s from the [[Expedition Antiquarian]] {{convert coordinate|38.1, 7.0}} for {{enlightenment silver piece|200}} or {{enlightenment gold piece|320}}. When at least 24 different players use the ciphers at a cipher reliquary {{convert coordinate|22.5, 21.4}} by the Solitary Pavilion landmark during {{weather icon|auroral mirages}} [[Auroral Mirages]] weather, an aetherial node will activate, teleporting players on the glowing platform to within the tower after a brief period. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All players must contribute at least one cipher to be eligible to enter the duty.&#039;&#039;&#039; Players must have also have a [[Knowledge Level]] of 20 to enter.&lt;br /&gt;
&lt;br /&gt;
Spawn conditions for the auroral mirages weather are as follows:&lt;br /&gt;
&lt;br /&gt;
*There are at least 24 players in the South Horn instance with knowledge level 20 and have unlocked the tower by making sufficient progress in {{i|Past and Crescent}}.&lt;br /&gt;
*In a newly spawned (fresh) instance, the weather will appear after 5 minutes if the above condition is met.&lt;br /&gt;
**The timer can be reduced as explained below.&lt;br /&gt;
*Afterwards, the weather will respawn on a hidden 60 minute timer.&lt;br /&gt;
**The timer starts when there is no Forked Tower in the instance currently ongoing (indicated by the lack of the {{status effect|debuff|File:Forked Tower icon.png}} tower icon in the minimap).&lt;br /&gt;
**The timer is reduced by 5 minutes for each successful completion of a Critical Encounter.&lt;br /&gt;
**The timer is reduced by 1 minute for each successful completion of a FATE.&lt;br /&gt;
&lt;br /&gt;
When both the player count/progression requirement is met, the timer expires, and any ongoing Critical Encounters conclude, the auroral mirages weather will appear.&lt;br /&gt;
&lt;br /&gt;
The weather will last for approximately 5 minutes.&lt;br /&gt;
&lt;br /&gt;
Up to 48 players may join the instance. If there are more than 48 players standing in the aetherial node, players will be randomly selected for teleportation, which will be indicated by the {{status effect|debuff|File:Right of entry forked tower icon.png}} &#039;&#039;&#039;Right of Entry: The Forked Tower&#039;&#039;&#039; status. Players who used more ciphers will have a higher chance of being selected. &lt;br /&gt;
*Note: This &amp;quot;overbooking&amp;quot; is generally not an issue because nearly all runs of this raid are from pre-made alliances, who have exclusive access to the South Horn instance until the tower activates.&lt;br /&gt;
&lt;br /&gt;
If the player is not selected to enter or if the tower does not activate because fewer than 24 players used ciphers, all players will be refunded their cipher(s).&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| mech1 sortable align-left}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Highly Crescentialed}}&lt;br /&gt;
{{achievement table row|Mapping the Realm: The Occult Crescent: South Horn}}&lt;br /&gt;
{{achievement table row|Observing the Occult}}&lt;br /&gt;
{{achievement table row|Critical Thinking I}}&lt;br /&gt;
{{achievement table row|Critical Thinking II}}&lt;br /&gt;
{{achievement table row|Critical Thinking III}}&lt;br /&gt;
{{achievement table row|Critical Thinking IV}}&lt;br /&gt;
{{achievement table row|Horns of Plenty I}}&lt;br /&gt;
{{achievement table row|Horns of Plenty II}}&lt;br /&gt;
{{achievement table row|Horns of Plenty III}}&lt;br /&gt;
{{achievement table row|Horns of Plenty IV}}&lt;br /&gt;
{{achievement table row|In Pot Pursuit I}}&lt;br /&gt;
{{achievement table row|In Pot Pursuit II}}&lt;br /&gt;
{{achievement table row|In Pot Pursuit III}}&lt;br /&gt;
{{achievement table row|In Pot Pursuit IV}}&lt;br /&gt;
{{achievement table row|Magic Is the Best Medicine I}}&lt;br /&gt;
{{achievement table row|Magic Is the Best Medicine II}}&lt;br /&gt;
{{achievement table row|Magic Is the Best Medicine III}}&lt;br /&gt;
{{achievement table row|Occult Erudition I}}&lt;br /&gt;
{{achievement table row|Occult Erudition II}}&lt;br /&gt;
{{achievement table row|Occult Erudition III}}&lt;br /&gt;
{{achievement table row|Occult Erudition IV}}&lt;br /&gt;
{{achievement table row|Phantomastery I}}&lt;br /&gt;
{{achievement table row|Phantomastery II}}&lt;br /&gt;
{{achievement table row|Phantomastery III}}&lt;br /&gt;
{{achievement table row|Where Rabbits Roam I}}&lt;br /&gt;
{{achievement table row|Where Rabbits Roam II}}&lt;br /&gt;
{{achievement table row|Where Rabbits Roam III}}&lt;br /&gt;
{{achievement table row|Where Rabbits Roam IV}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Garden Relics}}&lt;br /&gt;
{{music table row|The Wanderer&#039;s Haven|A Tonberry&#039;s Tears|(non-looping excerpt)}}&lt;br /&gt;
{{music table row|Crystallized Caverns|Far From Home|(non-looping excerpt)}}&lt;br /&gt;
{{music table row|Shadowed City|Shadow of the Body|(non-looping excerpt)}}&lt;br /&gt;
{{music table row|Lost Citadel|Aftermath|(non-looping excerpt)}}&lt;br /&gt;
{{music table row|Battle|Garden Ruins}}&lt;br /&gt;
{{music table row|FATEs|FINAL FANTASY V: Battle 1 (Dawntrail)}}&lt;br /&gt;
{{music table row|Critical Encounters|A New World (Dawntrail)}}&lt;br /&gt;
{{music table row|Persistent Pot minigame|By Design}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
===Maps===&lt;br /&gt;
&amp;lt;gallery heights=400px mode=packed&amp;gt;&lt;br /&gt;
South Horn Level Zones.jpg | Enemy Level Zones&lt;br /&gt;
South Horn Enemy Locations.png | Normal Enemy Locations&lt;br /&gt;
South Horn Weather Mobs.jpg|Weather-restricted Enemy Locations. Green denotes Crescent Fool patrols.&lt;br /&gt;
South Horn Survey Points.png|Survey Points&lt;br /&gt;
South Horn Random Coffers.jpg| Random Overworld Treasure Coffer Locations&lt;br /&gt;
South Horn Pot Coffers.jpg| Persistent Pot Coffer Locations&lt;br /&gt;
South Horn Carrots.jpg|Chewed Carrot Locations&lt;br /&gt;
South Horn Annotated Map.jpg| Annotated Map&lt;br /&gt;
South Horn demiatma map V2.jpg| Demiatma Locations for {{i|Arcane Artistry}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Screenshots===&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
South Horn intro.jpg&lt;br /&gt;
Occult Crescent2.jpg&lt;br /&gt;
Occult Crescent3.jpg&lt;br /&gt;
Occult Crescent5.jpg&lt;br /&gt;
Occult Crescent7.jpg&lt;br /&gt;
Occult Crescent8.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*{{patch|7.4|&lt;br /&gt;
**Three new phantom jobs—Phantom Mystic Knight, Phantom Gladiator, and Phantom Dancer—have been added.&lt;br /&gt;
**New accessories offering bonus effects only active on the Occult Crescent have been added.&lt;br /&gt;
**New items are available from the expedition antiquarian on the south horn (X:38.1 Y:7.0).&lt;br /&gt;
**New rewards are available from treasure coffers in the field.}}&lt;br /&gt;
*{{patch|7.3|&lt;br /&gt;
**When entering with an alliance of 24 members or more, you will always enter a new instance.&lt;br /&gt;
***This newly created instance will be considered &amp;quot;occupied,&amp;quot; preventing entry by players that are not part of the alliance.&lt;br /&gt;
***If an alliance meets the entry requirements for the Forked Tower, the Auroral Mirage weather effect will begin five minutes after entering the Occult Crescent. Once the alliance completes entry into the tower, or ten minutes have passed, the weather will clear and the instance will no longer be considered occupied.&lt;br /&gt;
***If an alliance fails to meet the entry requirements for the Forked Tower, the instance will no longer be considered occupied five minutes after entering the Occult Crescent.&lt;br /&gt;
**The minimum number of players that must offer Sanguine Ciphers to enter the Forked Tower: Blood has been increased from 16 to 24 players.&lt;br /&gt;
**The window displayed when using Sanguine Ciphers has been updated to show detailed information on the number of players who have secured entry and those yet seeking entry.&lt;br /&gt;
**Only players who have used a Sanguine Cipher will now be eligible for selection to enter the Forked Tower: Blood.&lt;br /&gt;
**While a critical encounter is in progress, the appearance of the Auroral Mirage weather effect will be put on hold.&lt;br /&gt;
***If its occurrence has been deferred, it will begin immediately after the encounter has ended.&lt;br /&gt;
**During the critical encounter Calamity Bound, the Seal Asunder mechanic will function differently with a lower number of participants.&lt;br /&gt;
**The items obtained from treasure coffers revealed by persistent pots and happy bunnies have been changed.}}&lt;br /&gt;
*&amp;lt;span style=&amp;quot;display:inline-block; min-width: 40px; text-align:center&amp;quot;&amp;gt;{{DT}}&amp;lt;/span&amp;gt; &#039;&#039;&#039;Hotfix (2025-07-03):&#039;&#039;&#039;&lt;br /&gt;
**The “Alliance” tab in the Party Finder screen now includes “The Occult Crescent: South Horn.” Using this feature, players can form alliances of up to 48 players and enter “The Occult Crescent: South Horn.”&lt;br /&gt;
**In “The Occult Crescent: South Horn,” the time until “Weather: Mirage” occurs when a new instance is generated has been shortened.&lt;br /&gt;
*{{patch|7.25}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*Upon entering certain regions, the background music will change to reflect the theme of the respective [[Fifth Astral Era]] civilization featured in previous [[dungeons]] or [[raids]]:&lt;br /&gt;
** The Wanderer&#039;s Haven (Nym): [[The Wanderer&#039;s Palace]]&lt;br /&gt;
** Crystallized Caverns (Skalla): [[The Drowned City of Skalla]]&lt;br /&gt;
** Shadowed City (Mhach): [[Dun Scaith]]&lt;br /&gt;
** Lost Citadel (Amdapor): [[Amdapor Keep]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[https://lynn.pet/map/southhorn?x=21.08&amp;amp;y=-20.96&amp;amp;zoom=4.5 Interactive Map - lynn.pet]&lt;br /&gt;
*[https://docs.google.com/spreadsheets/d/1xAPJgrmlATNQPlXkQWIZay7giSYS54AlXlsFUCmL5SY/edit?gid=1168848000#gid=1168848000 South Horn Bestiary]&lt;br /&gt;
**[https://docs.google.com/spreadsheets/d/1oWuDtRxYUsVo2HxzvUecnzXpyRo1ozxuw_s6Lr2gepU/edit?gid=2005261057#gid=2005261057 Enemy Status Resistances]&lt;br /&gt;
*[https://docs.google.com/spreadsheets/d/1yqCALcL1BvJPDd9J7KQWuV8SbAeS-PReKMtGKgs-acc/edit?gid=199871173#gid=199871173 Miscellaneous Information Spreadsheet]&lt;br /&gt;
&lt;br /&gt;
{{Occult Crescent nav|state=expanded}}&lt;br /&gt;
{{Duties nav/field operation}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Occult Crescent]]&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=User:Hubry/sandbox&amp;diff=1278185</id>
		<title>User:Hubry/sandbox</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=User:Hubry/sandbox&amp;diff=1278185"/>
		<updated>2026-04-12T13:08:13Z</updated>

		<summary type="html">&lt;p&gt;Hubry: /* Recommendations */ convert to game icons, minor tweaks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Recommendations==&lt;br /&gt;
{| {{STDT|pve}}&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Main recommendations&lt;br /&gt;
! Supplementary/solo options&lt;br /&gt;
! Queue filler dailies&lt;br /&gt;
! Side options&lt;br /&gt;
! Weeklies&lt;br /&gt;
|-&lt;br /&gt;
! 1-15&lt;br /&gt;
| &#039;&#039;&#039;{{i|Hunting Log}}&amp;lt;br /&amp;gt;{{i|Class Quests}}&#039;&#039;&#039;&lt;br /&gt;
| {{i|Duty Roulette: Guildhests}} &amp;lt;br /&amp;gt; {{i|Guildhests}}&amp;lt;br /&amp;gt;{{i|Levequests|Battlecraft Leves}}&lt;br /&gt;
| &lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | {{i|Palace of the Dead}}&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | {{i|Challenge Log}}&lt;br /&gt;
|-&lt;br /&gt;
! 15&lt;br /&gt;
| &#039;&#039;&#039;{{i|Sastasha}}&#039;&#039;&#039;&lt;br /&gt;
| {{i|Hunting Log}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! 16-30&lt;br /&gt;
| &#039;&#039;&#039;{{i|Duty Roulette: Leveling}}&amp;lt;br /&amp;gt;{{i|Dungeons|Highest level leveling dungeon}}&#039;&#039;&#039;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;(20+) Squadron [[Command Missions]]&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{i|Duty Support}}&amp;lt;br /&amp;gt;&#039;&#039;{{i|FATEs}}&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! 30-50&lt;br /&gt;
| &#039;&#039;&#039;{{i|Duty Roulette: Leveling}}&amp;lt;br /&amp;gt;{{i|Dungeons|Highest level leveling dungeon}}&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{i|Daily Challenge: Frontline}}&lt;br /&gt;
| &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{i|Palace of the Dead}}&amp;lt;br /&amp;gt;&#039;&#039;{{i|PvP}}&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! 51-60&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | &#039;&#039;&#039;{{i|Duty Roulette: Leveling}}&amp;lt;br /&amp;gt;{{i|Duty Roulette: Main Scenario}}&amp;lt;br /&amp;gt;{{i|Duty Roulette: Alliance Raids}}&amp;lt;br /&amp;gt;{{i|Dungeons|Highest level leveling dungeon}}&amp;lt;br /&amp;gt;{{i|Daily Challenge: Frontline}}&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{i|Duty Roulette: Trials}}&amp;lt;br /&amp;gt;&lt;br /&gt;
| {{STFI|Clan Hunt|icon=The hunt icon1.png|size=small}} [[Clan Hunt|Clan Mark Bills]]&amp;lt;br /&amp;gt;&#039;&#039;{{STFI|icon=Vanu Relations.png|size=small|Vanu Vanu Daily Quests}} [[Vanu Vanu Daily Quests]]&amp;lt;br /&amp;gt;{{STFI|icon=Vath Relations.png|size=small|Vath Daily Quests}} [[Vath Daily Quests]]&#039;&#039;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | {{i|Challenge Log}}&amp;lt;br /&amp;gt;{{i|Wondrous Tails}}&lt;br /&gt;
|-&lt;br /&gt;
! 61-70&lt;br /&gt;
| {{i|Duty Support}}&amp;lt;br /&amp;gt;&#039;&#039;{{i|FATEs}}&#039;&#039;&lt;br /&gt;
| {{STFI|Veteran Clan Hunt|icon=The hunt icon1.png|size=small}} [[Veteran Clan Hunt|Veteran Clan Mark Bills]]&amp;lt;br /&amp;gt;&#039;&#039;{{STFI|icon=Kojin Relations.png|size=small|Kojin Daily Quests}} [[Kojin Daily Quests]]&amp;lt;br /&amp;gt;{{STFI|icon=Ananta Relations.png|size=small|Ananta Daily Quests}} [[Ananta Daily Quests]]&#039;&#039;&lt;br /&gt;
| {{i|Heaven-on-High}}&amp;lt;br /&amp;gt;&#039;&#039;{{i|PvP}}&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! 71-80&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{i|The Bozjan Southern Front}}&amp;lt;br /&amp;gt;{{i|Zadnor}}&amp;lt;br /&amp;gt;{{i|Duty Support}} / {{i|Trust}}&amp;lt;br /&amp;gt;{{i|FATEs}}&lt;br /&gt;
| {{STFI|Nutsy Clan Hunt|icon=The hunt icon1.png|size=small}} [[Nutsy Clan Hunt|Clan Nutsy Mark Bills]]&amp;lt;br /&amp;gt;{{STFI|icon=Pixie Relations.png|size=small|Pixie Daily Quests}} [[Pixie Daily Quests]]&lt;br /&gt;
| &#039;&#039;{{i|PvP}}&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! 81-90&lt;br /&gt;
| {{STFI|Guildship Hunt|icon=The hunt icon1.png|size=small}} [[Guildship Hunt|Guildship Mark Bills]]&amp;lt;br /&amp;gt;{{STFI|icon=Arkasodara Relations.png|size=small|Arkasodara Daily Quests}} [[Arkasodara Daily Quests]]&lt;br /&gt;
| &#039;&#039;{{i|Eureka Orthos}}&#039;&#039;&amp;lt;br /&amp;gt;&#039;&#039;{{i|PvP}}&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! 91-100&lt;br /&gt;
| {{i|Duty Support}} / {{i|Trust}}&amp;lt;br /&amp;gt;{{i|FATEs}}&lt;br /&gt;
| {{STFI|Dawn Hunt|icon=The hunt icon1.png|size=small}} [[Dawn Hunt|Dawn Hunt Bills]]&amp;lt;br /&amp;gt;{{STFI|icon=Pelupelu Relations.png|size=small|Pelupelu Daily Quests}} [[Pelupelu Daily Quests]]&lt;br /&gt;
| {{i|Pilgrim&#039;s Traverse}}&amp;lt;br /&amp;gt;&#039;&#039;{{i|PvP}}&amp;lt;br /&amp;gt;{{i|Variant Dungeons}}&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Basic information ==&lt;br /&gt;
Legendary [[big fish]] of [[Ultima Thule]].&lt;br /&gt;
*&#039;&#039;&#039;Fish type:&#039;&#039;&#039; [[Space]]&lt;br /&gt;
*&#039;&#039;&#039;[[Aquarium]] type and size:&#039;&#039;&#039; none&lt;br /&gt;
*&#039;&#039;&#039;Fish print canvas:&#039;&#039;&#039; {{item icon|Extra Large Angler&#039;s Canvas}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fish guide description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Recent theories on the subject of this cosmic wavekin suggest it to be the inspiration for the lunar whale─the starfaring airship of Mysidian myth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fisher&#039;s Intuition quotes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;On trigger:&#039;&#039;&#039; A profound melancholy swells within you!&lt;br /&gt;
* &#039;&#039;&#039;On expiry:&#039;&#039;&#039; The melancholy passes as swiftly as it came...&lt;br /&gt;
* &#039;&#039;&#039;On refresh:&#039;&#039;&#039; You are seized by melancholy once more!&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
=== Fishing ===&lt;br /&gt;
* &#039;&#039;&#039;Recommended [[fishing]] level:&#039;&#039;&#039; 90 ★★★★&lt;br /&gt;
* &#039;&#039;&#039;Prime location:&#039;&#039;&#039; [[Fishing Log: Limne 3-β|Limne 3-β]], [[Ultima Thule]] (25, 17), level 90 &amp;lt;!-- &lt;br /&gt;
** &#039;&#039;&#039;Other locations: list other locations here, hide if not available. Should p ---&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Bite and hookset:&#039;&#039;&#039; Ferocious (&#039;&#039;&#039;!!!&#039;&#039;&#039;) - {{action icon|Powerful Hookset}}&lt;br /&gt;
* &#039;&#039;&#039;Preferred bait:&#039;&#039;&#039; {{item icon|Stardust}} → {{action icon|Powerful Hookset|x}}{{item icon|Horizon Event}}&amp;lt;!-- &lt;br /&gt;
** &#039;&#039;&#039;Other bait: list other bait here, hide if not available. ---&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Time:&#039;&#039;&#039; 0:00 - 8:00&lt;br /&gt;
** Unaffected by &amp;lt;!--/Affected by--&amp;gt; {{action icon|Fish Eyes}} &amp;lt;!-- dynamically set based on current expansion/legendary status/etc --&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Weather:&#039;&#039;&#039; {{weather icon|umbral wind}}[[Umbral Wind]] → {{weather icon|astromagnetic storm}}[[Astromagnetic Storm]]&lt;br /&gt;
* &#039;&#039;&#039;Required [[gathering (Attribute)|gathering]]:&#039;&#039;&#039; 3300&lt;br /&gt;
* {{status effect|buff|fishers intuition}} &#039;&#039;&#039;[[Fisher&#039;s Intuition]]:&#039;&#039;&#039; 10 minutes&lt;br /&gt;
** 1x {{item icon|Phallaina}} ({{item icon|Stardust}} → {{action icon|Powerful Hookset|x}}{{item icon|Horizon Event}})&lt;br /&gt;
*** Time: 0:00 - 4:00&lt;br /&gt;
** 2x {{item icon|Unbegotten}} ({{item icon|Stardust}} → {{action icon|Powerful Hookset|x}}{{item icon|Horizon Event}})&lt;br /&gt;
** 3x {{item icon|E.B.E.-9318}} ({{item icon|Stardust}})&lt;br /&gt;
* &#039;&#039;&#039;{{action icon|Snagging}}&#039;&#039;&#039; required &amp;lt;!-- demo purposes --&amp;gt; &lt;br /&gt;
* &#039;&#039;&#039;Not [[collectable]]&#039;&#039;&#039; &amp;lt;!--- list collectability tiers and scrip data after --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Used for ==&lt;br /&gt;
==={{action icon|Desynthesis}}===&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: [[Culinarian]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Potential Results&#039;&#039;&#039;:&lt;br /&gt;
*{{item icon|Water Crystal}} x1-4&lt;br /&gt;
*{{item icon|Fine Sand}} x1&lt;br /&gt;
*{{item icon|Quickarm Materia X}} x1&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Forked_Tower:_Blood&amp;diff=1276208</id>
		<title>The Forked Tower: Blood</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Forked_Tower:_Blood&amp;diff=1276208"/>
		<updated>2026-04-06T13:05:37Z</updated>

		<summary type="html">&lt;p&gt;Hubry: /* East: Guardian Bat x3 */ shirahadori for weapon raidwide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|The Forked Tower: Magic|The Forked Tower: Magic (Extreme)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| description = An ominous tower looms on the horizon of the isle&#039;s south horn, twisted spires shimmering in the haze. What revelations await within its uppermost chambers?&lt;br /&gt;
| alt-description = &lt;br /&gt;
| image = Occult_Crescent4.jpg&lt;br /&gt;
| type = Field Operation&lt;br /&gt;
| level = 100&lt;br /&gt;
| level-sync = 100&lt;br /&gt;
| ilvl = 690&lt;br /&gt;
| ilvl-sync = 700&lt;br /&gt;
| knowledge-level = 20&lt;br /&gt;
| size = 24-48man&lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| unsync = n&lt;br /&gt;
| time-limit = 30&lt;br /&gt;
| extensions = true&lt;br /&gt;
| region = ???&lt;br /&gt;
| location = Tower of Blood&lt;br /&gt;
| req-quest = Past and Crescent&lt;br /&gt;
| entrance = The Occult Crescent: South Horn&lt;br /&gt;
| entrance-coordinates = 22.7, 21.5&lt;br /&gt;
| tomestones = 80 {{tomestone/uncapped-text-short}} + 40 {{tomestone/capped-text-short}}&lt;br /&gt;
| patch = 7.25&lt;br /&gt;
| release = dawntrail&lt;br /&gt;
}} Instead of being a separate instance, it exists within {{i|Occult Crescent: South Horn}}. Similar to {{i|The Baldesion Arsenal}} and {{i|Delubrum Reginae (Savage)}}, Forked Tower is designed to be a high-end duty that requires group coordination and the use of specific [[Phantom Job|phantom job]] actions to complete.&lt;br /&gt;
&lt;br /&gt;
This duty is considered a [[Critical Encounter]] and will count towards achievements involving those.&lt;br /&gt;
==Participation==&lt;br /&gt;
The required degree of coordination and large raid size makes this raid impractical to recruit for solely through [[Party Finder]] or other in-game methods. Thus, in North American and European data centers, the most popular way of completing this content is through premade groups organized through various player-run [https://docs.google.com/spreadsheets/d/10qnOxc4FsbMKNVaezwTBDlUXEjclXsFiScXvaJVQvDw/edit?gid=395886512#gid=395886512 Discord servers]. Each server has its own specific rules and organizational methods.&lt;br /&gt;
&lt;br /&gt;
==Requirements &amp;amp; Entrance==&lt;br /&gt;
[[File:Cipher Reliquary.png|300px|right|thumb|Cipher reliquaries.]]&lt;br /&gt;
Players must purchase {{item icon|Sanguine Cipher}}s from the [[Expedition Antiquarian]] {{convert coordinate|38.1, 7.0}} for {{enlightenment silver piece|200}} or {{enlightenment gold piece|320}}. When at least 24 different players use the ciphers at a cipher reliquary {{convert coordinate|22.5, 21.4}} by the Solitary Pavilion landmark during {{weather icon|auroral mirages}} [[Auroral Mirages]] weather, an aetherial node will activate, teleporting them to within the tower after a brief period. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All players must contribute at least one cipher to be eligible to enter the duty.&#039;&#039;&#039; Players must have also have a [[Knowledge Level]] of 20 to enter.&lt;br /&gt;
&lt;br /&gt;
Spawn conditions for the auroral mirages weather are as follows:&lt;br /&gt;
*There are at least 24 players in the South Horn instance with knowledge level 20 and have unlocked the tower by making sufficient progress in {{i|Past and Crescent}}.&lt;br /&gt;
*In a newly spawned (fresh) instance, the weather will appear after 5 minutes if the above condition is met.&lt;br /&gt;
**The timer can be reduced as explained below.&lt;br /&gt;
*Afterwards, the weather will respawn on a hidden 60 minute timer.&lt;br /&gt;
**The timer starts when there is no Forked Tower in the instance currently ongoing (indicated by the lack of the {{status effect|debuff|File:Forked Tower icon.png}} tower icon in the minimap).&lt;br /&gt;
**The timer is reduced by 5 minutes for each successful completion of a Critical Encounter.&lt;br /&gt;
**The timer is reduced by 1 minute for each successful completion of a FATE.&lt;br /&gt;
&lt;br /&gt;
When both the player count/progression requirement is met, the timer expires, and any ongoing Critical Encounters conclude, the auroral mirages weather will appear.&lt;br /&gt;
&lt;br /&gt;
The weather will last for approximately 5 minutes.&lt;br /&gt;
&lt;br /&gt;
Up to 48 players may join the instance. If there are more than 48 players standing in the aetherial node, players will be randomly selected for teleportation, which will be indicated by the {{status effect|debuff|File:Right of entry forked tower icon.png}} &#039;&#039;&#039;Right of Entry: The Forked Tower&#039;&#039;&#039; status. Players who used more ciphers will have a higher chance of being selected. &lt;br /&gt;
*Note: This &amp;quot;overbooking&amp;quot; is generally not an issue because nearly all runs of this raid are from pre-made alliances, who have exclusive access to the South Horn instance until the tower activates.&lt;br /&gt;
&lt;br /&gt;
If the player is not selected to enter or if the tower does not activate because fewer than 24 players used ciphers, all players will be refunded their cipher(s).&lt;br /&gt;
&lt;br /&gt;
Unlike standard content, players cannot be resurrected by normal means will have 3 non-replenishable stacks of the debuff {{status effect|debuff|File:Resurrection restricted icon1.png}} &#039;&#039;&#039;Resurrection Restricted&#039;&#039;&#039;. Defeated players may only be resurrected by {{action icon|Revive}} from {{phantom job|chemist|name=y}} or level 3 healer [[Limit Break|limit breaks]]. Each time they are revived, they will lose one stack. When a player has no more stacks remaining, they will receive the {{status effect|debuff|File:Resurrection denied icon.png}} &#039;&#039;&#039;Resurrection Denied&#039;&#039;&#039; status, preventing resurrection by any means and must therefore leave the raid if they die again.&lt;br /&gt;
*There is a bug where players who are revived by a healer limit break when they have a pending resurrection from a chemist will lose 2 stacks.&lt;br /&gt;
&lt;br /&gt;
Players may only swap their [[job]] or [[phantom job]] in the starting room of the raid. Once they leave the room, they will be given the {{status effect|debuff|File:Duties as assigned icon.png}} &#039;&#039;&#039;Duties as Assigned&#039;&#039;&#039; status and be unable to swap their job or phantom job.&lt;br /&gt;
&lt;br /&gt;
==Party Functions==&lt;br /&gt;
Most raid groups will typically form six parties of up to eight players each outside the raid. The specific role composition per party is flexible, but each party should contain at least one tank and one healer. The [[Party Finder]] recruitment for this raid is listed as the 48-player option for the Occult Crescent: South Horn.&lt;br /&gt;
&lt;br /&gt;
Players are usually separated into three &amp;quot;letter&amp;quot; parties (A, B, C) and three &amp;quot;number&amp;quot; parties (1, 2, 3). Alliances D, E, F in the Party Finder UI correspond to the number groups. This separation is used for multiple points in the raid that require players to split into two groups. Players may freely leave, (re)join, disband, and reform parties while inside the raid.&lt;br /&gt;
&lt;br /&gt;
===Waymarks, Ready Checks, and Countdowns===&lt;br /&gt;
Waymarks, ready checks, and countdowns are only visible in the player&#039;s individual party and are not shared by the entire raid. Each party may designate a party leader who is responsible for placing waymarks and conducting ready checks, but anyone in the party is usually free to contribute.&lt;br /&gt;
&lt;br /&gt;
Waymark presets cannot be saved using the in-game preset feature. The only way of using waymark presets in this raid is via third-party plugins. A common set of waymarks should be shared for the entire raid group to ensure everyone is on the same page. Waymarks do not need to be placed precisely, with the exception of the last boss to facilitate a common strategy (&amp;quot;BAP Daggers&amp;quot;) used for it. In this strategy, each party will use a different set of waymarks.&lt;br /&gt;
&lt;br /&gt;
After ready checks are conducted, they are often communicated to the rest of the raid via the /yell chat to show that the party is ready.&lt;br /&gt;
&lt;br /&gt;
In place of countdowns, the raid leader will usually designate boss pull times based on the Forked Tower duty timer, which is shared by all raid members. For example, a pull time of &amp;quot;30:00&amp;quot; means that the boss will be pulled at 30:00 left on the timer.&lt;br /&gt;
&lt;br /&gt;
==Phantom Job Requirements==&lt;br /&gt;
Specific [[phantom jobs]] are mandatory to clear the raid. As there is no effective in-game functionality for coordinating phantom job compositions, this is often done through external spreadsheets such as [https://docs.google.com/spreadsheets/d/1rHk6atBDxOK6BkNIABTzNl5Xt-43R0Y6dRsovaRFapQ/edit this]. All players should be maximum level on the phantom job they wish to use for the raid.&lt;br /&gt;
&lt;br /&gt;
With the addition of new phantom jobs in [[patch 7.5|patch 7.5x]], it is likely that the current requirements and recommendations may change in the future.&lt;br /&gt;
&lt;br /&gt;
===Mandatory Jobs===&lt;br /&gt;
{| {{STDT|mech1 align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Phantom Job !! Number Required !! Responsibilities&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|thief|name=y}}&lt;br /&gt;
| 2 (1 per side)&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Trap Detection}} reveals hidden explosive traps and passages that are present in areas between boss encounters.&lt;br /&gt;
** Raid leads may opt for detecting all traps with {{action icon|Occult Falcon}} instead.&lt;br /&gt;
* The {{action icon|Lockpicker}} trait allows thieves to open locked doors to allow the party to progress and receive bonus loot.&lt;br /&gt;
* {{action icon|Pilfer Weapon}} removes a buff from the [[Guardian Weapon]] enemy, preventing it from instantly killing nearby players.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|geomancer|name=y}}&lt;br /&gt;
| 2 (1 per side) &lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Suspend}} allows players to safely travel across dangerous floors in two sections of the raid to reach switches that allow the rest of the party to progress.&lt;br /&gt;
* {{action icon|Battle Bell}} greatly buffs the damage of a target player. Ideally used on a DPS or the main tank who will consistently take auto-attack damage to maintain the buff.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|time mage|name=y}}&lt;br /&gt;
| 2 (1 per side) &lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Occult Slowga}} slows enemy packs, giving other players more time to dodge their AoE attacks which will do lethal damage if they connect.&lt;br /&gt;
* {{action icon|Occult Mage Masher}} mitigates the strong magical raidwide attacks from bosses and some enemies.&lt;br /&gt;
* {{action icon|Occult Dispel}} is mandatory to remove buffs from the [[Summoned Arch Demon]] and [[Tower Abyss]] enemies to prevent raid wipes. Dispel also removes the Evasion Up buff on [[Tower Scarab]]s and the invulnerability status on the [[Guardian Knight]].&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|bard|name=y}}&lt;br /&gt;
| 2 (1 per side)&amp;lt;br&amp;gt;Recommended 1 per party &lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Romeo&#039;s Ballad}} is needed to freeze the [[Tower Idol]] enemies to prevent them from executing a raid wiping attack.&lt;br /&gt;
* {{action icon|Hero&#039;s Rime}} and {{action icon|Offensive Aria}} can be used to maintain permanent damage buffs within the party.&lt;br /&gt;
* {{action icon|Mighty March}} can be used as a general-purpose mitigation and healing action for strong raidwide attacks.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|berserker|name=y}}&lt;br /&gt;
| 1&amp;lt;br&amp;gt;~6 recommended for damage&lt;br /&gt;
|&lt;br /&gt;
* Best used on {{i|Warrior}} and {{i|Dark Knight}}&lt;br /&gt;
* {{action icon|Rage (Phantom Job Action)}} is used to safely disarm the [[Universal Empowerment Conduit]]s during the final boss.&lt;br /&gt;
* {{action icon|Deadly Blow}} deals huge amounts of damage after taking hits during Rage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Recommended Jobs===&lt;br /&gt;
{| {{STDT|mech1 align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Phantom Job !! Number Recommended !! Responsibilities&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|knight|name=y}}&lt;br /&gt;
| Up to 1 per party&lt;br /&gt;
|&lt;br /&gt;
* Best used on {{tank}} [[tank]]s&lt;br /&gt;
* {{action icon|Pray (Phantom Job Action)}} gives a 10% party damage mitigation lasting for 30 minutes when used near a knowledge crystal.&lt;br /&gt;
* {{action icon|Phantom Guard}} and {{action icon|Pledge}} are very powerful mitigation actions that are used the survive the heavy-hitting tankbusters in the raid.&lt;br /&gt;
* Experienced groups may opt for using no knights in favor of more berserkers and samurai.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|chemist|name=y}}&lt;br /&gt;
| 1 per party&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Revive}} is the only means of resurrecting fallen players aside from level 3 healer limit breaks.&lt;br /&gt;
* [[The Forked Tower: Blood#Phantom Chemist Resurrection Strategy|Chemist &amp;quot;cheesing&amp;quot;]] allows for more attempts on bosses after a full raid wipe. All chemists are commonly marked for easy identification.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|ranger|name=y}}&lt;br /&gt;
| 2 (1 per side)&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Occult Falcon}} is the most common means of disarming explosive traps. Should &#039;&#039;not&#039;&#039; be used to detonate unstable (super) traps in most situations.&lt;br /&gt;
** Raid leads may choose to have rangers &amp;quot;blind pop&amp;quot; traps that have not been revealed (including unstable traps) instead of using {{action icon|Trap Detection}}.&lt;br /&gt;
* {{action icon|Occult Unicorn}} provides party mitigation for strong raidwide attacks from bosses and enemies.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|cannoneer|name=y}}&lt;br /&gt;
| 1 (only if no Dancer)&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Phantom Fire}} can be used for a chance to instantly kill some enemies during the central passages (hallways) and binding lock sections. An instant kill action is needed to defeat the [[Guardian Berserker]].&lt;br /&gt;
* {{action icon|Dark Cannon}} and {{action icon|Shock Cannon}} provide crowd-control effects in mob pulls, significantly weakening them.&lt;br /&gt;
* {{action icon|Silver Cannon}} increases damage taken on enemies and reduces their damage dealt, and can be maintained indefinitely.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|dancer|name=y}}&lt;br /&gt;
| 1 (only if no Cannoneer)&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Quickstep}} gives a 2% damage buff to the Dancer&#039;s party, lasting for 30 minutes when used near a knowledge crystal.&lt;br /&gt;
* {{action icon|Mesmerize}} is a (non-stacking) alternative to {{action icon|Silver Cannon}} for bosses, while also offering strong single-attack mitigation if timed properly.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|oracle|name=y}}&lt;br /&gt;
| 1 per berserker&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Phantom Doom}} can be used for a delayed instant kill on some enemies during the central passages (hallways) and binding lock sections. An instant kill action is needed to defeat the [[Guardian Berserker]].&lt;br /&gt;
* {{action icon|Invulnerability}} can be used to maximize a {{phantom job|berserker|name=y}}&#039;s damage potential.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|mystic knight|name=y}}&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Blazing Spellblade}} applies a vulnerability debuff to bosses that stacks with {{action icon|Silver Cannon}} or {{action icon|Mesmerize}}, and can be maintained indefinitely.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|samurai|name=y}}&lt;br /&gt;
| As many as possible&lt;br /&gt;
|&lt;br /&gt;
* No specific responsibilities, but samurai is a very strong pure DPS job that is straightforward to use compared to other DPS-oriented jobs such as [[Phantom Monk]].&lt;br /&gt;
* {{action icon|Iainuki}} can be used for a chance to instantly kill some enemies during the central passages (hallways) and binding lock sections. An instant kill action is needed to defeat the [[Guardian Berserker]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Hidden Explosive Traps==&lt;br /&gt;
[[File:FT Trap Area.jpg|300px|right|thumb|Entrance to a trapped area.]]&lt;br /&gt;
Similar to other large-scale raids such as {{i|The Baldesion Arsenal}} and {{i|Delubrum Reginae}}, there are hidden explosive traps that may spawn in certain locations (see [[The Forked Tower: Blood#Maps|maps]]). Traps are only located in the sections of the raid between the boss encounters, specifically areas that are demarcated by thick red lines on the floor. Glyphs will emanate from one side of the line, denoting the area with traps.&lt;br /&gt;
&lt;br /&gt;
Traps can be revealed with {{action icon|Trap Detection}} from {{phantom job|thief|name=y}}. In the areas with traps, the rest of the party should remain behind the thief in their group at all times.&lt;br /&gt;
&lt;br /&gt;
For safety, traps should be disarmed when possible. There are two types of traps, the second type is significantly more dangerous and will cause wipes if carelessly detonated.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1 align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Trap !! Image !! Effect !! Disarming Method&lt;br /&gt;
|-&lt;br /&gt;
| Normal Trap || [[File:FT trap.png|300px]] || Releases a small AoE when detonated (slightly larger than the trap itself), killing anyone in range. || &lt;br /&gt;
*Disarm at a distance using {{action icon|Occult Falcon}} from {{phantom job|ranger|name=y}}&lt;br /&gt;
*Disarm by running over with a tank using any invulnerability cooldown&lt;br /&gt;
|-&lt;br /&gt;
| Unstable (Super) Trap || [[File:FT megatrap.gif|300px]] || Releases a massive AoE when detonated, killing anyone in range. || &lt;br /&gt;
* Do NOT disarm with ranger in most groups.&lt;br /&gt;
* Disarm by running over with a tank using any invulnerability cooldown. &#039;&#039;&#039;All raid members should be aware that this trap will be disarmed and should move far away.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It is possible to slightly outrange the radius of a super trap explosion to disarm, but is highly not recommended to disarm them using this action unless in an experienced group. Rangers should be especially careful not to disarm a super trap during the bridges encounter, as it will likely wipe the raid.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
*Clear the Paleography Room.&lt;br /&gt;
*Clear the central passages.&lt;br /&gt;
*Clear the Astronomy Room.&lt;br /&gt;
*Clear the pronged passages.&lt;br /&gt;
*Clear the Glaciology Forum.&lt;br /&gt;
*Clear the binding lock.&lt;br /&gt;
*Clear the Haematology Room.&lt;br /&gt;
&lt;br /&gt;
==Enemies and Bosses==&lt;br /&gt;
A minimum of 24 players is needed to resolve certain mechanics in the raid, and boss HP will scale based on the number of players inside, starting from 24.&lt;br /&gt;
&lt;br /&gt;
Being hit with any avoidable AoEs during boss encounters will inflict a stack of {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; that lasts indefinitely until the end of the boss or until the player dies. If a player receives three stacks, they will be inflicted with {{status effect|doom}} &#039;&#039;&#039;[[Doom]]&#039;&#039;&#039; and die.&lt;br /&gt;
&lt;br /&gt;
After defeating a boss, players have a random chance of receiving the {{status effect|debuff|File:Battle high icon.png}} &#039;&#039;&#039;Battle High&#039;&#039;&#039; status for 15 minutes, increasing their [[Critical Hit]] and [[Direct Hit Rate]] and providing healing-over-time.&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Demon Tablet]]===&lt;br /&gt;
{{evt|service=youtube|id=QUtda6NLox0|dimensions=350|align=right|description=Demon Tablet animated guide by Big Kobe}}&lt;br /&gt;
Players may fall off the edge of the arena to their deaths.&lt;br /&gt;
&lt;br /&gt;
The boss is a large enemy that bisects the room into two square halves. Players may not pass through the boss. At certain points in the battle, the boss will levitate, allowing players to pass under. The boss will auto-attack the top three enmity players.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Demonic Dark II&#039;&#039;&#039;: Massive raid-wide magical damage, requiring heavy mitigation.&lt;br /&gt;
*&#039;&#039;&#039;Ray of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Ray of Expulsion Afar&#039;&#039;&#039;: The boss will levitate and use one of two possible attacks. In either case, three large red orbs will spawn in front of the boss that will resolve as a persistent AoE hitting one entire side of the arena (&#039;&#039;&#039;Ray of Ignorance&#039;&#039;&#039;), requiring the party to move under the boss to the other side of the arena.&lt;br /&gt;
