Endwalker content

The Sil'dihn Subterrane

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The Sil'dihn Subterrane

Level
90 (Sync: 90)
Item Level
575 (Sync: 635)
Difficulty
Normal
Party size
Flexible • 1-4
Unsyncing
Not Allowed
Time limit
90 minutes
Phoenix Down
Available
Duty Finder
V&C Dungeon Finder
Tomestones
Allagan Tomestone of Poetics 15 
Req. quest
A Key to the Past
Entrance
Central Thanalan (X:16.8, Y:23.6)
Region
Thanalan
Patch
6.25
Links
GT TC

An extensive warren of tunnels and waterways stretches beneath the barren lands of Thanalan, but none come now to marvel at this remnant of fallen Sil'dih. Its memories lie undisturbed, festering silently in the dark and the damp. Yet not for much longer. You have come at the personal behest of Nanamo Ul Namo, and together will you throw open the gate to the desert nation's troubled past.

— In-game description

The Sil'dihn Subterrane is a level 90 variant dungeon introduced in patch 6.25 with Endwalker.


The dungeon's rewards are cosmetic in nature: the Noir Glamour Set can be acquired for the currency obtained from 24 runs of the dungeon, while the Silkie mount is obtained for completing all 12 Sil'dih Survey Records (i.e., different endings depending on the dungeon mechanisms activated and paths taken).

Objectives

The party may unlock up to one entry in the Sil'dih Survey Record per instance.

# Icon Name Path Solution
1 Whom the Silkie Serves Left When reaching the two eyes puzzle, guess correctly (blue sack to the right of the north door, and yellow sack in the south-east most corner). Once through the teleporter, defeat the enemies and then open the door hidden behind the rubble before Nanamo opens the gate.
2 Pride and Acceptance Left When reaching the two eyes puzzle, guess correctly (blue sack to the right of the north door, and yellow sack in the south-east most corner). Let Nanamo open the gate uninterrupted.
3 A Spot in the Sunlight Left When reaching the two eyes puzzle, fail it. Proceed through to the next room, hitting all the cotton spores before/during defeating the enemies.
4 A Key Memory Left When reaching the two eyes puzzle, fail it. Proceed through the dungeon as normal, avoiding all of the cotton spores.
5 In Father's Stead Right Take a left on the lift, and select the first option ("The blessed spark") when at the door blocking your path.
6 Ul'dah's Sin to Bear Right Take a left on the lift, and select the second option ("The sacred fire") when at the door blocking your path.
7 To Learn More of Myrrh Right After the first boss, take the lift to the right and kill the drakes from largest to smallest (father, mother, brother, sister, drakeling). After killing the wraiths, interact with the Myrrh Incense Burner on the right side of the wraith room. Interact with the sarcophagus and kill the boss.
8 Ul'dah and Sil'dih Middle Fight the final boss after failing the scale puzzle and use the right lever.
9 Raising the Flag Middle Fight the final boss after failing the scale puzzle and use the left lever.
10 My Mother's Eyes Middle Put the correct totem on the scales (Helm on the left, Fruit on the Right), then at the next chamber, click the Nald Statue.
11 The Thorne Legacy Middle Put the correct totem on the scales (Helm on the left, Fruit on the Right), then at the next chamber, click the Thal Statue.
12 In Parchment We Trust Right This is the path to Thorne Knight. After the first boss, take the lift to the right and kill the drakes from largest to smallest (father, mother, brother, sister, drakeling). After killing the wraiths, interact with the Myrrh Incense Burner on the right side of the wraith room. Once you reach the sarcophagus, target it, then use the emotes Bow /bow, Pay Respects /respect, Victory /vpose, Kneel /kneel in that order and kill the secret boss.

Enemies

Left Path

Middle Path

Right Path

Bosses

Failing any boss mechanic will result in a Vulnerability Up debuff.

First boss of all paths.

