| Mechanic | Description |
|---|---|
| Pyromagicks | Spawns three "exaflare" markers on one wall, leaving gaps, followed by two markers in the previous safe zones. Another two sets of exaflares will spawn in the same pattern. An easy way to avoid these is at the wall where they spawn. |
| Lamp Lighting | Immediately before the third set of exaflares start resolving, the boss will face a random player and used a telegraphed frontal line AoE. |
The Merchant's Tale
The Merchant's Tale
- Level
- 90 (Sync: 100)
- Item Level
- 0 (Sync: 765)
- Difficulty
- Normal
- Party size
- Flexible
1-4 man • 1-4
- Unsyncing
- Not Allowed
- Time limit
- 90 minutes
- Phoenix Down
- Available
- Duty Finder
- V&C Dungeon Finder
- Tomestones
40
25 - Req. quest
- A Spellbinding Read
- Entrance
- The Maiden's Home (X:6.0, Y:5.9)
- Region
- ???
- Patch
- 7.45
Your latest odd job commission brings you together with one Y'nazqha, a gleaner who finds herself in possession of an unusual book inherited from her father and mentor. It contains a rendition of The Merchant's Tale, a fable passed down through generations in Corvos. While the beautifully illuminated pages of the manuscript set it apart from common storybooks, its most singular feature is the enchantment which can pull the very mind of its readers into the story.
And so it is you are thrust into the role of bodyguard for Y'nazqha, who becomes the eponymous merchant while journeying within the tale. Together you must travel through a world steeped in folklore and find a treasure of immeasurable worth─treasure grand enough to stir even the most hardened heart.
— In-game description
The Merchant's Tale is a level 90 variant dungeon introduced in patch 7.45 with Dawntrail.
Level Sync
Unlike the three previous variant dungeons, The Merchant's Tale allows players to level to up to 100.
The level of all participants will be adjusted upwards to 100, and item level will be adjusted upwards or downwards to 765. Gear is not item level synced; instead, players are given fixed stats (per equipment slot) appropriate to their job. This also means materia bonuses will be ignored, regardless of the item level of gear affixed with materia. Please ensure that a full set of gear is equipped, as empty equipment slots will provide no stats.
Experience will be gained based on a player's unsynced level and rewarded to the class or job equipped upon defeating the boss and completing the duty. Players with an unsynced level of 100 or above will receive Allagan tomestones as a reward.
Objectives
The party may unlock up to one entry in the Corvosi Folklore Record per instance.
The left path is the first answer option (residential area), the middle path is the second (great gate), and the right path is the third (marketplace).
| # | Icon | Name | Path | Solution |
|---|---|---|---|---|
| 1 | A Land of Abundance | Left | After the first boss, interact with the damaged fence next to the personal spoils coffer. Wait by the bird nest for the Willful Wind to spawn and attack it before it finishes casting Flee. | |
| 2 | A Carpet Soars | Left | After the first boss, interact with the damaged fence next to the personal spoils coffer. Ignore the Willful Wind and allow it to steal the apple. Continue normally. | |
| 3 | A Foe of Flame | Left | After the first boss, take the main path through the gate and allow the Wisp to hit you with its AoE while standing next to the damaged stone railing on the left side. Take the path through the now broken railing. | |
| 4 | Fragrant Fruits | Left | After the first boss, take the main path through the gate and continue forward without any interactions. | |
| 5 | The Sunlit Expanse | Right | After the first boss, tell Y'nazqha "The seaweed won't steer us wrong." Allow the goobbue to cast Inhale and swallow the 4 clusters of colorful rocks around the island. | |