**&#039;&#039;&#039;Ray of Dangers Near&#039;&#039;&#039;: The boss will slam down, emitting a late telegraphed point-blank rectangular AoE  (&#039;&#039;&#039;Landing&#039;&#039;&#039;) dealing physical damage. Move away from the boss to dodge. {{phantom job|samurai|name=y}} can ignore this attack with {{action icon|Shirahadori}}. Anyone under the boss will die. &lt;br /&gt;
**&#039;&#039;&#039;Ray of Expulsion Afar&#039;&#039;&#039;: The boss will slam down, emitting a late telegraphed bi-directional knockback (&#039;&#039;&#039;Landing&#039;&#039;&#039;). Move close to the boss (but not directly underneath it) and ride the knockback to avoid being knocked off, or use knockback immune. Anyone under the boss will die.&lt;br /&gt;
*The boss follows with another random &#039;&#039;&#039;Ray of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Ray of Explusion Afar&#039;&#039;&#039;, requiring the party to move under it again to the south side.&lt;br /&gt;
*&#039;&#039;&#039;Occult Chisel&#039;&#039;&#039;: Telegraphed magical AoE tankbusters on the top three enmity players. It is common for these players to stack up so that {{phantom job|berserker|name=y}}s can capitalize on {{action icon|Rage (Phantom Job Action)}}. The stacking tanks and berserkers should use their regular invulnerability cooldowns if so ({{Action icon|Pledge}} will only mitigate 2 of the 3 hits).&lt;br /&gt;
*&#039;&#039;&#039;Demonograph of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Demonograph of Expulsion Afar&#039;&#039;&#039;: The boss will levitate, and six four-person stack markers (towers) will spawn, three on each half of the arena. In each half, two towers will be in melee range, while the third is at the back of the platform. Based on the cast name, the boss will either use a point-blank rectangle AoE or a knockback. After this resolves, all players should go to their assigned tower based on their party (which will commonly be indicated with a waymark) and soak them, inflicting minor magical damage (&#039;&#039;&#039;Explosion&#039;&#039;&#039;). Towers that do not have at least four players will explode for high raid-wide damage (&#039;&#039;&#039;Massive Explosion&#039;&#039;&#039;) and inflict a {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; stack.&lt;br /&gt;
*&#039;&#039;&#039;Rotate (direction)&#039;&#039;&#039;: One of the two possible attacks&lt;br /&gt;
**&#039;&#039;&#039;Rotate Left&#039;&#039;&#039;: The boss rotates 90 degrees counterclockwise, hitting its relative northeast and southwest with AoEs (&#039;&#039;&#039;Rotation&#039;&#039;&#039;) that will knock anyone hit off the arena.&lt;br /&gt;
**&#039;&#039;&#039;Rotate Right&#039;&#039;&#039;: The boss rotates 90 degrees clockwise, hitting its relative northwest and southeast with AoEs that will knock anyone hit off the arena.&lt;br /&gt;
**To resolve, players should go to the half of the boss (facing it) that is opposite the direction of the cast name. For example, if it uses &#039;&#039;&#039;Rotate Left&#039;&#039;&#039;, players will go to the right side of the boss looking at it regardless of which side of the arena they are on.&lt;br /&gt;
**The boss will use another &#039;&#039;&#039;Rotate&#039;&#039;&#039; attack and then immediately follow with a persistent &#039;&#039;&#039;Lacunate Stream&#039;&#039;&#039; AoE in front of where it is facing. Therefore, after dodging the first &#039;&#039;&#039;Rotate&#039;&#039;&#039;, all players should move behind the boss and position to dodge the second &#039;&#039;&#039;Rotate&#039;&#039;&#039;, causing them to remain behind the boss. The boss will always rotate to face the north, so all players can dodge the second &#039;&#039;&#039;Rotate&#039;&#039;&#039; by moving to the south half of the arena and behind the boss.&lt;br /&gt;
*&#039;&#039;&#039;Cometeor of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Cometeor of Expulsion Afar&#039;&#039;&#039;: The boss will levitate and random players will be assigned debuffs or stack markers.&lt;br /&gt;
**Four random players will receive stack markers with a trajectory indicator. Two will be pointing north, while the other two will be pointing south. The stack AoEs will inflict magical damage (&#039;&#039;&#039;Portentous Comet&#039;&#039;&#039;) and fling players around a quarter of the arena length.&lt;br /&gt;
**Eight other random players will receive a meteor overhead marker and a 12-second {{status effect|debuff|File:Crater later icon.png}} &#039;&#039;&#039;Crater Later&#039;&#039;&#039; debuff. When it expires, the player will place a massive circle AoE telegraph (&#039;&#039;&#039;Portentous Cometeor&#039;&#039;&#039;) at their location with a radius of around two-thirds the length of the arena.&lt;br /&gt;
**In addition, either the north or south edge of the arena will contain a large meteor marker, indicating the epicenter of another &#039;&#039;&#039;Portentous Cometeor&#039;&#039;&#039; AoE.&lt;br /&gt;
**To resolve, players should loosely spread before the mechanic begins to determine if they have a marker/debuff.&lt;br /&gt;
***All players with meteor markers should go to the side with the fixed meteor marker.&lt;br /&gt;
***The stack marker players should go to the side that allows them to point their trajectory arrow towards the boss.&lt;br /&gt;
***All other players with no marker/debuff should go to the side without the fixed meteor marker.&lt;br /&gt;
***The boss will slam down and do either a point-blank AoE or a knockback based on its cast. If it uses a knockback, meteor players should &#039;&#039;not&#039;&#039; use knockback immune and instead should ride the knockback to the very edge of the platform.&lt;br /&gt;
***Immediately after, the meteor debuffs will resolve. All meteor players must be at the back of the arena to create as much space as possible.&lt;br /&gt;
***Afterwards, the stack markers will resolve. &lt;br /&gt;
****The stack marker players on the meteor side should position to be close to the boss, which will allow them and the meteor players to be flung above the boss to the safe side of the platform.&lt;br /&gt;
****The stack marker players on the safe side should position at the wall to prevent them from being flung to the unsafe (meteor) side. Ranged players should stack with these players to mitigate damage, while unmarked melee players are free to remain in melee range and ignore the stacks.&lt;br /&gt;
***After the stack markers resolve, the placed &#039;&#039;&#039;Portentous Cometeor&#039;&#039;&#039; AoE telegraphs will detonate.&lt;br /&gt;
*&#039;&#039;&#039;Rotate Left/Right&#039;&#039;&#039; x2&lt;br /&gt;
*&#039;&#039;&#039;Summon&#039;&#039;&#039;: The boss will levitate, spawn a point-blank rectangle AoE telegraph, and tether six fixed locations of the arena, three on each side.&lt;br /&gt;
**After the boss slams back down, an add will spawn at each tethered location. On each side, the two spots closer to the boss will each spawn a [[Summoned Demon]], while the spot further away will spawn a [[Summoned Arch Demon]].&lt;br /&gt;
**The adds are immobile but will use auto-attacks, so tanks should establish enmity on their assigned party&#039;s add (same as their tower location), while players defeat their assigned add.&lt;br /&gt;
**{{phantom job|time mage|name=y}}s must use {{action icon|Occult Dispel}} on the large Arch Demon adds to remove their {{status effect|debuff|File:Dark defenses icon.png}} &#039;&#039;&#039;Dark Defenses&#039;&#039;&#039; buff, or they will take very little damage.&lt;br /&gt;
**If the adds are not defeated in time, they will enrage with repeated casts of &#039;&#039;&#039;Abyssal Transfixion&#039;&#039;&#039;, dealing massive damage to individual players and inflicting {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Summon&#039;&#039;&#039;: The boss will now spawn four gargoyle statues, two per north/south side of the arena. The pattern of the statues is the same per side if looking at the boss. Each side will have one corner open that is furthest away from each statues.&lt;br /&gt;
**&#039;&#039;&#039;Demonography&#039;&#039;&#039;: The boss will spawn six 4-person stack markers on one side of the arena. Three of the stack markers will be levitating on top of the three stack markers on the ground.&lt;br /&gt;
**&#039;&#039;&#039;Gravity of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Gravity of Expulsion Afar&#039;&#039;&#039;: The boss will levitate and use either a point-blank AoE or knockback based on the cast. In addition, up arrows will appear by the demon statues, indicating they will levitate. Any players near them when they are levitated will receive a 10-second {{status effect|debuff|File:Defying gravity icon.png}} &#039;&#039;&#039;Defying Gravity&#039;&#039;&#039; buff and be levitated themselves, allowing them to soak an airborne tower.&lt;br /&gt;
**To resolve, the entire raid should go to the side with the towers. Resolve the point-blank or knockback AoE first, then have half the raid (e.g. the three numbers parties) go near a statue to be levitated. Afterwards, all players should soak their assigned towers. The boss will then cast &#039;&#039;&#039;Restore Gravity&#039;&#039;&#039;, causing the statues to slam down with large, late telegraphed point-blank AoEs, so the party should go to the safe corner after soaking the towers.&lt;br /&gt;
*Mechanics then repeat until the boss enrages:&lt;br /&gt;
*&#039;&#039;&#039;Rotate Left/Right&#039;&#039;&#039; x2&lt;br /&gt;
*&#039;&#039;&#039;Cometeor of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Cometeor of Expulsion Afar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ray of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Ray of Expulsion Afar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Occult Chisel&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Demonic Dark II&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;End of History (enrage)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After the boss is defeated, players can interact with the transporter at the north to move to the next area, containing a personal spoils coffer and a knowledge crystal for knights to refresh Pray. The raid will need to divide into two groups to proceed: usually, the letter parties will take the left passage and the number parties will go right. Each passage contains a one-way teleporter to the next section.&lt;br /&gt;
&lt;br /&gt;
===Central Passages (&amp;quot;Hallways&amp;quot;)===&lt;br /&gt;
{{evt|service=youtube|id=YJtT5GIcd_4|dimensions=350|align=right|description=Hallways and Dead Stars animated guide by Big Kobe&amp;lt;br&amp;gt;Note: Waymark placement for Dead Stars will likely differ}}&lt;br /&gt;
[[File:FTB Central Passages map annotated.png|right|thumb|350px|Central Passages annotated map]]&lt;br /&gt;
This section of the raid requires the two groups to proceed through hallways full of hidden traps and dangerous mobs, making use of their phantom job actions. This section contains some optional personal spoils coffers with extra {{item icon|Sanguinite}}; groups may opt to either collect these or skip them. The layout of this section is mirrored for each group but is otherwise identical.&lt;br /&gt;
&lt;br /&gt;
Traps will randomly spawn in fixed locations. As a rule of thumb, {{phantom job|thief}} [[Phantom Thief|Phantom Thieves]] should be ahead of the rest of the group and use {{action icon|Trap Detection}} to reveal traps. Experienced groups may choose to have tanks or {{phantom job|ranger|name=y}}s &amp;quot;blind pop&amp;quot; traps, i.e., disarm them before they have been revealed.&lt;br /&gt;
&lt;br /&gt;
All enemies have telegraphed AoE attacks that will instantly kill anyone who is hit. {{phantom job|time mage|name=y}}s should use {{action icon|Occult Slowga}} on all mob pulls to give others more time to dodge the AoEs. Crowd control attacks from jobs such as {{phantom job|cannoneer|name=y}}s and instant kill phantom actions are also very useful. The enemies do very heavy-hitting auto-attacks, so tanks should ensure they are the first to establish enmity and should use mitigation.&lt;br /&gt;
&lt;br /&gt;
There are two enemies to note:&lt;br /&gt;
*The &#039;&#039;&#039;[[Tower Manticore]]&#039;&#039;&#039; enemies have a simple but dangerous mechanic that requires players to pay attention to them. They will use either &#039;&#039;&#039;Left Hammer&#039;&#039;&#039; or &#039;&#039;&#039;Right Hammer&#039;&#039;&#039;, a large late telegraphed 180-degree cleave based on the cast name. If they are slowed, the telegraph will be significantly longer. After the first cleave, they will immediately follow with a very fast cast of a cleave in the opposite direction, requiring players to dodge to the first unsafe side. Tanks should point these enemies to give the party ample room to dodge, e.g., face them either directly towards or opposite the party.&lt;br /&gt;
*The &#039;&#039;&#039;[[Tower Scarab]]&#039;&#039;&#039; enemies will use &#039;&#039;&#039;Rhino Guard&#039;&#039;&#039;, giving them an {{status effect|debuff|File:Evasion up icon.png}} &#039;&#039;&#039;Evasion Up&#039;&#039;&#039; buff that should be dispelled by {{phantom job|time mage|name=y}}s to make them easier to hit.&lt;br /&gt;
&lt;br /&gt;
Green orbs with a point-blank AoE field will be patrolling this section as well. Anyone who steps inside the AoE will be inflicted with a 60-second-long uncleansable {{status effect|silence}} [[silence]], so players with spell actions should avoid these.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1 align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Enemy !! Status Vulnerabilities&lt;br /&gt;
|-&lt;br /&gt;
| [[Light Sprite]] || Stun, Sleep, Slow, Stop, Paralyze, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Achamoth]] || Slow, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Bandersnatch]] || Stun, Sleep, Slow, Stop, Paralyze, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Dhruva]] || Stun, Sleep, Slow, Stop, Paralyze, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Drip]] || Stun, Sleep, Slow, Stop, Paralyze, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Manticore]] || Slow, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Scarab]] || Slow, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Weapon]] || Stun, Sleep, Slow, Stop, Paralyze, Blind, Doom&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Dead Stars]]: [[Nereid]], [[Triton]] and [[Phobos]]===&lt;br /&gt;
This fight consists of three bosses. The arena is divided into six wedges by lines extending from the center to the edge, with an inner and outer ring, a six-pointed star pattern, and blue regions outside of the star. (There is a third ring well beyond the star as well, but it becomes a death wall soon after the battle begins.)&lt;br /&gt;
&lt;br /&gt;
All bosses are vulnerable to taking extra damage from {{Action icon|Holy Cannon}}. In many groups, some or all bosses will be reduced to 0.1% HP long before the encounter ends; the encounter cannot be completed until the Enrage Phase begins, at the earliest.&lt;br /&gt;
&lt;br /&gt;
Due to the inability to skip major mechanics and the random personal responsibility, players must be prepared to react correctly if they are targeted with certain mechanics, as failing to do so will wipe the raid.&lt;br /&gt;
&lt;br /&gt;
==== Opening ====&lt;br /&gt;
*For approximately three GCDs (about 8 seconds), all three bosses will be movable by the tanks; they should bring them together to allow the use of powerful cleaving abilities and debuffs, especially {{Status effect|debuff|File:Silver sickness.png}} &#039;&#039;&#039;Silver Sickness&#039;&#039;&#039;. After this time, each enemy will jump to a fixed position on the outer ring: Phobos in the southwest, Triton in the north, and Nereid in the southeast.&lt;br /&gt;
*&#039;&#039;&#039;Decisive Battle&#039;&#039;&#039;: Each boss emits a very large telegraphed point-blank circular AoE; being hit by multiple is fatal. Each player is assigned a debuff that restricts them to attacking only one of the three bosses, indicated briefly by a tether connecting them to that boss ({{Status effect|debuff|File:Phobosic gravity.png}} &#039;&#039;&#039;Phobosic Gravity&#039;&#039;&#039;, {{Status effect|debuff|File:Nereidic gravity.png}} &#039;&#039;&#039;Nereidic Gravity&#039;&#039;&#039;, or {{Status effect|debuff|File:Tritonic gravity.png}} &#039;&#039;&#039;Tritonic Gravity&#039;&#039;&#039;). Although players are typically assigned the debuff corresponding to the boss they were hit by, uneven party sizes may cause some players to receive a different (&amp;quot;mismatched&amp;quot;) debuff; these players must quickly move to their assigned boss.&lt;br /&gt;
**If the main tank is assigned a mismatched debuff, they should wait to move to their assigned boss until after &#039;&#039;&#039;Slice &#039;n&#039; Dice&#039;&#039;&#039;; another tank will need to serve as that boss&#039;s main tank for the remainder of the encounter.&lt;br /&gt;
**At this time, the third ring of the arena becomes a death wall.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Slice &#039;n&#039; Dice&#039;&#039;&#039;: Telegraphed conal tankbusters on each boss&#039;s top enmity player.&lt;br /&gt;
&lt;br /&gt;
==== Slime Phase ====&lt;br /&gt;
*&#039;&#039;&#039;Three-body Problem 1&#039;&#039;&#039;: Each boss jumps to the inner ring of the arena, and they appear to channel a shared attack; however, Nereid and Triton will be turned into balls of blue and red slime (with small telegraphed point-blank circular AoEs (&#039;&#039;&#039;Noisome Nuisance&#039;&#039;&#039;), which can be avoided at max melee distance) as Phobos jumps to the center of the arena. At this time, the &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuffs are temporarily cleansed, allowing all players to attack Phobos.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Primordial Chaos&#039;&#039;&#039;: Magical raidwide and assigns all players 1-3 stacks of {{Status effect|debuff|File:Ice ooze.png}} &#039;&#039;&#039;Ice Ooze&#039;&#039;&#039; or {{Status effect|debuff|File:Nova ooze.png}} &#039;&#039;&#039;Nova Ooze&#039;&#039;&#039;. Similar to the &amp;quot;hot and cold&amp;quot; mechanics of [[Trinity Avowed]] in [[Delubrum Reginae]], being hit with mechanics of the opposite &amp;quot;temperature&amp;quot; will reduce and eventually cleanse the debuff.&lt;br /&gt;
* &#039;&#039;&#039;Frozen Fallout&#039;&#039;&#039;: Each ball of slime will telegraph a total of four jumps, each time landing on an intercardinal of the arena and emitting a large point-blank circular AoE from the point where it lands. Shortly after all jumps have been telegraphed, the slimes will begin jumping; being hit by both slimes at once is fatal.&lt;br /&gt;
** Each hit from the blue slime (&#039;&#039;&#039;Liquified Nereid&#039;&#039;&#039;) removes one stack of &#039;&#039;&#039;Nova Ooze&#039;&#039;&#039; if a player has any, or adds one stack of &#039;&#039;&#039;Ice Ooze&#039;&#039;&#039; if a player does not. Each hit from the red slime (&#039;&#039;&#039;Liquified Triton&#039;&#039;&#039;) removes one stack of &#039;&#039;&#039;Ice Ooze&#039;&#039;&#039; if a player has any, or adds one stack of &#039;&#039;&#039;Nova Ooze&#039;&#039;&#039; if a player does not.&lt;br /&gt;
**Be aware that, because the debuffs are random per player, a raid leader can only call out the safe spot for the final jump (as no player that has correctly resolved the mechanic should need to be hit by the fourth jump).&lt;br /&gt;
**Each slime will only jump to each intercardinal once. The final jump always leaves an entire half of the arena safe.&lt;br /&gt;
* &#039;&#039;&#039;Noxious Nova&#039;&#039;&#039;: Magical raidwide; fatal for any players with any remaining stacks of &#039;&#039;&#039;Ice Ooze&#039;&#039;&#039; or &#039;&#039;&#039;Nova Ooze&#039;&#039;&#039;, piercing invulnerability skills. Nereid and Triton are returned to their original forms, becoming targetable shortly after.&lt;br /&gt;
**If a player dies to &#039;&#039;&#039;Noxious Nova&#039;&#039;&#039;, they should not accept a raise until after &#039;&#039;&#039;Vengeful Fire III &amp;amp; Vengeful Blizzard III&#039;&#039;&#039;. If they immediately accept a raise, it&#039;s unlikely that they will be able to avoid the conal AoEs; even if they take no damage due to having {{Status effect|buff|File:Transcendent_icon1.png}} &#039;&#039;&#039;Transcendent&#039;&#039;&#039;, they will still be inflicted with two {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; stacks.&lt;br /&gt;
* &#039;&#039;&#039;Vengeful Fire III &amp;amp; Vengeful Blizzard III&#039;&#039;&#039;: Nereid and Triton jump to random &amp;quot;inner corners&amp;quot; of the six-pointed star pattern, always leaving one corner between them; each shoots a massive late-telegraphed conal AoE at Phobos. They can be avoided by moving to the blue region between the two bosses; while the AoEs are survivable, each inflicts a {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; stack. Phobos appears temporarily dazed.&lt;br /&gt;
* After Phobos returns to normal, the &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuffs are restored, the bosses equalize their HP, and each boss jumps to its &#039;&#039;&#039;Decisive Battle&#039;&#039;&#039; position after a few seconds.&lt;br /&gt;
* &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;: Three-hit raidwide dealing massive damage. Players with a mismatched debuff should join the rest of their party to receive mitigation and healing for this attack, then quickly return to their assigned boss.&lt;br /&gt;
* &#039;&#039;&#039;Firestrike&#039;&#039;&#039;: Each boss targets a random player with their &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuff with a line stack.&lt;br /&gt;
&lt;br /&gt;
==== Snowball Phase ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Three-body Problem 2&#039;&#039;&#039;: Each boss jumps to the inner ring of the arena, and they appear to channel a shared attack; however, this time Phobos and Triton will be turned into snowballs (with small telegraphed point-blank circular AoEs (&#039;&#039;&#039;Icebound Buffoon&#039;&#039;&#039;), which can be avoided at max melee distance) as Nereid jumps to the center of the arena. At this time, the &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuffs are temporarily cleansed, allowing all players to attack Nereid.&lt;br /&gt;
* &#039;&#039;&#039;Frozen Triton&#039;&#039;&#039; and &#039;&#039;&#039;Frozen Phobos&#039;&#039;&#039; each begin with 4 stacks of {{Status effect|buff|File:Icebound buffoonery.png}} &#039;&#039;&#039;Icebound Buffoonery&#039;&#039;&#039;, which make them invulnerable until the end of the phase; until this time, all damage should be focused on Nereid.&lt;br /&gt;
* &#039;&#039;&#039;Snowball Flight&#039;&#039;&#039;: Each snowball telegraphs a series of three line stacks on the ground, indicating the path in which it will roll across the ground. Each party is responsible for soaking one of these line stacks.&lt;br /&gt;
** In general, the letters parties are responsible for the northern snowball (&#039;&#039;&#039;Frozen Triton&#039;&#039;&#039;), and the numbers parties are responsible for the southwestern snowball (&#039;&#039;&#039;Frozen Phobos&#039;&#039;&#039;). Parties A/1 soak the first lines, B/2 the second, and C/3 the third.&lt;br /&gt;
** Each stack (&#039;&#039;&#039;Snow Boulder&#039;&#039;&#039;) is a &amp;quot;wild charge,&amp;quot; meaning that the tanks should stand closest to the snowball; additionally, each stack has a small knockback.&lt;br /&gt;
** If at least four players are in a line stack, one of the snowball&#039;s stacks of &#039;&#039;&#039;Icebound Buffoonery&#039;&#039;&#039; is removed; this must occur with every stack for the mechanic to be successfully resolved.&lt;br /&gt;
** Being hit by a charge will inflict a temporary {{status effect|debuff|physical vulnerability up}} Physical Vulnerability Up, so players cannot soak more than one stack without an invulnerability cooldown, or they will die.&lt;br /&gt;
* &#039;&#039;&#039;Chilling Collision&#039;&#039;&#039;: One random player is tethered to each snowball with a distance tether and a stack marker, and Nereid telegraphs a massive knockback from the center of the arena. Tethered players must be knocked back to the very edge of the arena opposite their snowball, and the rest of the raid must split up to soak the stack markers.&lt;br /&gt;
** If a player is assigned a tether, they will not necessarily be tethered to the snowball that they soaked a stack from. &lt;br /&gt;
**These stacks (&#039;&#039;&#039;Avalaunch&#039;&#039;&#039;) deal proximity damage, meaning that standing even slightly into the arena will likely cause the stack to be fatal; players should be as close to the edge as possible.&lt;br /&gt;
** If at least four players are in a stack, one of the snowball&#039;s stacks of &#039;&#039;&#039;Icebound Buffoonery&#039;&#039;&#039; is removed. If all stacks have been successfully resolved, both snowballs will have no remaining stacks, and they can be damaged.&lt;br /&gt;
* &#039;&#039;&#039;Self-destruct &amp;amp; To the Winds&#039;&#039;&#039;: DPS check. Each snowball must be defeated, breaking Phobos and Triton out, before the casts finish and wipe the raid. The attacks are harmless if the DPS check is met.&lt;br /&gt;
** If either snowball has any remaining stacks of &#039;&#039;&#039;Icebound Buffoonery&#039;&#039;&#039;, the mechanic cannot be successfully resolved and a wipe is guaranteed. [[The Forked Tower: Blood#Phantom Chemist Resurrection Strategy|A &amp;quot;chemist cheese&amp;quot; may be prepared at this point to allow another attempt.]]&lt;br /&gt;
* &#039;&#039;&#039;Vengeful Fire III &amp;amp; Vengeful Bio III&#039;&#039;&#039;&lt;br /&gt;
* After Nereid returns to normal, the &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuffs are restored, the bosses equalize their HP, and each boss jumps to its &#039;&#039;&#039;Decisive Battle&#039;&#039;&#039; position after a few seconds.&lt;br /&gt;
* &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Slice &#039;n&#039; Strike&#039;&#039;&#039;: Each boss targets its top enmity player with a telegraphed conal tankbuster, and a random player with their &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuff with a line stack. In general, the tankbuster target moves to the left of the boss while all other players move to the right (based on looking toward the center of the arena).&lt;br /&gt;
&lt;br /&gt;
==== Fireball Phase ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Three-body Problem 3&#039;&#039;&#039;: Each boss jumps to the inner ring of the arena, and they appear to channel a shared attack; however, for this final use, Phobos and Nereid will be turned into fireballs (with small telegraphed point-blank circular AoEs (&#039;&#039;&#039;Blazing Belligerent&#039;&#039;&#039;), which can be avoided at max melee distance) as Triton jumps to the center of the arena. At this time, the &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuffs are cleansed (and will not return), allowing all players to attack Triton.&lt;br /&gt;
* At opposite sides of the arena, two sets of small &amp;quot;footprint&amp;quot; arrow markers appear on the lines dividing the arena, along the outer ring, and move clockwise or counterclockwise by one &amp;quot;wedge&amp;quot; of the arena. When these markers reach their destination, they become tankbuster towers.&lt;br /&gt;
** In general, letters parties are responsible for the tower/fireball (&#039;&#039;&#039;Gaseous Phobos&#039;&#039;&#039;) that spawns in the northern half of the arena, and numbers parties are responsible for the tower/fireball (&#039;&#039;&#039;Gaseous Nereid&#039;&#039;&#039;) that spawns in the southern half of the arena.&lt;br /&gt;
* &#039;&#039;&#039;Elemental Impact x3&#039;&#039;&#039;: Three times in quick succession, a fireball will slam into each tower, dealing massive damage to the tank inside and firing a conal AoE (&#039;&#039;&#039;Fire Spread&#039;&#039;&#039;) at a random nearby healer and DPS. Starting from the first &#039;&#039;&#039;Elemental Impact&#039;&#039;&#039;, the fireballs become targetable.&lt;br /&gt;
** In general, a tank will take the first hit of &#039;&#039;&#039;Elemental Impact&#039;&#039;&#039; with mitigation cooldowns, then the other two with their invulnerability ability (or {{Action icon|Pledge}}/an ally&#039;s {{Action icon|Invulnerability}}).&lt;br /&gt;
** In North American groups, DPS are generally positioned between the wall and the tower, and healers are generally positioned on either side of the tower. Tanks that are not soaking the tower can be positioned anywhere.&lt;br /&gt;
**In Japanese groups, both DPS and healers are generally positioned between the wall and the tower, with DPS to the left and healers to the right (based on looking toward the center of the arena).&lt;br /&gt;
* &#039;&#039;&#039;Geothermal Rupture x3 &amp;amp; Flame Thrower&#039;&#039;&#039;: A series of three circular AoEs are telegraphed at each player&#039;s position (&#039;&#039;&#039;Geothermal Rupture&#039;&#039;&#039;), along with  a line stack (&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;) targeting a random player on each side of the arena.&lt;br /&gt;
** In general, players collapse onto the DPS, move clockwise around the tower to bait &#039;&#039;&#039;Geothermal Rupture&#039;&#039;&#039;, remain loosely stacked for &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;, then return to their original positions around the tower.&lt;br /&gt;
**If the player targeted by &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; dies before the attack goes off, a random player will be targeted instead; if this causes both stacks to hit the same side of the arena, a wipe is likely due to the attack inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Elemental Impact x3&#039;&#039;&#039;: As above. Assuming they have not used either ability on any other mechanics, a {{Phantom job|knight|name=y}} tank can soak both towers due to having two invulnerability abilities, both from their job and from {{Action icon|Pledge}}, but other tanks should be prepared to step into the tower in case the tank dies. If one side has defeated their fireball before the other, they should refrain from getting too close to the other fireball to avoid baiting &#039;&#039;&#039;Fire Spread&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Self-destruct &amp;amp; To the Winds&#039;&#039;&#039;: DPS check. Each fireball must be defeated, returning Phobos and Nereid to normal, before the casts finish and wipe the raid. The attacks are harmless if the DPS check is met.&lt;br /&gt;
** &#039;&#039;&#039;To the Winds&#039;&#039;&#039; will not be cast if both fireballs are already defeated before its casting begins.&lt;br /&gt;
* &#039;&#039;&#039;Vengeful Blizzard III &amp;amp; Vengeful Bio III&#039;&#039;&#039;&lt;br /&gt;
* After Triton returns to normal, the bosses equalize their HP, and each boss jumps to its &#039;&#039;&#039;Decisive Battle&#039;&#039;&#039; position after a few seconds. The &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuffs are &#039;&#039;not&#039;&#039; restored.&lt;br /&gt;
&lt;br /&gt;
==== Enrage Phase ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Six-Handed Fistfight&#039;&#039;&#039;: After a long cast, the bosses jump to the center of the arena and begin clashing. They merge into a single boss (&#039;&#039;&#039;Dead Stars&#039;&#039;&#039;), combining their HP and making the entire inner ring unsafe; standing inside the ring deals damage (&#039;&#039;&#039;Bodied&#039;&#039;&#039;), knocks players out of the ring, and inflicts a {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; stack. The merge is accompanied with a heavy-hitting raidwide.&lt;br /&gt;
** This is the earliest point at which the encounter can be completed. If all three bosses&#039; HP are depleted before merging, the bosses will immediately un-merge after using &#039;&#039;&#039;Six-Handed Fistfight&#039;&#039;&#039;, completing the encounter.&lt;br /&gt;
** Only the debuffs inflicted on Triton are preserved when merging.&lt;br /&gt;
* &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039;&lt;br /&gt;
** Telegraphed conal AoEs telegraphed on alternating wedges of the arena (&#039;&#039;&#039;Collateral Gas Jet&#039;&#039;&#039;, &#039;&#039;&#039;Collateral Cold Jet&#039;&#039;&#039;, &#039;&#039;&#039;Collateral Heat Jet&#039;&#039;&#039;), then the other half of the wedges.&lt;br /&gt;
** Small untelegraphed circular AoEs on each player (&#039;&#039;&#039;Collateral Bioball&#039;&#039;&#039;, &#039;&#039;&#039;Collateral Iceball&#039;&#039;&#039;, &#039;&#039;&#039;Collateral Fireball&#039;&#039;&#039;), randomly targeting a third of the players at a time and very briefly inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039;.&lt;br /&gt;
** Each party should spread within one wedge of the arena; each wedge is large enough to comfortably contain eight players without overlapping their AoEs.&lt;br /&gt;
* &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Fusion Burst (enrage)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Pronged Passages (&amp;quot;Bridges&amp;quot;)===&lt;br /&gt;
This encounter can be thought of as a number of small add pulls, most of which also contain one or more traps. There are two strategies for addressing these traps: either revealing them with {{Action icon|Trap Detection}} and having players navigate around them (possibly detonating some normal traps using {{Action icon|Occult Falcon}}), or &amp;quot;pre-popping&amp;quot; all traps by using {{Action icon|Occult Falcon}} in the section ahead of the party. While both strategies are viable, it is extremely important for all players to be aware of the intended strategy, as any players not aware can kill themselves with a normal trap or even wipe the raid with an unstable (super) trap.&lt;br /&gt;
&lt;br /&gt;
As time passes in this encounter, fire will begin to engulf the map, eventually covering the entire map as a &amp;quot;soft enrage;&amp;quot; however, the damage dealt by the fire is not lethal (roughly 40,000 damage every {{status effect|burns}} [[Burns]] tick), so players should be careful not to run ahead of the group to avoid it and possibly cause greater issues, such as walking into a trap. Players with {{status effect|buff|File:Battle bell icon.png}} &#039;&#039;&#039;Battle Bell&#039;&#039;&#039; can even use this damage to accumulate {{status effect|buff|File:Battle&#039;s clangor icon.png}} &#039;&#039;&#039;Battle&#039;s Clangor&#039;&#039;&#039; stacks, at the risk of annoying their healers.&lt;br /&gt;
&lt;br /&gt;
Both sides of the bridge should have an equal number of players, three parties to each side. Typically, letter parties (A-C) will go left and number parties (D-F) will go right. Each side must have at least one {{phantom job|bard|name=y}} and {{phantom job|geomancer|name=y}}, and ideally one {{phantom job|time mage|name=y}}. Unless stated otherwise, all sections should be considered to occur identically on both sides of the bridge. &lt;br /&gt;
&lt;br /&gt;
In sections 1, 2, and 4, &#039;&#039;&#039;Arcane Spear&#039;&#039;&#039; attacks will occur. The bridges will be lit up in four columns, and shortly after line stacks will go off in each column. These are &amp;quot;wild charges,&amp;quot; meaning that a tank should be at the front of the column (and all players should be in a single column). The player at the front of each column is inflicted with {{status effect|piercing resistance down}} &#039;&#039;&#039;Piercing Resistance Down&#039;&#039;&#039;, meaning they cannot be at the front of the column again until the debuff expires - so a different tank must be at the front for the next &#039;&#039;&#039;Arcane Spear&#039;&#039;&#039;. Note that because these stacks deal physical damage, {{phantom job|samurai|name=y}} can help their tanks by moving to the front and using {{Action icon|Shirahadori}}.&lt;br /&gt;
&lt;br /&gt;
==== Section 1: Bhoots and Bogys ====&lt;br /&gt;
&lt;br /&gt;
* The [[Tower Bhoot|&#039;&#039;&#039;Tower Bhoot&#039;&#039;&#039;]] will occasionally cast &#039;&#039;&#039;Paralyze III&#039;&#039;&#039;, which must be interrupted.&lt;br /&gt;
* The two [[Tower Bogy|&#039;&#039;&#039;Tower Bogys&#039;&#039;&#039;]] have no noteworthy mechanics.&lt;br /&gt;
* An [[Aetherial Ward (Forked Tower)|&#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039;]] blocks progression to the next section, though it otherwise has no noteworthy mechanics. Once the Aetherial Ward has been attacked, &#039;&#039;&#039;Arcane Spear&#039;&#039;&#039; attacks will begin in this section. It is usually preferred for both sides to progress to the next section at the same time.&lt;br /&gt;
* Players should be careful to avoid aggroing the Tower Abyss enemies beyond the barrier with AoE attacks, as it can result in a wipe if they are aggroed early.&lt;br /&gt;
&lt;br /&gt;
==== Section 2: Abysses ====&lt;br /&gt;
&lt;br /&gt;
* The only enemy in this section is a [[Tower Abyss|&#039;&#039;&#039;Tower Abyss&#039;&#039;&#039;]]. It will quickly cast &#039;&#039;&#039;Dense Darkness&#039;&#039;&#039;, granting it {{status effect|debuff|File:Magic damage up icon.png}} &#039;&#039;&#039;Magic Damage Up&#039;&#039;&#039;. This must be dispelled with {{Action icon|Occult Dispel}} before its next cast. (Note that while it is ideal for both sides to have a {{phantom job|time mage|name=y}}, the range of {{Action icon|Occult Dispel}} is large enough that a single player can dispel both Abysses - but this is not recommended.)&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Darkness&#039;&#039;&#039; is a massive AoE, dealing lethal damage to all players on its side (and some on the other side) if {{status effect|debuff|File:Magic damage up icon.png}} &#039;&#039;&#039;Magic Damage Up&#039;&#039;&#039; has not been dispelled.&lt;br /&gt;
* In front of the Aetherial Ward, there is a single normal trap, positioned randomly at the left, middle, or center of the bridge.&lt;br /&gt;
* Once again, an [[Aetherial Ward (Forked Tower)|&#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039;]] blocks progression to the next section. Once the Aetherial Ward has been attacked, &#039;&#039;&#039;Arcane Spear&#039;&#039;&#039; attacks will begin in this section. It is usually preferred for both sides to progress to the next section at the same time.&lt;br /&gt;
&lt;br /&gt;
==== Section 3: Idols, Bhoots, Bogys, and Suspension ====&lt;br /&gt;
&lt;br /&gt;
* Shortly after walking into this section, six &#039;&#039;&#039;[[Tower Idol|Tower Idols]]&#039;&#039;&#039; will spawn, beginning to cast &#039;&#039;&#039;Ancient Aero III&#039;&#039;&#039; soon after. Once all six idols begin to cast (and not before!), a {{phantom job|bard|name=y}} must use {{Action icon|Romeo&#039;s Ballad}} to stop all of them; after this, they will only perform autoattacks. Stopping any of them before they begin to cast will cause them to perform the cast after being unfrozen, so players must avoid stopping them too early.&lt;br /&gt;
* Just ahead of the Idols are two normal traps; one is always in the middle of the bridge, and the other is randomly on the left or right. (Note that using Occult Falcon in the middle will always detonate both traps.)&lt;br /&gt;
* The {{phantom job|geomancer|name=y}} on the right side, once they know that they may safely progress past the traps, must use {{Action icon|Suspend}} to walk into the electrified ground and interact with the &#039;&#039;&#039;Trap Control Plinth&#039;&#039;&#039; to fill in the missing ground for the left side. (Tank invulnerability abilities cannot be used to activate the plinth, as its interaction time is longer than 10 seconds and even a single tick of {{status effect|electrocution}} &#039;&#039;&#039;Electrocution&#039;&#039;&#039; damage is lethal.)&lt;br /&gt;
* After the missing ground on the left side (and at the same position on the right) are another two [[Tower Bogy|&#039;&#039;&#039;Tower Bogys&#039;&#039;&#039;]] and a [[Tower Bhoot|&#039;&#039;&#039;Tower Bhoot&#039;&#039;&#039;]]. Their mechanics are identical as above. At roughly the same position, there is an unstable trap in the middle of the bridge and a normal trap randomly on the left or right. Players seeking to pre-pop these traps can do so by aiming at the Bhoot, but should be aware that the enemies will aggro onto them.&lt;br /&gt;
* Past these traps, the {{phantom job|geomancer|name=y}} on the left side must use {{Action icon|Suspend}} as above to fill in the missing ground for the right side.&lt;br /&gt;