  • Colossal Strike: Tankbuster.
  • Exploding Catapult: Light damage to the entire party and summons several explosive barrels with either a red "burst" design on its top, or a blue "ring" design. The red-topped barrels explode in a large circle around them, while the blue-topped ones explode in a large ring around them.
  • Colossal Slam: Cone attack in the direction of a random player.
  • Subterranean Shudder: Has various effects depending on which path the party has taken and what decision was made before encountering Geryon.
    • Left Path: There will be four drains on both the east and west sides of the arena. The choice of whether or not to clear the pipes affects the attack.
      • Cleared Drain: One of the drains will light up cyan, causing water to spill out and knock back players from its location.
      • Clogged Drain: Two to four of the drains will light up red, causing mud to spill out and form damaging puddles on the ground for a short duration.
    • Center Path: The direction the Bulkhead Handle is turned determines the effect of the attack.
      • Turn Left: To the east and west of the arena are vents with fans. One set will begin to spin, indicating that players will be dragged across the arena toward that side.
      • Turn Right: To the east and west of the arena are platforms. Boulders will be carried onto them, then roll across the arena in a straight line during the next Exploding Catapult cast, dealing massive damage to players they crush.
    • Right Path: Mechanic is based on whether the pipe prior to the boss bursts open, which is completely random.
      • Remains intact: Two opposite quadrants of the arena churn, followed by the other two. The quadrants explode for damage in the order they began churning.
      • Bursts open with ceruleum: Two adjacent quadrants of the arena explode, dealing damage and creating a puddle on them that deals damage over time.
  • Colossal Launch: Geryon slams the ground, dealing light damage to the party and causing all explosive barrels to flip over, turning red to blue and vice versa.
  • Colossal Swing: Geryon jumps to the center of the arena and swings in a 180 degree arc in a random cardinal direction.
  • Colossal Charge: Geryon jumps to the north or south of the arena and creates an energy shield that he angles to the east or west. He then charges across the arena in a line, knocking back players and barrels in his path to the indicated direction. A barrel pushed by this attack will have its explosion radius overlap with the safe area of any blue barrels on that side.
  • Gigantomill: Geryon moves to the center of the arena and launches multiple cross AoEs while rotating clockwise or counterclockwise.

Soapy Sidekick: Silkie

Second boss of the left path.

  • Total Wash: Unavoidable roomwide AoE that deals high damage.
  • Squeaky Right/Left: The boss will attack the arena twice in a conal AoE in front of it, followed by an attack that hits two thirds of the arena based on the side of the arena indicated by the attack, with a safe zone in the opposite third of the arena.
  • Chilling Suds: The boss coats its tail in ice and fires four line AoEs in a cross pattern after casting Soap's Up.
  • Bracing Suds: The boss coats its tail in wind and fires an arena wide AoE with a safe zone within its hitbox after casting Soap's Up.
  • Soap's Up: Fires an attack pattern based on the prior Suds spell.
  • Slippery Soap: The boss will slide in a short AoE and immediately fire whichever Suds spell was previously stocked.
  • Spot Remover: The boss summons several water puddles around the arena that inflict a heavy Dropsy debuff if the player enters them.
  • Dust Bluster: The boss fires a large knockback from the center of the arena that will push players to the edge of the arena.
  • Fresh Puff: The boss summons three non targetable "Puffs" around the arena and inflicts them with Chilling Suds.
  • Soaping Spree: The Puffs and the boss fire the Chilling Suds pattern from their hitboxes, creating small safe zones around the arena.
  • Carpet Beater: A high damage tankbuster that hits the player with the highest enmity.

(Route 1) If the door puzzle was solved correctly and the Ewer was discovered:


  • Eastern Ewers: Several large Ewers appear on the edge of the arena and fire water cannons while slowly moving from one edge of the arena to the other, dealing high damage if they come in contact with a player.

(Route 2) If the door puzzle was solved correctly and the Ewer was not discovered:


  • Wash Out: A massive jet of water appears on one edge of the arena and fires after a short delay, knocking players to the other edge of the arena.

(Route 3) If the door puzzle was not solved correctly and the flowers were touched:


  • Silken Puff/Sweep: Several non-damaging puddles appear on the arena, with Puffs appearing on the edge of the arena. When the Puffs reach the puddles, they are delayed, creating an opening for players to move to a safe area out of the line of the Puffs.

(Route 4) If the door puzzle was not solved correctly and the flowers were left alone:


  • Fresh Puff/Puff and Tumble: The boss summons a line of Puffs on the edge of the arena, which move to the other side, firing several AoEs as they go. Players must time their movements to move between the AoEs firing to avoid damage.

Lifeless Legacy: Gladiator of Sil'dih

Second boss of the middle path.