| 6 | Treasure at the Ocean's Floor | Right | After the first boss, tell Y'nazqha "The seaweed won't steer us wrong." Kill the goobbue without it swallowing all the rocks. | |
| 7 | Ruler of the Radiant Sea | Right | After the first boss, tell Y'nazqha "I'd fancy a stroll on the beach." After killing the first pack, interact with the Giant Conch Shell. | |
| 8 | The Ocean's Bounty | Right | After the first boss, tell Y'nazqha "I'd fancy a stroll on the beach." Do not interact with the Giant Conch Shell and continue to the boss. | |
| 9 | Valley of Extremes | Middle | After the first boss, tell Y'nazqha "Let the mushrooms guide us true!". The Stone Puppet (golem) will cast Magentic Rock, a small AoE around the main threat. Have this AoE hit the three large rock clusters around the cave. | |
| 10 | A Blade Engraven | Middle | After the first boss, tell Y'nazqha "Let the mushrooms guide us true!". Kill the Stone Puppet normally without lighting the rock clusters. | |
| 11 | Master of the Unyielding Blade | Middle | After the first boss, tell Y'nazqha "Floating rocks warrant a closer look." Stand near the three large rocks protruding from platforms until they start to glow. Note: There is a path to the west side of the room to get to the upper rock. | |
| 12 | In a Harsh Nature | Middle | After the first boss, tell Y'nazqha "Floating rocks warrant a closer look." Do not stand near the large rocks. | |
| 13 | The Eye of the Beholder | Right | After the first boss, tell Y'nazqha "The seaweed won't steer us wrong." Once you reach the Shimmering Stage altar prior to the seaweed barrier, perform Bow (/bow) to make five colored panels appear. Then, type: /say I am returned!. The panels will light up and shapes will appear - stand on four of them, each in order: Coral (green) - Conch (purple) - Starfish (magenta) - Pearl (blue). Image of solution.
|
Enemies
Left Path
- Hungry Jackal
- Tree Spirit
- Furball
- Red Bomb
- Sweet-rat
- Bandari Weed
- Great Unweaver
- Shrouded Lady
- Grapevine Vagabond
- Well-fed Wolf
- Airy Wisp
- Will of the Wind
Middle Path
- Thief
- Hungry Jackal
- Sunken Spirit
- Unsettled Spirit
- Shamshir-arm
- Stone Puppet
- Seeing Stone
- Ferocious Ferrobeast
Right Path
Bosses
Failing any boss mechanic will result in a Vulnerability Up debuff.
First boss, found on the left and right paths. The right path is guaranteed to lead to the Genie, while the left path will lead to this boss if the party did not go down the path with apples. On the right path, the boss's mechanics will change depending on whether the Self-destruct AoE from the Blue Bombs (used upon death) hit the large blue rock formation directly to the right of where the bombs spawn.
| Mechanic | Description |
|---|---|
| Fabulous Firecrackers | The boss will brandish cannons on both arms. The glowing side will be hit with a late-telegraphed half-room cleave, while the non-glowing side will be hit with a smaller, 60 degree cleave originating from the boss. |
| Parade of Wonders | Party-wide magical damage. |
| Spectacular Sparks | A set of cannons will appear on the east or west wall, followed by a second set on the opposite wall. These will do late-telegraphed line AoEs in the order they spawned, leaving alternating gaps in between to dodge. |
| A Sailor's Tale | Spawns three lanes on the arena and three Airships at the start of each lane. Parts of each lane will glow purple, and the lanes will also be joined. The glowing regions will denote where the airships will late travel through as a line AoE (wider than the size of the lane). Initially, there will be two safe spots. |
| Chart Course | The boss will tether one of the levers near each lane connector, causing the airship on that lane to travel straight instead of switching lanes. This leaves only one safe spot for the Voyage line AoEs. |
| Explosive Ending | Party-wide magical damage. |
The battle then diverges depending on which path this boss is fought or previous interactions.