&lt;br /&gt;
==== Section 4: Progenitor and Progenitrix ====&lt;br /&gt;
&lt;br /&gt;
* Ahead of the minibosses of this encounter, the bridge splits in half. At random, one path has a normal trap and the other has an unstable trap. Groups using {{Action icon|Trap Detection}} will locate the side with a normal trap, then use {{Action icon|Occult Falcon}} or a tank invulnerability to remove it; groups pre-popping traps will detonate both with {{Action icon|Occult Falcon}} to minimize the risk of additional deaths.&lt;br /&gt;
* Additionally, about halfway through the final section of the bridge, there is an unstable trap, positioned randomly at the left, middle, or center of the bridge. Groups using {{Action icon|Trap Detection}} will locate the trap, then carefully avoid it for the rest of the encounter; groups pre-popping traps will often engage the minibosses using {{Action icon|Occult Falcon}} to also detonate the trap. (If a pre-popping group has low DPS, the fire may be encroaching on them at this point; it is especially important not to recklessly move out of the fire here, as they may instead walk into range of the unstable trap.)&lt;br /&gt;
* The left side has the orange &#039;&#039;&#039;[[Tower Progenitrix]]&#039;&#039;&#039;, and the right side has the blue [[Tower Progenitor|&#039;&#039;&#039;Tower Progenitor&#039;&#039;&#039;]] - both are, color aside, identical enemies. Once a boss has been engaged, &#039;&#039;&#039;Arcane Spear&#039;&#039;&#039; attacks will begin in this section.&lt;br /&gt;
* &#039;&#039;&#039;Close Call/Far Cry to Detonate&#039;&#039;&#039;: Both bosses gain {{status effect|buff|File:Short fuse icon.png}} &#039;&#039;&#039;Short Fuse&#039;&#039;&#039; and a blue tether with arrows pointing outward (&#039;&#039;&#039;Close Call to Detonate&#039;&#039;&#039;) or {{status effect|buff|File:Long fuse icon.png}} &#039;&#039;&#039;Long Fuse&#039;&#039;&#039; and a green tether with arrows pointing inward (&#039;&#039;&#039;Far Cry to Detonate&#039;&#039;&#039;). For the duration of the buff, while the tether is visible (i.e. the bosses are too close together with a blue tether, or too far apart with a green tether), they will pulse for huge raidwide damage inflicting {{status effect|vulnerability up}} &#039;&#039;&#039;Vulnerability Up&#039;&#039;&#039;. The variation of this attack used is determined by the positions of the bosses when the cast begins - if they are already close together, they will use &#039;&#039;&#039;Close Call to Detonate&#039;&#039;&#039;, and vice versa.&lt;br /&gt;
* &#039;&#039;&#039;Bombshell Drop&#039;&#039;&#039;: Each boss spawns two [[Lava Bomb|&#039;&#039;&#039;Lava Bombs&#039;&#039;&#039;]] tethered to itself. The Lava Bombs will slowly move toward their tethered boss, causing a &#039;&#039;&#039;Massive Explosion&#039;&#039;&#039; raidwide which inflicts {{status effect|vulnerability up}} &#039;&#039;&#039;Vulnerability Up&#039;&#039;&#039; if they reach their boss. These adds must be killed, as they will eventually move to their boss in a split-second if left alive for too long. Typically, the bosses will begin south, be pulled north during the first &#039;&#039;&#039;Bombshell Drop&#039;&#039;&#039;, then back south during the second, and so on.&lt;br /&gt;
* &#039;&#039;&#039;Punishing Pounce&#039;&#039;&#039;: High damage stacks targeting a random player on each side.&lt;br /&gt;
* &#039;&#039;&#039;Massive Explosion&#039;&#039;&#039;: When one of the bosses is defeated, the other must be defeated within 12 seconds or the raid is wiped.&lt;br /&gt;
&lt;br /&gt;
Encounter timeline:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Close Call/Far Cry to Detonate&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bombshell Drop&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Close Call/Far Cry to Detonate&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Punishing Pounce&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bombshell Drop&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Close Call/Far Cry to Detonate&#039;&#039;&#039;&lt;br /&gt;
* (???)&lt;br /&gt;
* &#039;&#039;&#039;Massive Explosion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After completing this encounter, no reward is provided. What gives?{{evt|service=youtube|id=qY8QBTutSOg|dimensions=350|align=right|description=Bridges and Marble Dragon animated guide by Big Kobe}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Marble Dragon]]===&lt;br /&gt;
The arena is an extremely large circle with no important markings; the outer ring becomes a death wall once the encounter begins. Before the fight, six tanks (one per party) should be identified as main tanks.&lt;br /&gt;
&lt;br /&gt;
Throughout the fight, the boss will spawn water mechanics and ice mechanics. Water mechanics can be considered &amp;quot;inactive,&amp;quot; and standing in them has no effect or harm. Ice mechanics are considered &amp;quot;active,&amp;quot; and thus must be avoided or resolved as appropriate. When ice mechanics make contact with water mechanics, the water mechanics freeze (damaging anyone standing in them) and become ice mechanics, which then resolve.&lt;br /&gt;
&lt;br /&gt;
For mechanics that require each party to address a tower or add, typical waymarks for this fight place party A northwest, party B north, party C northeast, party 1/D southeast, party 2/E south, and party 3/F southwest.&lt;br /&gt;
&lt;br /&gt;
==== Opening ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Imitation Star&#039;&#039;&#039;: Hard-hitting raidwide with an accompanying {{status effect|bleed}} [[Bleed]].&lt;br /&gt;
* &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;: The boss turns to face a random player, followed by late-telegraphed 90-degree cones from its front and back. Typically, groups will stack at the boss&#039;s south (with tanks north) to bait these cones north and south. Players not confident with remembering when the boss uses &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039; should be cautious when executing side positionals, or simply avoid them by using {{Action icon|True North}}, to avoid baiting the cones improperly. Anyone hit by these cleaves will be knocked into the death wall and killed.&lt;br /&gt;
&lt;br /&gt;
==== Imitation Rain 1 ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: Moderate raidwide with no castbar; spawns eight water circles in two horizontal lines of four. In each line, one circle has spikes in a plus shape, and the other three do not. Water circles with spikes will explode in a plus-shaped AoE when frozen, and circles without spikes will explode in a circular AoE when frozen.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Icicle&#039;&#039;&#039;: Spawns two ice circles, one overlapping with each of the lines of water circles.&lt;br /&gt;
* &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;: Must be baited properly (north/south) to keep the sides safe for this mechanic.&lt;br /&gt;
* Shortly after &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;, the ice circles explode, setting off a chain reaction with the water circles.&lt;br /&gt;
** To dodge the chain reaction, locate the spiked water circle in the southern line during &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;, or the ice circle closer to the wall during &#039;&#039;&#039;Imitation Icicle&#039;&#039;&#039;. This will determine the side to dodge towards - but do not dodge yet! (Either method will locate the safe side.)&lt;br /&gt;
** Once the cast bar for &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039; appears, dodge toward the side identified as safe, opposite from the ice circle. For example, if the ice circle closer to the wall is on the east, and it overlaps with the southern line of water circles, dodge to the east and slightly north of center.&lt;br /&gt;
** The water circle overlapped by the ice circle will freeze, then explode; as soon as it does, run ({{action icon|Sprint}} is recommended) into where its AoE was to avoid the rest. Be careful not to run in line with the other circles, as you will be hit by the plus-shaped AoE that comes later if you do.&lt;br /&gt;
* &#039;&#039;&#039;Dread Deluge&#039;&#039;&#039;: Heavy-hitting tankbusters (non AoE) on the six highest enmity players; should be taken with mitigation regardless of whether invulnerability abilities are used, as there is a very strong accompanying {{status effect|dropsy}} [[Dropsy]] lasting longer than 10 seconds.&lt;br /&gt;
&lt;br /&gt;
==== Imitation Rain 2 ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: Moderate raidwide with no castbar; spawns seven water circles. One circle is in the center, which always has spikes; the rest are in two arcs of three circles across the north and south, with one circle in each arc having spikes.&lt;br /&gt;
* &#039;&#039;&#039;Frigid Twister&#039;&#039;&#039;: Spawns two ice twisters, one east and one west.&lt;br /&gt;
* &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;&lt;br /&gt;
* Shortly before the cones from &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;, the ice twisters begin rotating clockwise or counterclockwise (both move in the same direction, but which direction is random), setting off a chain reaction with the water circles.&lt;br /&gt;
** To dodge the chain reaction, first listen for the side the raid leader is having the group dodge toward - but do not dodge yet! This mechanic has 180-degree rotational symmetry, so this decision is arbitrary and the mechanic can be resolved on either side - but the group should stay together so that everyone can continue hitting the boss during the mechanic.&lt;br /&gt;
** Once the cast bar for &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039; appears, dodge toward the side identified by the raid leader, and take note of the direction the twister rotates, as well as the type of water circle it is moving into.&lt;br /&gt;
*** If it is moving toward a spiked circle first, dodge the plus-shaped AoE at the far cardinal (or dead center), then dodge the remaining AoEs at the inter-intercardinal by the initial spiked circle.&lt;br /&gt;
*** If it is moving toward a non-spiked circle first, dodge the two circular AoEs near the opposite spiked circle, then dodge the plus-shaped AoE at the far cardinal.&lt;br /&gt;
* &#039;&#039;&#039;Dread Deluge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Adds Phase ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Withering Eternity&#039;&#039;&#039;: Raidwide; boss becomes untargetable, leaves the arena, and spawns six [[Ice Golem (Enemy)|&#039;&#039;&#039;Ice Golems&#039;&#039;&#039;]]: one at each of northwest, north, northeast, southwest, south, and southeast. Each party should pick up the Golem at its assigned position. The Golems gain a powerful {{status effect|buff|vulnerability down}} &#039;&#039;&#039;Vulnerability Down&#039;&#039;&#039; when near each other, so they should be tanked at their original locations as much as possible.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: Moderate raidwide with no castbar; spawns seven water circles. One circle is in the center, which always has spikes, but can be rotated into an X shape instead of a plus shape; the other six are in two arcs of three centered on random opposing cardinals or intercardinals, and will become four-player towers when frozen. The spikes of the center circle will always be pointed at the four towers not central to the arcs.&lt;br /&gt;
* &#039;&#039;&#039;Frigid Dive&#039;&#039;&#039;: The boss telegraphs a dive through the two central towers and the center spiked circle. This dive is a thick line AoE that will freeze those towers and center circle, activating them; players should stand near but not in line with the dive, then move in to take the tower.&lt;br /&gt;
* The center circle&#039;s plus/X AoE will then activate, freezing the remaining four towers; players who didn&#039;t soak the first two towers should stand near but not in line with the others, then move in to take them. (Players who did soak the first towers can and should also soak the second set of towers; no &#039;&#039;&#039;Vulnerability Up&#039;&#039;&#039; debuff is inflicted.)&lt;br /&gt;
** With a full raid of 48 players, assigning specific parties to specific towers is not generally necessary, as each only requires 4 players and players can use body language to convey the second tower they will move toward. However, a common method of assigning towers has the letter parties take the north/east center tower, and the number parties take the south/west center tower, with parties A and 1/D rotating counterclockwise and parties C and 3/F rotating clockwise for the second set of towers.&lt;br /&gt;
** Each player absent from a tower will inflict raidwide damage and a stack of {{status effect|sustained damage}} &#039;&#039;&#039;Sustained Damage&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: The towers will spawn in a different random position.&lt;br /&gt;
* &#039;&#039;&#039;Frigid Dive&#039;&#039;&#039;: The telegraphed dive will change based on the new tower positions.&lt;br /&gt;
* Any Ice Golems still alive at this point will cast &#039;&#039;&#039;Frozen Heart&#039;&#039;&#039;, granting a strong {{status effect|buff|File:Damage up icon2.png}} &#039;&#039;&#039;Damage Up&#039;&#039;&#039;. Tanks should use their invulnerability abilities to survive their auto attacks.&lt;br /&gt;
* The boss will reappear at the center of the arena (with {{status effect|buff|File:Invincibility icon1.png}} &#039;&#039;&#039;Invincibility&#039;&#039;&#039;) and begin extremely slowly casting &#039;&#039;&#039;Lifeless Legacy&#039;&#039;&#039;.&lt;br /&gt;
* Soon after, six [[Ice Sprite|&#039;&#039;&#039;Ice Sprites&#039;&#039;&#039;]] will appear at the edge of the arena, in the same positions as the Golems. They are all tethered to the boss, and will slowly move towards it. Each party must kill its Sprite before it reaches the boss, or it will buff the damage of the upcoming &#039;&#039;&#039;Lifeless Legacy&#039;&#039;&#039;; even a single Sprite reaching the boss will make &#039;&#039;&#039;Lifeless Legacy&#039;&#039;&#039; essentially lethal. The Sprites are vulnerable to {{Action icon|Romeo&#039;s Ballad}}, which is typically used when the Sprites are near the boss.&lt;br /&gt;
* The boss&#039;s {{status effect|buff|File:Invincibility icon1.png}} &#039;&#039;&#039;Invincibility&#039;&#039;&#039; is dispelled as soon as all six Sprites have been defeated.&lt;br /&gt;
&lt;br /&gt;
==== Imitation Rain 3 ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wicked Water&#039;&#039;&#039;: Twelve players receive a targeting marker. Soon after, the marker is removed and replaced with two debuffs: {{status effect|buff|File:Wicked water icon.png}} &#039;&#039;&#039;Wicked Water&#039;&#039;&#039; and {{status effect|buff|File:Throttle icon1.png}} &#039;&#039;&#039;Throttle&#039;&#039;&#039;. While some players prefer to &amp;quot;wiggle&amp;quot; out of the group to make it easier to see if they&#039;ve been targeted, this is not necessary to resolve the mechanic in time.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: Identical to Imitation Rain 1.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Icicle&#039;&#039;&#039;: Identical to Imitation Rain 1.&lt;br /&gt;
* &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;&lt;br /&gt;
* Shortly after &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;, the ice circles explode, setting off a chain reaction with the water circles.&lt;br /&gt;
** To dodge the chain reaction, a procedure identical to that used in Imitation Rain 1 is used.&lt;br /&gt;
** However, the players with {{status effect|buff|File:Wicked water icon.png}} &#039;&#039;&#039;Wicked Water&#039;&#039;&#039; will not perform any further dodges after moving to the side. They will be intentionally hit by the final ice AoEs, freezing their water bubbles into &#039;&#039;&#039;[[Gelid Gaol|Gelid Gaols]]&#039;&#039;&#039;. This converts their  {{status effect|buff|File:Wicked water icon.png}} &#039;&#039;&#039;Wicked Water&#039;&#039;&#039; debuff to a new {{status effect|debuff|File:Gelid gaol icon.png}} &#039;&#039;&#039;Gelid Gaol&#039;&#039;&#039; debuff. Any player with &#039;&#039;&#039;Wicked Water&#039;&#039;&#039; that does not get frozen will be unable to cleanse their &#039;&#039;&#039;{{status effect|buff|File:Throttle icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Throttle&#039;&#039;&#039; debuff and die when it expires.&lt;br /&gt;
** All non-frozen players should quickly defeat these Gaols to free their allies and cleanse their &#039;&#039;&#039;{{status effect|buff|File:Throttle icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Throttle&#039;&#039;&#039; debuffs before they are killed.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Star&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Imitation Rain 4 and Enrage ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: Moderate raidwide with no castbar; spawns ten water circles. Four are at the cardinals, with the east and west circles having spikes; the other six spawn near the middle in two horizontal lines of three, and are towers.&lt;br /&gt;
* &#039;&#039;&#039;Frigid Twister&#039;&#039;&#039;: Spawns two ice twisters, one northeast and one southwest.&lt;br /&gt;
* &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;&lt;br /&gt;
* Shortly after &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;, the ice twisters begin rotating clockwise or counterclockwise (both move in the same direction, but which direction is random), setting off a chain reaction with the water circles.&lt;br /&gt;
** To dodge the chain reaction and safely soak the towers, watch the ice twisters and move away from the circles they are moving into.&lt;br /&gt;
** Remain out of the towers until after the first circle AoEs. Once the towers are active, each party moves into the tower near its waymark/golem/sprite position.&lt;br /&gt;
** After the towers are soaked, dodge away from the second water circles; all players should remain together (or at opposite ends) for the upcoming &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;. Be aware that the twisters will continue rotating for the upcoming second set of water circles.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: Moderate raidwide with no castbar; spawns ten water circles. Four are at the cardinals, with the north and south circles having spikes; the other six spawn near the middle in two vertical lines of three, and are towers.&lt;br /&gt;
* &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;&lt;br /&gt;
* As the twisters are still rotating, they will soon begin a second chain reaction with the new water circles.&lt;br /&gt;
** To dodge the chain reaction and safely soak the towers, the same procedure is used again.&lt;br /&gt;
** Parties A, C, 1/D, and 3/F will be able to simply soak the towers near their waymarks. Parties B and 2/E will need to slightly adjust; typically, party B soaks the center-east tower and party 2/E soaks the center-west tower.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Star&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Dread Deluge&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Lifeless Legacy (enrage)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== The Binding Lock (&amp;quot;Lockwards&amp;quot;)===&lt;br /&gt;
Throughout the hallways containing the Binding Lock and those beyond it, there are twelve groups of trap spawn locations, across which are fourteen normal traps and four unstable traps. (Their specific locations are shown in the annotated map in the [[The Forked Tower: Blood#Maps|Maps]] section below.) Thus, as with the Bridges encounter, they can be addressed either by revealing them with {{Action icon|Trap Detection}} and having players navigate around them (possibly detonating some normal traps using {{Action icon|Occult Falcon}}), or &amp;quot;pre-popping&amp;quot; all traps by using {{Action icon|Occult Falcon}}. Some groups will also pre-pop traps in the area with the Binding Lock and merely reveal those after it - but no matter what, all players must be aware of the intended strategy to avoid unnecessary deaths.&lt;br /&gt;
&lt;br /&gt;
The hallways containing the Binding Lock consist of an initial add pull (one each of [[Guardian Petroglyph|&#039;&#039;&#039;Guardian Petroglyph&#039;&#039;&#039;]], [[Tower Hippocerf|&#039;&#039;&#039;Tower Hippocerf&#039;&#039;&#039;]], [[Tower Skatene|&#039;&#039;&#039;Tower Skatene&#039;&#039;&#039;]], and [[Tower Marolith|&#039;&#039;&#039;Tower Marolith&#039;&#039;&#039;]]; of these, note that the Petroglyph is immune to instant kill effects), followed by six side rooms, then an encounter at the Binding Lock itself. The adds in the side rooms are presented in the order that most groups pull them. All of these enemies can be slowed.&lt;br /&gt;
&lt;br /&gt;
==== Southwest: [[Guardian Wraith]] ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Scream&#039;&#039;&#039;: Large, late-telegraphed point-blank AoE. Inflicts &#039;&#039;&#039;{{status effect|buff|File:Hysteria icon1.png}} Terror&#039;&#039;&#039;, causing hit players to be unable to move.&lt;br /&gt;
* &#039;&#039;&#039;Lingering Resentment&#039;&#039;&#039;: Small circular fatal AoE on a random player; will select a player with &#039;&#039;&#039;{{status effect|buff|File:Hysteria icon1.png}} Terror&#039;&#039;&#039; if there are any. The debuff will not expire before the AoE goes off, so the targeted player must be {{action icon|Rescue}}d or they will die.&lt;br /&gt;
* These attacks repeat.&lt;br /&gt;
&lt;br /&gt;
==== West: [[Guardian Berserker]] ====&lt;br /&gt;
&lt;br /&gt;
* At the same time as the Guardian Wraith is being pulled, one tank and all players with instant kill effects ({{phantom job|samurai|name=y}}, {{phantom job|cannoneer|name=y}}, {{phantom job|oracle|name=y}}, {{phantom job|gladiator|name=y}}) will pull the Guardian Berserker.&lt;br /&gt;
* The Guardian Berserker has an undispellable and extremely strong {{status effect|buff|vulnerability down}} &#039;&#039;&#039;Vulnerability Down&#039;&#039;&#039;; it will take essentially no damage from normal attacks. It must be defeated by the instant kill effects of {{action icon|Iainuki}}, {{action icon|Phantom Fire}}, {{action icon|Phantom Doom}}, or {{action icon|Finisher}}.&lt;br /&gt;
* &#039;&#039;&#039;Raging Slice&#039;&#039;&#039;: Line AoE pointed at a random player in range that passes through walls. This is the Berserker&#039;s only attack.&lt;br /&gt;
&lt;br /&gt;
==== Northwest: [[Guardian Golem]] ====&lt;br /&gt;
&lt;br /&gt;
* The Guardian Golem is typically pulled by a single tank, with all other players waiting a fair distance away. (Parties with a {{phantom job|oracle|name=y}} can also join.)&lt;br /&gt;
* &#039;&#039;&#039;Toxic Minerals&#039;&#039;&#039;: After a short time, the Guardian Golem will emit a purple-black gas, and all nearby players will be inflicted with &#039;&#039;&#039;{{status effect|debuff|File:Toxic minerals icon.png}} Toxic Minerals&#039;&#039;&#039;. After 20 seconds, it will convert into a cleansable {{status effect|doom}} &#039;&#039;&#039;[[Doom]]&#039;&#039;&#039; lasting 20 seconds. If only a single tank pulls the Golem, this is easily cleansed with {{action icon|Esuna}}. {{phantom job|oracle|name=y}}s can use {{action icon|Recuperation}}&#039;s AoE cleansing effect to allow their party to join the fight early; they must use it while &#039;&#039;&#039;{{status effect|debuff|File:Toxic minerals icon.png}} Toxic Minerals&#039;&#039;&#039; is in effect or the cleanse will not come in time. After this attack is used, all other players can join the fight.&lt;br /&gt;
* &#039;&#039;&#039;Earthen Heart x2&#039;&#039;&#039;: Circular AoEs on random players.&lt;br /&gt;
* &#039;&#039;&#039;Boulder Clap&#039;&#039;&#039;: Conal AoE.&lt;br /&gt;
* &#039;&#039;&#039;Obliterate&#039;&#039;&#039;: Huge point-blank AoE; can and must be interrupted.&lt;br /&gt;
* These attacks repeat.&lt;br /&gt;
&lt;br /&gt;
==== Northeast: [[Guardian Knight]] ====&lt;br /&gt;
&lt;br /&gt;
* The Guardian Knight begins with a dispellable {{status effect|buff|File:Invincibility icon1.png}} &#039;&#039;&#039;Invincibility&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Buster Knuckles&#039;&#039;&#039;: Large point-blank AoE.&lt;br /&gt;
* &#039;&#039;&#039;Earthquake&#039;&#039;&#039;: Late-telegraphed donut AoE quickly following &#039;&#039;&#039;Buster Knuckles&#039;&#039;&#039;. The Knight&#039;s {{status effect|buff|File:Invincibility icon1.png}} &#039;&#039;&#039;Invincibility&#039;&#039;&#039; buff is restored and must be dispelled again.&lt;br /&gt;
* &#039;&#039;&#039;Line of Fire x2&#039;&#039;&#039;: The Knight turns to face a random player, then fires an untelegraphed line AoE that passes through walls.&lt;br /&gt;
* These attacks repeat.&lt;br /&gt;
&lt;br /&gt;
==== East: [[Guardian Bat]] x3 ====&lt;br /&gt;
&lt;br /&gt;
* At the same time as the Guardian Knight is being pulled, one tank, any magical ranged DPS with {{STFI|Limit Break|link=Limit Break|icon=Limit break icon1.png|size=small}} [[Limit Break]] available, and any {{phantom job|ranger|name=y}}s will pull the Guardian Bats.&lt;br /&gt;
* The Guardian Bats have extremely high evasion; they should be defeated by using magical ranged DPS LBs (which cannot miss) and/or {{action icon|Phantom Aim}} to guarantee all attacks land. (If necessary, {{phantom job|samurai|name=y}}&#039;s {{action icon|Zeninage}} also cannot miss.)&lt;br /&gt;
* &#039;&#039;&#039;Aero III&#039;&#039;&#039;: Untelegraphed point-blank AoE. This is the Bats&#039; only attack.&lt;br /&gt;
&lt;br /&gt;
==== Southeast: [[Guardian Weapon]] ====&lt;br /&gt;
&lt;br /&gt;
* The Guardian Weapon begins with &#039;&#039;&#039;{{status effect|buff|File:Armed to the teeth icon.png}} Armed to the Teeth&#039;&#039;&#039; and a sword floating above it.&lt;br /&gt;
* A {{phantom job|thief|name=y}} must use {{action icon|Pilfer Weapon}} - not {{action icon|Steal}}! - to remove the buff and the sword floating above it.&lt;br /&gt;
* If the buff has not been removed, every attack the Weapon performs will be a massive, lethal AoE (&#039;&#039;&#039;Keen Wind&#039;&#039;&#039;). It isn&#039;t impossible to defeat with tanks using their invulnerability skills, {{phantom job|samurai|name=y}}&#039;s {{action icon|Shirahadori}}, and (particularly daring) players using ranged attacks immediately after AoEs and quickly ducking back out, but this is extremely inadvisable, only to be used as a last resort. If the buff has been removed, it will instead alternate between these attacks:&lt;br /&gt;
* &#039;&#039;&#039;Whirl of Rage&#039;&#039;&#039;: Late-telegraphed point-blank AoE.&lt;br /&gt;
* &#039;&#039;&#039;Smite of Rage&#039;&#039;&#039;: Late-telegraphed line AoE.&lt;br /&gt;
&lt;br /&gt;
==== Activating the Binding Lock ====&lt;br /&gt;
The Binding Lock has six cylinders, each of which has three levels divided by lines, with one around the top as well. One line on each cylinder will be glowing. In each of the six add rooms, there is a large red circle; when one/two/three players stand on the circle, the corresponding cylinder is lowered by one/two/three levels. In total, twelve players will need to stand on the six circles to lower the cylinders such that the glowing lines of all cylinders are flush with the ground. In general, a player will shout the combination for later reference, e.g. &amp;quot;123 312,&amp;quot; with these numbers referring to NW W SW and NE E SE, in that order. Once successful, the system message &amp;quot;&#039;&#039;Occult cylinders active. Initiate the authentication process.&#039;&#039;&amp;quot; will be displayed.&lt;br /&gt;
&lt;br /&gt;
==== Authentication ====&lt;br /&gt;
There are two possible procedures for authentication: a short procedure and a long one. &amp;quot;Skipping lockwards&amp;quot; refers to the short procedure, which is faster but provides fewer rewards; the long procedure provides greater rewards and spawns an enemy outside of the Forked Tower.&lt;br /&gt;
&lt;br /&gt;
* Authentication begins by interacting with the &#039;&#039;&#039;Authorization Device&#039;&#039;&#039;. This will begin a 60 second countdown, as well as begin to spawn adds.&lt;br /&gt;
* At a gradually increasing pace, waves of three [[Lockward|&#039;&#039;&#039;Lockwards&#039;&#039;&#039;]] will begin to spawn. Each will cast &#039;&#039;&#039;Cunning Keywork&#039;&#039;&#039;, which must be interrupted or the Binding Lock will deactivate and must be reactivated. After doing so, they only have heavy-hitting auto attacks. Tanks should establish enmity and use mitigation.&lt;br /&gt;
* During the fourth wave, the 60 second countdown will complete. If using the short procedure, a player will interact with the &#039;&#039;&#039;Unlock Mechanism&#039;&#039;&#039;, and after a significant delay (which allows the fifth wave to spawn), the Lockwards will despawn and the lock will open, glowing red.&lt;br /&gt;
* If using the long procedure, the &#039;&#039;&#039;Unlock Mechanism&#039;&#039;&#039; will be ignored for now. Starting with the fifth wave, the spawn rate of add waves is significantly increased. In the eighth wave, a [[Master Lockward|&#039;&#039;&#039;Master Lockward&#039;&#039;&#039;]] will spawn as the center add. It will also cast &#039;&#039;&#039;Cunning Keywork&#039;&#039;&#039;, but must &#039;&#039;&#039;not&#039;&#039;&#039; be interrupted. If it successfully completes its cast, the system message &amp;quot;&#039;&#039;The occult cylinders have been reordered.&#039;&#039;&amp;quot; will be displayed. No more adds will spawn, and all adds can now be defeated. The Master Lockward will eventually use &#039;&#039;&#039;Bolting Hammer&#039;&#039;&#039;, a powerful raidwide, if kept alive for too long.&lt;br /&gt;
* If the Master Lockward&#039;s cast of &#039;&#039;&#039;Cunning Keywork&#039;&#039;&#039; is interrupted, another will spawn in the tenth wave (and so on). Adds will continue to spawn until the &#039;&#039;&#039;Unlock Mechanism&#039;&#039;&#039; is used or a cast of &#039;&#039;&#039;Cunning Keywork&#039;&#039;&#039; is completed.&lt;br /&gt;
* A new combination will now be shown on the Binding Lock&#039;s cylinders, which is input by twelve players, as before. The group will then follow the short procedure, interacting with the &#039;&#039;&#039;Unlock Mechanism&#039;&#039;&#039; as soon as possible. After a significant delay, the Lockwards will despawn and the lock will open, glowing blue.&lt;br /&gt;
&lt;br /&gt;
==== Treasure Rooms and Sanguine Recluse ====&lt;br /&gt;
To the left and right of the staircase are two hallways; a {{phantom job|thief|name=y}} must reveal hidden passages using {{action icon|Trap Detection}} to access the treasure rooms (Top Secret Nooks 1 and 2). Additionally, a second hidden passage can be revealed in the left treasure room. If the long procedure for authenticating the Binding Lock was used, an additional treasure chest will be to the left of the entrance to the map room (Top Secret Nook 3).&lt;br /&gt;
&lt;br /&gt;
If the short procedure was used, the plinth cannot be interacted with, the room will appear as a dark void, and will have no function. If the long procedure was used, the plinth can be interacted with, and the room will show a large glowing map of the South Horn. Interacting with the plinth will cause a glowing beacon to appear somewhere on the map; a &#039;&#039;&#039;[[Sanguine Recluse]]&#039;&#039;&#039; will spawn at that position. (Possible spawn locations and mechanics can be found on its page.) Its position must be shouted by players in the raid, allowing players outside to locate and defeat it.{{evt|service=youtube|id=SDYMYjQ5kQE|dimensions=350|align=right|description=Binding Lock and Magitaur animated guide by Big Kobe}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] Infamy of Blood: [[Magitaur]]===&lt;br /&gt;
&lt;br /&gt;
The arena consists of an extremely large circle. Three large squares (one to the northwest, one to the south, and one to the northeast) point outward from the center, separated by 30-degree wedges. Around the outside of the arena are nine colored circles, in a pink-yellow-blue (clockwise) pattern. Parties A and 1/D are placed in the northwest square, parties B and 2/E are placed in the south square, and parties C and 3/F are placed in the northeast square.&lt;br /&gt;
&lt;br /&gt;
Several mechanics of the Magitaur target or assign debuffs based on where players are standing in the arena, and some others cause entire sections of the arena to become unsafe. (Each square is its own section, and the rest of the arena is a single section.) As a general rule, being outside of one of the three squares when not explicitly required to be is dangerous, both to yourself and to other players.&lt;br /&gt;
&lt;br /&gt;
Many North American groups use a set of waymarks intended to simplify the resolution of a particular mechanic (&#039;&#039;&#039;Assassin&#039;s Dagger&#039;&#039;&#039;). An image of these waymarks (&amp;quot;BAP Daggers&amp;quot;) is included in the [[The Forked Tower: Blood#Maps|Maps]] section below, but other sets of waymarks are used by some groups. Nevertheless, to simplify the explanation of this mechanic, references based on these waymarks will be made:&lt;br /&gt;
&lt;br /&gt;
* Each large square is a 10x10 grid of small squares; this is not used in any mechanics, but will be used for precise placement of waymarks if third-party tools are not being used to place them. In each square:&lt;br /&gt;
* The &amp;quot;left waymark&amp;quot; is placed on the fifth small square from the top, in the second column from the left edge of the square.&lt;br /&gt;
* The &amp;quot;right waymark&amp;quot; is placed on the fifth small square from the top, in the column directly along the right edge of the square.&lt;br /&gt;
* The &amp;quot;center waymark&amp;quot; is placed two columns inward from the right waymark.&lt;br /&gt;
&lt;br /&gt;
==== Opening and First Conduits ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Unsealed Aura&#039;&#039;&#039;: Hard-hitting raidwide.&lt;br /&gt;
* &#039;&#039;&#039;Unseal&#039;&#039;&#039;: Magitaur unseals one of two weapons: a yellow axe or a blue lance, gaining the &#039;&#039;&#039;{{status effect|buff|File:Unsealed icon.png}} Unsealed&#039;&#039;&#039; buff. Shortly after unsealing its weapon, Magitaur will begin launching tankbuster-strength auto-attacks on two players in each section of the arena.&lt;br /&gt;
** If its yellow axe was unsealed, these attacks will target the two nearest players in each section.&lt;br /&gt;
** If its blue lance was unsealed, these attacks will target the two furthest players in each section.&lt;br /&gt;
** Three sets of auto-attacks will be used.&lt;br /&gt;
** Despite their animations, these auto-attacks are not AoEs.&lt;br /&gt;
* &#039;&#039;&#039;Assassin&#039;s Dagger&#039;&#039;&#039;: Three line AoEs will be telegraphed, offset from each other by 120 degrees; they will all begin either between the squares (the &amp;quot;north/right&amp;quot; pattern) or cutting through the middle of the squares (the &amp;quot;south/left&amp;quot; pattern). Daggers will shoot out from the boss along these lines, repeat (return to the middle) after a two-second delay, then shoot out again, rotated ~50 degrees clockwise. The daggers will shoot out and return a total of six times each. Being hit by a dagger inflicts a stack of {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039;.&lt;br /&gt;
** If the &amp;quot;north/right&amp;quot; pattern is used, the first three shoot outs and returns can be dodged by standing at the &amp;quot;right waymark&amp;quot; as described above.&lt;br /&gt;
** If the &amp;quot;south/left&amp;quot; pattern is used, the first three shoot outs and returns can be dodged by standing at the &amp;quot;left waymark.&amp;quot;&lt;br /&gt;
** In both cases, the remaining daggers can be dodged by standing at (or colinear with, relative to the boss) the &amp;quot;center waymark.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039;: Each of these is cast once at random during &#039;&#039;&#039;Assassin&#039;s Dagger&#039;&#039;&#039;. The safe regions for &#039;&#039;&#039;Critical Axeblow&#039;&#039;&#039; are far away from the boss and inside the squares; the safe regions for &#039;&#039;&#039;Critical Lanceblow&#039;&#039;&#039; are near the boss and between the squares.&lt;br /&gt;
** The first cast of &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039; resolves between the fourth shoot out and fourth return of &#039;&#039;&#039;Assassin&#039;s Dagger&#039;&#039;&#039;; the second cast resolves after the final return.&lt;br /&gt;
** If &#039;&#039;&#039;Critical Lanceblow&#039;&#039;&#039; is cast first, half of each safe region will be hit with &#039;&#039;&#039;Assassin&#039;s Dagger&#039;&#039;&#039;. In this case, the safe side of the safe region will be the left side for the &amp;quot;south/left&amp;quot; pattern and the right side for the &amp;quot;north/right&amp;quot; pattern.&lt;br /&gt;
* &#039;&#039;&#039;Forked Fury&#039;&#039;&#039;: Tankbusters on the nearest and furthest players in each section.&lt;br /&gt;
* After a short delay, two sets of auto-attacks based on the &#039;&#039;&#039;Unseal&#039;&#039;&#039; weapon will be used.&lt;br /&gt;
* &#039;&#039;&#039;Aura Burst/Holy&#039;&#039;&#039;: Hard-hitting raidwide; lethal unless the adds that spawn at the beginning of the castbar are correctly resolved before the cast completes.&lt;br /&gt;
** Seven of the nine colored circles around the outside of the arena rise out of the ground. All three yellow circles rise to reveal an [[Axe Empowerment Conduit|&#039;&#039;&#039;Axe Empowerment Conduit&#039;&#039;&#039;]] (which has a ring in the middle), all three blue circles rise to reveal a [[Lance Empowerment Conduit|&#039;&#039;&#039;Lance Empowerment Conduit&#039;&#039;&#039;]] (which has a sphere in the middle), and a random pink circle rises to reveal a [[Universal Empowerment Conduit|&#039;&#039;&#039;Universal Empowerment Conduit&#039;&#039;&#039;]] (which has both in the middle). These adds are frequently referred to as &amp;quot;cans.&amp;quot;&lt;br /&gt;
** If Magitaur&#039;s yellow axe was unsealed, the cast will be &#039;&#039;&#039;Aura Burst&#039;&#039;&#039; and all &#039;&#039;&#039;Axe Empowerment Conduits&#039;&#039;&#039; must be defeated. If Magitaur&#039;s blue lance was unsealed, the cast will be &#039;&#039;&#039;Holy&#039;&#039;&#039; and all &#039;&#039;&#039;Lance Empowerment Conduits&#039;&#039;&#039; must be defeated. Each square defeats the Conduit closest to it. In both cases, the &#039;&#039;&#039;Universal Empowerment Conduit&#039;&#039;&#039; must also be defeated.&lt;br /&gt;
** When an &#039;&#039;&#039;Axe/Lance Empowerment Conduit&#039;&#039;&#039; is defeated, it targets the nearest two players with &#039;&#039;&#039;Arcane Recoil&#039;&#039;&#039;, a catastrophically strong attack. If a square has at least two {{Phantom job|knight|name=y}} tanks, these are simple to resolve by having them stand inside the Conduit and either using {{Action icon|Pledge}} on themselves, their tank invulnerability, or {{Action icon|Phantom Guard}}. If a square has only one, the Phantom Knight should identify a &amp;quot;pledge buddy&amp;quot; before beginning the encounter. This player will serve as the second player baiting &#039;&#039;&#039;Arcane Recoil&#039;&#039;&#039;, and the Phantom Knight will use {{Action icon|Pledge}} on them.&lt;br /&gt;
** Meanwhile, a {{Phantom job|berserker|name=y}} will defeat the &#039;&#039;&#039;Universal Empowerment Conduit&#039;&#039;&#039; on their own; its HP is significantly lower than that of the other Conduits. While doing so, they must stand between the Conduit and the wall, and must use {{Action icon|Rage (Phantom Job Action)|Rage}} before it is defeated. This is because the Conduit will use &#039;&#039;&#039;Arcane Reaction&#039;&#039;&#039; when defeated, an extremely weak line AoE aimed at the nearest player that inflicts {{status effect|debuff|hysteria}} &#039;&#039;&#039;Hysteria&#039;&#039;&#039; for 1 minute; Rage grants immunity to Hysteria. Players near the &#039;&#039;&#039;Universal Empowerment Conduit&#039;&#039;&#039; must be extremely careful with large AoE attacks, as an &#039;&#039;&#039;Arcane Reaction&#039;&#039;&#039; at an unexpected time can cause the Phantom Berserker, or possibly a larger group of players, to be hit and inflicted with {{status effect|debuff|hysteria}} &#039;&#039;&#039;Hysteria&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Sage&#039;s Staff ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sage&#039;s Staff&#039;&#039;&#039;: Three &#039;&#039;&#039;Sage&#039;s Staves&#039;&#039;&#039; appear in an arc, each either between squares or roughly in the middle of one.&lt;br /&gt;
* &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039;&lt;br /&gt;