  • Flash of Steel: Unavoidable heavy damage roomwide AoE.
  • Ring of Might: The boss will move to the center of the arena. A gauge will appear over its head, with three circles on the floor. The gauge above the boss will fill to one of three lines with a color corresponding to one of the circles on the floor. Once the cast finishes, the boss will fire an AoE in accordance with how full the gauge was. Shortly after, the remaining arena will be hit by a second AoE.
  • Sculptor's Passion: The boss will face a player and fire an untelegraphed, high damage line AoE.
  • Rush of Might: The boss will move to a corner of the room, charging the same gauge from Ring of Might, charging forward to the corresponding line and firing an AoE that fills the arena, before turning around and firing a second AoE behind it.
  • Wrath of Ruin: Several orbs are summoned to each edge of the arena, firing line AoEs in sets of two, creating several small safe zones across the arena.
  • Sundered Remains: An AoE is dropped in the center of the arena, followed by several AoEs in a clockwise pattern, filling the arena. After a short delay, the AoEs will detonate in the order they appeared in, starting with the center.
  • Mighty Smite: Heavy damage tankbuster that targets the player with the highest enmity.

(Route 8) If the pedestal was not balanced and the right lever was thrown:


  • Biting Wind/Shattering Steel: four air vents open on the floor of the arena, with one firing a large green arrow into the sky. When the boss begins casting Shattering Steel, players must step onto the vent with the arrow to be launched into the air, taking light damage with good timing, in order to receive the Liftoff buff and have it last long enough to avoid the boss's attack.

(Route 9) If the pedestal was not balanced and the left lever was thrown:


  • Landing/Shattering Steel: Four proximity markers are placed at the corners of the arena, with large boulders landing on the markers. three of the four boulders will be cracked, and will shatter when the boss casts Shattering Steel, leaving the player behind them unprotected. Players must stand behind the uncracked boulder to break the boss's line of sight, then move away from the boulder after the attack, as it will explode.

(Route 10) If the pedestal was balanced and the Statue of Nald was selected:


  • Hateful Visage: The boss summons several two-faced statues around the arena, with one face of each statue firing an AoE that fills a quarter of the arena. Players must locate the area of the arena where none of the faces are firing an AoE to avoid damage.

(Route 11) If the pedestal was balanced and the Statue of Thal was selected:


  • Hateful Visage: Two statues are summoned to two corners of the arena, and fire large line AoEs across the arena. the statues will then both rotate either clockwise or counterclockwise roughly thirty degrees and fire again. This attack will repeat three times until the statues have rotated a full ninety degrees.

Undead Shadowcaster: Zeless Gah

Second boss of the right path. Please note that the arena is surrounded by a ring of fire that inflicts a high damage Burns debuff.

  • Show of Strength: Unavoidable roomwide AoE that deals high damage and activates the fire border around the edge of the arena.
  • Infern Gale: One of the scepters around the arena fires a large knockback.
  • Firesteel Fracture: A high damage tankbuster that targets the player with the highest enmity.
  • Infern Ward: four scepters appear and fire a persistent line AoE that knock the player back slightly and inflict a Stun debuff if the player touches them.
  • Infern Brand: The boss summons several fire orbs around the arena that explode after a short delay, creating small safe zones around the arena.
  • Cast Shadow: The boss fires two sets of four line AoEs with a short delay between each set, dealing high damage if the player is hit.
  • Cryptic Portal: The boss will place a portal underneath a fire orb, which is tethered to a portal. After a short cast the orb is moved to the portal. There is a second variation where the portal is swung to the other side of the fire orb then warped. Players touching these portals will also be warped.
  • Pure Fire: A large AoE is summoned under a player and explodes shortly after.

(Route 5) If "the blessed spark" response (incorrect) is given at the foreboding door:


  • The boss will cast both Infern Gale and the fire orb version of Infern Brand.

(Route 6) If "the sacred fire" response (correct) is given at the foreboding door:


  • Infern Brand: The fire orbs are replaced with large fire panels that grow after a short time fire large line AoEs across the arena. The boss will also not cast Infern Gale or Infern Well.

(Route 7) If the rites are not performed at the Sarcophagus but the incense burner was collected:


  • Infern Well: One of the scepters fire a pull in marker, then fires a large point-blank AoE, dealing high damage if players are pulled into it.

Armed Automaton: Thorne Knight

Secret second boss of the right path, path 12.