| Mechanic | Description |
|---|---|
| Aetherial Blizzard | Several Dousing Spirits will spawn on adjacent walls, then each begin casting a late-telegraphed line AoE in front of them. Each wall will have two gaps, creating four small square safe spots. |
| Lamp Oil | The Dousing Spirits will respawn in a different pattern and use the same attack, which is combine with five circle AoE telegraphs (one middle and on each corner), which limits the number of safe squares down to two. |
| Mechanic | Description |
|---|---|
| Rainbow Road | Spawns two large adjacent circle AoE telegraphs. After these resolve, a rainbow will originate from them and end on the location where a follow-up late-telegraphed AoEs of the same size will resolve. The follow-up AoEs will always be adjacent to each other. |
| Fanning Flame | The Rainbow Road sequence repeats again but is combined with this attack, which are four alternating conal AoE telegraphs, followed by another four telegraphed AoEs in the previous safe spots. This require the party to dodge the second set of cones after the final circle AoEs resolve. |
The rest of the encounter is shared between the paths.
| Mechanic | Description |
|---|---|
| Fanning Flame | Four alternating conal AoE telegraphs, followed by another four telegraphed AoEs in the previous safe spots. Used immediately after the second Chart Course. |
| Spectacular Sparks + Fabulous Firecrackers | A fast combination of both previous attacks. Fabulous Firecrackers resolves immediately after the second set of cannon AoEs. |
| Supernatural Surprise | Party-wide magical damage. |
| Rub Burn | Telegraphed physical tankbuster. |
First boss, found on the left and middle paths. The middle path is guaranteed to lead to the Rukhkh, while the left path will lead to this boss if the party went down the path with apples. On the middle path, the boss's mechanics will change depending on whether the Water III AoE from the Unsettled Spirit hit the bombs in the left room, immediately before the boss.
| Mechanic | Description |
|---|---|
| Sphere of Sand | Party-wide magical damage and spawns three untargetable sand balls in an equilateral triangle around the center. |
| Sandplume | Two sets of telegraphed conal AoEs with gaps in between. Two of the sand balls will be hit and enlarge, indicatred with The spheres of sand grow massive in size... |
| Sand Burst | Each sand ball will release a late-telegraphed point-blank AoE (Sphere Shatter) around itself. The ones from the larger balls will be much larger. Melee range is not safe. |
| Sphere of Sand + Banishing Mist + Sandplume + Sand Burst | Spawns another triangle of sand balls, but one will disappear after a few seconds (The spheres of sand fade out of sight...). The rest of the mechanic resolves as before, but players will need to remember where the invisible sand ball is and whether it is hit by a cone find the safe spots from Sand Burst. |
| Banishing Mist | The boss will disappear, begome untargetable, and leave behind moving white particle effects, denoting where it will emerge a few seconds later and use a massive, late-telegraphed point-blank AoE. |
The battle then diverges depending on which path this boss is fought or previous interactions.
| Mechanic | Description |
|---|---|
| Windborne Seeds | Summons 8 seeds in a 3x3 grid, leaving one cardinal empty. The boss will use Banishing Mist to make the seeds disappear. Players must remember the area without a seed for later. |
| Dry Typhoon | Spawns several conal AoE telegraphs in a rotating pattern around the arena. Dodge into the first telegraph after it disappears, then run around the middle back to the starting spot, because another set of telegraphs will spawn in the same order and location. |
| Seedsprout | The seeds will become visible again and each use a late-telegraphed point-blank AoE, then withdraw. Dodge in the area without a seed. |
| Mechanic | Description |
|---|---|
| Beaksbane | The thieves from earlier will reappear and spawn three circle AoE telegraphs, followed by another three circles in the previous safe spots. Being hit by these will inflict a 15-second cleansable poison. |
| Biting Scratch | Another two sets of circle AoEs will spawn. The boss will also face a random player and use a late-telegraphed wide frontal conal AoE. Get behind while avoiding the poison bombs. |
| Mechanic | Description |
|---|---|
| Big Burst | The thieves from earlier will reappear and spawn three bombs, each of which do telegraphed proximity AoE magical damage. |
| A deep rumbling sound comes from the cliffs... | Arrows will spawn from the slope in the background, indicating that half of the arena will be hit by rolling boulders. |
| Biting Scratch | Another 3 lanes of arrows will spawn, leaving safe gaps in between. The boss will also face a random player and use a late-telegraphed wide frontal conal AoE. Get behind while being in a safe lane. |
The rest of the encounter is shared between the paths.