* Shortly after &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039;, each of the &#039;&#039;&#039;Sage&#039;s Staves&#039;&#039;&#039; fires a line stack AoE (&#039;&#039;&#039;Mana Expulsion&#039;&#039;&#039;) at the nearest player.&lt;br /&gt;
** Two methods of resolving this mechanic are commonly used.&lt;br /&gt;
** In one method, each square is responsible for the staves that appear either in or directly opposite from their square.&lt;br /&gt;
** In the other method, all players stack at a single point (frequently the center of the arena or the A square&#039;s left waymark); while some players will be hit by all three staves at once, their damage is greatly reduced by being spread across the entire raid. This is frequently referred to as either &amp;quot;A staff&amp;quot; or &amp;quot;Spiral staff.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Sage&#039;s Staff&#039;&#039;&#039;: Three more staves appear, opposite to the positions of the first three.&lt;br /&gt;
* &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039;: Whichever wasn&#039;t used earlier.&lt;br /&gt;
* Shortly after &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039;, each of the &#039;&#039;&#039;Sage&#039;s Staves&#039;&#039;&#039; fires a line stack AoE at the nearest player.&lt;br /&gt;
* &#039;&#039;&#039;Unsealed Aura&#039;&#039;&#039;: Hard-hitting raidwide.&lt;br /&gt;
&lt;br /&gt;
==== Rune Axe ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Unseal&#039;&#039;&#039;: Magitaur will always unseal its yellow axe.&lt;br /&gt;
* Three sets of auto-attacks will be used, always on the nearest two players in each section.&lt;br /&gt;
* &#039;&#039;&#039;Rune Axe&#039;&#039;&#039;: Assigns debuffs based on where players are standing in the arena. It is extremely important that all players are within their square, or additional debuffs will be assigned that will cause several extra deaths. This guide will only explain the mechanic being resolved properly, with no additional debuffs.&lt;br /&gt;
** One player in square A will receive {{status effect|debuff|File:Greater axebit icon.png}} &#039;&#039;&#039;Prey: Greater Axebit&#039;&#039;&#039; with a duration of 10 seconds.&lt;br /&gt;
** One player in each square will receive {{status effect|debuff|File:Lesser axebit icon.png}} &#039;&#039;&#039;Prey: Lesser Axebit&#039;&#039;&#039; with a duration of 13 seconds.&lt;br /&gt;
** One player in square A will receive {{status effect|debuff|File:Greater axebit icon.png}} &#039;&#039;&#039;Prey: Greater Axebit&#039;&#039;&#039; with a duration of 21 seconds, and one player in each of squares B and C will receive {{status effect|debuff|File:Lesser axebit icon.png}} &#039;&#039;&#039;Prey: Lesser Axebit&#039;&#039;&#039; with a duration of 21 seconds.&lt;br /&gt;
** Each of these debuffs indicates a spread AoE (&#039;&#039;&#039;Ruinous Rune&#039;&#039;&#039;) that will go off when the debuff expires. Any section of the arena that is overlapped by these AoEs will glow, and being in a glowing region (&#039;&#039;&#039;Axeglow&#039;&#039;&#039;) inflicts a stack of {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039;.&lt;br /&gt;
* First, the player with a 10-second {{status effect|debuff|File:Greater axebit icon.png}} &#039;&#039;&#039;Prey: Greater Axebit&#039;&#039;&#039; will run out to the very edge of the arena, behind the nearest pink circle. At the same time, each player with a 13-second {{status effect|debuff|File:Lesser axebit icon.png}} &#039;&#039;&#039;Prey: Lesser Axebit&#039;&#039;&#039; should be prepared to move to the center of their squares.&lt;br /&gt;
* &#039;&#039;&#039;Critical Lanceblow&#039;&#039;&#039;: After the first {{status effect|debuff|File:Greater axebit icon.png}} &#039;&#039;&#039;Prey: Greater Axebit&#039;&#039;&#039; AoE has gone off, that player can rejoin their party as they move to dodge &#039;&#039;&#039;Critical Lanceblow&#039;&#039;&#039;. The players with a 13-second {{status effect|debuff|File:Lesser axebit icon.png}} &#039;&#039;&#039;Prey: Lesser Axebit&#039;&#039;&#039; must wait in the center of their squares until their AoEs have gone off, or they will cause the entire raid to be hit with &#039;&#039;&#039;Axeglow&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Carving Rune&#039;&#039;&#039;: Moderate damage to four random players without debuffs. Between the resolutions of the second and third sets of debuffs, &#039;&#039;&#039;Carving Rune&#039;&#039;&#039; is used four times, hitting different players each time.&lt;br /&gt;
* Finally, all players that have no debuff will move to square A. The player with a 21-second {{status effect|debuff|File:Greater axebit icon.png}} &#039;&#039;&#039;Prey: Greater Axebit&#039;&#039;&#039; will run out to the very edge of the arena, behind the nearest pink circle, and the players with a 21-second {{status effect|debuff|File:Lesser axebit icon.png}} &#039;&#039;&#039;Prey: Lesser Axebit&#039;&#039;&#039; will move to the center of their squares.&lt;br /&gt;
* &#039;&#039;&#039;Forked Fury&#039;&#039;&#039;&lt;br /&gt;
* After a short delay, two sets of auto-attacks on the nearest two players in each section will be used.&lt;br /&gt;
* &#039;&#039;&#039;Aura Burst&#039;&#039;&#039;: A full repeat of the Conduits mechanic. In this use, the &#039;&#039;&#039;Axe Empowerment Conduits&#039;&#039;&#039; must always be defeated.&lt;br /&gt;
&lt;br /&gt;
==== Holy Lance ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Assassin&#039;s Dagger&#039;&#039;&#039; (including two uses of &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039;)&lt;br /&gt;
* &#039;&#039;&#039;Unseal&#039;&#039;&#039;: Magitaur will always unseal its blue lance.&lt;br /&gt;
* Three sets of auto-attacks will be used, always on the furthest two players in each section.&lt;br /&gt;
* &#039;&#039;&#039;Holy Lance&#039;&#039;&#039;: Assigns debuffs based on where players are standing in the arena. Once again, it is extremely important that all players are within their square, or additional debuffs will be assigned that will cause several extra deaths. This guide will only explain the mechanic being resolved properly, with no additional debuffs.&lt;br /&gt;
** Three players in each square will receive {{status effect|debuff|File:Lancepoint icon.png}} &#039;&#039;&#039;Prey: Lancepoint&#039;&#039;&#039;. In each square, one will have a duration of 17 seconds, one will have a duration of 25 seconds, and one will have a duration of 33 seconds. Each of these debuffs indicates a stack (&#039;&#039;&#039;Holy IV&#039;&#039;&#039;) that will go off when the debuff expires. Any section of the arena that is overlapped by these stacks will glow, and being in a glowing region (&#039;&#039;&#039;Lancelight&#039;&#039;&#039;) inflicts a stack of {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039;.&lt;br /&gt;
** At the same time, twelve &#039;&#039;&#039;Luminous Lances&#039;&#039;&#039; will spawn in a circle, clockwise from north. Considering the north lance to be lance 1, lances 2-4 are inside square C, lances 6-8 are inside square B, lances 10-12 are inside square A, and lances 1, 5, and 9 are in the outer area.&lt;br /&gt;
* &#039;&#039;&#039;Critical Lanceblow&#039;&#039;&#039;&lt;br /&gt;
* Four seconds after &#039;&#039;&#039;Critical Lanceblow&#039;&#039;&#039; resolves, the first &#039;&#039;&#039;Luminous Lance&#039;&#039;&#039; will use &#039;&#039;&#039;Lancelight&#039;&#039;&#039;, an AoE covering the entire section the lance is inside, which inflicts a stack of {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039;. Each subsequent lance (clockwise from north) uses &#039;&#039;&#039;Lancelight&#039;&#039;&#039; two seconds after the previous lance.&lt;br /&gt;
** When the lances inside a party&#039;s square are using &#039;&#039;&#039;Lancelight&#039;&#039;&#039;, that party must stand outside of their square, around its back. Each other party must remain at the center of their square. These positions are necessitated by {{status effect|debuff|File:Lancepoint icon.png}} &#039;&#039;&#039;Prey: Lancepoint&#039;&#039;&#039;. If a party leaving their square moves between the squares, their stack will overlap with another square; if a party staying within their square is too far forward, their stack will overlap with the outer area.&lt;br /&gt;
** Immediately after lance 1 uses &#039;&#039;&#039;Lancelight&#039;&#039;&#039;, square C parties must stand outside their square, and return immediately after lance 4.&lt;br /&gt;
** Immediately after lance 5, square B parties must stand outside their square, and return immediately after lance 8.&lt;br /&gt;
** Immediately after lance 9, square A parties must stand outside their square, and return immediately after lance 12.&lt;br /&gt;
** In total, each square will resolve two {{status effect|debuff|File:Lancepoint icon.png}} &#039;&#039;&#039;Prey: Lancepoint&#039;&#039;&#039; within their square, and one outside of it. Players with these debuffs must be careful to position themselves without overlapping other sections, but otherwise move with their party.&lt;br /&gt;
* &#039;&#039;&#039;Critical Axeblow&#039;&#039;&#039;: Used two seconds after the final lance uses &#039;&#039;&#039;Lancelight&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Unsealed Aura&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Forked Fury&#039;&#039;&#039;&lt;br /&gt;
* After a short delay, two sets of auto-attacks on the furthest two players in each section will be used.&lt;br /&gt;
* &#039;&#039;&#039;Holy&#039;&#039;&#039;: A full repeat of the Conduits mechanic. In this use, the &#039;&#039;&#039;Lance Empowerment Conduits&#039;&#039;&#039; must always be defeated.&lt;br /&gt;
* &#039;&#039;&#039;Assassin&#039;s Dagger&#039;&#039;&#039; (including two uses of &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039;)&lt;br /&gt;
* &#039;&#039;&#039;Unsealed Aura (enrage)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: Resurrection debuffs will not be removed after defeating Magitaur, so any player that dies with {{status effect|debuff|File:Resurrection denied icon.png}} &#039;&#039;&#039;Resurrection Denied&#039;&#039;&#039; will not be able to open the personal spoils coffer(s) from this boss or activate the Survey Point in the final room. However, they will still be rewarded with achievement progress.&lt;br /&gt;
==Phantom Chemist Resurrection Strategy==&lt;br /&gt;
In the event of a full raid wipe, all players must normally leave the raid regardless of how many stacks of {{status effect|debuff|File:Resurrection restricted icon1.png}} &#039;&#039;&#039;Resurrection Restricted&#039;&#039;&#039; they still have, because the return prompt will take them back to the South Horn base camp. To allow for more boss attempts, players have devised a chemist &amp;quot;cheese&amp;quot; strategy:&lt;br /&gt;
#If a boss pull is deemed unsalvageable (e.g. there are too many deaths or if a DPS check will not be met), a designated chemist will sacrifice themselves by running into the death wall or incapacitating themselves via mechanics. It is also common to do this preemptively as &amp;quot;insurance&amp;quot; before common failure points such as the snowballs/fire tower mechanics in boss 2 or the Rune Axe/Holy Lance mechanics in boss 4.&lt;br /&gt;
#Another chemist will revive the sacrifice chemist, but that player will &#039;&#039;not&#039;&#039; accept the resurrection prompt. The Raise buff will need to be refreshed periodically to prevent it from expiring. Ideally, the reviving chemist should revive the sacrifice chemist outside of aggro range of the boss.&lt;br /&gt;
#Once the call to wipe has been made by the raid leader, all players will attempt to die at the south of the arena or outside of aggro range of the boss.&lt;br /&gt;
#After the party wipes and the boss resets, the sacrifice chemist will accept the raise.&lt;br /&gt;
#The sacrifice chemist will then revive the other players, ideally starting with chemists first so they can also help revive. All chemists will commonly be marked for visual identification.&lt;br /&gt;
#Once everyone&#039;s Weakness debuff has fallen off, the party can pull the boss again.&lt;br /&gt;
&lt;br /&gt;
An alternative chemist &amp;quot;cheese&amp;quot; strategy requires a chemist to resurrect outside the arena and not participate in the fight:&lt;br /&gt;
#The chemist pulls the boss alone and dies near the entrance&lt;br /&gt;
#A second chemist waits outside the arena&lt;br /&gt;
#The remainder of the alliance enters the arena and begins their countdown&lt;br /&gt;
#With 5s to pull, the second chemist resurrects the dead chemist outside the arena&lt;br /&gt;
# With 5s left on the raise timer, the dead chemist accepts the raise.&lt;br /&gt;
&lt;br /&gt;
This results in the chemist resurrecting outside the arena, which has already completed its &#039;automatic pull in&#039; at 45s after pull.&lt;br /&gt;
&lt;br /&gt;
Both strategies are normally not feasible outside of boss encounters: e.g., a full raid wipe during the bridges encounter will end the run in the vast majority of cases.&lt;br /&gt;
&lt;br /&gt;
== Loot==&lt;br /&gt;
*800 {{enlightenment silver piece}} [[Enlightenment Silver Piece]]s&lt;br /&gt;
*1920 {{phantom exp}} [[Phantom Jobs|Phantom EXP]] &lt;br /&gt;
*{{tomestone|uncapped|80}} {{tomestone/uncapped-text}} &lt;br /&gt;
*{{tomestone|capped|40}} {{tomestone/capped-text}}&lt;br /&gt;
&lt;br /&gt;
This duty uses &#039;&#039;&#039;personal loot&#039;&#039;&#039;, so players will need to interact with and loot treasure coffers themselves. A full clear with all chests yields 30 {{item icon|Sanguinite}}.&lt;br /&gt;
&lt;br /&gt;
Defeating [[Magitaur]] will respawn 2 bronze and 1 silver [[The Occult Crescent: South Horn/Treasure Coffers|overworld treasure coffers]] in the South Horn map, assuming the number of coffers available is not already capped. There is a 10% chance that a second silver coffer will respawn.&lt;br /&gt;
&lt;br /&gt;
===[[File:Silver Coffer (small).png|32px|link=]] [[Demon Tablet]]===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Notes on the Demon Tablet|fixed=y}}&lt;br /&gt;
{{Drops table row|Sanguinite|1|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Bronze Coffer (small).png|32px|link=]] Personal Spoils (Secret Nooks)===&lt;br /&gt;
There are four chests (two per side) in the hallways after the first boss. Each side has one room behind a locked door that can be opened from the other side by a [[Phantom Thief]] after maneuvering through a trick room, and two secret rooms in the north. The post-trick room chest yields 2 Sanguinite. A chest will appear in one of the two secret rooms in the north per side, yielding 3 Sanguinite.&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|2|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|3|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
It is not possible to obtain all four chests in a single run: players may only obtain the two chests on their side.&lt;br /&gt;
&lt;br /&gt;
===[[File:Silver Coffer (small).png|32px|link=]] [[Dead Stars]]===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Notes on the Dead Stars|fixed=y}}&lt;br /&gt;
{{Drops table row|Sanguinite|2|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Silver Coffer (small).png|32px|link=]] [[Marble Dragon]]===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Notes on the Marble Dragon|fixed=y}}&lt;br /&gt;
{{Drops table row|Sanguinite|2|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Bronze Coffer (small).png|32px|link=]] Personal Spoils (Top Secret Nook 1)===&lt;br /&gt;
There are two chests in a secret room after the lockwards in the Towertop Passage, to the right.&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|2|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|2|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Bronze Coffer (small).png|32px|link=]] Personal Spoils (Top Secret Nook 2)===&lt;br /&gt;
A secret room in the Towertop Passage, to the left. The coffer is directly in the path.&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|1|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
=== [[File:Bronze Coffer (small).png|32px|link=]] Personal Spoils (Top Secret Nook 3)===&lt;br /&gt;
A secret room connected to Top Secret Nook 2. The coffer is just outside the entrance to the observatory room that marks the location of the [[Sanguine Recluse]] once the lockward puzzle is solved. This coffer will only spawn if the puzzle is solved.&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|5|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] [[Magitaur]]===&lt;br /&gt;
At least one personal spoils coffers will appear after defeating the final boss.&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Notes on Magitaur|fixed=y}}&lt;br /&gt;
{{Drops table row|Magitaur Card}}&lt;br /&gt;
{{Drops table row|Sanguinite|5|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
A second coffer will appear if the Sanguine Recluse was defeated by players outside, after the raid lights up the observatory.&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|5|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| mech1 sortable align-left}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|A Fork to Be Reckoned With I}}&lt;br /&gt;
{{achievement table row|A Fork to Be Reckoned With II}}&lt;br /&gt;
{{achievement table row|A Fork to Be Reckoned With III}}&lt;br /&gt;
{{achievement table row|A Fork to Be Reckoned With IV}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
{{quotation|Collapsed Bookshelves|Indecipherable tomes are strewn across the floor and piled haphazardly among the fallen shelves. Closer inspection reveals countless magical glyphs, likely representing a wealth of arcane knowledge.}}&lt;br /&gt;
&lt;br /&gt;
{{quotation|Occult Epitaph|The polished surface glimmers with myriad symbols, none of which obviously resemble Eorzean script. Although unfamiliar, the patterns you discern imply the glyphs form a written system of some kind. Was this encoding designed to conceal knowledge considered a threat to civilization?}}&lt;br /&gt;
&lt;br /&gt;
{{quotation|Ancient Tablet|As you peruse the tablet&#039;s inscription, a wave of nausea compels you to avert your gaze. No doubt the document is imbued with some magical contrivance, shielding it from eyes deemed unworthy of the knowledge within.}}&lt;br /&gt;
&lt;br /&gt;
{{quotation|[[Occult Record]]: The Secluded Stacks|At the pinnacle of the Tower of Blood sits an ancient study filled with tomes, tablets, and manuscripts from the Fifth Astral Era. Unfortunately, the entire collection is written in a script bearing no obvious resemblance to any extant language, rendering the documents indecipherable. Perhaps the owner concocted the script as a means of concealing the knowledge contained therein─but what could necessitate such elaborate encoding?}}&lt;br /&gt;
&lt;br /&gt;
==Dialogue ==&lt;br /&gt;
 Dead Stars: Oink, oink! Prepare to die at the hands of we tricksy three!&lt;br /&gt;
 Dead Stars: Oink, oink! Everyone gets a piece of the action!&lt;br /&gt;
 Dead Stars: Oink, oink, oink! Tricksy trio unite!&lt;br /&gt;
 Phobos: Just kidding, it&#039;s Phobos&#039;s time to shine! Oink!&lt;br /&gt;
 Liquified Triton: Glub...glub...&lt;br /&gt;
 Liquified Nereid: Blub...glub...&lt;br /&gt;
 Phobos: Oink, oink, oink! You&#039;re in for some toxic trouble now!&lt;br /&gt;
 System: Phobos&#039;s toxins seep into your body!&lt;br /&gt;
 Phobos: Brace yourselves for a putrid poison blast!&lt;br /&gt;
 Liquified Triton: Glub...blub...&lt;br /&gt;
 Liquified Nereid: Glub!?&lt;br /&gt;
 Phobos: You poisoned princes suited your slimy transformation!&lt;br /&gt;
 Triton: Oink, oink...&lt;br /&gt;
 Nereid: O-Oink...&lt;br /&gt;
 Triton: Now I&#039;m livid!&lt;br /&gt;
 Nereid: Unforgivable...&lt;br /&gt;
 Phobos: Gyaaagh!&lt;br /&gt;
 Phobos: F-Forgive me friends! I promise I&#039;ll behave myself now...&lt;br /&gt;
 Dead Stars: The tricksy trio units anew, and this time we&#039;re serious! Oink!&lt;br /&gt;
 Nereid: Oinking fools! It&#039;s Nereid&#039;s turn to take center stage!&lt;br /&gt;
 Frozen Triton: F-Freezing!&lt;br /&gt;
 Frozen Phobos: I can&#039;t feel my toes!&lt;br /&gt;
 Nereid: You&#039;re nothing more than a pair of frosty unfortunates!&lt;br /&gt;
 Nereid: Sssnooowed uuunder!&lt;br /&gt;
 Frozen Triton: S-So cold...&lt;br /&gt;
 Frozen Phobos: F-Frozen solid...&lt;br /&gt;
 Triton: Oink, oink...&lt;br /&gt;
 Phobos: Oooink...&lt;br /&gt;
 Nereid: With friends like you, there&#039;s snow end to the fun!&lt;br /&gt;
 Triton: Now I&#039;m livid!&lt;br /&gt;
 Phobos: Payback time...&lt;br /&gt;
 Nereid: Gyaaagh!&lt;br /&gt;
 Nereid: I-I&#039;m sorry! I&#039;ll play nice... I swear!&lt;br /&gt;
 Dead Stars: Oink, oink! Behold the true power of our tenacious triumvirate!&lt;br /&gt;
 Triton: Or rather, behold the true power of Triton—star of the show!&lt;br /&gt;
 Gaseous Phobos: This is an outrage!&lt;br /&gt;
 Gaseous Nereid: Hot, hot, hot!&lt;br /&gt;
 Triton: Oink, oink! I&#039;m a flaming menace, through and through!&lt;br /&gt;
 Phobos: Oooink...&lt;br /&gt;
 Nereid: O-oink...&lt;br /&gt;
 Triton: Get ready for Triton&#039;s flammable extravaganza!&lt;br /&gt;
 Gaseous Phobos: I can&#039;t take much more!&lt;br /&gt;
 Gaseous Nereid: Overcooked...&lt;br /&gt;
 Triton: A scorching festival of flame! You two made for excellent kindling!&lt;br /&gt;
 Nereid: Unforgivable...&lt;br /&gt;
 Phobos: Payback time...&lt;br /&gt;
 Triton: Gyaaagh!&lt;br /&gt;
 Triton: My flame grows dim! I give in!&lt;br /&gt;
 Phobos: My poisons have all dried up!&lt;br /&gt;
 Nereid: Oinksome wretches! I can&#039;t stand the sight of you!&lt;br /&gt;
 Dead Stars: Oink, oink, oink!&lt;br /&gt;
 Dead Stars: Oooiiink!&lt;br /&gt;
 Dead Stars: It&#039;s oink-oink-over! We&#039;re outta here!&lt;br /&gt;
&lt;br /&gt;
 System: Occult cylinders active. Initiate the authentication process.&lt;br /&gt;
 System: Authentication complete in 30 seconds...&lt;br /&gt;
 System: Authentication complete in 20 seconds...&lt;br /&gt;
 System: Authentication complete in 10 seconds...&lt;br /&gt;
 System: Authentication complete in 5...&lt;br /&gt;
 System: Authentication complete in 4...&lt;br /&gt;
 System: Authentication complete in 3...&lt;br /&gt;
 System: Authentication complete in 2...&lt;br /&gt;
 System: Authentication complete in 1...&lt;br /&gt;
 System: Authentication complete. Begin the unlock process.&lt;br /&gt;
 System: The occult cylinders have been reordered.&lt;br /&gt;
 System: The lock is unbound... The path ahead is clear.&lt;br /&gt;
&lt;br /&gt;
 Magitaur: All who threaten the tower&#039;s sanctity will be purged!&lt;br /&gt;
 Magitaur: I call forth the might of the sanguine!&lt;br /&gt;
 Magitaur: Unfettered power!&lt;br /&gt;
 Magitaur: Vile infractors, prepare to meet your end!&lt;br /&gt;
 Magitaur: Power courses through my veins!&lt;br /&gt;
 Magitaur: The tower must be protected!&lt;br /&gt;
 Magitaur: I shall not fall!&lt;br /&gt;
 Magitaur: I commit my strength, my blood...my life!&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Exdeath&#039;s Castle (Dawntrail)}}&lt;br /&gt;
{{music table row|Boss 1-3|FINAL FANTASY V: Battle 1 (Dawntrail)}}&lt;br /&gt;
{{music table row|Final Boss|Omega Squared}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
===Screenshots===&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200px&amp;quot; mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Forked Tower Blood intro.jpg&lt;br /&gt;
Occult Crescent4.jpg&lt;br /&gt;
Occult Crescent6.jpg&lt;br /&gt;
FTB map room.jpg|Map Room&lt;br /&gt;
Forked Tower Blood boss.jpg&lt;br /&gt;
FTB final room.jpg|Final Room&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Maps ===&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200&amp;quot; mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:FTB Central Passages map.png|Central Passages&lt;br /&gt;
File:FTB Binding Lock map.png|Binding Lock&lt;br /&gt;
File:FTB Central Passages map annotated.png|Central Passages (annotated)&lt;br /&gt;
File:FTB Bridges map annotated.png|Bridges (annotated)&lt;br /&gt;
File:FTB Binding Lock map annotated.png|Binding Lock (annotated)&lt;br /&gt;
File:FTB Magitaur Markers.png|Common (&amp;quot;BAP Daggers&amp;quot;) markers used for Magitaur&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia==&lt;br /&gt;
*The dungeon is inspired by the [https://finalfantasy.fandom.com/wiki/Fork_Tower Fork Tower] dungeon from FFV.&lt;br /&gt;
*The world first clear was from &amp;quot;Aether Group 2&amp;quot; on May 30, 2025 at 4:22 PM PST, after a progression time of 3 days and 14 hours (including initial quest progression and leveling to prepare for the raid)&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=4ctH0avSBiA Youko Tsukihime. Forked Tower World First (YouTube)]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*When originally released in [[patch 7.25]], this raid was heavily criticized by the playerbase for being difficult to form groups and enter. Notable issues raised were:&lt;br /&gt;
** The inability of a 48-player alliance to reliably queue into the same South Horn instance. Players instead needed to queue as 6 separate parties, often ending up in different instances. Thus, parties would need to leave the instance and re-queue several times until all parties were in the same instance, a process that could take more than an hour. This became known as &amp;quot;island gacha&amp;quot; within the Japanese playerbase and &amp;quot;instance prog&amp;quot; within the Western playerbase.&lt;br /&gt;
**The long wait time until the auroral mirages weather appeared in a fresh instance.&lt;br /&gt;
**The short time availability of the weather (5 minutes), sometimes causing players in critical encounters to miss the window entirely.&lt;br /&gt;
**The possibility of random players to &amp;quot;snipe&amp;quot;, i.e. take the spots of players in premade groups by offering more ciphers. This often resulted in frustration from premade groups especially if a member with a critical phantom job was unable to enter. In addition, the difficulty of the raid made it possible for individual players to wipe the entire run at several points, increasing the risk from random players joining.&lt;br /&gt;
**The lack of a story-difficulty mode compared to Bozja&#039;s in-instance raids. The hard mode version is the only difficulty, limiting its accessibility to more casual players or those who did not wish to organize using Discord servers to clear content.&lt;br /&gt;
**The apparent disconnect between the minimum number of players needed to spawn the tower (16) and the minimum number of players needed to resolve several mechanics (24).&lt;br /&gt;
*Square Enix addressed some of the more common criticisms in [https://na.finalfantasyxiv.com/lodestone/topics/detail/c2dd52470c21ab3fe507aaba914973280959ae92 Letter from the Producer LIVE Part LXXXVII] on June 20, 2025, which revealed that there had only been ~400 clears in the time that the raid was first released 23 days previously.&lt;br /&gt;
**The lack of a story mode, one of the main criticisms, was cited as due to having insufficient development resources in the allotted timeline.&lt;br /&gt;
*On July 1, 2025, Naoki Yoshida made a follow-up [https://na.finalfantasyxiv.com/lodestone/topics/detail/287711e33d1ae8cbe9e4012ff627e42cc330d08e Lodestone post] to clarify some of the changes that would be made, including:&lt;br /&gt;
:#The ability to enter the Occult Crescent instance with a preformed alliance of up to 48 players&lt;br /&gt;
:#Allowing auroral mirages to generate sooner after the Occult Crescent instance has loaded&lt;br /&gt;
:#Improvements to the cipher offering UI&lt;br /&gt;
:#Delaying auroral mirage generation until an active critical encounter has ended&lt;br /&gt;
:#Enabling exclusive access to the Occult Crescent instance for a set time when joining with a preformed alliance of at least 24 players&lt;br /&gt;
*While these changes were originally scheduled for [[patch 7.3]] in early August, the first two changes were instead implemented in an emergency hotfix on Thursday, July 3.&lt;br /&gt;
*The remaining changes, along with other adjustments such as requiring all participating players to submit at least one cipher and increasing the minimum number of participants from 16 to 24, were implemented in patch 7.3.&lt;br /&gt;
*In [[patch 7.4]], cipher costs were lowered by 67%.&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*Guides by Fae Fiyaa (Google Docs format)&lt;br /&gt;
**[https://docs.google.com/presentation/d/12fRuTLrDoIDrQBVBkg2s3Nrd1NpwOjMxFPlbfikGiz0/present#slide=id.p Boss 1: Demon Tablet]&lt;br /&gt;
**[https://docs.google.com/presentation/d/1MQx7FPoZmPbp0X8Wy8743gfMptDjZSLHQyUAIyin3CU/present#slide=id.p Hallways]&lt;br /&gt;
**[https://docs.google.com/presentation/d/1yh8cJQvk0V2T8IKR5ppYLPX7Q2pbAXEsB81iAc1C3nI/present#slide=id.p Boss 2: Dead Stars]&lt;br /&gt;
**[https://docs.google.com/presentation/d/1XnKwFsmdUYQ_MQZwqfWxdGl3XumE6lL5wDhwp9QTaBE/present#slide=id.p Bridges]&lt;br /&gt;
**[https://docs.google.com/presentation/d/1YeOhNZHb7fEyE25EAkP9UoQ8TBhInbrgguYtVdNIIAQ/present#slide=id.p Boss 3: Marble Dragon]&lt;br /&gt;
**[https://docs.google.com/presentation/d/1x6711dkqAdIJdtE0KuhQVj7Qfa-9GmZonX-DZBR7jdM/present#slide=id.p Lockwards]&lt;br /&gt;
**[https://docs.google.com/presentation/d/15Mbb5oVXmfGVErUI1gCce3QZ-AjPNX6D7q1PJ5V4hB8/present#slide=id.p Boss 4: Magitaur]&lt;br /&gt;
***[https://docs.google.com/presentation/d/19TSl1MKE_GLUEeDKw1M6FHbaNV5a4RAtQhQhHu5AxuU/present?slide=id.g35f098104a7_0_81 &amp;quot;BAP&amp;quot; Daggers Guide]&lt;br /&gt;
*ABBA+ Strategies&lt;br /&gt;
**[https://raidplan.io/plan/w8wd3ca3br4kx2w6 Boss 1: Demon Tablet]&lt;br /&gt;
**[https://raidplan.io/plan/prgucej85vbhfsqh Boss 2: Dead Stars]&lt;br /&gt;
**[https://raidplan.io/plan/1bOhHhyuFrV1DXCE Boss 3: Marble Dragon]&lt;br /&gt;
**[https://raidplan.io/plan/zf94frejwp9dgsq7 Boss 4: Magitaur]&lt;br /&gt;
*[https://mathranger101.itch.io/magitaur-sim Magitaur Simulator]&lt;br /&gt;
*Advanced Phantom Job guides for optimization purposes&lt;br /&gt;
**[https://docs.google.com/spreadsheets/d/1k2eIlDWksPi_fTXIRRlCzeAm2m9GewHqFpnShlOgg1Q/edit?gid=649350151#gid=649350151 Geomancer]&lt;br /&gt;
**[https://docs.google.com/spreadsheets/d/12D2FQVvwUTMKe821BlvZPtfpGUeMgVr8Fb3Xak2KtLo/edit Berserker]&lt;br /&gt;
**[https://docs.google.com/document/d/1Z5vZlxHuv6v2zSyXLXJnkA7lLL1YIUv6r5Xt6qXh9ic/edit?tab=t.0#heading=h.xlr7hivfpp9x Thief]&lt;br /&gt;
**[https://docs.google.com/spreadsheets/d/1SJXdA36aZoYDlP3EED2ytmF33rvhABdUPLS377wRHRE/edit?gid=0#gid=0 Oracle]&lt;br /&gt;
**[https://docs.google.com/document/d/14ISoQu7l6ppmMnFiA_gplOa7B5VjqnM-zktn0bPKZe0/edit?tab=t.0#heading=h.w8c8exu848bi Monk]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references&amp;gt;&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Occult Crescent nav|state=expanded}}&lt;br /&gt;
{{Duties nav/field operation}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Occult Crescent]] &lt;br /&gt;
[[Category:Field Operations]] &lt;br /&gt;
[[Category:Patch 7.2 Features]]&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Forked_Tower:_Blood&amp;diff=1276205</id>
		<title>The Forked Tower: Blood</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Forked_Tower:_Blood&amp;diff=1276205"/>
		<updated>2026-04-06T12:32:21Z</updated>

		<summary type="html">&lt;p&gt;Hubry: /* Phantom Job Requirements */ reflect the current meta a little more accurately&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|The Forked Tower: Magic|The Forked Tower: Magic (Extreme)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| description = An ominous tower looms on the horizon of the isle&#039;s south horn, twisted spires shimmering in the haze. What revelations await within its uppermost chambers?&lt;br /&gt;
| alt-description = &lt;br /&gt;
| image = Occult_Crescent4.jpg&lt;br /&gt;
| type = Field Operation&lt;br /&gt;
| level = 100&lt;br /&gt;
| level-sync = 100&lt;br /&gt;
| ilvl = 690&lt;br /&gt;
| ilvl-sync = 700&lt;br /&gt;
| knowledge-level = 20&lt;br /&gt;
| size = 24-48man&lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| unsync = n&lt;br /&gt;
| time-limit = 30&lt;br /&gt;
| extensions = true&lt;br /&gt;
| region = ???&lt;br /&gt;
| location = Tower of Blood&lt;br /&gt;
| req-quest = Past and Crescent&lt;br /&gt;
| entrance = The Occult Crescent: South Horn&lt;br /&gt;
| entrance-coordinates = 22.7, 21.5&lt;br /&gt;
| tomestones = 80 {{tomestone/uncapped-text-short}} + 40 {{tomestone/capped-text-short}}&lt;br /&gt;
| patch = 7.25&lt;br /&gt;
| release = dawntrail&lt;br /&gt;
}} Instead of being a separate instance, it exists within {{i|Occult Crescent: South Horn}}. Similar to {{i|The Baldesion Arsenal}} and {{i|Delubrum Reginae (Savage)}}, Forked Tower is designed to be a high-end duty that requires group coordination and the use of specific [[Phantom Job|phantom job]] actions to complete.&lt;br /&gt;
&lt;br /&gt;
This duty is considered a [[Critical Encounter]] and will count towards achievements involving those.&lt;br /&gt;
==Participation==&lt;br /&gt;
The required degree of coordination and large raid size makes this raid impractical to recruit for solely through [[Party Finder]] or other in-game methods. Thus, in North American and European data centers, the most popular way of completing this content is through premade groups organized through various player-run [https://docs.google.com/spreadsheets/d/10qnOxc4FsbMKNVaezwTBDlUXEjclXsFiScXvaJVQvDw/edit?gid=395886512#gid=395886512 Discord servers]. Each server has its own specific rules and organizational methods.&lt;br /&gt;
&lt;br /&gt;
==Requirements &amp;amp; Entrance==&lt;br /&gt;
[[File:Cipher Reliquary.png|300px|right|thumb|Cipher reliquaries.]]&lt;br /&gt;
Players must purchase {{item icon|Sanguine Cipher}}s from the [[Expedition Antiquarian]] {{convert coordinate|38.1, 7.0}} for {{enlightenment silver piece|200}} or {{enlightenment gold piece|320}}. When at least 24 different players use the ciphers at a cipher reliquary {{convert coordinate|22.5, 21.4}} by the Solitary Pavilion landmark during {{weather icon|auroral mirages}} [[Auroral Mirages]] weather, an aetherial node will activate, teleporting them to within the tower after a brief period. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All players must contribute at least one cipher to be eligible to enter the duty.&#039;&#039;&#039; Players must have also have a [[Knowledge Level]] of 20 to enter.&lt;br /&gt;
&lt;br /&gt;
Spawn conditions for the auroral mirages weather are as follows:&lt;br /&gt;
*There are at least 24 players in the South Horn instance with knowledge level 20 and have unlocked the tower by making sufficient progress in {{i|Past and Crescent}}.&lt;br /&gt;
*In a newly spawned (fresh) instance, the weather will appear after 5 minutes if the above condition is met.&lt;br /&gt;
**The timer can be reduced as explained below.&lt;br /&gt;
*Afterwards, the weather will respawn on a hidden 60 minute timer.&lt;br /&gt;
**The timer starts when there is no Forked Tower in the instance currently ongoing (indicated by the lack of the {{status effect|debuff|File:Forked Tower icon.png}} tower icon in the minimap).&lt;br /&gt;
**The timer is reduced by 5 minutes for each successful completion of a Critical Encounter.&lt;br /&gt;
**The timer is reduced by 1 minute for each successful completion of a FATE.&lt;br /&gt;
&lt;br /&gt;
When both the player count/progression requirement is met, the timer expires, and any ongoing Critical Encounters conclude, the auroral mirages weather will appear.&lt;br /&gt;
&lt;br /&gt;
The weather will last for approximately 5 minutes.&lt;br /&gt;
&lt;br /&gt;
Up to 48 players may join the instance. If there are more than 48 players standing in the aetherial node, players will be randomly selected for teleportation, which will be indicated by the {{status effect|debuff|File:Right of entry forked tower icon.png}} &#039;&#039;&#039;Right of Entry: The Forked Tower&#039;&#039;&#039; status. Players who used more ciphers will have a higher chance of being selected. &lt;br /&gt;
*Note: This &amp;quot;overbooking&amp;quot; is generally not an issue because nearly all runs of this raid are from pre-made alliances, who have exclusive access to the South Horn instance until the tower activates.&lt;br /&gt;
&lt;br /&gt;
If the player is not selected to enter or if the tower does not activate because fewer than 24 players used ciphers, all players will be refunded their cipher(s).&lt;br /&gt;
&lt;br /&gt;
Unlike standard content, players cannot be resurrected by normal means will have 3 non-replenishable stacks of the debuff {{status effect|debuff|File:Resurrection restricted icon1.png}} &#039;&#039;&#039;Resurrection Restricted&#039;&#039;&#039;. Defeated players may only be resurrected by {{action icon|Revive}} from {{phantom job|chemist|name=y}} or level 3 healer [[Limit Break|limit breaks]]. Each time they are revived, they will lose one stack. When a player has no more stacks remaining, they will receive the {{status effect|debuff|File:Resurrection denied icon.png}} &#039;&#039;&#039;Resurrection Denied&#039;&#039;&#039; status, preventing resurrection by any means and must therefore leave the raid if they die again.&lt;br /&gt;
*There is a bug where players who are revived by a healer limit break when they have a pending resurrection from a chemist will lose 2 stacks.&lt;br /&gt;
&lt;br /&gt;
Players may only swap their [[job]] or [[phantom job]] in the starting room of the raid. Once they leave the room, they will be given the {{status effect|debuff|File:Duties as assigned icon.png}} &#039;&#039;&#039;Duties as Assigned&#039;&#039;&#039; status and be unable to swap their job or phantom job.&lt;br /&gt;
&lt;br /&gt;
==Party Functions==&lt;br /&gt;
Most raid groups will typically form six parties of up to eight players each outside the raid. The specific role composition per party is flexible, but each party should contain at least one tank and one healer. The [[Party Finder]] recruitment for this raid is listed as the 48-player option for the Occult Crescent: South Horn.&lt;br /&gt;
&lt;br /&gt;
Players are usually separated into three &amp;quot;letter&amp;quot; parties (A, B, C) and three &amp;quot;number&amp;quot; parties (1, 2, 3). Alliances D, E, F in the Party Finder UI correspond to the number groups. This separation is used for multiple points in the raid that require players to split into two groups. Players may freely leave, (re)join, disband, and reform parties while inside the raid.&lt;br /&gt;
&lt;br /&gt;
===Waymarks, Ready Checks, and Countdowns===&lt;br /&gt;
Waymarks, ready checks, and countdowns are only visible in the player&#039;s individual party and are not shared by the entire raid. Each party may designate a party leader who is responsible for placing waymarks and conducting ready checks, but anyone in the party is usually free to contribute.&lt;br /&gt;
&lt;br /&gt;
Waymark presets cannot be saved using the in-game preset feature. The only way of using waymark presets in this raid is via third-party plugins. A common set of waymarks should be shared for the entire raid group to ensure everyone is on the same page. Waymarks do not need to be placed precisely, with the exception of the last boss to facilitate a common strategy (&amp;quot;BAP Daggers&amp;quot;) used for it. In this strategy, each party will use a different set of waymarks.&lt;br /&gt;
&lt;br /&gt;
After ready checks are conducted, they are often communicated to the rest of the raid via the /yell chat to show that the party is ready.&lt;br /&gt;
&lt;br /&gt;
In place of countdowns, the raid leader will usually designate boss pull times based on the Forked Tower duty timer, which is shared by all raid members. For example, a pull time of &amp;quot;30:00&amp;quot; means that the boss will be pulled at 30:00 left on the timer.&lt;br /&gt;
&lt;br /&gt;
==Phantom Job Requirements==&lt;br /&gt;