  • Spring to Life: The boss tethers to the cannons on one side of the arena, and the mammets on another. After a short cast, both will fire line AoEs across the arena, creating safe zones.
  • Blistering Blow: High damage tankbuster that targets the player with the highest enmity.
  • Fore Honor: The boss fires a forward facing untelegraphed AoE that deals high damage.
  • Slashburn: The boss fires a large red fire line AoE and two massive blue fire cone AoEs, each in a different direction. There is a variant of this attack that tethers the swords together, and switches the location of the AoEs, requiring players to move to the correct safe zone in anticipation of the swap. This can be dodged easily by standing on the midline of the red portion of the attack, as you will then be standing between the blue AoEs once the positions swap.
  • Signal Flare: The boss drops three sets of lines of large AoEs across the arena that will detonate after the arena is filled in the order they appeared.
  • Blaze of Glory: Two large fire orbs are summoned to the arena that fire large line AoEs in a cross pattern. This is paired with either Spring to Life or Slashburn.
  • Cogwheel: Unavoidable roomwide AoE that deals high damage.

Loot

The Sil'dihn Subterrane uses personal loot, so players have to be sure to click and loot each chest themselves. At the start of the dungeon, if the party chooses the same door that the NPC suggests, an additional treasure coffer will spawn on the path.

Name Type Item Level Rarity Quantity
Sil'dihn Potsherd Other 1 ABasic 1
Name Type Item Level Rarity Quantity
Sil'dihn Potsherd Other 1 ABasic 2
Name Type Item Level Rarity Quantity
Gladiator of Sil'dih Card Triple Triad Card N/A 1
Sil'dihn Potsherd Other 1 ABasic 2
Name Type Item Level Rarity Quantity
Shadowcaster Zeless Gah Card Triple Triad Card N/A 1
Sil'dihn Potsherd Other 1 ABasic 2
Name Type Item Level Rarity Quantity
Sil'dihn Potsherd Other 1 ABasic 2
Thorne Knight Card Triple Triad Card N/A 1

Treasure Coffers

Treasure Coffer

Name Type Item Level Rarity Quantity
Deceiver's Diamonds Other 1 ABasic 1
Sewer Skink Minion N/A ABasic 1
Sponge Silkie Minion N/A ABasic 1
Sil'dihn Chair Other 1 ABasic 1
Sil'dihn Side Table Other 1 ABasic 1
Sabotender Parasol Other 1 ABasic 1
Sil'dihn Kitchen Shelf Other 1 ABasic 1

Achievements

This duty is associated with the following achievements:

Name Points Task Reward Patch
Squeaky Clean 5 Defeat the silkie in the Sil'dihn Subterrane variant dungeon. - 6.25
Shadows' Past 5 Defeat Shadowcaster Zeless Gah in the Sil'dihn Subterrane variant dungeon. - 6.25
Hollow Victory 5 Defeat the gladiator of Sil'dih in the Sil'dihn Subterrane variant dungeon. - 6.25
Secrets Of Sil'dih 5 Defeat the Thorne Knight in the Sil'dihn Subterrane variant dungeon. - 6.25
Mapping the Realm: The Sil'dihn Subterrane 10 Discover every location within the Sil'dihn Subterrane variant dungeon. - 6.25
Dig Deep: The Sil'dihn Subterrane 10 Unlock all survey records in the Sil'dihn Subterrane. Silkie Whistle 6.25

For the achievement Mapping the Realm: The Sil'dihn Subterrane, each path has a small section that seems to open randomly.

Music

Section Theme
Main To the Sun (Piano Collections)
Mid-Boss On Blade's Edge
Final Bosses Finality
Secret Final Boss Heroes Forge Ahead

Gear Images

Dungeon Images

Dialogue

Three more gates...? 'Twould seem we have a choice to make.
Do your instincts pull you one way over another? If I were to listen to mine...
I find myself drawn to this one...
If the party chooses Nanamo's recommendation
Oh, we've picked the same gate! That settles that, then!
Otherwise
Hm, why that one...?
Very well. The adventurer knows best!

One of the following random lines:

Onward we go!
Who knows what we shall find!
Let the expedition begin!

These creatures look distinctly unfriendly. If you would be so kind...?
Barely a test of your mettle, I see. Well done!
We can walk through this pipe, I think.
Some manner of rodent? Surely even I can best a couple of mice...
Gah! Not mice, not mice, definitely not mice!
Gods. My poor heart.
Strange to think these giant pipes lie unseen, just yalms beneath the streets of Ul'dah...
All yours, Forename!
That culvert at the back is positively clogged.
Would more water flush out the mud, I wonder?
Ignore the culvert switch
These waterways are in dire need of maintenance. I must arrange something with the palace custodians.
A hecatoncheir!?
Why would it make its lair in this muddy pit?
What is that noise?
Something coming down the drainage pipes?
A sudden pressure builds in the drainage pipes...
Is he playing games...? Mind the barrel tops—there must be a reason for those markings.
Use the culvert switch
Oh, that redirected the water flow! 'Tis the first I've seen such a mechanism at work!
Why would a hecatoncheir be down here!?
It seems disinclined to let us pass peacefully...
Where do you suppose that water went to...?
Is he playing games...? Mind the barrel tops—there must be a reason for those markings.
What is that noise?
Something coming down the drainage pipes?
A sudden pressure builds in the drainage pipes...