| Mechanic | Description |
|---|---|
| Sphere of Sand + Banishing Mist + Sandplume + Sand Burst | Similar as before, but all three sand spheres will disappear. Two will still be hit by cones and emit much larger AoEs later. |
| Streaming Sands | Party-wide magical damage. |
| Banishing Mist + Biting Scratch | Similar to before with the boss disappearing, but will immediately follow the large point-blank AoE with Biting Scratch. |
Bewitching Flame: The Pari of Plenty
Second boss of the left path. Shortly after pulling the boss, the arena will be surrounded with a dangerous AoE that inflicts bleeding.
| Mechanic | Description |
|---|---|
| Heat Burst | Party-wide magical damage. |
| Flying Carpet | Spawns an untargetable Flying Carpet that is used for mechanics throughout the fight. |
| Fireflight | Briefly shows three lines with magic carpet symbols, indicating the trajectory of the boss as three sequential late-telegraphed line AoEs (Carpet Ride). |
| Sun Circlet | After the boss finishes charging, it will use a very fast cast of a donut AoE. Determine the boss's ending position when it shows the line trajectories and get close to it at the end. |
| Left/Right Fireflight: Two Nights | The boss shows a narrow line AoE telegraph, followed sequentially by two rotation indicators (blue for counterclockwise, orange for clockwise), which indicates how the initial AoE will sweep to make a half-room cleave. To solve:
The name of the cast indicates the location of the initial AoE telegraph: "Left" for west and "Right" for east. |
| Charming Baubles | Spawns a red gem on a tile that will use a telegraphed plus-shaped AoE. This is combined with Fireflight, during which two more gems will spawn and resolve in order. The third gem's AoE will bisect the safe spot of the Sun Circlet donut. |
The fight then diverges based on the route.
| Mechanic | Description |
|---|---|
| Gale Force | Five untargetable Capricious Chambermaid adds will spawn and travel to the corners and centers of the arena, each using a large telegraphed point-blank AoE. The telegraphs will initially cover all of the arena. |
| A massive bird seems to be fighting on your behalf! | The Legendary Bird from before will use a line AoE through one diagonal that will defeat three of the adds and leave two opposite corners safe from their AoEs. The remaining two adds will reposition and cast Gale Force again, but the bird will defeat them before they go off. |
| Mechanic | Description |
|---|---|
| Transcendent Flight | An untargetable Capricious Chambermaid adds will spawn and then be targeted with a large circle AoE telegraph, also spawning the Legendary Bird from before. The bird will tether the chambermaid and pounce on it four more times as large, late-telegraphed circle AoEs. The chambermaid will reposition each time it is pounced on, so take note of where it is. |
| Mechanic | Description |
|---|---|
| Strong Wind | An untargetable Summoned Spirit add will spawn and use a massive telegraphed circle AoE on one area, with arrow indicators denoting where it will move later. The AoE will spawn a tornado that will move there. This attack is then repeated but combined with two plus-shaped AoEs from Charming Baubles. |
| Mechanic | Description |
|---|---|
| Four Magic Carpets | Spawns four untargetable Flying Carpets. |
| Charming Baubles | Spawns three red gems on different lanes, leaving one lane safe. |
| Thieves' Weave | The magic carpets will cover each gem, with one magic carpet covering nothing. The magic carpets will then exchange places three times. Players will need to keep track of which carpet does not have a gem within, as they will use Unravel and the gems will immediately resolve as late-telegraphed plus AoEs. |
Afterwards, the following mechanics are shared regardless of the route.
| Mechanic | Description |
|---|---|
| Left/Right Fireflight: Three/Four Nights | Similar to before, but now has three or four half-room cleaves instead of two (based on the cast name). Stay or swap sides after each one as necessary. |
| Spurning Flames | Party-wide magical damage and gives the boss a Fury buff (mostly for flavor). |
| Impassioned Sparks | Spawns four sets of expanding circle AoE telegraphs, each centered on random tiles. The AoEs will resolve once they become slightly larger than the size of the tile. |
| Scouring Scorn | Party-wide magical damage and removes the Fury buff. |
Fang of the Lion: The Lone Swordmaster
Second boss of the middle path. Shortly after pulling the boss, the arena will be surrounded with a dangerous AoE that inflicts bleeding.