Specific [[phantom jobs]] are mandatory to clear the raid. As there is no effective in-game functionality for coordinating phantom job compositions, this is often done through external spreadsheets such as [https://docs.google.com/spreadsheets/d/1rHk6atBDxOK6BkNIABTzNl5Xt-43R0Y6dRsovaRFapQ/edit this]. All players should be maximum level on the phantom job they wish to use for the raid.&lt;br /&gt;
&lt;br /&gt;
With the addition of new phantom jobs in [[patch 7.5|patch 7.5x]], it is likely that the current requirements and recommendations may change in the future.&lt;br /&gt;
&lt;br /&gt;
===Mandatory Jobs===&lt;br /&gt;
{| {{STDT|mech1 align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Phantom Job !! Number Required !! Responsibilities&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|thief|name=y}}&lt;br /&gt;
| 2 (1 per side)&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Trap Detection}} reveals hidden explosive traps and passages that are present in areas between boss encounters.&lt;br /&gt;
** Raid leads may opt for detecting all traps with {{action icon|Occult Falcon}} instead.&lt;br /&gt;
* The {{action icon|Lockpicker}} trait allows thieves to open locked doors to allow the party to progress and receive bonus loot.&lt;br /&gt;
* {{action icon|Pilfer Weapon}} removes a buff from the [[Guardian Weapon]] enemy, preventing it from instantly killing nearby players.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|geomancer|name=y}}&lt;br /&gt;
| 2 (1 per side) &lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Suspend}} allows players to safely travel across dangerous floors in two sections of the raid to reach switches that allow the rest of the party to progress.&lt;br /&gt;
* {{action icon|Battle Bell}} greatly buffs the damage of a target player. Ideally used on a DPS or the main tank who will consistently take auto-attack damage to maintain the buff.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|time mage|name=y}}&lt;br /&gt;
| 2 (1 per side) &lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Occult Slowga}} slows enemy packs, giving other players more time to dodge their AoE attacks which will do lethal damage if they connect.&lt;br /&gt;
* {{action icon|Occult Mage Masher}} mitigates the strong magical raidwide attacks from bosses and some enemies.&lt;br /&gt;
* {{action icon|Occult Dispel}} is mandatory to remove buffs from the [[Summoned Arch Demon]] and [[Tower Abyss]] enemies to prevent raid wipes. Dispel also removes the Evasion Up buff on [[Tower Scarab]]s and the invulnerability status on the [[Guardian Knight]].&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|bard|name=y}}&lt;br /&gt;
| 2 (1 per side)&amp;lt;br&amp;gt;Recommended 1 per party &lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Romeo&#039;s Ballad}} is needed to freeze the [[Tower Idol]] enemies to prevent them from executing a raid wiping attack.&lt;br /&gt;
* {{action icon|Hero&#039;s Rime}} and {{action icon|Offensive Aria}} can be used to maintain permanent damage buffs within the party.&lt;br /&gt;
* {{action icon|Mighty March}} can be used as a general-purpose mitigation and healing action for strong raidwide attacks.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|berserker|name=y}}&lt;br /&gt;
| 1&amp;lt;br&amp;gt;~6 recommended for damage&lt;br /&gt;
|&lt;br /&gt;
* Best used on {{i|Warrior}} and {{i|Dark Knight}}&lt;br /&gt;
* {{action icon|Rage (Phantom Job Action)}} is used to safely disarm the [[Universal Empowerment Conduit]]s during the final boss.&lt;br /&gt;
* {{action icon|Deadly Blow}} deals huge amounts of damage after taking hits during Rage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Recommended Jobs===&lt;br /&gt;
{| {{STDT|mech1 align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Phantom Job !! Number Recommended !! Responsibilities&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|knight|name=y}}&lt;br /&gt;
| Up to 1 per party&lt;br /&gt;
|&lt;br /&gt;
* Best used on {{tank}} [[tank]]s&lt;br /&gt;
* {{action icon|Pray (Phantom Job Action)}} gives a 10% party damage mitigation lasting for 30 minutes when used near a knowledge crystal.&lt;br /&gt;
* {{action icon|Phantom Guard}} and {{action icon|Pledge}} are very powerful mitigation actions that are used the survive the heavy-hitting tankbusters in the raid.&lt;br /&gt;
* Experienced groups may opt for using no knights in favor of more berserkers and samurai.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|chemist|name=y}}&lt;br /&gt;
| 1 per party&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Revive}} is the only means of resurrecting fallen players aside from level 3 healer limit breaks.&lt;br /&gt;
* [[The Forked Tower: Blood#Phantom Chemist Resurrection Strategy|Chemist &amp;quot;cheesing&amp;quot;]] allows for more attempts on bosses after a full raid wipe. All chemists are commonly marked for easy identification.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|ranger|name=y}}&lt;br /&gt;
| 2 (1 per side)&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Occult Falcon}} is the most common means of disarming explosive traps. Should &#039;&#039;not&#039;&#039; be used to detonate unstable (super) traps in most situations.&lt;br /&gt;
** Raid leads may choose to have rangers &amp;quot;blind pop&amp;quot; traps that have not been revealed (including unstable traps) instead of using {{action icon|Trap Detection}}.&lt;br /&gt;
* {{action icon|Occult Unicorn}} provides party mitigation for strong raidwide attacks from bosses and enemies.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|cannoneer|name=y}}&lt;br /&gt;
| 1 (only if no Dancer)&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Phantom Fire}} can be used for a chance to instantly kill some enemies during the central passages (hallways) and binding lock sections. An instant kill action is needed to defeat the [[Guardian Berserker]].&lt;br /&gt;
* {{action icon|Dark Cannon}} and {{action icon|Shock Cannon}} provide crowd-control effects in mob pulls, significantly weakening them.&lt;br /&gt;
* {{action icon|Silver Cannon}} increases damage taken on enemies and reduces their damage dealt, and can be maintained indefinitely.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|dancer|name=y}}&lt;br /&gt;
| 1 (only if no Cannoneer)&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Quickstep}} gives a 2% damage buff to the Dancer&#039;s party, lasting for 30 minutes when used near a knowledge crystal.&lt;br /&gt;
* {{action icon|Mesmerize}} is a (non-stacking) alternative to {{action icon|Silver Cannon}} for bosses, while also offering strong single-attack mitigation if timed properly.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|oracle|name=y}}&lt;br /&gt;
| 1 per berserker&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Phantom Doom}} can be used for a delayed instant kill on some enemies during the central passages (hallways) and binding lock sections. An instant kill action is needed to defeat the [[Guardian Berserker]].&lt;br /&gt;
* {{action icon|Invulnerability}} can be used to maximize a {{phantom job|berserker|name=y}}&#039;s damage potential.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|mystic knight|name=y}}&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
* {{action icon|Blazing Spellblade}} applies a vulnerability debuff to bosses that stacks with {{action icon|Silver Cannon}} or {{action icon|Mesmerize}}, and can be maintained indefinitely.&lt;br /&gt;
|-&lt;br /&gt;
| {{phantom job|samurai|name=y}}&lt;br /&gt;
| As many as possible&lt;br /&gt;
|&lt;br /&gt;
* No specific responsibilities, but samurai is a very strong pure DPS job that is straightforward to use compared to other DPS-oriented jobs such as [[Phantom Monk]].&lt;br /&gt;
* {{action icon|Iainuki}} can be used for a chance to instantly kill some enemies during the central passages (hallways) and binding lock sections. An instant kill action is needed to defeat the [[Guardian Berserker]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Hidden Explosive Traps==&lt;br /&gt;
[[File:FT Trap Area.jpg|300px|right|thumb|Entrance to a trapped area.]]&lt;br /&gt;
Similar to other large-scale raids such as {{i|The Baldesion Arsenal}} and {{i|Delubrum Reginae}}, there are hidden explosive traps that may spawn in certain locations (see [[The Forked Tower: Blood#Maps|maps]]). Traps are only located in the sections of the raid between the boss encounters, specifically areas that are demarcated by thick red lines on the floor. Glyphs will emanate from one side of the line, denoting the area with traps.&lt;br /&gt;
&lt;br /&gt;
Traps can be revealed with {{action icon|Trap Detection}} from {{phantom job|thief|name=y}}. In the areas with traps, the rest of the party should remain behind the thief in their group at all times.&lt;br /&gt;
&lt;br /&gt;
For safety, traps should be disarmed when possible. There are two types of traps, the second type is significantly more dangerous and will cause wipes if carelessly detonated.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1 align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Trap !! Image !! Effect !! Disarming Method&lt;br /&gt;
|-&lt;br /&gt;
| Normal Trap || [[File:FT trap.png|300px]] || Releases a small AoE when detonated (slightly larger than the trap itself), killing anyone in range. || &lt;br /&gt;
*Disarm at a distance using {{action icon|Occult Falcon}} from {{phantom job|ranger|name=y}}&lt;br /&gt;
*Disarm by running over with a tank using any invulnerability cooldown&lt;br /&gt;
|-&lt;br /&gt;
| Unstable (Super) Trap || [[File:FT megatrap.gif|300px]] || Releases a massive AoE when detonated, killing anyone in range. || &lt;br /&gt;
* Do NOT disarm with ranger in most groups.&lt;br /&gt;
* Disarm by running over with a tank using any invulnerability cooldown. &#039;&#039;&#039;All raid members should be aware that this trap will be disarmed and should move far away.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It is possible to slightly outrange the radius of a super trap explosion to disarm, but is highly not recommended to disarm them using this action unless in an experienced group. Rangers should be especially careful not to disarm a super trap during the bridges encounter, as it will likely wipe the raid.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
*Clear the Paleography Room.&lt;br /&gt;
*Clear the central passages.&lt;br /&gt;
*Clear the Astronomy Room.&lt;br /&gt;
*Clear the pronged passages.&lt;br /&gt;
*Clear the Glaciology Forum.&lt;br /&gt;
*Clear the binding lock.&lt;br /&gt;
*Clear the Haematology Room.&lt;br /&gt;
&lt;br /&gt;
==Enemies and Bosses==&lt;br /&gt;
A minimum of 24 players is needed to resolve certain mechanics in the raid, and boss HP will scale based on the number of players inside, starting from 24.&lt;br /&gt;
&lt;br /&gt;
Being hit with any avoidable AoEs during boss encounters will inflict a stack of {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; that lasts indefinitely until the end of the boss or until the player dies. If a player receives three stacks, they will be inflicted with {{status effect|doom}} &#039;&#039;&#039;[[Doom]]&#039;&#039;&#039; and die.&lt;br /&gt;
&lt;br /&gt;
After defeating a boss, players have a random chance of receiving the {{status effect|debuff|File:Battle high icon.png}} &#039;&#039;&#039;Battle High&#039;&#039;&#039; status for 15 minutes, increasing their [[Critical Hit]] and [[Direct Hit Rate]] and providing healing-over-time.&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Demon Tablet]]===&lt;br /&gt;
{{evt|service=youtube|id=QUtda6NLox0|dimensions=350|align=right|description=Demon Tablet animated guide by Big Kobe}}&lt;br /&gt;
Players may fall off the edge of the arena to their deaths.&lt;br /&gt;
&lt;br /&gt;
The boss is a large enemy that bisects the room into two square halves. Players may not pass through the boss. At certain points in the battle, the boss will levitate, allowing players to pass under. The boss will auto-attack the top three enmity players.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Demonic Dark II&#039;&#039;&#039;: Massive raid-wide magical damage, requiring heavy mitigation.&lt;br /&gt;
*&#039;&#039;&#039;Ray of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Ray of Expulsion Afar&#039;&#039;&#039;: The boss will levitate and use one of two possible attacks. In either case, three large red orbs will spawn in front of the boss that will resolve as a persistent AoE hitting one entire side of the arena (&#039;&#039;&#039;Ray of Ignorance&#039;&#039;&#039;), requiring the party to move under the boss to the other side of the arena.&lt;br /&gt;
**&#039;&#039;&#039;Ray of Dangers Near&#039;&#039;&#039;: The boss will slam down, emitting a late telegraphed point-blank rectangular AoE  (&#039;&#039;&#039;Landing&#039;&#039;&#039;) dealing physical damage. Move away from the boss to dodge. {{phantom job|samurai|name=y}} can ignore this attack with {{action icon|Shirahadori}}. Anyone under the boss will die. &lt;br /&gt;
**&#039;&#039;&#039;Ray of Expulsion Afar&#039;&#039;&#039;: The boss will slam down, emitting a late telegraphed bi-directional knockback (&#039;&#039;&#039;Landing&#039;&#039;&#039;). Move close to the boss (but not directly underneath it) and ride the knockback to avoid being knocked off, or use knockback immune. Anyone under the boss will die.&lt;br /&gt;
*The boss follows with another random &#039;&#039;&#039;Ray of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Ray of Explusion Afar&#039;&#039;&#039;, requiring the party to move under it again to the south side.&lt;br /&gt;
*&#039;&#039;&#039;Occult Chisel&#039;&#039;&#039;: Telegraphed magical AoE tankbusters on the top three enmity players. It is common for these players to stack up so that {{phantom job|berserker|name=y}}s can capitalize on {{action icon|Rage (Phantom Job Action)}}. The stacking tanks and berserkers should use their regular invulnerability cooldowns if so ({{Action icon|Pledge}} will only mitigate 2 of the 3 hits).&lt;br /&gt;
*&#039;&#039;&#039;Demonograph of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Demonograph of Expulsion Afar&#039;&#039;&#039;: The boss will levitate, and six four-person stack markers (towers) will spawn, three on each half of the arena. In each half, two towers will be in melee range, while the third is at the back of the platform. Based on the cast name, the boss will either use a point-blank rectangle AoE or a knockback. After this resolves, all players should go to their assigned tower based on their party (which will commonly be indicated with a waymark) and soak them, inflicting minor magical damage (&#039;&#039;&#039;Explosion&#039;&#039;&#039;). Towers that do not have at least four players will explode for high raid-wide damage (&#039;&#039;&#039;Massive Explosion&#039;&#039;&#039;) and inflict a {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; stack.&lt;br /&gt;
*&#039;&#039;&#039;Rotate (direction)&#039;&#039;&#039;: One of the two possible attacks&lt;br /&gt;
**&#039;&#039;&#039;Rotate Left&#039;&#039;&#039;: The boss rotates 90 degrees counterclockwise, hitting its relative northeast and southwest with AoEs (&#039;&#039;&#039;Rotation&#039;&#039;&#039;) that will knock anyone hit off the arena.&lt;br /&gt;
**&#039;&#039;&#039;Rotate Right&#039;&#039;&#039;: The boss rotates 90 degrees clockwise, hitting its relative northwest and southeast with AoEs that will knock anyone hit off the arena.&lt;br /&gt;
**To resolve, players should go to the half of the boss (facing it) that is opposite the direction of the cast name. For example, if it uses &#039;&#039;&#039;Rotate Left&#039;&#039;&#039;, players will go to the right side of the boss looking at it regardless of which side of the arena they are on.&lt;br /&gt;
**The boss will use another &#039;&#039;&#039;Rotate&#039;&#039;&#039; attack and then immediately follow with a persistent &#039;&#039;&#039;Lacunate Stream&#039;&#039;&#039; AoE in front of where it is facing. Therefore, after dodging the first &#039;&#039;&#039;Rotate&#039;&#039;&#039;, all players should move behind the boss and position to dodge the second &#039;&#039;&#039;Rotate&#039;&#039;&#039;, causing them to remain behind the boss. The boss will always rotate to face the north, so all players can dodge the second &#039;&#039;&#039;Rotate&#039;&#039;&#039; by moving to the south half of the arena and behind the boss.&lt;br /&gt;
*&#039;&#039;&#039;Cometeor of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Cometeor of Expulsion Afar&#039;&#039;&#039;: The boss will levitate and random players will be assigned debuffs or stack markers.&lt;br /&gt;
**Four random players will receive stack markers with a trajectory indicator. Two will be pointing north, while the other two will be pointing south. The stack AoEs will inflict magical damage (&#039;&#039;&#039;Portentous Comet&#039;&#039;&#039;) and fling players around a quarter of the arena length.&lt;br /&gt;
**Eight other random players will receive a meteor overhead marker and a 12-second {{status effect|debuff|File:Crater later icon.png}} &#039;&#039;&#039;Crater Later&#039;&#039;&#039; debuff. When it expires, the player will place a massive circle AoE telegraph (&#039;&#039;&#039;Portentous Cometeor&#039;&#039;&#039;) at their location with a radius of around two-thirds the length of the arena.&lt;br /&gt;
**In addition, either the north or south edge of the arena will contain a large meteor marker, indicating the epicenter of another &#039;&#039;&#039;Portentous Cometeor&#039;&#039;&#039; AoE.&lt;br /&gt;
**To resolve, players should loosely spread before the mechanic begins to determine if they have a marker/debuff.&lt;br /&gt;
***All players with meteor markers should go to the side with the fixed meteor marker.&lt;br /&gt;
***The stack marker players should go to the side that allows them to point their trajectory arrow towards the boss.&lt;br /&gt;
***All other players with no marker/debuff should go to the side without the fixed meteor marker.&lt;br /&gt;
***The boss will slam down and do either a point-blank AoE or a knockback based on its cast. If it uses a knockback, meteor players should &#039;&#039;not&#039;&#039; use knockback immune and instead should ride the knockback to the very edge of the platform.&lt;br /&gt;
***Immediately after, the meteor debuffs will resolve. All meteor players must be at the back of the arena to create as much space as possible.&lt;br /&gt;
***Afterwards, the stack markers will resolve. &lt;br /&gt;
****The stack marker players on the meteor side should position to be close to the boss, which will allow them and the meteor players to be flung above the boss to the safe side of the platform.&lt;br /&gt;
****The stack marker players on the safe side should position at the wall to prevent them from being flung to the unsafe (meteor) side. Ranged players should stack with these players to mitigate damage, while unmarked melee players are free to remain in melee range and ignore the stacks.&lt;br /&gt;
***After the stack markers resolve, the placed &#039;&#039;&#039;Portentous Cometeor&#039;&#039;&#039; AoE telegraphs will detonate.&lt;br /&gt;
*&#039;&#039;&#039;Rotate Left/Right&#039;&#039;&#039; x2&lt;br /&gt;
*&#039;&#039;&#039;Summon&#039;&#039;&#039;: The boss will levitate, spawn a point-blank rectangle AoE telegraph, and tether six fixed locations of the arena, three on each side.&lt;br /&gt;
**After the boss slams back down, an add will spawn at each tethered location. On each side, the two spots closer to the boss will each spawn a [[Summoned Demon]], while the spot further away will spawn a [[Summoned Arch Demon]].&lt;br /&gt;
**The adds are immobile but will use auto-attacks, so tanks should establish enmity on their assigned party&#039;s add (same as their tower location), while players defeat their assigned add.&lt;br /&gt;
**{{phantom job|time mage|name=y}}s must use {{action icon|Occult Dispel}} on the large Arch Demon adds to remove their {{status effect|debuff|File:Dark defenses icon.png}} &#039;&#039;&#039;Dark Defenses&#039;&#039;&#039; buff, or they will take very little damage.&lt;br /&gt;
**If the adds are not defeated in time, they will enrage with repeated casts of &#039;&#039;&#039;Abyssal Transfixion&#039;&#039;&#039;, dealing massive damage to individual players and inflicting {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Summon&#039;&#039;&#039;: The boss will now spawn four gargoyle statues, two per north/south side of the arena. The pattern of the statues is the same per side if looking at the boss. Each side will have one corner open that is furthest away from each statues.&lt;br /&gt;
**&#039;&#039;&#039;Demonography&#039;&#039;&#039;: The boss will spawn six 4-person stack markers on one side of the arena. Three of the stack markers will be levitating on top of the three stack markers on the ground.&lt;br /&gt;
**&#039;&#039;&#039;Gravity of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Gravity of Expulsion Afar&#039;&#039;&#039;: The boss will levitate and use either a point-blank AoE or knockback based on the cast. In addition, up arrows will appear by the demon statues, indicating they will levitate. Any players near them when they are levitated will receive a 10-second {{status effect|debuff|File:Defying gravity icon.png}} &#039;&#039;&#039;Defying Gravity&#039;&#039;&#039; buff and be levitated themselves, allowing them to soak an airborne tower.&lt;br /&gt;
**To resolve, the entire raid should go to the side with the towers. Resolve the point-blank or knockback AoE first, then have half the raid (e.g. the three numbers parties) go near a statue to be levitated. Afterwards, all players should soak their assigned towers. The boss will then cast &#039;&#039;&#039;Restore Gravity&#039;&#039;&#039;, causing the statues to slam down with large, late telegraphed point-blank AoEs, so the party should go to the safe corner after soaking the towers.&lt;br /&gt;
*Mechanics then repeat until the boss enrages:&lt;br /&gt;
*&#039;&#039;&#039;Rotate Left/Right&#039;&#039;&#039; x2&lt;br /&gt;
*&#039;&#039;&#039;Cometeor of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Cometeor of Expulsion Afar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ray of Dangers Near&#039;&#039;&#039; or &#039;&#039;&#039;Ray of Expulsion Afar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Occult Chisel&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Demonic Dark II&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;End of History (enrage)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After the boss is defeated, players can interact with the transporter at the north to move to the next area, containing a personal spoils coffer and a knowledge crystal for knights to refresh Pray. The raid will need to divide into two groups to proceed: usually, the letter parties will take the left passage and the number parties will go right. Each passage contains a one-way teleporter to the next section.&lt;br /&gt;
&lt;br /&gt;
===Central Passages (&amp;quot;Hallways&amp;quot;)===&lt;br /&gt;
{{evt|service=youtube|id=YJtT5GIcd_4|dimensions=350|align=right|description=Hallways and Dead Stars animated guide by Big Kobe&amp;lt;br&amp;gt;Note: Waymark placement for Dead Stars will likely differ}}&lt;br /&gt;
[[File:FTB Central Passages map annotated.png|right|thumb|350px|Central Passages annotated map]]&lt;br /&gt;
This section of the raid requires the two groups to proceed through hallways full of hidden traps and dangerous mobs, making use of their phantom job actions. This section contains some optional personal spoils coffers with extra {{item icon|Sanguinite}}; groups may opt to either collect these or skip them. The layout of this section is mirrored for each group but is otherwise identical.&lt;br /&gt;
&lt;br /&gt;
Traps will randomly spawn in fixed locations. As a rule of thumb, {{phantom job|thief}} [[Phantom Thief|Phantom Thieves]] should be ahead of the rest of the group and use {{action icon|Trap Detection}} to reveal traps. Experienced groups may choose to have tanks or {{phantom job|ranger|name=y}}s &amp;quot;blind pop&amp;quot; traps, i.e., disarm them before they have been revealed.&lt;br /&gt;
&lt;br /&gt;
All enemies have telegraphed AoE attacks that will instantly kill anyone who is hit. {{phantom job|time mage|name=y}}s should use {{action icon|Occult Slowga}} on all mob pulls to give others more time to dodge the AoEs. Crowd control attacks from jobs such as {{phantom job|cannoneer|name=y}}s and instant kill phantom actions are also very useful. The enemies do very heavy-hitting auto-attacks, so tanks should ensure they are the first to establish enmity and should use mitigation.&lt;br /&gt;
&lt;br /&gt;
There are two enemies to note:&lt;br /&gt;
*The &#039;&#039;&#039;[[Tower Manticore]]&#039;&#039;&#039; enemies have a simple but dangerous mechanic that requires players to pay attention to them. They will use either &#039;&#039;&#039;Left Hammer&#039;&#039;&#039; or &#039;&#039;&#039;Right Hammer&#039;&#039;&#039;, a large late telegraphed 180-degree cleave based on the cast name. If they are slowed, the telegraph will be significantly longer. After the first cleave, they will immediately follow with a very fast cast of a cleave in the opposite direction, requiring players to dodge to the first unsafe side. Tanks should point these enemies to give the party ample room to dodge, e.g., face them either directly towards or opposite the party.&lt;br /&gt;
*The &#039;&#039;&#039;[[Tower Scarab]]&#039;&#039;&#039; enemies will use &#039;&#039;&#039;Rhino Guard&#039;&#039;&#039;, giving them an {{status effect|debuff|File:Evasion up icon.png}} &#039;&#039;&#039;Evasion Up&#039;&#039;&#039; buff that should be dispelled by {{phantom job|time mage|name=y}}s to make them easier to hit.&lt;br /&gt;
&lt;br /&gt;
Green orbs with a point-blank AoE field will be patrolling this section as well. Anyone who steps inside the AoE will be inflicted with a 60-second-long uncleansable {{status effect|silence}} [[silence]], so players with spell actions should avoid these.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1 align-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Enemy !! Status Vulnerabilities&lt;br /&gt;
|-&lt;br /&gt;
| [[Light Sprite]] || Stun, Sleep, Slow, Stop, Paralyze, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Achamoth]] || Slow, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Bandersnatch]] || Stun, Sleep, Slow, Stop, Paralyze, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Dhruva]] || Stun, Sleep, Slow, Stop, Paralyze, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Drip]] || Stun, Sleep, Slow, Stop, Paralyze, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Manticore]] || Slow, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Scarab]] || Slow, Blind, Doom&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Weapon]] || Stun, Sleep, Slow, Stop, Paralyze, Blind, Doom&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Dead Stars]]: [[Nereid]], [[Triton]] and [[Phobos]]===&lt;br /&gt;
This fight consists of three bosses. The arena is divided into six wedges by lines extending from the center to the edge, with an inner and outer ring, a six-pointed star pattern, and blue regions outside of the star. (There is a third ring well beyond the star as well, but it becomes a death wall soon after the battle begins.)&lt;br /&gt;
&lt;br /&gt;
All bosses are vulnerable to taking extra damage from {{Action icon|Holy Cannon}}. In many groups, some or all bosses will be reduced to 0.1% HP long before the encounter ends; the encounter cannot be completed until the Enrage Phase begins, at the earliest.&lt;br /&gt;
&lt;br /&gt;
Due to the inability to skip major mechanics and the random personal responsibility, players must be prepared to react correctly if they are targeted with certain mechanics, as failing to do so will wipe the raid.&lt;br /&gt;
&lt;br /&gt;
==== Opening ====&lt;br /&gt;
*For approximately three GCDs (about 8 seconds), all three bosses will be movable by the tanks; they should bring them together to allow the use of powerful cleaving abilities and debuffs, especially {{Status effect|debuff|File:Silver sickness.png}} &#039;&#039;&#039;Silver Sickness&#039;&#039;&#039;. After this time, each enemy will jump to a fixed position on the outer ring: Phobos in the southwest, Triton in the north, and Nereid in the southeast.&lt;br /&gt;
*&#039;&#039;&#039;Decisive Battle&#039;&#039;&#039;: Each boss emits a very large telegraphed point-blank circular AoE; being hit by multiple is fatal. Each player is assigned a debuff that restricts them to attacking only one of the three bosses, indicated briefly by a tether connecting them to that boss ({{Status effect|debuff|File:Phobosic gravity.png}} &#039;&#039;&#039;Phobosic Gravity&#039;&#039;&#039;, {{Status effect|debuff|File:Nereidic gravity.png}} &#039;&#039;&#039;Nereidic Gravity&#039;&#039;&#039;, or {{Status effect|debuff|File:Tritonic gravity.png}} &#039;&#039;&#039;Tritonic Gravity&#039;&#039;&#039;). Although players are typically assigned the debuff corresponding to the boss they were hit by, uneven party sizes may cause some players to receive a different (&amp;quot;mismatched&amp;quot;) debuff; these players must quickly move to their assigned boss.&lt;br /&gt;
**If the main tank is assigned a mismatched debuff, they should wait to move to their assigned boss until after &#039;&#039;&#039;Slice &#039;n&#039; Dice&#039;&#039;&#039;; another tank will need to serve as that boss&#039;s main tank for the remainder of the encounter.&lt;br /&gt;
**At this time, the third ring of the arena becomes a death wall.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Slice &#039;n&#039; Dice&#039;&#039;&#039;: Telegraphed conal tankbusters on each boss&#039;s top enmity player.&lt;br /&gt;
&lt;br /&gt;
==== Slime Phase ====&lt;br /&gt;
*&#039;&#039;&#039;Three-body Problem 1&#039;&#039;&#039;: Each boss jumps to the inner ring of the arena, and they appear to channel a shared attack; however, Nereid and Triton will be turned into balls of blue and red slime (with small telegraphed point-blank circular AoEs (&#039;&#039;&#039;Noisome Nuisance&#039;&#039;&#039;), which can be avoided at max melee distance) as Phobos jumps to the center of the arena. At this time, the &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuffs are temporarily cleansed, allowing all players to attack Phobos.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Primordial Chaos&#039;&#039;&#039;: Magical raidwide and assigns all players 1-3 stacks of {{Status effect|debuff|File:Ice ooze.png}} &#039;&#039;&#039;Ice Ooze&#039;&#039;&#039; or {{Status effect|debuff|File:Nova ooze.png}} &#039;&#039;&#039;Nova Ooze&#039;&#039;&#039;. Similar to the &amp;quot;hot and cold&amp;quot; mechanics of [[Trinity Avowed]] in [[Delubrum Reginae]], being hit with mechanics of the opposite &amp;quot;temperature&amp;quot; will reduce and eventually cleanse the debuff.&lt;br /&gt;
* &#039;&#039;&#039;Frozen Fallout&#039;&#039;&#039;: Each ball of slime will telegraph a total of four jumps, each time landing on an intercardinal of the arena and emitting a large point-blank circular AoE from the point where it lands. Shortly after all jumps have been telegraphed, the slimes will begin jumping; being hit by both slimes at once is fatal.&lt;br /&gt;
** Each hit from the blue slime (&#039;&#039;&#039;Liquified Nereid&#039;&#039;&#039;) removes one stack of &#039;&#039;&#039;Nova Ooze&#039;&#039;&#039; if a player has any, or adds one stack of &#039;&#039;&#039;Ice Ooze&#039;&#039;&#039; if a player does not. Each hit from the red slime (&#039;&#039;&#039;Liquified Triton&#039;&#039;&#039;) removes one stack of &#039;&#039;&#039;Ice Ooze&#039;&#039;&#039; if a player has any, or adds one stack of &#039;&#039;&#039;Nova Ooze&#039;&#039;&#039; if a player does not.&lt;br /&gt;
**Be aware that, because the debuffs are random per player, a raid leader can only call out the safe spot for the final jump (as no player that has correctly resolved the mechanic should need to be hit by the fourth jump).&lt;br /&gt;
**Each slime will only jump to each intercardinal once. The final jump always leaves an entire half of the arena safe.&lt;br /&gt;
* &#039;&#039;&#039;Noxious Nova&#039;&#039;&#039;: Magical raidwide; fatal for any players with any remaining stacks of &#039;&#039;&#039;Ice Ooze&#039;&#039;&#039; or &#039;&#039;&#039;Nova Ooze&#039;&#039;&#039;, piercing invulnerability skills. Nereid and Triton are returned to their original forms, becoming targetable shortly after.&lt;br /&gt;
**If a player dies to &#039;&#039;&#039;Noxious Nova&#039;&#039;&#039;, they should not accept a raise until after &#039;&#039;&#039;Vengeful Fire III &amp;amp; Vengeful Blizzard III&#039;&#039;&#039;. If they immediately accept a raise, it&#039;s unlikely that they will be able to avoid the conal AoEs; even if they take no damage due to having {{Status effect|buff|File:Transcendent_icon1.png}} &#039;&#039;&#039;Transcendent&#039;&#039;&#039;, they will still be inflicted with two {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; stacks.&lt;br /&gt;
* &#039;&#039;&#039;Vengeful Fire III &amp;amp; Vengeful Blizzard III&#039;&#039;&#039;: Nereid and Triton jump to random &amp;quot;inner corners&amp;quot; of the six-pointed star pattern, always leaving one corner between them; each shoots a massive late-telegraphed conal AoE at Phobos. They can be avoided by moving to the blue region between the two bosses; while the AoEs are survivable, each inflicts a {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; stack. Phobos appears temporarily dazed.&lt;br /&gt;
* After Phobos returns to normal, the &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuffs are restored, the bosses equalize their HP, and each boss jumps to its &#039;&#039;&#039;Decisive Battle&#039;&#039;&#039; position after a few seconds.&lt;br /&gt;
* &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;: Three-hit raidwide dealing massive damage. Players with a mismatched debuff should join the rest of their party to receive mitigation and healing for this attack, then quickly return to their assigned boss.&lt;br /&gt;
* &#039;&#039;&#039;Firestrike&#039;&#039;&#039;: Each boss targets a random player with their &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuff with a line stack.&lt;br /&gt;
&lt;br /&gt;
==== Snowball Phase ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Three-body Problem 2&#039;&#039;&#039;: Each boss jumps to the inner ring of the arena, and they appear to channel a shared attack; however, this time Phobos and Triton will be turned into snowballs (with small telegraphed point-blank circular AoEs (&#039;&#039;&#039;Icebound Buffoon&#039;&#039;&#039;), which can be avoided at max melee distance) as Nereid jumps to the center of the arena. At this time, the &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuffs are temporarily cleansed, allowing all players to attack Nereid.&lt;br /&gt;
* &#039;&#039;&#039;Frozen Triton&#039;&#039;&#039; and &#039;&#039;&#039;Frozen Phobos&#039;&#039;&#039; each begin with 4 stacks of {{Status effect|buff|File:Icebound buffoonery.png}} &#039;&#039;&#039;Icebound Buffoonery&#039;&#039;&#039;, which make them invulnerable until the end of the phase; until this time, all damage should be focused on Nereid.&lt;br /&gt;
* &#039;&#039;&#039;Snowball Flight&#039;&#039;&#039;: Each snowball telegraphs a series of three line stacks on the ground, indicating the path in which it will roll across the ground. Each party is responsible for soaking one of these line stacks.&lt;br /&gt;
** In general, the letters parties are responsible for the northern snowball (&#039;&#039;&#039;Frozen Triton&#039;&#039;&#039;), and the numbers parties are responsible for the southwestern snowball (&#039;&#039;&#039;Frozen Phobos&#039;&#039;&#039;). Parties A/1 soak the first lines, B/2 the second, and C/3 the third.&lt;br /&gt;
** Each stack (&#039;&#039;&#039;Snow Boulder&#039;&#039;&#039;) is a &amp;quot;wild charge,&amp;quot; meaning that the tanks should stand closest to the snowball; additionally, each stack has a small knockback.&lt;br /&gt;
** If at least four players are in a line stack, one of the snowball&#039;s stacks of &#039;&#039;&#039;Icebound Buffoonery&#039;&#039;&#039; is removed; this must occur with every stack for the mechanic to be successfully resolved.&lt;br /&gt;
** Being hit by a charge will inflict a temporary {{status effect|debuff|physical vulnerability up}} Physical Vulnerability Up, so players cannot soak more than one stack without an invulnerability cooldown, or they will die.&lt;br /&gt;
* &#039;&#039;&#039;Chilling Collision&#039;&#039;&#039;: One random player is tethered to each snowball with a distance tether and a stack marker, and Nereid telegraphs a massive knockback from the center of the arena. Tethered players must be knocked back to the very edge of the arena opposite their snowball, and the rest of the raid must split up to soak the stack markers.&lt;br /&gt;
** If a player is assigned a tether, they will not necessarily be tethered to the snowball that they soaked a stack from. &lt;br /&gt;
**These stacks (&#039;&#039;&#039;Avalaunch&#039;&#039;&#039;) deal proximity damage, meaning that standing even slightly into the arena will likely cause the stack to be fatal; players should be as close to the edge as possible.&lt;br /&gt;
** If at least four players are in a stack, one of the snowball&#039;s stacks of &#039;&#039;&#039;Icebound Buffoonery&#039;&#039;&#039; is removed. If all stacks have been successfully resolved, both snowballs will have no remaining stacks, and they can be damaged.&lt;br /&gt;
* &#039;&#039;&#039;Self-destruct &amp;amp; To the Winds&#039;&#039;&#039;: DPS check. Each snowball must be defeated, breaking Phobos and Triton out, before the casts finish and wipe the raid. The attacks are harmless if the DPS check is met.&lt;br /&gt;
** If either snowball has any remaining stacks of &#039;&#039;&#039;Icebound Buffoonery&#039;&#039;&#039;, the mechanic cannot be successfully resolved and a wipe is guaranteed. [[The Forked Tower: Blood#Phantom Chemist Resurrection Strategy|A &amp;quot;chemist cheese&amp;quot; may be prepared at this point to allow another attempt.]]&lt;br /&gt;
* &#039;&#039;&#039;Vengeful Fire III &amp;amp; Vengeful Bio III&#039;&#039;&#039;&lt;br /&gt;
* After Nereid returns to normal, the &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuffs are restored, the bosses equalize their HP, and each boss jumps to its &#039;&#039;&#039;Decisive Battle&#039;&#039;&#039; position after a few seconds.&lt;br /&gt;
* &#039;&#039;&#039;Delta Attack&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Slice &#039;n&#039; Strike&#039;&#039;&#039;: Each boss targets its top enmity player with a telegraphed conal tankbuster, and a random player with their &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuff with a line stack. In general, the tankbuster target moves to the left of the boss while all other players move to the right (based on looking toward the center of the arena).&lt;br /&gt;
&lt;br /&gt;
==== Fireball Phase ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Three-body Problem 3&#039;&#039;&#039;: Each boss jumps to the inner ring of the arena, and they appear to channel a shared attack; however, for this final use, Phobos and Nereid will be turned into fireballs (with small telegraphed point-blank circular AoEs (&#039;&#039;&#039;Blazing Belligerent&#039;&#039;&#039;), which can be avoided at max melee distance) as Triton jumps to the center of the arena. At this time, the &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuffs are cleansed (and will not return), allowing all players to attack Triton.&lt;br /&gt;
* At opposite sides of the arena, two sets of small &amp;quot;footprint&amp;quot; arrow markers appear on the lines dividing the arena, along the outer ring, and move clockwise or counterclockwise by one &amp;quot;wedge&amp;quot; of the arena. When these markers reach their destination, they become tankbuster towers.&lt;br /&gt;
** In general, letters parties are responsible for the tower/fireball (&#039;&#039;&#039;Gaseous Phobos&#039;&#039;&#039;) that spawns in the northern half of the arena, and numbers parties are responsible for the tower/fireball (&#039;&#039;&#039;Gaseous Nereid&#039;&#039;&#039;) that spawns in the southern half of the arena.&lt;br /&gt;
* &#039;&#039;&#039;Elemental Impact x3&#039;&#039;&#039;: Three times in quick succession, a fireball will slam into each tower, dealing massive damage to the tank inside and firing a conal AoE (&#039;&#039;&#039;Fire Spread&#039;&#039;&#039;) at a random nearby healer and DPS. Starting from the first &#039;&#039;&#039;Elemental Impact&#039;&#039;&#039;, the fireballs become targetable.&lt;br /&gt;