After the fight

And victory is yours! I am blessed to keep company with such a formidable ally.
Left path (random)
Ah, that breeze feels wonderful after the stuffy closeness of the tunnels.
Our respite was short-lived, I see.
Right path (random)
The path leads on...
All this greenery makes for a nice change. And look: have you ever seen fruits like these!?
The fruit must have drawn then here...
A challenge around every corner!
Bother. My key was not made to open this gate. ...Hm? It says here, "Two eyes are needed to see."
Two eyes... Some manner of riddle, do you suppose?
"Two eyes."
Is it...metaphorical?
Solving the riddle
Oh! This was no simple pattern on the floor! It was a teleportation portal!
Let's see where it leads, shall we?
Where have we come to...?
Golems! And blocking the path we mean to take, no less.
They'll not let us pass without a fight...
Who would have abandoned their cleaning gear in here?
...And why do I feel I've seen these particular brushes before?
Approaching the rear door
'Twould seem you discovered the custodian's closet...
Have you heard the Ul'dahn folktale of the magicked ewer?
'Tis said that it could scoop up any amount of water at once, and was locked away after it drained an entire oasis.
Talk of jugs behind barred doors reminded me of the legend, is all. Shall we continue on?
Approaching Nanamo
This rug, too, seems a relatively recent addition. See how the stone beneath it is cracked and worn?
'Tis doubtful some thief had a sudden fit of decorating...but we shall leave it for now. Other mysteries abound.
Failing the riddle
Aha! That seemed to do the trick...though the riddle itself confounds me. A puzzle for another day.
Still more?
Every ilm of this place is infested!
Such fluffy, puffy flowers...

Silkie

I know this creature! This is the silkie─a familiar which cleaned the palace, once upon a time.
Strange. Its aether feels awfully, well, familiar, if you would pardon the pun.
You see that bubble around its puff? That must be how it channels its cleaning magicks!
Route 1 (solve riddle; approach the rear door)
That jug... 'Tis not possible!
Route 2 (solve riddle; approach Nanamo)
Ware the deluge of water! You will be washed away for sure!
Route 3 (fail riddle; step on all cotton spores)
Stands of silken puff scatter across the floor...
Is...is this a battle, or a spot of spring cleaning?
Route 4 (fail riddle; avoid cotton spores)
All those puffs in a row...
You best be on your toes!
An icy bubble envelops the silkie's puff...
The puffs are lathered with soap now...
I fear they mean business!

After the fight

Route 1
That final burst of aether confirmed my suspicions: 'twas definitely Mother who created the silkie.
What have we here...?
Such a beautiful garden! Not the sort of place one expects to find at the end of a grimy tunnel.
And this tableware...
These things belonged to Mother and Father!
This must have been their quiet little retreat; the familiar put in place to protect it.
I should have liked to come here with them, but 'tis comforting to feel the echo of their presence, nonetheless.
Route 2
The silkie's aether...
It had the exact same feel as Mother's.
What have we here...?"
Such a beautiful garden! Not the sort of place one expects to find at the end of a grimy tunnel.
And I see we have more out-of-place furniture. Wait...could this also be Mother's doing?
My parents had a haven they escaped to when they wished to be alone. And I believe we've just found it.
Is this the reason they gifted me the key? Was this what I was supposed to see?
Nay, as lovely as this secluded sanctuary is, I suspect the gesture held greater significance..
Route 3
The silkie's aether...
It had the exact same feel as Mother's.
My, what a picturesque scene! See how the sunlight falls upon the flowers just so.
I wonder, could this be the sanctuary of which my parents spoke?
They told me of a private place to which they would slip away; a haven from the bustle of palace life.
Mother always called it their “secret garden.”
And assuming that giant mouse─the silkie─was hers, then I imagine it was here to protect their special spot.
Finding this place must have been the reason Father gave me the key. One reason, at least.
Route 4
The silkie's aether...
It had the exact same feel as Mother's.
My, what a beautiful garden! See how the sunlight falls upon the flowers just so.
Mother must have wanted to protect this place. Why else set the silkie to guard it?
I imagine her coming here with Father, to simply sit and enjoy the tranquillity.
A shelf full of cutlery, and a table made for two... This is a haven of joyful memories.
Mother. Father. I will do all in my power to see this sanctuary remains unspoiled.
<sigh> Whilst I should like to linger still, I fear Papashan will soon note my absence. Let us be away.