| Mechanic | Description |
|---|---|
| Malefic Quartering | Gives each player a 33-second Malefic N/E/S/W debuff and draws four sectors around their character, one of which is red. Being hit with certain directional attacks from a red sector will deal heavy damage. The orientation of the sectors is fixed and does not change based on where the player faces (unlike with the more well-known Analysis mechanic in previous encounters). |
| Vanishing Horizon | Two opposite telegraphed 90 degree cleaves, then two more telegraphed cleaves hitting the initial safe spots. |
| Will of the Underworld | The arena will be split in half, one half being hit with an eastward-directed AoE, and the other westward-directed. Players must go to the half that prevents their vulnerable sector from facing the AoE origin, or they will take much greater damage. |
| Crusher of Lions | The arena will be split into four quadrants, each being hit with a directional AoE from the center. Players must go to a quadrant that prevents their vulnerable sector from facing the AoE origin. |
| Earth-rending Eight | Two telegraphed circle AoEs near opposite corners, immediately followed with telegraphed 8-way "starburst" line AoEs in the same locations. |
| Waiting Wounds | Spawns three vertical sets of three circle AoEs, each covering a little over a third of the arena. Start in the third set that spawns and dodge into the first. |
| Heavens' Confluence | Marks a player for a spread AoE, which is combined with a telegraphed point-blank into donut AoE (or vice versa). |
| Malefic Quartering | Now gives each player a 48-second Malefic N-E/S-E/S-W/N-W debuff, causing two adjacent sectors to be unsafe from directional attacks instead of one. |
| Unyielding Will | Each player is targeted with an L-shaped AoE. If the AoE will hit a vulnerable sector, they should move through the AoE telegraph (flipping the L) so it hits the opposite (safe) side. Prior to the AoE resolving, each player will be bound for 2 seconds. |
| Steelsbreath Release | Party-wide physical damage. Combined with several additional effects based on the route (see following). |
The fight then diverges based on the route.
| Mechanic | Description |
|---|---|
| Negative / Positive Charge | Each player will be inflicted with a 34-second Negative Charge or Positive Charge. In addition, the arena will be divided into quadrants (2 diagonally opposite with positive charge and the others negatively charged). Players will levitate when they are on a quadrant that matches their charge debuff. |
| Concentrativity | Physical damage and a telegraphed knockback from the boss. If the player is standing on a quadrant opposite their debuff, the knockback will be very weak. However, if standing on a quadrant matching their debuff, they will be knocked into the wall. This knockback can also be prevented with knockback immunities, but since this attack is used twice in proximity, it will only work for one. |
| Mechanic | Description |
|---|---|
| Plummet | Multiple sets of smaller and larger circle AoE telegraphs will spawn at random locations. This is combined with Heavens' Confluence and ends with a proximity AoE centered on one corner. |
| Mechanic | Description |
|---|---|
| Negative / Positive Charge | Each player will be inflicted with a 15-second Negative Charge or Positive Charge. |
| Magnetic Rock | Magnetic Rock adds will spawn on each corner. Two will be positively charged, while the others will be negative. Each player will be tethered to one random add, and then either be pulled towards it (if the player's and rock's charges are opposite) or pushed away (if the charges are the same). Players will be stunned for 3 seconds after being pushed/pulled. |
| Concentrativity | A telegraphed radial knockback from the boss, which cannot be prevented with knockback immunities. Players should position so they end up near the center of the arena when being pushed/pulled from the magnet tethers and positioned to be knocked back towards a corner. |
| Mechanic | Description |
|---|---|
| Malefic Quartering (on boulders) | Four circle AoE telegraphs will appear, each spawning a rock. Each one will have a weak sector on either its east or west. In addition, players will be given a 20-second Malefic E-W debuff, causing two opposite sectors to be unsafe. |
| Vanishing Horizon | Opposite conal cleaves that spawn two directional AoEs. Due to their Malefic debuff, players will be unsafe from these AoEs if by themselves, so they will need to stand behind a rock to block them. Only rocks that do not have a red sector facing a line AoE origin will be safe; the others will be destroyed. |
Afterwards, the following mechanics are shared regardless of the route.