** In general, a tank will take the first hit of &#039;&#039;&#039;Elemental Impact&#039;&#039;&#039; with mitigation cooldowns, then the other two with their invulnerability ability (or {{Action icon|Pledge}}/an ally&#039;s {{Action icon|Invulnerability}}).&lt;br /&gt;
** In North American groups, DPS are generally positioned between the wall and the tower, and healers are generally positioned on either side of the tower. Tanks that are not soaking the tower can be positioned anywhere.&lt;br /&gt;
**In Japanese groups, both DPS and healers are generally positioned between the wall and the tower, with DPS to the left and healers to the right (based on looking toward the center of the arena).&lt;br /&gt;
* &#039;&#039;&#039;Geothermal Rupture x3 &amp;amp; Flame Thrower&#039;&#039;&#039;: A series of three circular AoEs are telegraphed at each player&#039;s position (&#039;&#039;&#039;Geothermal Rupture&#039;&#039;&#039;), along with  a line stack (&#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;) targeting a random player on each side of the arena.&lt;br /&gt;
** In general, players collapse onto the DPS, move clockwise around the tower to bait &#039;&#039;&#039;Geothermal Rupture&#039;&#039;&#039;, remain loosely stacked for &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;, then return to their original positions around the tower.&lt;br /&gt;
**If the player targeted by &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; dies before the attack goes off, a random player will be targeted instead; if this causes both stacks to hit the same side of the arena, a wipe is likely due to the attack inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Elemental Impact x3&#039;&#039;&#039;: As above. Assuming they have not used either ability on any other mechanics, a {{Phantom job|knight|name=y}} tank can soak both towers due to having two invulnerability abilities, both from their job and from {{Action icon|Pledge}}, but other tanks should be prepared to step into the tower in case the tank dies. If one side has defeated their fireball before the other, they should refrain from getting too close to the other fireball to avoid baiting &#039;&#039;&#039;Fire Spread&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Self-destruct &amp;amp; To the Winds&#039;&#039;&#039;: DPS check. Each fireball must be defeated, returning Phobos and Nereid to normal, before the casts finish and wipe the raid. The attacks are harmless if the DPS check is met.&lt;br /&gt;
** &#039;&#039;&#039;To the Winds&#039;&#039;&#039; will not be cast if both fireballs are already defeated before its casting begins.&lt;br /&gt;
* &#039;&#039;&#039;Vengeful Blizzard III &amp;amp; Vengeful Bio III&#039;&#039;&#039;&lt;br /&gt;
* After Triton returns to normal, the bosses equalize their HP, and each boss jumps to its &#039;&#039;&#039;Decisive Battle&#039;&#039;&#039; position after a few seconds. The &#039;&#039;&#039;Gravity&#039;&#039;&#039; debuffs are &#039;&#039;not&#039;&#039; restored.&lt;br /&gt;
&lt;br /&gt;
==== Enrage Phase ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Six-Handed Fistfight&#039;&#039;&#039;: After a long cast, the bosses jump to the center of the arena and begin clashing. They merge into a single boss (&#039;&#039;&#039;Dead Stars&#039;&#039;&#039;), combining their HP and making the entire inner ring unsafe; standing inside the ring deals damage (&#039;&#039;&#039;Bodied&#039;&#039;&#039;), knocks players out of the ring, and inflicts a {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039; stack. The merge is accompanied with a heavy-hitting raidwide.&lt;br /&gt;
** This is the earliest point at which the encounter can be completed. If all three bosses&#039; HP are depleted before merging, the bosses will immediately un-merge after using &#039;&#039;&#039;Six-Handed Fistfight&#039;&#039;&#039;, completing the encounter.&lt;br /&gt;
** Only the debuffs inflicted on Triton are preserved when merging.&lt;br /&gt;
* &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039;&lt;br /&gt;
** Telegraphed conal AoEs telegraphed on alternating wedges of the arena (&#039;&#039;&#039;Collateral Gas Jet&#039;&#039;&#039;, &#039;&#039;&#039;Collateral Cold Jet&#039;&#039;&#039;, &#039;&#039;&#039;Collateral Heat Jet&#039;&#039;&#039;), then the other half of the wedges.&lt;br /&gt;
** Small untelegraphed circular AoEs on each player (&#039;&#039;&#039;Collateral Bioball&#039;&#039;&#039;, &#039;&#039;&#039;Collateral Iceball&#039;&#039;&#039;, &#039;&#039;&#039;Collateral Fireball&#039;&#039;&#039;), randomly targeting a third of the players at a time and very briefly inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;Magic Vulnerability Up&#039;&#039;&#039;.&lt;br /&gt;
** Each party should spread within one wedge of the arena; each wedge is large enough to comfortably contain eight players without overlapping their AoEs.&lt;br /&gt;
* &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Fusion Burst (enrage)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Pronged Passages (&amp;quot;Bridges&amp;quot;)===&lt;br /&gt;
This encounter can be thought of as a number of small add pulls, most of which also contain one or more traps. There are two strategies for addressing these traps: either revealing them with {{Action icon|Trap Detection}} and having players navigate around them (possibly detonating some normal traps using {{Action icon|Occult Falcon}}), or &amp;quot;pre-popping&amp;quot; all traps by using {{Action icon|Occult Falcon}} in the section ahead of the party. While both strategies are viable, it is extremely important for all players to be aware of the intended strategy, as any players not aware can kill themselves with a normal trap or even wipe the raid with an unstable (super) trap.&lt;br /&gt;
&lt;br /&gt;
As time passes in this encounter, fire will begin to engulf the map, eventually covering the entire map as a &amp;quot;soft enrage;&amp;quot; however, the damage dealt by the fire is not lethal (roughly 40,000 damage every {{status effect|burns}} [[Burns]] tick), so players should be careful not to run ahead of the group to avoid it and possibly cause greater issues, such as walking into a trap. Players with {{status effect|buff|File:Battle bell icon.png}} &#039;&#039;&#039;Battle Bell&#039;&#039;&#039; can even use this damage to accumulate {{status effect|buff|File:Battle&#039;s clangor icon.png}} &#039;&#039;&#039;Battle&#039;s Clangor&#039;&#039;&#039; stacks, at the risk of annoying their healers.&lt;br /&gt;
&lt;br /&gt;
Both sides of the bridge should have an equal number of players, three parties to each side. Typically, letter parties (A-C) will go left and number parties (D-F) will go right. Each side must have at least one {{phantom job|bard|name=y}} and {{phantom job|geomancer|name=y}}, and ideally one {{phantom job|time mage|name=y}}. Unless stated otherwise, all sections should be considered to occur identically on both sides of the bridge. &lt;br /&gt;
&lt;br /&gt;
In sections 1, 2, and 4, &#039;&#039;&#039;Arcane Spear&#039;&#039;&#039; attacks will occur. The bridges will be lit up in four columns, and shortly after line stacks will go off in each column. These are &amp;quot;wild charges,&amp;quot; meaning that a tank should be at the front of the column (and all players should be in a single column). The player at the front of each column is inflicted with {{status effect|piercing resistance down}} &#039;&#039;&#039;Piercing Resistance Down&#039;&#039;&#039;, meaning they cannot be at the front of the column again until the debuff expires - so a different tank must be at the front for the next &#039;&#039;&#039;Arcane Spear&#039;&#039;&#039;. Note that because these stacks deal physical damage, {{phantom job|samurai|name=y}} can help their tanks by moving to the front and using {{Action icon|Shirahadori}}.&lt;br /&gt;
&lt;br /&gt;
==== Section 1: Bhoots and Bogys ====&lt;br /&gt;
&lt;br /&gt;
* The [[Tower Bhoot|&#039;&#039;&#039;Tower Bhoot&#039;&#039;&#039;]] will occasionally cast &#039;&#039;&#039;Paralyze III&#039;&#039;&#039;, which must be interrupted.&lt;br /&gt;
* The two [[Tower Bogy|&#039;&#039;&#039;Tower Bogys&#039;&#039;&#039;]] have no noteworthy mechanics.&lt;br /&gt;
* An [[Aetherial Ward (Forked Tower)|&#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039;]] blocks progression to the next section, though it otherwise has no noteworthy mechanics. Once the Aetherial Ward has been attacked, &#039;&#039;&#039;Arcane Spear&#039;&#039;&#039; attacks will begin in this section. It is usually preferred for both sides to progress to the next section at the same time.&lt;br /&gt;
* Players should be careful to avoid aggroing the Tower Abyss enemies beyond the barrier with AoE attacks, as it can result in a wipe if they are aggroed early.&lt;br /&gt;
&lt;br /&gt;
==== Section 2: Abysses ====&lt;br /&gt;
&lt;br /&gt;
* The only enemy in this section is a [[Tower Abyss|&#039;&#039;&#039;Tower Abyss&#039;&#039;&#039;]]. It will quickly cast &#039;&#039;&#039;Dense Darkness&#039;&#039;&#039;, granting it {{status effect|debuff|File:Magic damage up icon.png}} &#039;&#039;&#039;Magic Damage Up&#039;&#039;&#039;. This must be dispelled with {{Action icon|Occult Dispel}} before its next cast. (Note that while it is ideal for both sides to have a {{phantom job|time mage|name=y}}, the range of {{Action icon|Occult Dispel}} is large enough that a single player can dispel both Abysses - but this is not recommended.)&lt;br /&gt;
* &#039;&#039;&#039;Diffuse Darkness&#039;&#039;&#039; is a massive AoE, dealing lethal damage to all players on its side (and some on the other side) if {{status effect|debuff|File:Magic damage up icon.png}} &#039;&#039;&#039;Magic Damage Up&#039;&#039;&#039; has not been dispelled.&lt;br /&gt;
* In front of the Aetherial Ward, there is a single normal trap, positioned randomly at the left, middle, or center of the bridge.&lt;br /&gt;
* Once again, an [[Aetherial Ward (Forked Tower)|&#039;&#039;&#039;Aetherial Ward&#039;&#039;&#039;]] blocks progression to the next section. Once the Aetherial Ward has been attacked, &#039;&#039;&#039;Arcane Spear&#039;&#039;&#039; attacks will begin in this section. It is usually preferred for both sides to progress to the next section at the same time.&lt;br /&gt;
&lt;br /&gt;
==== Section 3: Idols, Bhoots, Bogys, and Suspension ====&lt;br /&gt;
&lt;br /&gt;
* Shortly after walking into this section, six &#039;&#039;&#039;[[Tower Idol|Tower Idols]]&#039;&#039;&#039; will spawn, beginning to cast &#039;&#039;&#039;Ancient Aero III&#039;&#039;&#039; soon after. Once all six idols begin to cast (and not before!), a {{phantom job|bard|name=y}} must use {{Action icon|Romeo&#039;s Ballad}} to stop all of them; after this, they will only perform autoattacks. Stopping any of them before they begin to cast will cause them to perform the cast after being unfrozen, so players must avoid stopping them too early.&lt;br /&gt;
* Just ahead of the Idols are two normal traps; one is always in the middle of the bridge, and the other is randomly on the left or right. (Note that using Occult Falcon in the middle will always detonate both traps.)&lt;br /&gt;
* The {{phantom job|geomancer|name=y}} on the right side, once they know that they may safely progress past the traps, must use {{Action icon|Suspend}} to walk into the electrified ground and interact with the &#039;&#039;&#039;Trap Control Plinth&#039;&#039;&#039; to fill in the missing ground for the left side. (Tank invulnerability abilities cannot be used to activate the plinth, as its interaction time is longer than 10 seconds and even a single tick of {{status effect|electrocution}} &#039;&#039;&#039;Electrocution&#039;&#039;&#039; damage is lethal.)&lt;br /&gt;
* After the missing ground on the left side (and at the same position on the right) are another two [[Tower Bogy|&#039;&#039;&#039;Tower Bogys&#039;&#039;&#039;]] and a [[Tower Bhoot|&#039;&#039;&#039;Tower Bhoot&#039;&#039;&#039;]]. Their mechanics are identical as above. At roughly the same position, there is an unstable trap in the middle of the bridge and a normal trap randomly on the left or right. Players seeking to pre-pop these traps can do so by aiming at the Bhoot, but should be aware that the enemies will aggro onto them.&lt;br /&gt;
* Past these traps, the {{phantom job|geomancer|name=y}} on the left side must use {{Action icon|Suspend}} as above to fill in the missing ground for the right side.&lt;br /&gt;
&lt;br /&gt;
==== Section 4: Progenitor and Progenitrix ====&lt;br /&gt;
&lt;br /&gt;
* Ahead of the minibosses of this encounter, the bridge splits in half. At random, one path has a normal trap and the other has an unstable trap. Groups using {{Action icon|Trap Detection}} will locate the side with a normal trap, then use {{Action icon|Occult Falcon}} or a tank invulnerability to remove it; groups pre-popping traps will detonate both with {{Action icon|Occult Falcon}} to minimize the risk of additional deaths.&lt;br /&gt;
* Additionally, about halfway through the final section of the bridge, there is an unstable trap, positioned randomly at the left, middle, or center of the bridge. Groups using {{Action icon|Trap Detection}} will locate the trap, then carefully avoid it for the rest of the encounter; groups pre-popping traps will often engage the minibosses using {{Action icon|Occult Falcon}} to also detonate the trap. (If a pre-popping group has low DPS, the fire may be encroaching on them at this point; it is especially important not to recklessly move out of the fire here, as they may instead walk into range of the unstable trap.)&lt;br /&gt;
* The left side has the orange &#039;&#039;&#039;[[Tower Progenitrix]]&#039;&#039;&#039;, and the right side has the blue [[Tower Progenitor|&#039;&#039;&#039;Tower Progenitor&#039;&#039;&#039;]] - both are, color aside, identical enemies. Once a boss has been engaged, &#039;&#039;&#039;Arcane Spear&#039;&#039;&#039; attacks will begin in this section.&lt;br /&gt;
* &#039;&#039;&#039;Close Call/Far Cry to Detonate&#039;&#039;&#039;: Both bosses gain {{status effect|buff|File:Short fuse icon.png}} &#039;&#039;&#039;Short Fuse&#039;&#039;&#039; and a blue tether with arrows pointing outward (&#039;&#039;&#039;Close Call to Detonate&#039;&#039;&#039;) or {{status effect|buff|File:Long fuse icon.png}} &#039;&#039;&#039;Long Fuse&#039;&#039;&#039; and a green tether with arrows pointing inward (&#039;&#039;&#039;Far Cry to Detonate&#039;&#039;&#039;). For the duration of the buff, while the tether is visible (i.e. the bosses are too close together with a blue tether, or too far apart with a green tether), they will pulse for huge raidwide damage inflicting {{status effect|vulnerability up}} &#039;&#039;&#039;Vulnerability Up&#039;&#039;&#039;. The variation of this attack used is determined by the positions of the bosses when the cast begins - if they are already close together, they will use &#039;&#039;&#039;Close Call to Detonate&#039;&#039;&#039;, and vice versa.&lt;br /&gt;
* &#039;&#039;&#039;Bombshell Drop&#039;&#039;&#039;: Each boss spawns two [[Lava Bomb|&#039;&#039;&#039;Lava Bombs&#039;&#039;&#039;]] tethered to itself. The Lava Bombs will slowly move toward their tethered boss, causing a &#039;&#039;&#039;Massive Explosion&#039;&#039;&#039; raidwide which inflicts {{status effect|vulnerability up}} &#039;&#039;&#039;Vulnerability Up&#039;&#039;&#039; if they reach their boss. These adds must be killed, as they will eventually move to their boss in a split-second if left alive for too long. Typically, the bosses will begin south, be pulled north during the first &#039;&#039;&#039;Bombshell Drop&#039;&#039;&#039;, then back south during the second, and so on.&lt;br /&gt;
* &#039;&#039;&#039;Punishing Pounce&#039;&#039;&#039;: High damage stacks targeting a random player on each side.&lt;br /&gt;
* &#039;&#039;&#039;Massive Explosion&#039;&#039;&#039;: When one of the bosses is defeated, the other must be defeated within 12 seconds or the raid is wiped.&lt;br /&gt;
&lt;br /&gt;
Encounter timeline:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Close Call/Far Cry to Detonate&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bombshell Drop&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Close Call/Far Cry to Detonate&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Punishing Pounce&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bombshell Drop&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Close Call/Far Cry to Detonate&#039;&#039;&#039;&lt;br /&gt;
* (???)&lt;br /&gt;
* &#039;&#039;&#039;Massive Explosion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After completing this encounter, no reward is provided. What gives?{{evt|service=youtube|id=qY8QBTutSOg|dimensions=350|align=right|description=Bridges and Marble Dragon animated guide by Big Kobe}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Marble Dragon]]===&lt;br /&gt;
The arena is an extremely large circle with no important markings; the outer ring becomes a death wall once the encounter begins. Before the fight, six tanks (one per party) should be identified as main tanks.&lt;br /&gt;
&lt;br /&gt;
Throughout the fight, the boss will spawn water mechanics and ice mechanics. Water mechanics can be considered &amp;quot;inactive,&amp;quot; and standing in them has no effect or harm. Ice mechanics are considered &amp;quot;active,&amp;quot; and thus must be avoided or resolved as appropriate. When ice mechanics make contact with water mechanics, the water mechanics freeze (damaging anyone standing in them) and become ice mechanics, which then resolve.&lt;br /&gt;
&lt;br /&gt;
For mechanics that require each party to address a tower or add, typical waymarks for this fight place party A northwest, party B north, party C northeast, party 1/D southeast, party 2/E south, and party 3/F southwest.&lt;br /&gt;
&lt;br /&gt;
==== Opening ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Imitation Star&#039;&#039;&#039;: Hard-hitting raidwide with an accompanying {{status effect|bleed}} [[Bleed]].&lt;br /&gt;
* &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;: The boss turns to face a random player, followed by late-telegraphed 90-degree cones from its front and back. Typically, groups will stack at the boss&#039;s south (with tanks north) to bait these cones north and south. Players not confident with remembering when the boss uses &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039; should be cautious when executing side positionals, or simply avoid them by using {{Action icon|True North}}, to avoid baiting the cones improperly. Anyone hit by these cleaves will be knocked into the death wall and killed.&lt;br /&gt;
&lt;br /&gt;
==== Imitation Rain 1 ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: Moderate raidwide with no castbar; spawns eight water circles in two horizontal lines of four. In each line, one circle has spikes in a plus shape, and the other three do not. Water circles with spikes will explode in a plus-shaped AoE when frozen, and circles without spikes will explode in a circular AoE when frozen.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Icicle&#039;&#039;&#039;: Spawns two ice circles, one overlapping with each of the lines of water circles.&lt;br /&gt;
* &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;: Must be baited properly (north/south) to keep the sides safe for this mechanic.&lt;br /&gt;
* Shortly after &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;, the ice circles explode, setting off a chain reaction with the water circles.&lt;br /&gt;
** To dodge the chain reaction, locate the spiked water circle in the southern line during &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;, or the ice circle closer to the wall during &#039;&#039;&#039;Imitation Icicle&#039;&#039;&#039;. This will determine the side to dodge towards - but do not dodge yet! (Either method will locate the safe side.)&lt;br /&gt;
** Once the cast bar for &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039; appears, dodge toward the side identified as safe, opposite from the ice circle. For example, if the ice circle closer to the wall is on the east, and it overlaps with the southern line of water circles, dodge to the east and slightly north of center.&lt;br /&gt;
** The water circle overlapped by the ice circle will freeze, then explode; as soon as it does, run ({{action icon|Sprint}} is recommended) into where its AoE was to avoid the rest. Be careful not to run in line with the other circles, as you will be hit by the plus-shaped AoE that comes later if you do.&lt;br /&gt;
* &#039;&#039;&#039;Dread Deluge&#039;&#039;&#039;: Heavy-hitting tankbusters (non AoE) on the six highest enmity players; should be taken with mitigation regardless of whether invulnerability abilities are used, as there is a very strong accompanying {{status effect|dropsy}} [[Dropsy]] lasting longer than 10 seconds.&lt;br /&gt;
&lt;br /&gt;
==== Imitation Rain 2 ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: Moderate raidwide with no castbar; spawns seven water circles. One circle is in the center, which always has spikes; the rest are in two arcs of three circles across the north and south, with one circle in each arc having spikes.&lt;br /&gt;
* &#039;&#039;&#039;Frigid Twister&#039;&#039;&#039;: Spawns two ice twisters, one east and one west.&lt;br /&gt;
* &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;&lt;br /&gt;
* Shortly before the cones from &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;, the ice twisters begin rotating clockwise or counterclockwise (both move in the same direction, but which direction is random), setting off a chain reaction with the water circles.&lt;br /&gt;
** To dodge the chain reaction, first listen for the side the raid leader is having the group dodge toward - but do not dodge yet! This mechanic has 180-degree rotational symmetry, so this decision is arbitrary and the mechanic can be resolved on either side - but the group should stay together so that everyone can continue hitting the boss during the mechanic.&lt;br /&gt;
** Once the cast bar for &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039; appears, dodge toward the side identified by the raid leader, and take note of the direction the twister rotates, as well as the type of water circle it is moving into.&lt;br /&gt;
*** If it is moving toward a spiked circle first, dodge the plus-shaped AoE at the far cardinal (or dead center), then dodge the remaining AoEs at the inter-intercardinal by the initial spiked circle.&lt;br /&gt;
*** If it is moving toward a non-spiked circle first, dodge the two circular AoEs near the opposite spiked circle, then dodge the plus-shaped AoE at the far cardinal.&lt;br /&gt;
* &#039;&#039;&#039;Dread Deluge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Adds Phase ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Withering Eternity&#039;&#039;&#039;: Raidwide; boss becomes untargetable, leaves the arena, and spawns six [[Ice Golem (Enemy)|&#039;&#039;&#039;Ice Golems&#039;&#039;&#039;]]: one at each of northwest, north, northeast, southwest, south, and southeast. Each party should pick up the Golem at its assigned position. The Golems gain a powerful {{status effect|buff|vulnerability down}} &#039;&#039;&#039;Vulnerability Down&#039;&#039;&#039; when near each other, so they should be tanked at their original locations as much as possible.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: Moderate raidwide with no castbar; spawns seven water circles. One circle is in the center, which always has spikes, but can be rotated into an X shape instead of a plus shape; the other six are in two arcs of three centered on random opposing cardinals or intercardinals, and will become four-player towers when frozen. The spikes of the center circle will always be pointed at the four towers not central to the arcs.&lt;br /&gt;
* &#039;&#039;&#039;Frigid Dive&#039;&#039;&#039;: The boss telegraphs a dive through the two central towers and the center spiked circle. This dive is a thick line AoE that will freeze those towers and center circle, activating them; players should stand near but not in line with the dive, then move in to take the tower.&lt;br /&gt;
* The center circle&#039;s plus/X AoE will then activate, freezing the remaining four towers; players who didn&#039;t soak the first two towers should stand near but not in line with the others, then move in to take them. (Players who did soak the first towers can and should also soak the second set of towers; no &#039;&#039;&#039;Vulnerability Up&#039;&#039;&#039; debuff is inflicted.)&lt;br /&gt;
** With a full raid of 48 players, assigning specific parties to specific towers is not generally necessary, as each only requires 4 players and players can use body language to convey the second tower they will move toward. However, a common method of assigning towers has the letter parties take the north/east center tower, and the number parties take the south/west center tower, with parties A and 1/D rotating counterclockwise and parties C and 3/F rotating clockwise for the second set of towers.&lt;br /&gt;
** Each player absent from a tower will inflict raidwide damage and a stack of {{status effect|sustained damage}} &#039;&#039;&#039;Sustained Damage&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: The towers will spawn in a different random position.&lt;br /&gt;
* &#039;&#039;&#039;Frigid Dive&#039;&#039;&#039;: The telegraphed dive will change based on the new tower positions.&lt;br /&gt;
* Any Ice Golems still alive at this point will cast &#039;&#039;&#039;Frozen Heart&#039;&#039;&#039;, granting a strong {{status effect|buff|File:Damage up icon2.png}} &#039;&#039;&#039;Damage Up&#039;&#039;&#039;. Tanks should use their invulnerability abilities to survive their auto attacks.&lt;br /&gt;
* The boss will reappear at the center of the arena (with {{status effect|buff|File:Invincibility icon1.png}} &#039;&#039;&#039;Invincibility&#039;&#039;&#039;) and begin extremely slowly casting &#039;&#039;&#039;Lifeless Legacy&#039;&#039;&#039;.&lt;br /&gt;
* Soon after, six [[Ice Sprite|&#039;&#039;&#039;Ice Sprites&#039;&#039;&#039;]] will appear at the edge of the arena, in the same positions as the Golems. They are all tethered to the boss, and will slowly move towards it. Each party must kill its Sprite before it reaches the boss, or it will buff the damage of the upcoming &#039;&#039;&#039;Lifeless Legacy&#039;&#039;&#039;; even a single Sprite reaching the boss will make &#039;&#039;&#039;Lifeless Legacy&#039;&#039;&#039; essentially lethal. The Sprites are vulnerable to {{Action icon|Romeo&#039;s Ballad}}, which is typically used when the Sprites are near the boss.&lt;br /&gt;
* The boss&#039;s {{status effect|buff|File:Invincibility icon1.png}} &#039;&#039;&#039;Invincibility&#039;&#039;&#039; is dispelled as soon as all six Sprites have been defeated.&lt;br /&gt;
&lt;br /&gt;
==== Imitation Rain 3 ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wicked Water&#039;&#039;&#039;: Twelve players receive a targeting marker. Soon after, the marker is removed and replaced with two debuffs: {{status effect|buff|File:Wicked water icon.png}} &#039;&#039;&#039;Wicked Water&#039;&#039;&#039; and {{status effect|buff|File:Throttle icon1.png}} &#039;&#039;&#039;Throttle&#039;&#039;&#039;. While some players prefer to &amp;quot;wiggle&amp;quot; out of the group to make it easier to see if they&#039;ve been targeted, this is not necessary to resolve the mechanic in time.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: Identical to Imitation Rain 1.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Icicle&#039;&#039;&#039;: Identical to Imitation Rain 1.&lt;br /&gt;
* &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;&lt;br /&gt;
* Shortly after &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;, the ice circles explode, setting off a chain reaction with the water circles.&lt;br /&gt;
** To dodge the chain reaction, a procedure identical to that used in Imitation Rain 1 is used.&lt;br /&gt;
** However, the players with {{status effect|buff|File:Wicked water icon.png}} &#039;&#039;&#039;Wicked Water&#039;&#039;&#039; will not perform any further dodges after moving to the side. They will be intentionally hit by the final ice AoEs, freezing their water bubbles into &#039;&#039;&#039;[[Gelid Gaol|Gelid Gaols]]&#039;&#039;&#039;. This converts their  {{status effect|buff|File:Wicked water icon.png}} &#039;&#039;&#039;Wicked Water&#039;&#039;&#039; debuff to a new {{status effect|debuff|File:Gelid gaol icon.png}} &#039;&#039;&#039;Gelid Gaol&#039;&#039;&#039; debuff. Any player with &#039;&#039;&#039;Wicked Water&#039;&#039;&#039; that does not get frozen will be unable to cleanse their &#039;&#039;&#039;{{status effect|buff|File:Throttle icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Throttle&#039;&#039;&#039; debuff and die when it expires.&lt;br /&gt;
** All non-frozen players should quickly defeat these Gaols to free their allies and cleanse their &#039;&#039;&#039;{{status effect|buff|File:Throttle icon1.png}}&#039;&#039;&#039; &#039;&#039;&#039;Throttle&#039;&#039;&#039; debuffs before they are killed.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Star&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Imitation Rain 4 and Enrage ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: Moderate raidwide with no castbar; spawns ten water circles. Four are at the cardinals, with the east and west circles having spikes; the other six spawn near the middle in two horizontal lines of three, and are towers.&lt;br /&gt;
* &#039;&#039;&#039;Frigid Twister&#039;&#039;&#039;: Spawns two ice twisters, one northeast and one southwest.&lt;br /&gt;
* &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;&lt;br /&gt;
* Shortly after &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;, the ice twisters begin rotating clockwise or counterclockwise (both move in the same direction, but which direction is random), setting off a chain reaction with the water circles.&lt;br /&gt;
** To dodge the chain reaction and safely soak the towers, watch the ice twisters and move away from the circles they are moving into.&lt;br /&gt;
** Remain out of the towers until after the first circle AoEs. Once the towers are active, each party moves into the tower near its waymark/golem/sprite position.&lt;br /&gt;
** After the towers are soaked, dodge away from the second water circles; all players should remain together (or at opposite ends) for the upcoming &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;. Be aware that the twisters will continue rotating for the upcoming second set of water circles.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Rain&#039;&#039;&#039;: Moderate raidwide with no castbar; spawns ten water circles. Four are at the cardinals, with the north and south circles having spikes; the other six spawn near the middle in two vertical lines of three, and are towers.&lt;br /&gt;
* &#039;&#039;&#039;Draconiform Motion&#039;&#039;&#039;&lt;br /&gt;
* As the twisters are still rotating, they will soon begin a second chain reaction with the new water circles.&lt;br /&gt;
** To dodge the chain reaction and safely soak the towers, the same procedure is used again.&lt;br /&gt;
** Parties A, C, 1/D, and 3/F will be able to simply soak the towers near their waymarks. Parties B and 2/E will need to slightly adjust; typically, party B soaks the center-east tower and party 2/E soaks the center-west tower.&lt;br /&gt;
* &#039;&#039;&#039;Imitation Star&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Dread Deluge&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Lifeless Legacy (enrage)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== The Binding Lock (&amp;quot;Lockwards&amp;quot;)===&lt;br /&gt;
Throughout the hallways containing the Binding Lock and those beyond it, there are twelve groups of trap spawn locations, across which are fourteen normal traps and four unstable traps. (Their specific locations are shown in the annotated map in the [[The Forked Tower: Blood#Maps|Maps]] section below.) Thus, as with the Bridges encounter, they can be addressed either by revealing them with {{Action icon|Trap Detection}} and having players navigate around them (possibly detonating some normal traps using {{Action icon|Occult Falcon}}), or &amp;quot;pre-popping&amp;quot; all traps by using {{Action icon|Occult Falcon}}. Some groups will also pre-pop traps in the area with the Binding Lock and merely reveal those after it - but no matter what, all players must be aware of the intended strategy to avoid unnecessary deaths.&lt;br /&gt;
&lt;br /&gt;
The hallways containing the Binding Lock consist of an initial add pull (one each of [[Guardian Petroglyph|&#039;&#039;&#039;Guardian Petroglyph&#039;&#039;&#039;]], [[Tower Hippocerf|&#039;&#039;&#039;Tower Hippocerf&#039;&#039;&#039;]], [[Tower Skatene|&#039;&#039;&#039;Tower Skatene&#039;&#039;&#039;]], and [[Tower Marolith|&#039;&#039;&#039;Tower Marolith&#039;&#039;&#039;]]; of these, note that the Petroglyph is immune to instant kill effects), followed by six side rooms, then an encounter at the Binding Lock itself. The adds in the side rooms are presented in the order that most groups pull them. All of these enemies can be slowed.&lt;br /&gt;
&lt;br /&gt;
==== Southwest: [[Guardian Wraith]] ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Scream&#039;&#039;&#039;: Large, late-telegraphed point-blank AoE. Inflicts &#039;&#039;&#039;{{status effect|buff|File:Hysteria icon1.png}} Terror&#039;&#039;&#039;, causing hit players to be unable to move.&lt;br /&gt;
* &#039;&#039;&#039;Lingering Resentment&#039;&#039;&#039;: Small circular fatal AoE on a random player; will select a player with &#039;&#039;&#039;{{status effect|buff|File:Hysteria icon1.png}} Terror&#039;&#039;&#039; if there are any. The debuff will not expire before the AoE goes off, so the targeted player must be {{action icon|Rescue}}d or they will die.&lt;br /&gt;
* These attacks repeat.&lt;br /&gt;
&lt;br /&gt;
==== West: [[Guardian Berserker]] ====&lt;br /&gt;
&lt;br /&gt;
* At the same time as the Guardian Wraith is being pulled, one tank and all players with instant kill effects ({{phantom job|samurai|name=y}}, {{phantom job|cannoneer|name=y}}, {{phantom job|oracle|name=y}}, {{phantom job|gladiator|name=y}}) will pull the Guardian Berserker.&lt;br /&gt;
* The Guardian Berserker has an undispellable and extremely strong {{status effect|buff|vulnerability down}} &#039;&#039;&#039;Vulnerability Down&#039;&#039;&#039;; it will take essentially no damage from normal attacks. It must be defeated by the instant kill effects of {{action icon|Iainuki}}, {{action icon|Phantom Fire}}, {{action icon|Phantom Doom}}, or {{action icon|Finisher}}.&lt;br /&gt;
* &#039;&#039;&#039;Raging Slice&#039;&#039;&#039;: Line AoE pointed at a random player in range that passes through walls. This is the Berserker&#039;s only attack.&lt;br /&gt;
&lt;br /&gt;
==== Northwest: [[Guardian Golem]] ====&lt;br /&gt;
&lt;br /&gt;
* The Guardian Golem is typically pulled by a single tank, with all other players waiting a fair distance away. (Parties with a {{phantom job|oracle|name=y}} can also join.)&lt;br /&gt;
* &#039;&#039;&#039;Toxic Minerals&#039;&#039;&#039;: After a short time, the Guardian Golem will emit a purple-black gas, and all nearby players will be inflicted with &#039;&#039;&#039;{{status effect|debuff|File:Toxic minerals icon.png}} Toxic Minerals&#039;&#039;&#039;. After 20 seconds, it will convert into a cleansable {{status effect|doom}} &#039;&#039;&#039;[[Doom]]&#039;&#039;&#039; lasting 20 seconds. If only a single tank pulls the Golem, this is easily cleansed with {{action icon|Esuna}}. {{phantom job|oracle|name=y}}s can use {{action icon|Recuperation}}&#039;s AoE cleansing effect to allow their party to join the fight early; they must use it while &#039;&#039;&#039;{{status effect|debuff|File:Toxic minerals icon.png}} Toxic Minerals&#039;&#039;&#039; is in effect or the cleanse will not come in time. After this attack is used, all other players can join the fight.&lt;br /&gt;
* &#039;&#039;&#039;Earthen Heart x2&#039;&#039;&#039;: Circular AoEs on random players.&lt;br /&gt;
* &#039;&#039;&#039;Boulder Clap&#039;&#039;&#039;: Conal AoE.&lt;br /&gt;
* &#039;&#039;&#039;Obliterate&#039;&#039;&#039;: Huge point-blank AoE; can and must be interrupted.&lt;br /&gt;
* These attacks repeat.&lt;br /&gt;
&lt;br /&gt;
==== Northeast: [[Guardian Knight]] ====&lt;br /&gt;
&lt;br /&gt;
* The Guardian Knight begins with a dispellable {{status effect|buff|File:Invincibility icon1.png}} &#039;&#039;&#039;Invincibility&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Buster Knuckles&#039;&#039;&#039;: Large point-blank AoE.&lt;br /&gt;
* &#039;&#039;&#039;Earthquake&#039;&#039;&#039;: Late-telegraphed donut AoE quickly following &#039;&#039;&#039;Buster Knuckles&#039;&#039;&#039;. The Knight&#039;s {{status effect|buff|File:Invincibility icon1.png}} &#039;&#039;&#039;Invincibility&#039;&#039;&#039; buff is restored and must be dispelled again.&lt;br /&gt;
* &#039;&#039;&#039;Line of Fire x2&#039;&#039;&#039;: The Knight turns to face a random player, then fires an untelegraphed line AoE that passes through walls.&lt;br /&gt;
* These attacks repeat.&lt;br /&gt;
&lt;br /&gt;
==== East: [[Guardian Bat]] x3 ====&lt;br /&gt;
&lt;br /&gt;
* At the same time as the Guardian Knight is being pulled, one tank, any magical ranged DPS with {{STFI|Limit Break|link=Limit Break|icon=Limit break icon1.png|size=small}} [[Limit Break]] available, and any {{phantom job|ranger|name=y}}s will pull the Guardian Bats.&lt;br /&gt;
* The Guardian Bats have extremely high evasion; they should be defeated by using magical ranged DPS LBs (which cannot miss) and/or {{action icon|Phantom Aim}} to guarantee all attacks land. (If necessary, {{phantom job|samurai|name=y}}&#039;s {{action icon|Zeninage}} also cannot miss.)&lt;br /&gt;
* &#039;&#039;&#039;Aero III&#039;&#039;&#039;: Untelegraphed point-blank AoE. This is the Bats&#039; only attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Southeast: [[Guardian Weapon]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The Guardian Weapon begins with &#039;&#039;&#039;{{status effect|buff|File:Armed to the teeth icon.png}} Armed to the Teeth&#039;&#039;&#039; and a sword floating above it.&lt;br /&gt;
* A {{phantom job|thief|name=y}} must use {{action icon|Pilfer Weapon}} - not {{action icon|Steal}}! - to remove the buff and the sword floating above it.&lt;br /&gt;
* If the buff has not been removed, every attack the Weapon performs will be a massive, lethal AoE. It isn&#039;t impossible to defeat with tanks using their invulnerability skills and (particularly daring) players using ranged attacks immediately after AoEs and quickly ducking back out, but this is extremely inadvisable. If the buff has been removed, it will instead alternate between these attacks:&lt;br /&gt;
* &#039;&#039;&#039;Whirl of Rage&#039;&#039;&#039;: Late-telegraphed point-blank AoE.&lt;br /&gt;
* &#039;&#039;&#039;Smite of Rage&#039;&#039;&#039;: Late-telegraphed line AoE.&lt;br /&gt;
&lt;br /&gt;
==== Activating the Binding Lock ====&lt;br /&gt;
The Binding Lock has six cylinders, each of which has three levels divided by lines, with one around the top as well. One line on each cylinder will be glowing. In each of the six add rooms, there is a large red circle; when one/two/three players stand on the circle, the corresponding cylinder is lowered by one/two/three levels. In total, twelve players will need to stand on the six circles to lower the cylinders such that the glowing lines of all cylinders are flush with the ground. In general, a player will shout the combination for later reference, e.g. &amp;quot;123 312,&amp;quot; with these numbers referring to NW W SW and NE E SE, in that order. Once successful, the system message &amp;quot;&#039;&#039;Occult cylinders active. Initiate the authentication process.&#039;&#039;&amp;quot; will be displayed.&lt;br /&gt;
&lt;br /&gt;
==== Authentication ====&lt;br /&gt;
There are two possible procedures for authentication: a short procedure and a long one. &amp;quot;Skipping lockwards&amp;quot; refers to the short procedure, which is faster but provides fewer rewards; the long procedure provides greater rewards and spawns an enemy outside of the Forked Tower.&lt;br /&gt;