'Tis to be expected the aqueducts would have their share of vermin. If you might play the role of exterminator...
And in mere moments, the way is clear! Hardly an inconvenience for our mighty champion.
Have we reached a dead end?
Sure you do not expect me to cross that rickety thing! Slowly, then...and no rocking the bridge!
S-Steady now...
Do not bound or jounce!
Waaah!
I specifically requested no rocking, bouncing, or jouncing! Gods above, I was almost pitched over the side...
More pests to deal with!
Courage, Nanamo!
Quick steps!
That gate looks awfully heavy. Let us try the handle, and hope these gears and chains do most of the lifting.
Oh, it opened!
I was worried it may have been rusted shut.
We must be deep in the heart of the aqueducts...
Turn handle left
Is that a hecatoncheir!?
And what are those in the walls? Windmills?
Turn handle right
Is that a hecatoncheir!?
And those rollers... Some form of conveyance?
Is he playing games...? Mind the barrel tops—there must be a reason for those markings.
Careful, Forename!
That machinery is still in working order!
The ventilation fans whir to life...

After the fight

The size of your opponent matters not, it seems! A reassuring thought as we delve deeper into the unknown!
Not that way.
The debris is impassible.
Left path (random)
We've wandered into some antique dining hall.
A rich setting, indeed; one might even say "palatial."
Nanamo Ul Namo: Quite an expansive abode.
Shall we try upstairs?
Of course, this is the Sil'dihn royal palace!
Look at this banner by the door here...
Nanamo Ul Namo: Snakes!?
Why must it be snakes...?
Right path (random)
I am put in mind of mine own chambers, secret passageways and all. I wonder...
Nanamo Ul Namo: Of course, this is the Sil'dihn royal palace!
Look at this banner by the door here...
What did I do!?
Did we trip the defenses!?
And there is the throne of Sil'dih! How fortunate we are to have made such an historic discovery!
The sentinels still guard their post...
Remarkable.
'Tis still in pristine condition...
Ah... I've seem such contrivances before.
We must balance the scales ere we proceed.
Simply a matter of selecting the correct weights! Surely you recognize one or two of these symbols, yes?
Solving the scales puzzle (helm left, fruit right)
Aha! That lit up the teleporter!
Come along─nothing ventured, nothing gained.
The royal treasury! A puzzle solved leading to riches untold... Just like in the stories!
But look at these scattered coins...
Has a burglar broken in before us, perchance?
Ah, so there are guards...
Optional dialogue
A slip of parchment lies abandoned on the ground.
The notes of an aspiring burglar, perhaps...?
Scrawled Note
rare green stone
Malachite Portico green and yellow sacks
atop the rubble corner mound of earth?
The door is open, but not so the way. Mayhap salvation lies with Nald or Thal...?
The barrier fades!
'Twould seem your prayers were answered.
Whatever shall we find next?
Failing the puzzle
Aaah! W-Was that not the right answer!?
Well, right or wrong, the door lies open!
That gap is rather wide... Baring some unlikely acrobatics on my part, I am afraid we are at an impasse.
Oh, but what of these levers? Their position seems highly suggestive of their relation to yon yawning pit.
Left lever
Gracious! Would they haul the boulder up the ramp every time...? Still, I must say it makes for a stable bridge!
Right lever
Heavens forfeind... Am I to trust in this wind to carry me over!?
For coin and countr—eeeeee!
How undignified! I shall be seeking out an alternative route for the return trip!

Gladiator of Sil'dih

That grape-embossed helm...
'Tis the mark of a Sil'dihn-forged gladiator!
Haaargh... Haaaaaargh!
He seems awfully...wrathful.
Route 8 (fail scales puzzle; right lever)
Slay...the intruder...
Columns of wind blast out of the floor...
Have a care! Those gusts will blow you clear into the air!
Route 9 (fail scales puzzle; left lever)
Slay...the intruder...
Boulders begin falling from above...
Watch out! They had more boulders up there!
Routes 10 or 11 (solve scales puzzle)
Gather...the host...
The gladiator summons a cadre of hateful allies!
Slaughter...the foe...
On your guard, Forename! He builds his rage again!