| Mechanic | Description |
|---|---|
| Maw of the Wolf | Telegraphed 180 degree frontal cleave aimed at one corner. |
| Will of the Underworld x2 | The arena will be divided into quadrants, each with two directional AoEs 90 degrees apart. Players must stand on the safe quadrant that prevents both of their vulnerable regions from being hit. |
| Sting of the Scorpion | Telegraphed physical tankbuster. |
| Crusher of Lions + Unyielding Will | Players will be given a single-direction Malefic debuff and must position for both of the these attacks in sequence. There are a few seconds to adjust if needed after Crusher of Lions resolves. |
Shattering Siren: Darya the Sea-maid
Second boss of the right path. Shortly after pulling the boss, the arena will be surrounded with a dangerous AoE that inflicts dropsy.
| Mechanic | Description |
|---|---|
| Piercing Plunge | Party-wide magical damage. |
| Familiar Call | Summons 5 untargetable adds at a wall: 2-3 Seaborn Stalwarts (clionids), and the rest Seaborn Steeds (seahorses). |
| Echoed Serenade | The boss spawns a music score above itself, and images of the adds will travel from right to left, denoting the order in which they resolve. For the first two iterations, each add type will be invoked exactly once. However, each add will be invoked twice during later iterations. |
| Watersong | Each add group will use a late-telegraphed line AoE hitting the column in front of it, the order given by Echoed Serenade. |
| Surging Current | Two adjacent 90 degree cleaves indicated by gathering water, forming a frontal half-room cleave. |
| Swimming in the Air | Summons (one at a time) seven floating blue crystals, leaving two corners empty. These will explode as large, late-telegraphed circle AoEs all at once. |
| Sunken Treasure | Sunnons four floating blue spheres, one at each corner. Three of the spheres will crack twice and turn yellow, denoting massive late-telegraphed circle AoEs. When these are resolving, the remaining sphere will start cracking and explode later. |
| Aqua Ball | Two sets of baited circle AoE telegraphs on players. Used in conjunction with the secondSunken Treasure. |
| Receding/Encroaching Twin Tides |
|
The fight then diverges based on the route.
| Mechanic | Description |
|---|---|
| Familiar Call | Summons the 5 clionids/seahorses as in before, in addition to 4 Seaborn Songstresses (goobbues) near each corner. The goobbues will spawn Siren Spheres (water orbs) that aim at players during Echoed Serenade (4 add commands), so players must dodge the line AoEs and orbs at the same time. |
| Mechanic | Description |
|---|---|
| Aqua Spear | Spawns a persistent AoE on 5 tiles. Standing in these will inflict dropsy. |
| Alluring Order | Give each player a 13-second direction debuff that will turn into Forced March upon expiration. |
| Aqua Ball | Two sets of baited circle AoE telegraphs on players. Used shortly before the direction debuff timer expires. While dodging these AoEs, each player should position to be marched across a safe region of the arena. They will travel approximately the length of two tiles. |
| Mechanic | Description |
|---|---|
| Big Wave | A large geyser will erupt on one wall of the arena, while three circle AoE telegraphs will spawn opposite the geyser. Players should move close to the wall with geyser and not be in line with a circle AoE telegraph, as they will be knocked back nearly the length of the arena. Knockback immunities also work, but since this attack is used twice in a row, it can only be used on one knockback. |
| Mechanic | Description |
|---|---|
| Ceaseless Current | A moving line AoE will spawn on one outer row or column of the arena, cascading forwards one row/column at a time. When the first cascading line AoE starts moving, a second moving line AoE will spawn on an adjacent wall. |
Afterwards, the following mechanics are shared regardless of the route.