&lt;br /&gt;
* Authentication begins by interacting with the &#039;&#039;&#039;Authorization Device&#039;&#039;&#039;. This will begin a 60 second countdown, as well as begin to spawn adds.&lt;br /&gt;
* At a gradually increasing pace, waves of three [[Lockward|&#039;&#039;&#039;Lockwards&#039;&#039;&#039;]] will begin to spawn. Each will cast &#039;&#039;&#039;Cunning Keywork&#039;&#039;&#039;, which must be interrupted or the Binding Lock will deactivate and must be reactivated. After doing so, they only have heavy-hitting auto attacks. Tanks should establish enmity and use mitigation.&lt;br /&gt;
* During the fourth wave, the 60 second countdown will complete. If using the short procedure, a player will interact with the &#039;&#039;&#039;Unlock Mechanism&#039;&#039;&#039;, and after a significant delay (which allows the fifth wave to spawn), the Lockwards will despawn and the lock will open, glowing red.&lt;br /&gt;
* If using the long procedure, the &#039;&#039;&#039;Unlock Mechanism&#039;&#039;&#039; will be ignored for now. Starting with the fifth wave, the spawn rate of add waves is significantly increased. In the eighth wave, a [[Master Lockward|&#039;&#039;&#039;Master Lockward&#039;&#039;&#039;]] will spawn as the center add. It will also cast &#039;&#039;&#039;Cunning Keywork&#039;&#039;&#039;, but must &#039;&#039;&#039;not&#039;&#039;&#039; be interrupted. If it successfully completes its cast, the system message &amp;quot;&#039;&#039;The occult cylinders have been reordered.&#039;&#039;&amp;quot; will be displayed. No more adds will spawn, and all adds can now be defeated. The Master Lockward will eventually use &#039;&#039;&#039;Bolting Hammer&#039;&#039;&#039;, a powerful raidwide, if kept alive for too long.&lt;br /&gt;
* If the Master Lockward&#039;s cast of &#039;&#039;&#039;Cunning Keywork&#039;&#039;&#039; is interrupted, another will spawn in the tenth wave (and so on). Adds will continue to spawn until the &#039;&#039;&#039;Unlock Mechanism&#039;&#039;&#039; is used or a cast of &#039;&#039;&#039;Cunning Keywork&#039;&#039;&#039; is completed.&lt;br /&gt;
* A new combination will now be shown on the Binding Lock&#039;s cylinders, which is input by twelve players, as before. The group will then follow the short procedure, interacting with the &#039;&#039;&#039;Unlock Mechanism&#039;&#039;&#039; as soon as possible. After a significant delay, the Lockwards will despawn and the lock will open, glowing blue.&lt;br /&gt;
&lt;br /&gt;
==== Treasure Rooms and Sanguine Recluse ====&lt;br /&gt;
To the left and right of the staircase are two hallways; a {{phantom job|thief|name=y}} must reveal hidden passages using {{action icon|Trap Detection}} to access the treasure rooms (Top Secret Nooks 1 and 2). Additionally, a second hidden passage can be revealed in the left treasure room. If the long procedure for authenticating the Binding Lock was used, an additional treasure chest will be to the left of the entrance to the map room (Top Secret Nook 3).&lt;br /&gt;
&lt;br /&gt;
If the short procedure was used, the plinth cannot be interacted with, the room will appear as a dark void, and will have no function. If the long procedure was used, the plinth can be interacted with, and the room will show a large glowing map of the South Horn. Interacting with the plinth will cause a glowing beacon to appear somewhere on the map; a &#039;&#039;&#039;[[Sanguine Recluse]]&#039;&#039;&#039; will spawn at that position. (Possible spawn locations and mechanics can be found on its page.) Its position must be shouted by players in the raid, allowing players outside to locate and defeat it.{{evt|service=youtube|id=SDYMYjQ5kQE|dimensions=350|align=right|description=Binding Lock and Magitaur animated guide by Big Kobe}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] Infamy of Blood: [[Magitaur]]===&lt;br /&gt;
&lt;br /&gt;
The arena consists of an extremely large circle. Three large squares (one to the northwest, one to the south, and one to the northeast) point outward from the center, separated by 30-degree wedges. Around the outside of the arena are nine colored circles, in a pink-yellow-blue (clockwise) pattern. Parties A and 1/D are placed in the northwest square, parties B and 2/E are placed in the south square, and parties C and 3/F are placed in the northeast square.&lt;br /&gt;
&lt;br /&gt;
Several mechanics of the Magitaur target or assign debuffs based on where players are standing in the arena, and some others cause entire sections of the arena to become unsafe. (Each square is its own section, and the rest of the arena is a single section.) As a general rule, being outside of one of the three squares when not explicitly required to be is dangerous, both to yourself and to other players.&lt;br /&gt;
&lt;br /&gt;
Many North American groups use a set of waymarks intended to simplify the resolution of a particular mechanic (&#039;&#039;&#039;Assassin&#039;s Dagger&#039;&#039;&#039;). An image of these waymarks (&amp;quot;BAP Daggers&amp;quot;) is included in the [[The Forked Tower: Blood#Maps|Maps]] section below, but other sets of waymarks are used by some groups. Nevertheless, to simplify the explanation of this mechanic, references based on these waymarks will be made:&lt;br /&gt;
&lt;br /&gt;
* Each large square is a 10x10 grid of small squares; this is not used in any mechanics, but will be used for precise placement of waymarks if third-party tools are not being used to place them. In each square:&lt;br /&gt;
* The &amp;quot;left waymark&amp;quot; is placed on the fifth small square from the top, in the second column from the left edge of the square.&lt;br /&gt;
* The &amp;quot;right waymark&amp;quot; is placed on the fifth small square from the top, in the column directly along the right edge of the square.&lt;br /&gt;
* The &amp;quot;center waymark&amp;quot; is placed two columns inward from the right waymark.&lt;br /&gt;
&lt;br /&gt;
==== Opening and First Conduits ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Unsealed Aura&#039;&#039;&#039;: Hard-hitting raidwide.&lt;br /&gt;
* &#039;&#039;&#039;Unseal&#039;&#039;&#039;: Magitaur unseals one of two weapons: a yellow axe or a blue lance, gaining the &#039;&#039;&#039;{{status effect|buff|File:Unsealed icon.png}} Unsealed&#039;&#039;&#039; buff. Shortly after unsealing its weapon, Magitaur will begin launching tankbuster-strength auto-attacks on two players in each section of the arena.&lt;br /&gt;
** If its yellow axe was unsealed, these attacks will target the two nearest players in each section.&lt;br /&gt;
** If its blue lance was unsealed, these attacks will target the two furthest players in each section.&lt;br /&gt;
** Three sets of auto-attacks will be used.&lt;br /&gt;
** Despite their animations, these auto-attacks are not AoEs.&lt;br /&gt;
* &#039;&#039;&#039;Assassin&#039;s Dagger&#039;&#039;&#039;: Three line AoEs will be telegraphed, offset from each other by 120 degrees; they will all begin either between the squares (the &amp;quot;north/right&amp;quot; pattern) or cutting through the middle of the squares (the &amp;quot;south/left&amp;quot; pattern). Daggers will shoot out from the boss along these lines, repeat (return to the middle) after a two-second delay, then shoot out again, rotated ~50 degrees clockwise. The daggers will shoot out and return a total of six times each. Being hit by a dagger inflicts a stack of {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039;.&lt;br /&gt;
** If the &amp;quot;north/right&amp;quot; pattern is used, the first three shoot outs and returns can be dodged by standing at the &amp;quot;right waymark&amp;quot; as described above.&lt;br /&gt;
** If the &amp;quot;south/left&amp;quot; pattern is used, the first three shoot outs and returns can be dodged by standing at the &amp;quot;left waymark.&amp;quot;&lt;br /&gt;
** In both cases, the remaining daggers can be dodged by standing at (or colinear with, relative to the boss) the &amp;quot;center waymark.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039;: Each of these is cast once at random during &#039;&#039;&#039;Assassin&#039;s Dagger&#039;&#039;&#039;. The safe regions for &#039;&#039;&#039;Critical Axeblow&#039;&#039;&#039; are far away from the boss and inside the squares; the safe regions for &#039;&#039;&#039;Critical Lanceblow&#039;&#039;&#039; are near the boss and between the squares.&lt;br /&gt;
** The first cast of &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039; resolves between the fourth shoot out and fourth return of &#039;&#039;&#039;Assassin&#039;s Dagger&#039;&#039;&#039;; the second cast resolves after the final return.&lt;br /&gt;
** If &#039;&#039;&#039;Critical Lanceblow&#039;&#039;&#039; is cast first, half of each safe region will be hit with &#039;&#039;&#039;Assassin&#039;s Dagger&#039;&#039;&#039;. In this case, the safe side of the safe region will be the left side for the &amp;quot;south/left&amp;quot; pattern and the right side for the &amp;quot;north/right&amp;quot; pattern.&lt;br /&gt;
* &#039;&#039;&#039;Forked Fury&#039;&#039;&#039;: Tankbusters on the nearest and furthest players in each section.&lt;br /&gt;
* After a short delay, two sets of auto-attacks based on the &#039;&#039;&#039;Unseal&#039;&#039;&#039; weapon will be used.&lt;br /&gt;
* &#039;&#039;&#039;Aura Burst/Holy&#039;&#039;&#039;: Hard-hitting raidwide; lethal unless the adds that spawn at the beginning of the castbar are correctly resolved before the cast completes.&lt;br /&gt;
** Seven of the nine colored circles around the outside of the arena rise out of the ground. All three yellow circles rise to reveal an [[Axe Empowerment Conduit|&#039;&#039;&#039;Axe Empowerment Conduit&#039;&#039;&#039;]] (which has a ring in the middle), all three blue circles rise to reveal a [[Lance Empowerment Conduit|&#039;&#039;&#039;Lance Empowerment Conduit&#039;&#039;&#039;]] (which has a sphere in the middle), and a random pink circle rises to reveal a [[Universal Empowerment Conduit|&#039;&#039;&#039;Universal Empowerment Conduit&#039;&#039;&#039;]] (which has both in the middle). These adds are frequently referred to as &amp;quot;cans.&amp;quot;&lt;br /&gt;
** If Magitaur&#039;s yellow axe was unsealed, the cast will be &#039;&#039;&#039;Aura Burst&#039;&#039;&#039; and all &#039;&#039;&#039;Axe Empowerment Conduits&#039;&#039;&#039; must be defeated. If Magitaur&#039;s blue lance was unsealed, the cast will be &#039;&#039;&#039;Holy&#039;&#039;&#039; and all &#039;&#039;&#039;Lance Empowerment Conduits&#039;&#039;&#039; must be defeated. Each square defeats the Conduit closest to it. In both cases, the &#039;&#039;&#039;Universal Empowerment Conduit&#039;&#039;&#039; must also be defeated.&lt;br /&gt;
** When an &#039;&#039;&#039;Axe/Lance Empowerment Conduit&#039;&#039;&#039; is defeated, it targets the nearest two players with &#039;&#039;&#039;Arcane Recoil&#039;&#039;&#039;, a catastrophically strong attack. If a square has at least two {{Phantom job|knight|name=y}} tanks, these are simple to resolve by having them stand inside the Conduit and either using {{Action icon|Pledge}} on themselves, their tank invulnerability, or {{Action icon|Phantom Guard}}. If a square has only one, the Phantom Knight should identify a &amp;quot;pledge buddy&amp;quot; before beginning the encounter. This player will serve as the second player baiting &#039;&#039;&#039;Arcane Recoil&#039;&#039;&#039;, and the Phantom Knight will use {{Action icon|Pledge}} on them.&lt;br /&gt;
** Meanwhile, a {{Phantom job|berserker|name=y}} will defeat the &#039;&#039;&#039;Universal Empowerment Conduit&#039;&#039;&#039; on their own; its HP is significantly lower than that of the other Conduits. While doing so, they must stand between the Conduit and the wall, and must use {{Action icon|Rage (Phantom Job Action)|Rage}} before it is defeated. This is because the Conduit will use &#039;&#039;&#039;Arcane Reaction&#039;&#039;&#039; when defeated, an extremely weak line AoE aimed at the nearest player that inflicts {{status effect|debuff|hysteria}} &#039;&#039;&#039;Hysteria&#039;&#039;&#039; for 1 minute; Rage grants immunity to Hysteria. Players near the &#039;&#039;&#039;Universal Empowerment Conduit&#039;&#039;&#039; must be extremely careful with large AoE attacks, as an &#039;&#039;&#039;Arcane Reaction&#039;&#039;&#039; at an unexpected time can cause the Phantom Berserker, or possibly a larger group of players, to be hit and inflicted with {{status effect|debuff|hysteria}} &#039;&#039;&#039;Hysteria&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Sage&#039;s Staff ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sage&#039;s Staff&#039;&#039;&#039;: Three &#039;&#039;&#039;Sage&#039;s Staves&#039;&#039;&#039; appear in an arc, each either between squares or roughly in the middle of one.&lt;br /&gt;
* &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039;&lt;br /&gt;
* Shortly after &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039;, each of the &#039;&#039;&#039;Sage&#039;s Staves&#039;&#039;&#039; fires a line stack AoE (&#039;&#039;&#039;Mana Expulsion&#039;&#039;&#039;) at the nearest player.&lt;br /&gt;
** Two methods of resolving this mechanic are commonly used.&lt;br /&gt;
** In one method, each square is responsible for the staves that appear either in or directly opposite from their square.&lt;br /&gt;
** In the other method, all players stack at a single point (frequently the center of the arena or the A square&#039;s left waymark); while some players will be hit by all three staves at once, their damage is greatly reduced by being spread across the entire raid. This is frequently referred to as either &amp;quot;A staff&amp;quot; or &amp;quot;Spiral staff.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Sage&#039;s Staff&#039;&#039;&#039;: Three more staves appear, opposite to the positions of the first three.&lt;br /&gt;
* &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039;: Whichever wasn&#039;t used earlier.&lt;br /&gt;
* Shortly after &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039;, each of the &#039;&#039;&#039;Sage&#039;s Staves&#039;&#039;&#039; fires a line stack AoE at the nearest player.&lt;br /&gt;
* &#039;&#039;&#039;Unsealed Aura&#039;&#039;&#039;: Hard-hitting raidwide.&lt;br /&gt;
&lt;br /&gt;
==== Rune Axe ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Unseal&#039;&#039;&#039;: Magitaur will always unseal its yellow axe.&lt;br /&gt;
* Three sets of auto-attacks will be used, always on the nearest two players in each section.&lt;br /&gt;
* &#039;&#039;&#039;Rune Axe&#039;&#039;&#039;: Assigns debuffs based on where players are standing in the arena. It is extremely important that all players are within their square, or additional debuffs will be assigned that will cause several extra deaths. This guide will only explain the mechanic being resolved properly, with no additional debuffs.&lt;br /&gt;
** One player in square A will receive {{status effect|debuff|File:Greater axebit icon.png}} &#039;&#039;&#039;Prey: Greater Axebit&#039;&#039;&#039; with a duration of 10 seconds.&lt;br /&gt;
** One player in each square will receive {{status effect|debuff|File:Lesser axebit icon.png}} &#039;&#039;&#039;Prey: Lesser Axebit&#039;&#039;&#039; with a duration of 13 seconds.&lt;br /&gt;
** One player in square A will receive {{status effect|debuff|File:Greater axebit icon.png}} &#039;&#039;&#039;Prey: Greater Axebit&#039;&#039;&#039; with a duration of 21 seconds, and one player in each of squares B and C will receive {{status effect|debuff|File:Lesser axebit icon.png}} &#039;&#039;&#039;Prey: Lesser Axebit&#039;&#039;&#039; with a duration of 21 seconds.&lt;br /&gt;
** Each of these debuffs indicates a spread AoE (&#039;&#039;&#039;Ruinous Rune&#039;&#039;&#039;) that will go off when the debuff expires. Any section of the arena that is overlapped by these AoEs will glow, and being in a glowing region (&#039;&#039;&#039;Axeglow&#039;&#039;&#039;) inflicts a stack of {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039;.&lt;br /&gt;
* First, the player with a 10-second {{status effect|debuff|File:Greater axebit icon.png}} &#039;&#039;&#039;Prey: Greater Axebit&#039;&#039;&#039; will run out to the very edge of the arena, behind the nearest pink circle. At the same time, each player with a 13-second {{status effect|debuff|File:Lesser axebit icon.png}} &#039;&#039;&#039;Prey: Lesser Axebit&#039;&#039;&#039; should be prepared to move to the center of their squares.&lt;br /&gt;
* &#039;&#039;&#039;Critical Lanceblow&#039;&#039;&#039;: After the first {{status effect|debuff|File:Greater axebit icon.png}} &#039;&#039;&#039;Prey: Greater Axebit&#039;&#039;&#039; AoE has gone off, that player can rejoin their party as they move to dodge &#039;&#039;&#039;Critical Lanceblow&#039;&#039;&#039;. The players with a 13-second {{status effect|debuff|File:Lesser axebit icon.png}} &#039;&#039;&#039;Prey: Lesser Axebit&#039;&#039;&#039; must wait in the center of their squares until their AoEs have gone off, or they will cause the entire raid to be hit with &#039;&#039;&#039;Axeglow&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Carving Rune&#039;&#039;&#039;: Moderate damage to four random players without debuffs. Between the resolutions of the second and third sets of debuffs, &#039;&#039;&#039;Carving Rune&#039;&#039;&#039; is used four times, hitting different players each time.&lt;br /&gt;
* Finally, all players that have no debuff will move to square A. The player with a 21-second {{status effect|debuff|File:Greater axebit icon.png}} &#039;&#039;&#039;Prey: Greater Axebit&#039;&#039;&#039; will run out to the very edge of the arena, behind the nearest pink circle, and the players with a 21-second {{status effect|debuff|File:Lesser axebit icon.png}} &#039;&#039;&#039;Prey: Lesser Axebit&#039;&#039;&#039; will move to the center of their squares.&lt;br /&gt;
* &#039;&#039;&#039;Forked Fury&#039;&#039;&#039;&lt;br /&gt;
* After a short delay, two sets of auto-attacks on the nearest two players in each section will be used.&lt;br /&gt;
* &#039;&#039;&#039;Aura Burst&#039;&#039;&#039;: A full repeat of the Conduits mechanic. In this use, the &#039;&#039;&#039;Axe Empowerment Conduits&#039;&#039;&#039; must always be defeated.&lt;br /&gt;
&lt;br /&gt;
==== Holy Lance ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Assassin&#039;s Dagger&#039;&#039;&#039; (including two uses of &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039;)&lt;br /&gt;
* &#039;&#039;&#039;Unseal&#039;&#039;&#039;: Magitaur will always unseal its blue lance.&lt;br /&gt;
* Three sets of auto-attacks will be used, always on the furthest two players in each section.&lt;br /&gt;
* &#039;&#039;&#039;Holy Lance&#039;&#039;&#039;: Assigns debuffs based on where players are standing in the arena. Once again, it is extremely important that all players are within their square, or additional debuffs will be assigned that will cause several extra deaths. This guide will only explain the mechanic being resolved properly, with no additional debuffs.&lt;br /&gt;
** Three players in each square will receive {{status effect|debuff|File:Lancepoint icon.png}} &#039;&#039;&#039;Prey: Lancepoint&#039;&#039;&#039;. In each square, one will have a duration of 17 seconds, one will have a duration of 25 seconds, and one will have a duration of 33 seconds. Each of these debuffs indicates a stack (&#039;&#039;&#039;Holy IV&#039;&#039;&#039;) that will go off when the debuff expires. Any section of the arena that is overlapped by these stacks will glow, and being in a glowing region (&#039;&#039;&#039;Lancelight&#039;&#039;&#039;) inflicts a stack of {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039;.&lt;br /&gt;
** At the same time, twelve &#039;&#039;&#039;Luminous Lances&#039;&#039;&#039; will spawn in a circle, clockwise from north. Considering the north lance to be lance 1, lances 2-4 are inside square C, lances 6-8 are inside square B, lances 10-12 are inside square A, and lances 1, 5, and 9 are in the outer area.&lt;br /&gt;
* &#039;&#039;&#039;Critical Lanceblow&#039;&#039;&#039;&lt;br /&gt;
* Four seconds after &#039;&#039;&#039;Critical Lanceblow&#039;&#039;&#039; resolves, the first &#039;&#039;&#039;Luminous Lance&#039;&#039;&#039; will use &#039;&#039;&#039;Lancelight&#039;&#039;&#039;, an AoE covering the entire section the lance is inside, which inflicts a stack of {{status effect|debuff|File:Twice-come ruin icon1.png}} &#039;&#039;&#039;Thrice-come Ruin&#039;&#039;&#039;. Each subsequent lance (clockwise from north) uses &#039;&#039;&#039;Lancelight&#039;&#039;&#039; two seconds after the previous lance.&lt;br /&gt;
** When the lances inside a party&#039;s square are using &#039;&#039;&#039;Lancelight&#039;&#039;&#039;, that party must stand outside of their square, around its back. Each other party must remain at the center of their square. These positions are necessitated by {{status effect|debuff|File:Lancepoint icon.png}} &#039;&#039;&#039;Prey: Lancepoint&#039;&#039;&#039;. If a party leaving their square moves between the squares, their stack will overlap with another square; if a party staying within their square is too far forward, their stack will overlap with the outer area.&lt;br /&gt;
** Immediately after lance 1 uses &#039;&#039;&#039;Lancelight&#039;&#039;&#039;, square C parties must stand outside their square, and return immediately after lance 4.&lt;br /&gt;
** Immediately after lance 5, square B parties must stand outside their square, and return immediately after lance 8.&lt;br /&gt;
** Immediately after lance 9, square A parties must stand outside their square, and return immediately after lance 12.&lt;br /&gt;
** In total, each square will resolve two {{status effect|debuff|File:Lancepoint icon.png}} &#039;&#039;&#039;Prey: Lancepoint&#039;&#039;&#039; within their square, and one outside of it. Players with these debuffs must be careful to position themselves without overlapping other sections, but otherwise move with their party.&lt;br /&gt;
* &#039;&#039;&#039;Critical Axeblow&#039;&#039;&#039;: Used two seconds after the final lance uses &#039;&#039;&#039;Lancelight&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Unsealed Aura&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Forked Fury&#039;&#039;&#039;&lt;br /&gt;
* After a short delay, two sets of auto-attacks on the furthest two players in each section will be used.&lt;br /&gt;
* &#039;&#039;&#039;Holy&#039;&#039;&#039;: A full repeat of the Conduits mechanic. In this use, the &#039;&#039;&#039;Lance Empowerment Conduits&#039;&#039;&#039; must always be defeated.&lt;br /&gt;
* &#039;&#039;&#039;Assassin&#039;s Dagger&#039;&#039;&#039; (including two uses of &#039;&#039;&#039;Critical Axeblow/Lanceblow&#039;&#039;&#039;)&lt;br /&gt;
* &#039;&#039;&#039;Unsealed Aura (enrage)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: Resurrection debuffs will not be removed after defeating Magitaur, so any player that dies with {{status effect|debuff|File:Resurrection denied icon.png}} &#039;&#039;&#039;Resurrection Denied&#039;&#039;&#039; will not be able to open the personal spoils coffer(s) from this boss or activate the Survey Point in the final room. However, they will still be rewarded with achievement progress.&lt;br /&gt;
==Phantom Chemist Resurrection Strategy==&lt;br /&gt;
In the event of a full raid wipe, all players must normally leave the raid regardless of how many stacks of {{status effect|debuff|File:Resurrection restricted icon1.png}} &#039;&#039;&#039;Resurrection Restricted&#039;&#039;&#039; they still have, because the return prompt will take them back to the South Horn base camp. To allow for more boss attempts, players have devised a chemist &amp;quot;cheese&amp;quot; strategy:&lt;br /&gt;
#If a boss pull is deemed unsalvageable (e.g. there are too many deaths or if a DPS check will not be met), a designated chemist will sacrifice themselves by running into the death wall or incapacitating themselves via mechanics. It is also common to do this preemptively as &amp;quot;insurance&amp;quot; before common failure points such as the snowballs/fire tower mechanics in boss 2 or the Rune Axe/Holy Lance mechanics in boss 4.&lt;br /&gt;
#Another chemist will revive the sacrifice chemist, but that player will &#039;&#039;not&#039;&#039; accept the resurrection prompt. The Raise buff will need to be refreshed periodically to prevent it from expiring. Ideally, the reviving chemist should revive the sacrifice chemist outside of aggro range of the boss.&lt;br /&gt;
#Once the call to wipe has been made by the raid leader, all players will attempt to die at the south of the arena or outside of aggro range of the boss.&lt;br /&gt;
#After the party wipes and the boss resets, the sacrifice chemist will accept the raise.&lt;br /&gt;
#The sacrifice chemist will then revive the other players, ideally starting with chemists first so they can also help revive. All chemists will commonly be marked for visual identification.&lt;br /&gt;
#Once everyone&#039;s Weakness debuff has fallen off, the party can pull the boss again.&lt;br /&gt;
&lt;br /&gt;
An alternative chemist &amp;quot;cheese&amp;quot; strategy requires a chemist to resurrect outside the arena and not participate in the fight:&lt;br /&gt;
#The chemist pulls the boss alone and dies near the entrance&lt;br /&gt;
#A second chemist waits outside the arena&lt;br /&gt;
#The remainder of the alliance enters the arena and begins their countdown&lt;br /&gt;
#With 5s to pull, the second chemist resurrects the dead chemist outside the arena&lt;br /&gt;
# With 5s left on the raise timer, the dead chemist accepts the raise.&lt;br /&gt;
&lt;br /&gt;
This results in the chemist resurrecting outside the arena, which has already completed its &#039;automatic pull in&#039; at 45s after pull.&lt;br /&gt;
&lt;br /&gt;
Both strategies are normally not feasible outside of boss encounters: e.g., a full raid wipe during the bridges encounter will end the run in the vast majority of cases.&lt;br /&gt;
&lt;br /&gt;
== Loot==&lt;br /&gt;
*800 {{enlightenment silver piece}} [[Enlightenment Silver Piece]]s&lt;br /&gt;
*1920 {{phantom exp}} [[Phantom Jobs|Phantom EXP]] &lt;br /&gt;
*{{tomestone|uncapped|80}} {{tomestone/uncapped-text}} &lt;br /&gt;
*{{tomestone|capped|40}} {{tomestone/capped-text}}&lt;br /&gt;
&lt;br /&gt;
This duty uses &#039;&#039;&#039;personal loot&#039;&#039;&#039;, so players will need to interact with and loot treasure coffers themselves. A full clear with all chests yields 30 {{item icon|Sanguinite}}.&lt;br /&gt;
&lt;br /&gt;
Defeating [[Magitaur]] will respawn 2 bronze and 1 silver [[The Occult Crescent: South Horn/Treasure Coffers|overworld treasure coffers]] in the South Horn map, assuming the number of coffers available is not already capped. There is a 10% chance that a second silver coffer will respawn.&lt;br /&gt;
&lt;br /&gt;
===[[File:Silver Coffer (small).png|32px|link=]] [[Demon Tablet]]===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Notes on the Demon Tablet|fixed=y}}&lt;br /&gt;
{{Drops table row|Sanguinite|1|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Bronze Coffer (small).png|32px|link=]] Personal Spoils (Secret Nooks)===&lt;br /&gt;
There are four chests (two per side) in the hallways after the first boss. Each side has one room behind a locked door that can be opened from the other side by a [[Phantom Thief]] after maneuvering through a trick room, and two secret rooms in the north. The post-trick room chest yields 2 Sanguinite. A chest will appear in one of the two secret rooms in the north per side, yielding 3 Sanguinite.&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|2|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|3|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
It is not possible to obtain all four chests in a single run: players may only obtain the two chests on their side.&lt;br /&gt;
&lt;br /&gt;
===[[File:Silver Coffer (small).png|32px|link=]] [[Dead Stars]]===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Notes on the Dead Stars|fixed=y}}&lt;br /&gt;
{{Drops table row|Sanguinite|2|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Silver Coffer (small).png|32px|link=]] [[Marble Dragon]]===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Notes on the Marble Dragon|fixed=y}}&lt;br /&gt;
{{Drops table row|Sanguinite|2|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Bronze Coffer (small).png|32px|link=]] Personal Spoils (Top Secret Nook 1)===&lt;br /&gt;
There are two chests in a secret room after the lockwards in the Towertop Passage, to the right.&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|2|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|2|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Bronze Coffer (small).png|32px|link=]] Personal Spoils (Top Secret Nook 2)===&lt;br /&gt;
A secret room in the Towertop Passage, to the left. The coffer is directly in the path.&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|1|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
=== [[File:Bronze Coffer (small).png|32px|link=]] Personal Spoils (Top Secret Nook 3)===&lt;br /&gt;
A secret room connected to Top Secret Nook 2. The coffer is just outside the entrance to the observatory room that marks the location of the [[Sanguine Recluse]] once the lockward puzzle is solved. This coffer will only spawn if the puzzle is solved.&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|5|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] [[Magitaur]]===&lt;br /&gt;
At least one personal spoils coffers will appear after defeating the final boss.&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Notes on Magitaur|fixed=y}}&lt;br /&gt;
{{Drops table row|Magitaur Card}}&lt;br /&gt;
{{Drops table row|Sanguinite|5|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
A second coffer will appear if the Sanguine Recluse was defeated by players outside, after the raid lights up the observatory.&lt;br /&gt;
&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Sanguinite|5|fixed=y}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| mech1 sortable align-left}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|A Fork to Be Reckoned With I}}&lt;br /&gt;
{{achievement table row|A Fork to Be Reckoned With II}}&lt;br /&gt;
{{achievement table row|A Fork to Be Reckoned With III}}&lt;br /&gt;
{{achievement table row|A Fork to Be Reckoned With IV}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
{{quotation|Collapsed Bookshelves|Indecipherable tomes are strewn across the floor and piled haphazardly among the fallen shelves. Closer inspection reveals countless magical glyphs, likely representing a wealth of arcane knowledge.}}&lt;br /&gt;
&lt;br /&gt;
{{quotation|Occult Epitaph|The polished surface glimmers with myriad symbols, none of which obviously resemble Eorzean script. Although unfamiliar, the patterns you discern imply the glyphs form a written system of some kind. Was this encoding designed to conceal knowledge considered a threat to civilization?}}&lt;br /&gt;
&lt;br /&gt;
{{quotation|Ancient Tablet|As you peruse the tablet&#039;s inscription, a wave of nausea compels you to avert your gaze. No doubt the document is imbued with some magical contrivance, shielding it from eyes deemed unworthy of the knowledge within.}}&lt;br /&gt;
&lt;br /&gt;
{{quotation|[[Occult Record]]: The Secluded Stacks|At the pinnacle of the Tower of Blood sits an ancient study filled with tomes, tablets, and manuscripts from the Fifth Astral Era. Unfortunately, the entire collection is written in a script bearing no obvious resemblance to any extant language, rendering the documents indecipherable. Perhaps the owner concocted the script as a means of concealing the knowledge contained therein─but what could necessitate such elaborate encoding?}}&lt;br /&gt;
&lt;br /&gt;
==Dialogue ==&lt;br /&gt;
 Dead Stars: Oink, oink! Prepare to die at the hands of we tricksy three!&lt;br /&gt;
 Dead Stars: Oink, oink! Everyone gets a piece of the action!&lt;br /&gt;
 Dead Stars: Oink, oink, oink! Tricksy trio unite!&lt;br /&gt;
 Phobos: Just kidding, it&#039;s Phobos&#039;s time to shine! Oink!&lt;br /&gt;
 Liquified Triton: Glub...glub...&lt;br /&gt;
 Liquified Nereid: Blub...glub...&lt;br /&gt;
 Phobos: Oink, oink, oink! You&#039;re in for some toxic trouble now!&lt;br /&gt;
 System: Phobos&#039;s toxins seep into your body!&lt;br /&gt;
 Phobos: Brace yourselves for a putrid poison blast!&lt;br /&gt;
 Liquified Triton: Glub...blub...&lt;br /&gt;
 Liquified Nereid: Glub!?&lt;br /&gt;
 Phobos: You poisoned princes suited your slimy transformation!&lt;br /&gt;
 Triton: Oink, oink...&lt;br /&gt;
 Nereid: O-Oink...&lt;br /&gt;
 Triton: Now I&#039;m livid!&lt;br /&gt;
 Nereid: Unforgivable...&lt;br /&gt;
 Phobos: Gyaaagh!&lt;br /&gt;
 Phobos: F-Forgive me friends! I promise I&#039;ll behave myself now...&lt;br /&gt;
 Dead Stars: The tricksy trio units anew, and this time we&#039;re serious! Oink!&lt;br /&gt;
 Nereid: Oinking fools! It&#039;s Nereid&#039;s turn to take center stage!&lt;br /&gt;
 Frozen Triton: F-Freezing!&lt;br /&gt;
 Frozen Phobos: I can&#039;t feel my toes!&lt;br /&gt;
 Nereid: You&#039;re nothing more than a pair of frosty unfortunates!&lt;br /&gt;
 Nereid: Sssnooowed uuunder!&lt;br /&gt;
 Frozen Triton: S-So cold...&lt;br /&gt;
 Frozen Phobos: F-Frozen solid...&lt;br /&gt;
 Triton: Oink, oink...&lt;br /&gt;
 Phobos: Oooink...&lt;br /&gt;
 Nereid: With friends like you, there&#039;s snow end to the fun!&lt;br /&gt;
 Triton: Now I&#039;m livid!&lt;br /&gt;
 Phobos: Payback time...&lt;br /&gt;
 Nereid: Gyaaagh!&lt;br /&gt;
 Nereid: I-I&#039;m sorry! I&#039;ll play nice... I swear!&lt;br /&gt;
 Dead Stars: Oink, oink! Behold the true power of our tenacious triumvirate!&lt;br /&gt;
 Triton: Or rather, behold the true power of Triton—star of the show!&lt;br /&gt;
 Gaseous Phobos: This is an outrage!&lt;br /&gt;
 Gaseous Nereid: Hot, hot, hot!&lt;br /&gt;
 Triton: Oink, oink! I&#039;m a flaming menace, through and through!&lt;br /&gt;
 Phobos: Oooink...&lt;br /&gt;
 Nereid: O-oink...&lt;br /&gt;
 Triton: Get ready for Triton&#039;s flammable extravaganza!&lt;br /&gt;
 Gaseous Phobos: I can&#039;t take much more!&lt;br /&gt;
 Gaseous Nereid: Overcooked...&lt;br /&gt;
 Triton: A scorching festival of flame! You two made for excellent kindling!&lt;br /&gt;
 Nereid: Unforgivable...&lt;br /&gt;
 Phobos: Payback time...&lt;br /&gt;
 Triton: Gyaaagh!&lt;br /&gt;
 Triton: My flame grows dim! I give in!&lt;br /&gt;
 Phobos: My poisons have all dried up!&lt;br /&gt;
 Nereid: Oinksome wretches! I can&#039;t stand the sight of you!&lt;br /&gt;
 Dead Stars: Oink, oink, oink!&lt;br /&gt;
 Dead Stars: Oooiiink!&lt;br /&gt;
 Dead Stars: It&#039;s oink-oink-over! We&#039;re outta here!&lt;br /&gt;
&lt;br /&gt;
 System: Occult cylinders active. Initiate the authentication process.&lt;br /&gt;
 System: Authentication complete in 30 seconds...&lt;br /&gt;
 System: Authentication complete in 20 seconds...&lt;br /&gt;
 System: Authentication complete in 10 seconds...&lt;br /&gt;
 System: Authentication complete in 5...&lt;br /&gt;
 System: Authentication complete in 4...&lt;br /&gt;
 System: Authentication complete in 3...&lt;br /&gt;
 System: Authentication complete in 2...&lt;br /&gt;
 System: Authentication complete in 1...&lt;br /&gt;
 System: Authentication complete. Begin the unlock process.&lt;br /&gt;
 System: The occult cylinders have been reordered.&lt;br /&gt;
 System: The lock is unbound... The path ahead is clear.&lt;br /&gt;
&lt;br /&gt;
 Magitaur: All who threaten the tower&#039;s sanctity will be purged!&lt;br /&gt;
 Magitaur: I call forth the might of the sanguine!&lt;br /&gt;
 Magitaur: Unfettered power!&lt;br /&gt;
 Magitaur: Vile infractors, prepare to meet your end!&lt;br /&gt;
 Magitaur: Power courses through my veins!&lt;br /&gt;
 Magitaur: The tower must be protected!&lt;br /&gt;
 Magitaur: I shall not fall!&lt;br /&gt;
 Magitaur: I commit my strength, my blood...my life!&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Exdeath&#039;s Castle (Dawntrail)}}&lt;br /&gt;
{{music table row|Boss 1-3|FINAL FANTASY V: Battle 1 (Dawntrail)}}&lt;br /&gt;
{{music table row|Final Boss|Omega Squared}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
===Screenshots===&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200px&amp;quot; mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Forked Tower Blood intro.jpg&lt;br /&gt;
Occult Crescent4.jpg&lt;br /&gt;
Occult Crescent6.jpg&lt;br /&gt;
FTB map room.jpg|Map Room&lt;br /&gt;
Forked Tower Blood boss.jpg&lt;br /&gt;
FTB final room.jpg|Final Room&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Maps ===&lt;br /&gt;
&amp;lt;gallery heights=&amp;quot;200&amp;quot; mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:FTB Central Passages map.png|Central Passages&lt;br /&gt;
File:FTB Binding Lock map.png|Binding Lock&lt;br /&gt;
File:FTB Central Passages map annotated.png|Central Passages (annotated)&lt;br /&gt;
File:FTB Bridges map annotated.png|Bridges (annotated)&lt;br /&gt;
File:FTB Binding Lock map annotated.png|Binding Lock (annotated)&lt;br /&gt;
File:FTB Magitaur Markers.png|Common (&amp;quot;BAP Daggers&amp;quot;) markers used for Magitaur&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia==&lt;br /&gt;
*The dungeon is inspired by the [https://finalfantasy.fandom.com/wiki/Fork_Tower Fork Tower] dungeon from FFV.&lt;br /&gt;
*The world first clear was from &amp;quot;Aether Group 2&amp;quot; on May 30, 2025 at 4:22 PM PST, after a progression time of 3 days and 14 hours (including initial quest progression and leveling to prepare for the raid)&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=4ctH0avSBiA Youko Tsukihime. Forked Tower World First (YouTube)]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*When originally released in [[patch 7.25]], this raid was heavily criticized by the playerbase for being difficult to form groups and enter. Notable issues raised were:&lt;br /&gt;
** The inability of a 48-player alliance to reliably queue into the same South Horn instance. Players instead needed to queue as 6 separate parties, often ending up in different instances. Thus, parties would need to leave the instance and re-queue several times until all parties were in the same instance, a process that could take more than an hour. This became known as &amp;quot;island gacha&amp;quot; within the Japanese playerbase and &amp;quot;instance prog&amp;quot; within the Western playerbase.&lt;br /&gt;
**The long wait time until the auroral mirages weather appeared in a fresh instance.&lt;br /&gt;
**The short time availability of the weather (5 minutes), sometimes causing players in critical encounters to miss the window entirely.&lt;br /&gt;
**The possibility of random players to &amp;quot;snipe&amp;quot;, i.e. take the spots of players in premade groups by offering more ciphers. This often resulted in frustration from premade groups especially if a member with a critical phantom job was unable to enter. In addition, the difficulty of the raid made it possible for individual players to wipe the entire run at several points, increasing the risk from random players joining.&lt;br /&gt;
**The lack of a story-difficulty mode compared to Bozja&#039;s in-instance raids. The hard mode version is the only difficulty, limiting its accessibility to more casual players or those who did not wish to organize using Discord servers to clear content.&lt;br /&gt;
**The apparent disconnect between the minimum number of players needed to spawn the tower (16) and the minimum number of players needed to resolve several mechanics (24).&lt;br /&gt;
*Square Enix addressed some of the more common criticisms in [https://na.finalfantasyxiv.com/lodestone/topics/detail/c2dd52470c21ab3fe507aaba914973280959ae92 Letter from the Producer LIVE Part LXXXVII] on June 20, 2025, which revealed that there had only been ~400 clears in the time that the raid was first released 23 days previously.&lt;br /&gt;
**The lack of a story mode, one of the main criticisms, was cited as due to having insufficient development resources in the allotted timeline.&lt;br /&gt;
*On July 1, 2025, Naoki Yoshida made a follow-up [https://na.finalfantasyxiv.com/lodestone/topics/detail/287711e33d1ae8cbe9e4012ff627e42cc330d08e Lodestone post] to clarify some of the changes that would be made, including:&lt;br /&gt;
:#The ability to enter the Occult Crescent instance with a preformed alliance of up to 48 players&lt;br /&gt;