After the fight

I would not have believed anyone could topple that silver-skinned brute had I not seen it with mine own eyes!
Route 8 (fail scales puzzle; right lever)
Thinking on it now, all these defenses were likely put in place to ensure an escape route for the royal family.
The passage into the aqueducts certainly qualifies—our palace has one for that selfsame purpose, after all.
Hm. Was it to make this discovery that Father left me the key? I can but wonder...
Route 9 (fail scales puzzle; left lever)
Judging by the sentinels we've encountered, 'tis clear Sil'dih's military was a force to be reckoned with.
They were said to boast many skilled warriors, and the helm on their flag represented their philosophy of martial might.
Yet their nation was buried 'neath the sands, all the same. Such irony that it be uncovered by a sultana of Ul'dah...
Route 10 (solve scales puzzle; Nald)
A dreadful sentry and a dead end chamber...
I suspect this was a trap for overly ambitious thieves.
From what we saw, there did seem to be a burglar afoot. I wonder who they were or what became of them...
Oh, and best forget laying claim to that trove yourself─we've come to unearth history's secrets, not plunder them!
Route 11 (solve scales puzzle; Thal)
There are no other exits that I can spy...
I suspect this chamber was a dead end for cornering thieves.
Fatal for a common intruder, mayhap, but thanks to you, I was treated to a rare glimpse into the life of Sil'dihn royalty.
I must consider that such was Mother and Father's intent─to ensure that our fallen sister state not be forgotten.
'Tis my duty as sultana to remember our realm's history. And in doing so, protect the legacy of the living and the dead.
Shall we call it a day here, then? I believe we've come as far as we can down this particular path.
Let us rendezvous back in Ul'dah, where I would thank you properly for your untiring escort!

What a stench...
I shall have to burn these clothes.
Nald preserve me from creepers and crawlers.
Pray clear the path, Forename.
What do they feed on down here? Each other? And why must it smell so positively putrid?
Careful!
That big one looks nasty!
Even empty of pests, this place is a dank, mold-ridden nightmare. How long has it lain untended?
Ugh! Pfbt! Thome of id fell in by bouth...<br?Is adventuring always this disgusting!?
I should rather not traverse a fungal bridge, but I suppose if we hurry across...
Is there no end to this foul menagerie!?
The decay is especially bad in this section. I fear the fungal growth is all which keeps it from collapsing.
Pipe remains intact
Nay, this rot cannot be allowed to continue. The tunnels need reinforcement, not to mention a thorough cleaning...
Ugh, the reek of sewage is overpowering!
Does this hecatoncheir have no sense of smell!?
Pipe bursts open with ceruleum
Gah! You see!? Even the water is some ghastly shade of...wait. Is that ceruleum?
Best give that a wide berth...
'Tis all in such a sorry state of disrepair.
That bluish film atop the water is ceruleum!
But that hardly explains the hecatoncheir in the room...
Watch your footing!
'Tis coming up through the floor!
The liquid below beings to froth and churn...
Is he playing games...? Mind the barrel tops—there must be a reason for those markings.

After the fight

If you can best a hecatoncheir so handily, then it certainly bodes well for the remainder of our expedition!
To think that such a cavernous hollow yawns directly beneath Ul'dah!
Raising one of these lifts should provide us passage across. Assuming, of course, that the winch yet functions...
Left lift
Interesting. The lift appears of Ul'dahn design, albeit an old one, but everything else screams "Amalj'aa."
Did those rolling boulders just sprout legs!?
Yes, most definitely Amalj'aa construction. Fortifications built for war, rather than habitation, I would say.
After you. I've an aversion to needles.
Could this camp be from the time of the zombie purge? Was father hoping I would see this one day...?
Did you know that Ul'dah and Amalj'aa once fought side by side? 'Tis not common knowledge.
A door of solid iron—and no sign my key will open it.
Do you see any handy levers or the like...?

Foreboding Door

A message is engraved in the common tongue...

In the beginning, the Lord of the Inferno shared with us His flame.
Speak the name of the gift He bestowed upon our bloodline.
What will you say?
The blessed spark.
Unbeliever... You will proceed no further. Begone from this place.
Who is speaking!? Well, I've not come this far to let a door turn me away. Break it down!
Impressive! 'Tis akin to having my own battering ram!
Disembodied voices, dimly lit staircases...
It has the feel of a haunted crypt.
Is this... a tomb?
The sacred fire.
Impressive! A lifetime of adventure teaches one more than just battlecraft, I see.
'Tis so stately and subdued in here...
I am reminded of Erralig's Burial Chamber.
Right lift
Interesting. The lift appears of Ul'dahn design, albeit an old one, but everything else screams “Amalj'aa.”
Is this a lair or a holding pen?
Yes, most definitely Amalj'aa construction. Fortifications built for war, rather than habitation, I would say.
Drakes! Just like the ones the Amalj'aa tame! Is it me, or are some of these creatures awfully large...?
If the drakes are killed in the correct order
You've triggered some spell of opening! I wonder why they chose to conceal this passage...
Oh, I see! This must be where they stored their ritual materials.
Wraiths and revenants, oh my!
These are precious relics, every one. Think you they might be blessed or enchanted in some fashion?