| Mechanic | Description |
|---|---|
| Hydrocannon | Telegraphed line AoE tankbuster, dealing magical damage. |
| Familiar Call + Echoed Seranade + Receding/Encroaching Twin Tides | A combination of the previous attacks, where players must dodge both the line AoEs and in/out sequence at once. The add commands will always be in this format: ABAB or ABBA. |
| Sunken Treasure + Surging Current | Summons four orbs on corners again, but only two opposite orbs will begin cracking. However, the boss will also face a cardinal and cleave that half with Surging Current, leaving only one safe orb initially. Shortly after dodging these, the remaining two orbs will explode. |
Midnight Maw: The Deadly Dandan
Secret second boss of the right path. This battle takes place on a transparent circular platform over open water, with the boss at the edge.
| Mechanic | Description |
|---|---|
| Murky Waters | Party-wide magical damage. |
| Devour | The boss will begin rotating around the arena, and two red line AoE charge telegraphs will appear, denoting the boss's trajectory for later. These telegraphs move with the boss, but the relative position stays constant. The first AoE will always be a dash across the arena, while the second AoE will be a dash back, but offset left or right. The telegraphs will disappear after several seconds.
Players should take note of the relative safe area (i.e. back and to the left if the dash is offset left; back and to the right if offset right). When the boss finishes moving, it will cast Devour and execute the dashes. Anyone hit will be sucked in and instantly killed later. |
| Spit | A telegraphed wide frontal conal AoE that will also spit back and kill any devoured players. In addition, each player will be targeted with a spread AoE telegraph (Dropsea) that resolves later. |
| Stinging Tentacle | The boss summons two tentacles to either side of it, each of which will spawn a line AoE telegraph that will swivel back and forth. When the timer on each tentacle expires, the AoEs will stop moving and resolve, leaving either the middle or sides safe. |
| Tidal Guillotine | The Dandan moves to attack from beneath the water's surface... The boss will become untargetable and reappear in a location beneath the arena floor, indicating the epicenter of a massive, late-telegraphed circle AoE. |
| Swallowed Sea | An identical attack to Spit but not preceded by Devour. |
| Unfathomable Horror | Spawns two water orbs opposite each other. These will do telegraphed point-blank AoEs, followed by telegraphed concentric donut AoEs. |
| Strewn Bubbles | Spawns pairs of moving bubbles on opposite sides of the arena. Anyone hit will be inflicted with a bind, then a 6-second Bubble Gaol and 10-second dropsy, preventing movement and inflicting damage-over-time. |
| Maw of the Deep | Spawns three sets of circle AoE telegraphs that cover the entire arena. Dodge into the first set when they resolve. |
| Combinations |
|
Loot
This duty uses personal loot, so players must interact with and loot each coffer by themselves. If the party chooses the same starting path that the NPC recommends, they will receive a bonus personal spoils coffer immediately prior to the final boss.