:#Allowing auroral mirages to generate sooner after the Occult Crescent instance has loaded&lt;br /&gt;
:#Improvements to the cipher offering UI&lt;br /&gt;
:#Delaying auroral mirage generation until an active critical encounter has ended&lt;br /&gt;
:#Enabling exclusive access to the Occult Crescent instance for a set time when joining with a preformed alliance of at least 24 players&lt;br /&gt;
*While these changes were originally scheduled for [[patch 7.3]] in early August, the first two changes were instead implemented in an emergency hotfix on Thursday, July 3.&lt;br /&gt;
*The remaining changes, along with other adjustments such as requiring all participating players to submit at least one cipher and increasing the minimum number of participants from 16 to 24, were implemented in patch 7.3.&lt;br /&gt;
*In [[patch 7.4]], cipher costs were lowered by 67%.&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*Guides by Fae Fiyaa (Google Docs format)&lt;br /&gt;
**[https://docs.google.com/presentation/d/12fRuTLrDoIDrQBVBkg2s3Nrd1NpwOjMxFPlbfikGiz0/present#slide=id.p Boss 1: Demon Tablet]&lt;br /&gt;
**[https://docs.google.com/presentation/d/1MQx7FPoZmPbp0X8Wy8743gfMptDjZSLHQyUAIyin3CU/present#slide=id.p Hallways]&lt;br /&gt;
**[https://docs.google.com/presentation/d/1yh8cJQvk0V2T8IKR5ppYLPX7Q2pbAXEsB81iAc1C3nI/present#slide=id.p Boss 2: Dead Stars]&lt;br /&gt;
**[https://docs.google.com/presentation/d/1XnKwFsmdUYQ_MQZwqfWxdGl3XumE6lL5wDhwp9QTaBE/present#slide=id.p Bridges]&lt;br /&gt;
**[https://docs.google.com/presentation/d/1YeOhNZHb7fEyE25EAkP9UoQ8TBhInbrgguYtVdNIIAQ/present#slide=id.p Boss 3: Marble Dragon]&lt;br /&gt;
**[https://docs.google.com/presentation/d/1x6711dkqAdIJdtE0KuhQVj7Qfa-9GmZonX-DZBR7jdM/present#slide=id.p Lockwards]&lt;br /&gt;
**[https://docs.google.com/presentation/d/15Mbb5oVXmfGVErUI1gCce3QZ-AjPNX6D7q1PJ5V4hB8/present#slide=id.p Boss 4: Magitaur]&lt;br /&gt;
***[https://docs.google.com/presentation/d/19TSl1MKE_GLUEeDKw1M6FHbaNV5a4RAtQhQhHu5AxuU/present?slide=id.g35f098104a7_0_81 &amp;quot;BAP&amp;quot; Daggers Guide]&lt;br /&gt;
*ABBA+ Strategies&lt;br /&gt;
**[https://raidplan.io/plan/w8wd3ca3br4kx2w6 Boss 1: Demon Tablet]&lt;br /&gt;
**[https://raidplan.io/plan/prgucej85vbhfsqh Boss 2: Dead Stars]&lt;br /&gt;
**[https://raidplan.io/plan/1bOhHhyuFrV1DXCE Boss 3: Marble Dragon]&lt;br /&gt;
**[https://raidplan.io/plan/zf94frejwp9dgsq7 Boss 4: Magitaur]&lt;br /&gt;
*[https://mathranger101.itch.io/magitaur-sim Magitaur Simulator]&lt;br /&gt;
*Advanced Phantom Job guides for optimization purposes&lt;br /&gt;
**[https://docs.google.com/spreadsheets/d/1k2eIlDWksPi_fTXIRRlCzeAm2m9GewHqFpnShlOgg1Q/edit?gid=649350151#gid=649350151 Geomancer]&lt;br /&gt;
**[https://docs.google.com/spreadsheets/d/12D2FQVvwUTMKe821BlvZPtfpGUeMgVr8Fb3Xak2KtLo/edit Berserker]&lt;br /&gt;
**[https://docs.google.com/document/d/1Z5vZlxHuv6v2zSyXLXJnkA7lLL1YIUv6r5Xt6qXh9ic/edit?tab=t.0#heading=h.xlr7hivfpp9x Thief]&lt;br /&gt;
**[https://docs.google.com/spreadsheets/d/1SJXdA36aZoYDlP3EED2ytmF33rvhABdUPLS377wRHRE/edit?gid=0#gid=0 Oracle]&lt;br /&gt;
**[https://docs.google.com/document/d/14ISoQu7l6ppmMnFiA_gplOa7B5VjqnM-zktn0bPKZe0/edit?tab=t.0#heading=h.w8c8exu848bi Monk]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references&amp;gt;&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Occult Crescent nav|state=expanded}}&lt;br /&gt;
{{Duties nav/field operation}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Occult Crescent]] &lt;br /&gt;
[[Category:Field Operations]] &lt;br /&gt;
[[Category:Patch 7.2 Features]]&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Necrologos:_Transcription&amp;diff=1272771</id>
		<title>Necrologos: Transcription</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Necrologos:_Transcription&amp;diff=1272771"/>
		<updated>2026-03-29T17:26:45Z</updated>

		<summary type="html">&lt;p&gt;Hubry: Hubry moved page Necrologos: Transcription to Necrologos Transcription over redirect: Misspelled title&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Necrologos Transcription]]&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Necrologos_Transcription&amp;diff=1272770</id>
		<title>Necrologos Transcription</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Necrologos_Transcription&amp;diff=1272770"/>
		<updated>2026-03-29T17:26:44Z</updated>

		<summary type="html">&lt;p&gt;Hubry: Hubry moved page Necrologos: Transcription to Necrologos Transcription over redirect: Misspelled title&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item infobox&lt;br /&gt;
| name = Necrologos Transcription&lt;br /&gt;
| icon = necrologos transcription icon1.png&lt;br /&gt;
| description = While appearing to be gibberish, the words written within this tome fiendishly incorporate a summoning spell. Readers are advised to exercise caution lest they inadvertently unleash an army of voidsent.&lt;br /&gt;
| type = other&lt;br /&gt;
| material-type = Tabletop&lt;br /&gt;
| rarity = white&lt;br /&gt;
| value = 30&lt;br /&gt;
| patch = 5.5&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| id-edb = 8d2ded9a990&lt;br /&gt;
| id-gt = 33277&lt;br /&gt;
}} __NOTOC__&lt;br /&gt;
==Acquisition==&lt;br /&gt;
===Duties===&lt;br /&gt;
*{{i|The Great Gubal Library (Hard)}}&lt;br /&gt;
&lt;br /&gt;
==Used For==&lt;br /&gt;
*[[Player Housing]] decoration item&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
*[https://forum.square-enix.com/ffxiv/threads/309286 SE Official Forum: Attempted player translation]&lt;br /&gt;
* NOTE: Despite being a &amp;quot;tabletop&amp;quot; item, this is larger than many tables.&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
File:Necrologos Transcription front.png&lt;br /&gt;
File:Necrologos Transcription rear.png&lt;br /&gt;
File:Necrologos Transcription scale.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=FFXIV_Wiki:Fishing_data_revamp&amp;diff=1207695</id>
		<title>FFXIV Wiki:Fishing data revamp</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=FFXIV_Wiki:Fishing_data_revamp&amp;diff=1207695"/>
		<updated>2026-02-20T23:52:16Z</updated>

		<summary type="html">&lt;p&gt;Hubry: /* To-Dos */ some info sources&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Project&lt;br /&gt;
| status = In Progress&lt;br /&gt;
| members = OnyxVindicator, Bagelchips, Hubry, Skissors-Wolf, Vchiru&lt;br /&gt;
| needs help = y&lt;br /&gt;
| discord = https://discord.com/channels/312060255469305856/1403437292349030523&lt;br /&gt;
| Updating all fishing data across the wiki.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
* This project is to clean up and standardize Fishing data so that it can be viewed in a reasonable and accurate manner, and also have semantic data populated for use on other pages.&lt;br /&gt;
* The data will be set up similar to the Miner/Botanist pages, such that most of the Fish data exists on the Fish pages but the location availability will be on the Fishing Log pages (mirroring MIN/BTN&#039;s setup on Area pages).&lt;br /&gt;
* Work in earnest is planned for 7.5x, but may happen sooner.&lt;br /&gt;
* OnyxVindicator is the primary contact person for this project.&lt;br /&gt;
&lt;br /&gt;
==To-Dos==&lt;br /&gt;
* Find good sources for the data elements listed in later sections&lt;br /&gt;
** [https://github.com/ffxiv-teamcraft/ffxiv-teamcraft/blob/staging/libs/data/src/lib/json/fishing-sources.json Teamcraft&#039;s Allagan Reports data for fishing], contains most of the manual data that can&#039;t be datamined (need to source intuition duration from elsewhere though, probably Carby)&lt;br /&gt;
** [https://github.com/ffxiv-teamcraft/ffxiv-teamcraft/blob/staging/libs/data/src/lib/json/spearfishing-sources.json Same data for spearfishing]&lt;br /&gt;
** [https://github.com/icykoneko/ff14-fish-tracker-app/blob/master/private/fishData.yaml Carby data] (*mostly* the same as TC but does not contain most common fish, and recommends worse baits in many places)&lt;br /&gt;
** [https://docs.google.com/spreadsheets/d/1R0Nt8Ye7EAQtU8CXF1XRRj67iaFpUk1BXeDgt6abxsQ/edit Tyo&#039;to Tayuun&#039;s ocean fishing spreadsheet]&lt;br /&gt;
** Tracky data for desynthesis&lt;br /&gt;
** Game sheets: FishParameter, FishingSpot, SpearfishingItem, AquariumFish, CollectablesShopItem (+ linked sheets for reward details), probably others missed&lt;br /&gt;
* Compile that data into a CSV file for upload&lt;br /&gt;
* Update the fishing data on fish pages&lt;br /&gt;
* Make semantic tables on the Fishing Log pages&lt;br /&gt;
** Make related templates&lt;br /&gt;
* Make semantic tables on the Big Fish page&lt;br /&gt;
** Make related templates&lt;br /&gt;
&lt;br /&gt;
==Preliminary List of Parameters/Properties and Categories==&lt;br /&gt;
Parameters&lt;br /&gt;
{| class=&amp;quot;table&amp;quot;&lt;br /&gt;
! Parameter !! Data&lt;br /&gt;
|-&lt;br /&gt;
| name || Fish Name&lt;br /&gt;
|-&lt;br /&gt;
| icon || Item icon image&lt;br /&gt;
|-&lt;br /&gt;
| item-description || item description&lt;br /&gt;
|-&lt;br /&gt;
| log-description || fishing log description&lt;br /&gt;
|-&lt;br /&gt;
| gathering || Gathering Requirement&lt;br /&gt;
|-&lt;br /&gt;
| time-start || Start of window&lt;br /&gt;
|-&lt;br /&gt;
| time-end || End of window&lt;br /&gt;
|-&lt;br /&gt;
| weather-previous || delimited list&lt;br /&gt;
|-&lt;br /&gt;
| weather-current || delimited list&lt;br /&gt;
|-&lt;br /&gt;
| intuition || Fisher&#039;s Intuition - [delimited list of &amp;quot;# fish name&amp;quot;]&lt;br /&gt;
|-&lt;br /&gt;
| bite || Bite Strength† - !/!!/!!!&lt;br /&gt;
|-&lt;br /&gt;
| lure-action || Patience Hookset/Powerful Hookset or Modest Lure/Ambitious Lure (weak, strong)&lt;br /&gt;
|-&lt;br /&gt;
| lure-message || Modest Lure/Ambitious Lure + Required Lure Message&lt;br /&gt;
|-&lt;br /&gt;
| preferred-bait || Preferred Bait† - if mooch, list the mooch fish and the prereqs for that mooch fish&lt;br /&gt;
|-&lt;br /&gt;
| allowed-bait || Other Allowed Bait&lt;br /&gt;
|-&lt;br /&gt;
| release || Patch Release (currently on the infobox; could stay here)&lt;br /&gt;
|-&lt;br /&gt;
| legendary-type || Fishing Rarity -  Normal (default), Big Fish, Legendary Fish, Fabled Legendary Fish&lt;br /&gt;
|-&lt;br /&gt;
| habitat || Fishing Type  - Freshwater, Saltwater, Sand, Sky, Clouds, Magma, Aetherochemical, Salt Lake, Space, Spearfishing, Ocean Fishing, Spectral Ocean Fishing&lt;br /&gt;
|-&lt;br /&gt;
| is-swimbait || Is Mooch Bait flag (might have better name for this; can ask fishing community)&lt;br /&gt;
|-&lt;br /&gt;
| gives-intuition || Gives Intuition flag (for getting Fisher&#039;s Intuition)&lt;br /&gt;
|-&lt;br /&gt;
| is-collectable || Collectable flag&lt;br /&gt;
|-&lt;br /&gt;
| collectability || Collectability score&lt;br /&gt;
|-&lt;br /&gt;
| scrip-value || &amp;lt;-- not sure if we want this here or if this can be put on the Collectable Appraiser page instead&lt;br /&gt;
|-&lt;br /&gt;
| ocean-fishing-value || Value for ocean vishing score&lt;br /&gt;
|-&lt;br /&gt;
| is-spectral || Is a fish that can trigger Spectral Currents for Ocean Fishing&lt;br /&gt;
|-&lt;br /&gt;
| req-snagging || Snagging Required flag&lt;br /&gt;
|-&lt;br /&gt;
| req-intuition || Is Intuition Fish (might have better name for this)&lt;br /&gt;
|-&lt;br /&gt;
| req-tome || Requires a Tome of Ichthyological Folklore&lt;br /&gt;
|-&lt;br /&gt;
| req-other || Fish that require a specific quest or rod (&amp;quot;quest:QUESTNAME&amp;quot; or &amp;quot;rod:FISHINGROD&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| length || Size - min-max&lt;br /&gt;
|-&lt;br /&gt;
| desynth-results || Desynth&lt;br /&gt;
|-&lt;br /&gt;
| fishing-level || Fishing Level&lt;br /&gt;
|-&lt;br /&gt;
| canvas-size || Canvas Size (S, M, L, XL)&lt;br /&gt;
|-&lt;br /&gt;
| aquarium-type || Aquarium Type (freshwater, saltwater, none)&lt;br /&gt;
|-&lt;br /&gt;
| aquarium-image || Image file for fish in aquarium&lt;br /&gt;
|-&lt;br /&gt;
| spearfish-size || Icon Size - small/medium/large&lt;br /&gt;
|-&lt;br /&gt;
| spearfish-speed || Swim Speed - slow/average/fast/very fast (might be better terms; check FruitySnacks guides)&lt;br /&gt;
|-&lt;br /&gt;
| eph-node-spawned || If this fish is used to spawn an ephemeral node, list it; else null&lt;br /&gt;
|-&lt;br /&gt;
| id-edb || EDB link&lt;br /&gt;
|-&lt;br /&gt;
| id-gt || TC/GT link&lt;br /&gt;
|-&lt;br /&gt;
| video-link || FruitySnacks video guide link (Carby has this)&lt;br /&gt;
|-&lt;br /&gt;
| id-cp ?? || Look into links for CarbunclePlushy - I don&#039;t think we can do this&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Parameters for Fishing Log pages:&lt;br /&gt;
{| class=&amp;quot;table&amp;quot;&lt;br /&gt;
| prime-loc || Primary Fishing Spot flag (yes/no; default yes)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Categories:&lt;br /&gt;
* [expansion] Fish&lt;br /&gt;
* [expansion] Big Fish / Big Fish&lt;br /&gt;
* [expansion] Legendary Fish / Legendary Fish&lt;br /&gt;
* Fabled Legendary Fish&lt;br /&gt;
* Collectable Fish (?)&lt;br /&gt;
* Custom Delivery Fish (?)&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_P%C3%A2tisserie&amp;diff=1199460</id>
		<title>The Pâtisserie</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_P%C3%A2tisserie&amp;diff=1199460"/>
		<updated>2026-02-02T20:12:42Z</updated>

		<summary type="html">&lt;p&gt;Hubry: Undo revision 1199458 by Hubry (talk) nvm, not sure on progress into the second&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{main|Valentione&#039;s Day (2026)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = The Pâtisserie&lt;br /&gt;
| image = The Pâtisserie.png&lt;br /&gt;
| type = dungeon&lt;br /&gt;
| level = 1&lt;br /&gt;
| size = flex4&lt;br /&gt;
| time-limit = 10&lt;br /&gt;
| req-quest = The Icing on the Cake&lt;br /&gt;
| entrance = ???&lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| patch = 7.41&lt;br /&gt;
| release = dawntrail&lt;br /&gt;
}}&lt;br /&gt;
There are no class, job, or level requirements for participation. &lt;br /&gt;
&lt;br /&gt;
This instance is available for a limited time only on [[Valentione&#039;s Day (2026)]].&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
Players can enter the seasonal event instance [[The Pâtisserie]] solo or with up to 4 players, with an option to matchmake. This is done by speaking to a [[House Valentione Pâtissier]], located at Mih Khetto&#039;s Amphitheatre in [[Old Gridania]] or the Acorn Orchard in [[New Gridania]].&lt;br /&gt;
&lt;br /&gt;
During the instance, players need to collect ingredients from the shelves at the edge of the room, and carry them to the cakes in the middle of the room, while avoiding the [[Mammet Pâtissier]]s that patrol the area. Should a player be spotted by a mammet, it will follow them and fire large conal ice AoEs. Being hit by a mammet&#039;s AoE will inflict {{status effect|deep freeze}} [[Deep Freeze]] for 10 seconds.&lt;br /&gt;
&lt;br /&gt;
4 different types of cakes can be made, each of which requires a different combination of ingredients. The NPC Kupka Kupp will automatically update the duty progress with the needed ingredients, and the shelves with the correct ingredients will sparkle. Upon completing the 2nd cake onwards, the background music will change and the mammets will move faster. The 5th cake has no specific ingredient requirements, only needing 4 ingredients submitted per category.&lt;br /&gt;
&lt;br /&gt;
Players have access to the duty action &amp;quot;Bake: Off&amp;quot;, which will temporarily stun mammets in a cone in front of the user. This can hold up to 3 charges, with a charge recovering every 15 seconds. However, this action has an animation lock (which can leave the user vulnerable to a mammet&#039;s AoE), and it cannot be used while carrying an ingredient.&lt;br /&gt;
&lt;br /&gt;
The duty has a time limit of 10 minutes from when Kupka Kupp calls out the first batch of ingredients. When this time limit runs out, the duty ends, even if some cakes are not yet finished. Players will then have an opportunity to give [[Player Commendation]]s to their party members.&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
Players are awarded {{item icon|Valentione&#039;s Day Chocolate}}s based on how many cakes they finished (plus the progression of the next one), and these chocolates can be traded to a [[House Valentione Maid]] vendor for event items.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|item}}&lt;br /&gt;
! Cakes completed !! {{item icon|Valentione&#039;s Day Chocolate}}&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 34&lt;br /&gt;
|-&lt;br /&gt;
| 2 || ?&lt;br /&gt;
|-&lt;br /&gt;
| 3 || ?&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 123&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 150&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* A total of 55 chocolates are needed to buy all of the gear and orchestrion roll items from the vendor.&lt;br /&gt;
* Buying one of each furniture item costs 13 chocolates (ignoring the {{item icon|Rolanberry Valentione Cake}}, as the quest gives one for free).&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|1st and 2nd cake|Affection Confections}}&lt;br /&gt;
{{music table row|3rd and 4th cake|Flavors of the Heart}}&lt;br /&gt;
{{music table row|5th cake|A Heartfelt Finish}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/dungeon}}&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_P%C3%A2tisserie&amp;diff=1199458</id>
		<title>The Pâtisserie</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_P%C3%A2tisserie&amp;diff=1199458"/>
		<updated>2026-02-02T20:11:27Z</updated>

		<summary type="html">&lt;p&gt;Hubry: /* Rewards */ two cake reward&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{main|Valentione&#039;s Day (2026)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = The Pâtisserie&lt;br /&gt;
| image = The Pâtisserie.png&lt;br /&gt;
| type = dungeon&lt;br /&gt;
| level = 1&lt;br /&gt;
| size = flex4&lt;br /&gt;
| time-limit = 10&lt;br /&gt;
| req-quest = The Icing on the Cake&lt;br /&gt;
| entrance = ???&lt;br /&gt;
| entrance-coordinates = &lt;br /&gt;
| patch = 7.41&lt;br /&gt;
| release = dawntrail&lt;br /&gt;
}}&lt;br /&gt;
There are no class, job, or level requirements for participation. &lt;br /&gt;
&lt;br /&gt;
This instance is available for a limited time only on [[Valentione&#039;s Day (2026)]].&lt;br /&gt;
&lt;br /&gt;
==Guide==&lt;br /&gt;
Players can enter the seasonal event instance [[The Pâtisserie]] solo or with up to 4 players, with an option to matchmake. This is done by speaking to a [[House Valentione Pâtissier]], located at Mih Khetto&#039;s Amphitheatre in [[Old Gridania]] or the Acorn Orchard in [[New Gridania]].&lt;br /&gt;
&lt;br /&gt;
During the instance, players need to collect ingredients from the shelves at the edge of the room, and carry them to the cakes in the middle of the room, while avoiding the [[Mammet Pâtissier]]s that patrol the area. Should a player be spotted by a mammet, it will follow them and fire large conal ice AoEs. Being hit by a mammet&#039;s AoE will inflict {{status effect|deep freeze}} [[Deep Freeze]] for 10 seconds.&lt;br /&gt;
&lt;br /&gt;
4 different types of cakes can be made, each of which requires a different combination of ingredients. The NPC Kupka Kupp will automatically update the duty progress with the needed ingredients, and the shelves with the correct ingredients will sparkle. Upon completing the 2nd cake onwards, the background music will change and the mammets will move faster. The 5th cake has no specific ingredient requirements, only needing 4 ingredients submitted per category.&lt;br /&gt;
&lt;br /&gt;
Players have access to the duty action &amp;quot;Bake: Off&amp;quot;, which will temporarily stun mammets in a cone in front of the user. This can hold up to 3 charges, with a charge recovering every 15 seconds. However, this action has an animation lock (which can leave the user vulnerable to a mammet&#039;s AoE), and it cannot be used while carrying an ingredient.&lt;br /&gt;
&lt;br /&gt;
The duty has a time limit of 10 minutes from when Kupka Kupp calls out the first batch of ingredients. When this time limit runs out, the duty ends, even if some cakes are not yet finished. Players will then have an opportunity to give [[Player Commendation]]s to their party members.&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
Players are awarded {{item icon|Valentione&#039;s Day Chocolate}}s based on how many cakes they finished (plus the progression of the next one), and these chocolates can be traded to a [[House Valentione Maid]] vendor for event items.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|item}}&lt;br /&gt;
! Cakes completed !! {{item icon|Valentione&#039;s Day Chocolate}}&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 34&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 73&lt;br /&gt;
|-&lt;br /&gt;
| 3 || ?&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 123&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 150&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* A total of 55 chocolates are needed to buy all of the gear and orchestrion roll items from the vendor.&lt;br /&gt;
* Buying one of each furniture item costs 13 chocolates (ignoring the {{item icon|Rolanberry Valentione Cake}}, as the quest gives one for free).&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|1st and 2nd cake|Affection Confections}}&lt;br /&gt;
{{music table row|3rd and 4th cake|Flavors of the Heart}}&lt;br /&gt;
{{music table row|5th cake|A Heartfelt Finish}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/dungeon}}&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=User:Hubry/sandbox&amp;diff=1199239</id>
		<title>User:Hubry/sandbox</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=User:Hubry/sandbox&amp;diff=1199239"/>
		<updated>2026-02-02T19:20:46Z</updated>

		<summary type="html">&lt;p&gt;Hubry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Recommendations==&lt;br /&gt;
{| {{STDT|pve}}&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Main recommendations&lt;br /&gt;
! Supplementary/solo options&lt;br /&gt;
! Queue filler dailies&lt;br /&gt;
! Low efficiency side options&lt;br /&gt;
! Weeklies&lt;br /&gt;
|-&lt;br /&gt;
! 1-15&lt;br /&gt;
| &#039;&#039;&#039;{{STFI|Hunting Log|icon=Hunting log icon2.png|size=small}} [[Hunting Log]]&amp;lt;br /&amp;gt;{{questlink|feature|Class Quests}}&#039;&#039;&#039;&lt;br /&gt;
| {{questlink|dutyroulette|Duty Roulette: Guildhests}} &amp;lt;br /&amp;gt; {{questlink|guildhest|Guildhests}}&amp;lt;br /&amp;gt;{{questlink|levequest|Battlecraft Leves}}&lt;br /&gt;
| &lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | {{questlink|ddungeon|Palace of the Dead}}&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | {{STFI|Challenge Log|icon=Challenge log icon2.png|size=small}} [[Challenge Log]]&lt;br /&gt;
|-&lt;br /&gt;
! 15&lt;br /&gt;
| &#039;&#039;&#039;{{questlink|dungeon|Sastasha}}&#039;&#039;&#039;&lt;br /&gt;
| {{STFI|Hunting Log|icon=Hunting log icon2.png|size=small}} [[Hunting Log]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! 16-30&lt;br /&gt;
| &#039;&#039;&#039;{{questlink|dutyroulette|Duty Roulette: Leveling}}&amp;lt;br /&amp;gt;{{questlink|dungeon|Dungeons||Highest level leveling dungeon}}&#039;&#039;&#039;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;(20+) Squadron [[Command Missions]]&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{STFI|Duty Support|icon=Duty support icon1.png|size=small}} [[Duty Support]]&amp;lt;br /&amp;gt;&#039;&#039;{{questlink|fate|FATEs}}&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! 30-50&lt;br /&gt;
| &#039;&#039;&#039;{{questlink|dutyroulette|Duty Roulette: Leveling}}&amp;lt;br /&amp;gt;{{questlink|dungeon|Dungeons||Highest level leveling dungeon}}&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{questlink|dutyroulette|Daily Challenge: Frontline}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! 51-60&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | &#039;&#039;&#039;{{questlink|dutyroulette|Duty Roulette: Leveling}}&amp;lt;br /&amp;gt;{{questlink|dutyroulette|Duty Roulette: Main Scenario}}&amp;lt;br /&amp;gt;{{questlink|dutyroulette|Duty Roulette: Alliance Raids}}&amp;lt;br /&amp;gt;{{questlink|dungeon|Dungeons||Highest level leveling dungeon}}&amp;lt;br /&amp;gt;{{questlink|dutyroulette|Daily Challenge: Frontline}}&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{questlink|dutyroulette|Duty Roulette: Trials}}&amp;lt;br /&amp;gt;&#039;&#039;(60+) {{questlink|dutyroulette|Duty Roulette: Normal Raids}}&#039;&#039;&lt;br /&gt;
| {{STFI|Clan Hunt|icon=The hunt icon1.png|size=small}} [[Clan Hunt|Clan Mark Bills]]&amp;lt;br /&amp;gt;&#039;&#039;{{STFI|icon=Vanu Relations.png|size=small|Vanu Vanu Daily Quests}} [[Vanu Vanu Daily Quests]]&amp;lt;br /&amp;gt;{{STFI|icon=Vath Relations.png|size=small|Vath Daily Quests}} [[Vath Daily Quests]]&#039;&#039;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | {{STFI|Challenge Log|icon=Challenge log icon2.png|size=small}} [[Challenge Log]]&amp;lt;br /&amp;gt;{{item icon|Wondrous Tails}}&lt;br /&gt;
|-&lt;br /&gt;
! 61-70&lt;br /&gt;
| {{STFI|Duty Support|icon=Duty support icon1.png|size=small}} [[Duty Support]]&amp;lt;br /&amp;gt;&#039;&#039;{{questlink|fate|FATEs}}&#039;&#039;&lt;br /&gt;
| {{STFI|Veteran Clan Hunt|icon=The hunt icon1.png|size=small}} [[Veteran Clan Hunt|Veteran Clan Mark Bills]]&amp;lt;br /&amp;gt;&#039;&#039;{{STFI|icon=Kojin Relations.png|size=small|Kojin Daily Quests}} [[Kojin Daily Quests]]&amp;lt;br /&amp;gt;{{STFI|icon=Ananta Relations.png|size=small|Ananta Daily Quests}} [[Ananta Daily Quests]]&#039;&#039;&lt;br /&gt;
| {{questlink|ddungeon|Heaven-on-High}}&amp;lt;br /&amp;gt;&#039;&#039;{{questlink|pvp|PvP}}&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! 71-80&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{questlink|bsf|The Bozjan Southern Front}}&amp;lt;br /&amp;gt;{{questlink|bsf|Zadnor}}&amp;lt;br /&amp;gt;{{STFI|Duty Support|icon=Duty support icon1.png|size=small}} [[Duty Support]] / {{STFI|Trust|icon=Trust icon2.png|size=small}} [[Trust]]&amp;lt;br /&amp;gt;{{questlink|fate|FATEs}}&lt;br /&gt;
| {{STFI|Nutsy Clan Hunt|icon=The hunt icon1.png|size=small}} [[Nutsy Clan Hunt|Clan Nutsy Mark Bills]]&amp;lt;br /&amp;gt;{{STFI|icon=Pixie Relations.png|size=small|Pixie Daily Quests}} [[Pixie Daily Quests]]&lt;br /&gt;
| &#039;&#039;{{questlink|pvp|PvP}}&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! 81-90&lt;br /&gt;
| {{STFI|Guildship Hunt|icon=The hunt icon1.png|size=small}} [[Guildship Hunt|Guildship Mark Bills]]&amp;lt;br /&amp;gt;{{STFI|icon=Arkasodara Relations.png|size=small|Arkasodara Daily Quests}} [[Arkasodara Daily Quests]]&lt;br /&gt;
| &#039;&#039;{{questlink|ddungeon|Eureka Orthos}}&#039;&#039;&amp;lt;br /&amp;gt;&#039;&#039;{{questlink|pvp|PvP}}&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! 91-100&lt;br /&gt;
| {{STFI|Duty Support|icon=Duty support icon1.png|size=small}} [[Duty Support]] / {{STFI|Trust|icon=Trust icon2.png|size=small}} [[Trust]]&amp;lt;br /&amp;gt;{{questlink|fate|FATEs}}&lt;br /&gt;
| {{STFI|Dawn Hunt|icon=The hunt icon1.png|size=small}} [[Dawn Hunt|Dawn Hunt Bills]]&amp;lt;br /&amp;gt;{{STFI|icon=Pelupelu Relations.png|size=small|Pelupelu Daily Quests}} [[Pelupelu Daily Quests]]&lt;br /&gt;
| {{questlink|ddungeon|Pilgrim&#039;s Traverse}}&amp;lt;br /&amp;gt;&#039;&#039;{{questlink|pvp|PvP}}&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic information ==&lt;br /&gt;
Legendary [[big fish]] of [[Ultima Thule]].&lt;br /&gt;
*&#039;&#039;&#039;Fish type:&#039;&#039;&#039; [[Space]]&lt;br /&gt;
*&#039;&#039;&#039;[[Aquarium]] type and size:&#039;&#039;&#039; none&lt;br /&gt;
*&#039;&#039;&#039;Fish print canvas:&#039;&#039;&#039; {{item icon|Extra Large Angler&#039;s Canvas}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fish guide description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Recent theories on the subject of this cosmic wavekin suggest it to be the inspiration for the lunar whale─the starfaring airship of Mysidian myth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fisher&#039;s Intuition quotes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;On trigger:&#039;&#039;&#039; A profound melancholy swells within you!&lt;br /&gt;
* &#039;&#039;&#039;On expiry:&#039;&#039;&#039; The melancholy passes as swiftly as it came...&lt;br /&gt;
* &#039;&#039;&#039;On refresh:&#039;&#039;&#039; You are seized by melancholy once more!&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
=== Fishing ===&lt;br /&gt;
* &#039;&#039;&#039;Recommended [[fishing]] level:&#039;&#039;&#039; 90 ★★★★&lt;br /&gt;
* &#039;&#039;&#039;Prime location:&#039;&#039;&#039; [[Fishing Log: Limne 3-β|Limne 3-β]], [[Ultima Thule]] (25, 17), level 90 &amp;lt;!-- &lt;br /&gt;
** &#039;&#039;&#039;Other locations: list other locations here, hide if not available. Should p ---&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Bite and hookset:&#039;&#039;&#039; Ferocious (&#039;&#039;&#039;!!!&#039;&#039;&#039;) - {{action icon|Powerful Hookset}}&lt;br /&gt;
* &#039;&#039;&#039;Preferred bait:&#039;&#039;&#039; {{item icon|Stardust}} → {{action icon|Powerful Hookset|x}}{{item icon|Horizon Event}}&amp;lt;!-- &lt;br /&gt;
** &#039;&#039;&#039;Other bait: list other bait here, hide if not available. ---&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Time:&#039;&#039;&#039; 0:00 - 8:00&lt;br /&gt;
** Unaffected by &amp;lt;!--/Affected by--&amp;gt; {{action icon|Fish Eyes}} &amp;lt;!-- dynamically set based on current expansion/legendary status/etc --&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Weather:&#039;&#039;&#039; {{weather icon|umbral wind}}[[Umbral Wind]] → {{weather icon|astromagnetic storm}}[[Astromagnetic Storm]]&lt;br /&gt;
* &#039;&#039;&#039;Required [[gathering (Attribute)|gathering]]:&#039;&#039;&#039; 3300&lt;br /&gt;
* {{status effect|buff|fishers intuition}} &#039;&#039;&#039;[[Fisher&#039;s Intuition]]:&#039;&#039;&#039; 10 minutes&lt;br /&gt;
** 1x {{item icon|Phallaina}} ({{item icon|Stardust}} → {{action icon|Powerful Hookset|x}}{{item icon|Horizon Event}})&lt;br /&gt;
*** Time: 0:00 - 4:00&lt;br /&gt;
** 2x {{item icon|Unbegotten}} ({{item icon|Stardust}} → {{action icon|Powerful Hookset|x}}{{item icon|Horizon Event}})&lt;br /&gt;
** 3x {{item icon|E.B.E.-9318}} ({{item icon|Stardust}})&lt;br /&gt;
* &#039;&#039;&#039;{{action icon|Snagging}}&#039;&#039;&#039; required &amp;lt;!-- demo purposes --&amp;gt; &lt;br /&gt;
* &#039;&#039;&#039;Not [[collectable]]&#039;&#039;&#039; &amp;lt;!--- list collectability tiers and scrip data after --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Used for ==&lt;br /&gt;
==={{action icon|Desynthesis}}===&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: [[Culinarian]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Potential Results&#039;&#039;&#039;:&lt;br /&gt;
*{{item icon|Water Crystal}} x1-4&lt;br /&gt;
*{{item icon|Fine Sand}} x1&lt;br /&gt;
*{{item icon|Quickarm Materia X}} x1&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=User:Hubry/sandbox&amp;diff=1199229</id>
		<title>User:Hubry/sandbox</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=User:Hubry/sandbox&amp;diff=1199229"/>
		<updated>2026-02-02T18:45:44Z</updated>

		<summary type="html">&lt;p&gt;Hubry: leveling table wip&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Recommendations==&lt;br /&gt;
{| {{STDT|pve}}&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! Main recommendations&lt;br /&gt;
! Supplementary/solo options&lt;br /&gt;
! Queue filler dailies&lt;br /&gt;
! Low efficiency side options&lt;br /&gt;
! Weeklies&lt;br /&gt;
|-&lt;br /&gt;
! 1-15&lt;br /&gt;
| &#039;&#039;&#039;{{STFI|Hunting Log|icon=Hunting log icon2.png|size=small}} [[Hunting Log]]&amp;lt;br /&amp;gt;{{questlink|feature|Class Quests}}&#039;&#039;&#039;&lt;br /&gt;
| {{questlink|dutyroulette|Duty Roulette: Guildhests}} &amp;lt;br /&amp;gt; {{questlink|guildhest|Guildhests}}&amp;lt;br /&amp;gt;{{questlink|levequest|Battlecraft Leves}}&lt;br /&gt;
| &lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | {{questlink|ddungeon|Palace of the Dead}}&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | {{STFI|Challenge Log|icon=Challenge log icon2.png|size=small}} [[Challenge Log]]&lt;br /&gt;
|-&lt;br /&gt;
! 15&lt;br /&gt;
| &#039;&#039;&#039;{{questlink|dungeon|Sastasha}}&#039;&#039;&#039;&lt;br /&gt;
| {{STFI|Hunting Log|icon=Hunting log icon2.png|size=small}} [[Hunting Log]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! 16-30&lt;br /&gt;
| &#039;&#039;&#039;{{questlink|dutyroulette|Duty Roulette: Leveling}}&amp;lt;br /&amp;gt;{{questlink|dungeon|Dungeons||Highest level leveling dungeon}}&#039;&#039;&#039;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;(20+) Squadron [[Command Missions]]&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{STFI|Duty Support|icon=Duty support icon1.png|size=small}} [[Duty Support]]&amp;lt;br /&amp;gt;&#039;&#039;{{questlink|fate|FATEs}}&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! 30-50&lt;br /&gt;
| &#039;&#039;&#039;{{questlink|dutyroulette|Duty Roulette: Leveling}}&amp;lt;br /&amp;gt;{{questlink|dungeon|Dungeons||Highest level leveling dungeon}}&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{questlink|dutyroulette|Daily Challenge: Frontline}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! 51-60&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | &#039;&#039;&#039;{{questlink|dutyroulette|Duty Roulette: Leveling}}&amp;lt;br /&amp;gt;{{questlink|dutyroulette|Duty Roulette: Main Scenario}}&amp;lt;br /&amp;gt;{{questlink|dutyroulette|Duty Roulette: Alliance Raids}}&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{questlink|dutyroulette|Duty Roulette: Trials}}&amp;lt;br /&amp;gt;{{questlink|dutyroulette|Daily Challenge: Frontline}}&amp;lt;br /&amp;gt;&#039;&#039;(60+) {{questlink|dutyroulette|Duty Roulette: Normal Raids}}&#039;&#039;&amp;lt;br /&amp;gt;&#039;&#039;&#039;{{questlink|dungeon|Dungeons||Highest level leveling dungeon}}&#039;&#039;&#039;&lt;br /&gt;
| {{STFI|Clan Hunt|icon=The hunt icon1.png|size=small}} [[Clan Hunt|Clan Mark Bills]]&amp;lt;br /&amp;gt;&#039;&#039;{{STFI|icon=Vanu Relations.png|size=small|Vanu Vanu Daily Quests}} [[Vanu Vanu Daily Quests]]&amp;lt;br /&amp;gt;{{STFI|icon=Vath Relations.png|size=small|Vath Daily Quests}} [[Vath Daily Quests]]&#039;&#039;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | {{STFI|Challenge Log|icon=Challenge log icon2.png|size=small}} [[Challenge Log]]&amp;lt;br /&amp;gt;{{item icon|Wondrous Tails}}&lt;br /&gt;
|-&lt;br /&gt;
! 61-70&lt;br /&gt;
| {{STFI|Duty Support|icon=Duty support icon1.png|size=small}} [[Duty Support]]&amp;lt;br /&amp;gt;&#039;&#039;{{questlink|fate|FATEs}}&#039;&#039;&lt;br /&gt;
| {{STFI|Veteran Clan Hunt|icon=The hunt icon1.png|size=small}} [[Veteran Clan Hunt|Veteran Clan Mark Bills]]&amp;lt;br /&amp;gt;&#039;&#039;{{STFI|icon=Kojin Relations.png|size=small|Kojin Daily Quests}} [[Kojin Daily Quests]]&amp;lt;br /&amp;gt;{{STFI|icon=Ananta Relations.png|size=small|Ananta Daily Quests}} [[Ananta Daily Quests]]&#039;&#039;&lt;br /&gt;
| {{questlink|ddungeon|Heaven-on-High}}&amp;lt;br /&amp;gt;&#039;&#039;{{questlink|pvp|PvP}}&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! 71-80&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | {{questlink|bsf|The Bozjan Southern Front}}&amp;lt;br /&amp;gt;{{questlink|bsf|Zadnor}}&amp;lt;br /&amp;gt;{{STFI|Duty Support|icon=Duty support icon1.png|size=small}} [[Duty Support]] / {{STFI|Trust|icon=Trust icon2.png|size=small}} [[Trust]]&amp;lt;br /&amp;gt;{{questlink|fate|FATEs}}&lt;br /&gt;
| {{STFI|Nutsy Clan Hunt|icon=The hunt icon1.png|size=small}} [[Nutsy Clan Hunt|Clan Nutsy Mark Bills]]&amp;lt;br /&amp;gt;{{STFI|icon=Pixie Relations.png|size=small|Pixie Daily Quests}} [[Pixie Daily Quests]]&lt;br /&gt;
| &#039;&#039;{{questlink|pvp|PvP}}&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! 81-90&lt;br /&gt;
| {{STFI|Guildship Hunt|icon=The hunt icon1.png|size=small}} [[Guildship Hunt|Guildship Mark Bills]]&amp;lt;br /&amp;gt;{{STFI|icon=Arkasodara Relations.png|size=small|Arkasodara Daily Quests}} [[Arkasodara Daily Quests]]&lt;br /&gt;
| &#039;&#039;{{questlink|ddungeon|Eureka Orthos}}&#039;&#039;&amp;lt;br /&amp;gt;&#039;&#039;{{questlink|pvp|PvP}}&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! 91-100&lt;br /&gt;
| {{STFI|Duty Support|icon=Duty support icon1.png|size=small}} [[Duty Support]] / {{STFI|Trust|icon=Trust icon2.png|size=small}} [[Trust]]&amp;lt;br /&amp;gt;{{questlink|fate|FATEs}}&lt;br /&gt;
| {{STFI|Dawn Hunt|icon=The hunt icon1.png|size=small}} [[Dawn Hunt|Dawn Hunt Bills]]&amp;lt;br /&amp;gt;{{STFI|icon=Pelupelu Relations.png|size=small|Pelupelu Daily Quests}} [[Pelupelu Daily Quests]]&lt;br /&gt;
| {{questlink|ddungeon|Pilgrim&#039;s Traverse}}&amp;lt;br /&amp;gt;&#039;&#039;{{questlink|pvp|PvP}}&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic information ==&lt;br /&gt;
Legendary [[big fish]] of [[Ultima Thule]].&lt;br /&gt;
*&#039;&#039;&#039;Fish type:&#039;&#039;&#039; [[Space]]&lt;br /&gt;
*&#039;&#039;&#039;[[Aquarium]] type and size:&#039;&#039;&#039; none&lt;br /&gt;
*&#039;&#039;&#039;Fish print canvas:&#039;&#039;&#039; {{item icon|Extra Large Angler&#039;s Canvas}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fish guide description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Recent theories on the subject of this cosmic wavekin suggest it to be the inspiration for the lunar whale─the starfaring airship of Mysidian myth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fisher&#039;s Intuition quotes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;On trigger:&#039;&#039;&#039; A profound melancholy swells within you!&lt;br /&gt;
* &#039;&#039;&#039;On expiry:&#039;&#039;&#039; The melancholy passes as swiftly as it came...&lt;br /&gt;
* &#039;&#039;&#039;On refresh:&#039;&#039;&#039; You are seized by melancholy once more!&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
=== Fishing ===&lt;br /&gt;
* &#039;&#039;&#039;Recommended [[fishing]] level:&#039;&#039;&#039; 90 ★★★★&lt;br /&gt;
* &#039;&#039;&#039;Prime location:&#039;&#039;&#039; [[Fishing Log: Limne 3-β|Limne 3-β]], [[Ultima Thule]] (25, 17), level 90 &amp;lt;!-- &lt;br /&gt;
** &#039;&#039;&#039;Other locations: list other locations here, hide if not available. Should p ---&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Bite and hookset:&#039;&#039;&#039; Ferocious (&#039;&#039;&#039;!!!&#039;&#039;&#039;) - {{action icon|Powerful Hookset}}&lt;br /&gt;
* &#039;&#039;&#039;Preferred bait:&#039;&#039;&#039; {{item icon|Stardust}} → {{action icon|Powerful Hookset|x}}{{item icon|Horizon Event}}&amp;lt;!-- &lt;br /&gt;
** &#039;&#039;&#039;Other bait: list other bait here, hide if not available. ---&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Time:&#039;&#039;&#039; 0:00 - 8:00&lt;br /&gt;
** Unaffected by &amp;lt;!--/Affected by--&amp;gt; {{action icon|Fish Eyes}} &amp;lt;!-- dynamically set based on current expansion/legendary status/etc --&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Weather:&#039;&#039;&#039; {{weather icon|umbral wind}}[[Umbral Wind]] → {{weather icon|astromagnetic storm}}[[Astromagnetic Storm]]&lt;br /&gt;
* &#039;&#039;&#039;Required [[gathering (Attribute)|gathering]]:&#039;&#039;&#039; 3300&lt;br /&gt;
* {{status effect|buff|fishers intuition}} &#039;&#039;&#039;[[Fisher&#039;s Intuition]]:&#039;&#039;&#039; 10 minutes&lt;br /&gt;
** 1x {{item icon|Phallaina}} ({{item icon|Stardust}} → {{action icon|Powerful Hookset|x}}{{item icon|Horizon Event}})&lt;br /&gt;
*** Time: 0:00 - 4:00&lt;br /&gt;
** 2x {{item icon|Unbegotten}} ({{item icon|Stardust}} → {{action icon|Powerful Hookset|x}}{{item icon|Horizon Event}})&lt;br /&gt;
** 3x {{item icon|E.B.E.-9318}} ({{item icon|Stardust}})&lt;br /&gt;
* &#039;&#039;&#039;{{action icon|Snagging}}&#039;&#039;&#039; required &amp;lt;!-- demo purposes --&amp;gt; &lt;br /&gt;
* &#039;&#039;&#039;Not [[collectable]]&#039;&#039;&#039; &amp;lt;!--- list collectability tiers and scrip data after --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Used for ==&lt;br /&gt;
==={{action icon|Desynthesis}}===&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: [[Culinarian]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Potential Results&#039;&#039;&#039;:&lt;br /&gt;
*{{item icon|Water Crystal}} x1-4&lt;br /&gt;
*{{item icon|Fine Sand}} x1&lt;br /&gt;
*{{item icon|Quickarm Materia X}} x1&lt;/div&gt;</summary>
		<author><name>Hubry</name></author>
	</entry>
</feed>