If the player interacts with the incense, the following dialogue will occur. Otherwise, the dialogue continues as per route 6 ("sacred fire").

These are precious relics, every one. Think you they might be blessed or enchanted in some fashion?
A storage room for ceremonial objects suggests a ceremonial chamber is nearby...
Ah...
An Amalj'aa coffin, if I am not mistaken.
And to lay it in such pride of place must signify its occupant as a warrior of some renown.

If the player performs the ritual before the sarcophagus, the following dialogue will occur. Otherwise, the dialogue continues under "Shadowcaster Zeless Gah" below (route #7).

You are performing the funerary rites? Then I should light the incense, and say a prayer for the fallen.
As the incense wafts upwards, a sense of peace settles over the coffin...
Another secret passage!?
This place certainly is full of surprises.
Let us take a peek, shall we?

Thorne Knight

DrAw YoUr WeApOn Of ChOiCe, AnD fAcE mE fAiR aNd SqUaRe!
Who built this oversized mammet!?
And why, oh why does it have those Amalj'aa limbs!?
The Thorne Knight infuses the arcane artillery with aether...
The arcane artillery falls silent, its aether expended...
How is this fair!?
It has an entire bank of artillery at its command!
ThE iMpOsSiBlE cHoIcE...
wIlL yOu TaStE sTeEl, Or WiThEr In FlAmE?
ThE dEvIoUs SwItCh...
A cLeVeR wArRiOr FoOlS tHe FoE!
Its arms! They switched sides!
What a dirty trick...

After the fight

Hah! Take that, you four-armed hunk of automaton junk. You fought splendidly, Forename!
Ul'dahn and Amalj'aa banners, hanging side by side...
What have we stumbled into this time?
This book appears to be a catalog of some kind.
Oh! These items are all proof of the past alliance!
And what is this wedged in its pages...?
“May the reader of this letter be our darling Nanamo.”
If this message is for me, then why leave it here!? My parents had such faith that I would find it...
Nay...'tis the vault itself they wished for me to discover. And these priceless truths preserved within.
Come, let us return to Ul'dah, where I can thank you properly for your most invaluable escort!

End of duty

Otherwise

Continue from the left lift path starting with "Could this camp be..."

Shadowcaster Zeless Gah

I am vigilance unceasing... A final death unto the zombie horde!
Zombie horde? Could this warrior have endured since the Thorne Dynasty...? But that was centuries ago!
Route 5 (left path, "blessed spark" at door)
Winds carry you to fiery doom!
Route 7 (right path, obtain incense)
The flame will have its fuel!
My wards will incinerate your undead flesh!
Confuse and bemuse!
Trespassers perish!
Rest eternal in my shadow!
Confuse, bemuse, and confound!
And still you shamble on! How hot must the fires burn to undo your foul animation!?
My heart weeps that we must fell such a fierce ally of Ul'dah...

After the fight

A tragic end to a valiant warrior. He at least seemed unaware of his...affliction.
Route 5 (left path, "blessed spark" at door)
Still, I must wonder how long this fallen hero slumbered here in cursed undeath. Trapped alone in this forgotten tomb...
Though we worship different gods, I shall offer up a prayer for his peaceful repose all the same.
Route 6 (left path, "sacred fire" at door)
And yet so abhorrent was the zombie curse, even a hero of his obvious stature was sealed behind an iron door.
If only that powder had never been concocted... Heavy do I feel the burden of my ancestors' sins this day.
Route 7 (right path, obtain incense)
What cruel irony that a hero of the zombie purge would become the very thing he sought to vanquish.
And how many of his kin shared his fate? I would lay them all to rest in the manner of their people...
While it may not be the Amalj'aa way, I shall at least offer a prayer of peaceful repose for this tortured soul.
Shall we make our return, then, Forename? There seems little reason to linger here.
We've uncovered much and more—plenty enough to occupy my thoughts for the time being. You have my thanks!