| Name | Type | Item Level | Rarity | Quantity |
|---|---|---|---|---|
| Corvosi Potsherd | Other | N/A | Basic | 1 |
| Corvosi Parasol | Other | N/A | Basic | 1 |
| Imitation Corvosi Shisha | Other | N/A | Basic | 1 |
| Magic Lamp | Minion | N/A | Basic | 1 |
| Name | Type | Item Level | Rarity | Quantity |
|---|---|---|---|---|
| Corvosi Potsherd | Other | N/A | Basic | 1 |
| Corvosi Sofa | Other | N/A | Basic | 1 |
| Little Mermaid | Minion | N/A | Basic | 1 |
| Name | Type | Item Level | Rarity | Quantity |
|---|---|---|---|---|
| Corvosi Potsherd | Other | N/A | Basic | 2 |
| Pari of Plenty Card | Triple Triad Card | N/A | 1 |
| Name | Type | Item Level | Rarity | Quantity |
|---|---|---|---|---|
| Corvosi Potsherd | Other | N/A | Basic | 2 |
| Lone Swordmaster Card | Triple Triad Card | N/A | 1 |
| Name | Type | Item Level | Rarity | Quantity |
|---|---|---|---|---|
| Corvosi Potsherd | Other | N/A | Basic | 2 |
| Darya the Sea-maid Card | Triple Triad Card | N/A | 1 | |
| Little Mermaid | Minion | N/A | Basic | 1 |
| Name | Type | Item Level | Rarity | Quantity |
|---|---|---|---|---|
| Corvosi Potsherd | Other | N/A | Basic | 2 |
| Deadly Dandan Card | Triple Triad Card | N/A | 1 |
Personal Spoils Coffers
| Name | Type | Item Level | Rarity | Quantity |
|---|---|---|---|---|
| Magicked Prism (Ribbons) | Other | N/A | Basic | 1 |
| Corvosi Parasol | Other | N/A | Basic | 1 |
| Corvosi Crystal | Other | N/A | Basic | 1 |
| Corvosi Fan | Other | N/A | Basic | 1 |
| Corvosi Sofa | Other | N/A | Basic | 1 |
| Green Corvosi Carpet | Other | N/A | Basic | 1 |
| Imitation Corvosi Shisha | Other | N/A | Basic | 1 |
| Purple Corvosi Carpet | Other | N/A | Basic | 1 |
| Little Mermaid | Minion | N/A | Basic | 1 |
| Magic Lamp | Minion | N/A | Basic | 1 |
Achievements
This duty is associated with the following achievements:
| Name | Points | Task | Reward | Patch |
|---|---|---|---|---|
| Through the Carpets and Flames | 5 | Defeat the Pari of Plenty in The Merchant's Tale variant dungeon. | - | 7.45 |
| Singing with the Fishes | 5 | Defeat Darya the Sea-maid in The Merchant's Tale variant dungeon. | - | 7.45 |
| Master of Masters | 5 | Defeat the Lone Swordmaster in The Merchant's Tale variant dungeon. | - | 7.45 |
| The Strife Aquatic | 5 | Defeat the Deadly Dandan in The Merchant's Tale variant dungeon. | - | 7.45 |
| A Storied Collection | 10 | Unlock all folklore records in The Merchant's Tale. | The Faces We Wear - Comfortable Eye Mask | 7.45 |
| Mapping the Realm: The Merchant's Tale | 10 | Discover every location within The Merchant's Tale variant dungeon. | - | 7.45 |
Music
| Section | Theme |
|---|---|
| Main | Worthy Pursuits |
| Mid-Boss | On Blade's Edge |
| Final Bosses | Finality |
| Secret Final Boss | Inexorable |
Images
Reward Images
Dungeon Images
Map
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Click to enlarge
Other Images
Dialogue
The party has 30 seconds to vote on a response.
I reckon we'll find treasure the likes we've never dreamed of! Me and a few of the lads went to get eyes on it, but we stepped right into the nest of some monstrous bird. Barely made it out with our lives.
We've scrounged together every weapon and bomb we could, and we're standing by until you say the word. After we've cut and blasted our way through, we'll be richer than kings!
Yet even as my body is consumed by training, my mind turns only to my dear friend, bound still to the sea. To destroy the vile thing which threatens her and hers, my bladework must be without equal.
When I have reached the heights I must, I shall come for you. I will stand upon those shores of our home once more and cry out: “I am returned!”
The Dandan terrorizes our village, raising waves to topple our houses and lashing its tail to sink our ships. We are now cut off from our neighbors, and our reserves have dwindled to naught. Before long, none shall remain.
If only we could join hands with the beautiful maidens who dwell in the sea...yet now even they are beyond our reach.
The player uses /bow on the Shimmering Stage.
The player says "I am returned!"
The player presses the panels in the correct order.
[Duty Complete]
After completing a route and leaving the instance, the player will receive a cutscene with the Fair Maiden each time they bring back a new treasure.
Trivia
- The dungeon name is italicized because it is the name of the book in which the dungeon takes place.