Dawntrail content

Where We Call Home

From Final Fantasy XIV Online Wiki
Jump to navigation Jump to search

Where We Call Home

Quest giver
Lumull
Location
Treno (X:11.8, Y:15.1)
Quest line
Post-Dawntrail Main Scenario Quests II
┗ Winter's Prelude Quests
Level
100
Experience
Experience 0
Gil
Gil 6,237
Previous quest
Main Scenario Quest Toward Trouble
Next quest
Main Scenario Quest Into the Mist
Patch
7.4
Links
EDB GT TC

Main Scenario Progress: 986 / 992 (99.4%)

   

Dawntrail Progress: 133 / 139 (95.7%)

   

Lumull is resolved to meet the Doomtrain head-on─but would prefer to depart before he can think about it any longer.

— In-game description

Rewards

Unlocks

Cutscene NPCs

Steps

Journal

  • Lumull is resolved to meet the Doomtrain head-on─but would prefer to depart before he can think about it any longer.
  • Preparations made, you speak with Lumull, who encourages you to climb aboard the hover cargo. The sooner, the better, for the Doomtrain draws nearer with every passing moment...
  • After a few words of warning, you are seated by the cargo operator and lift off, bound for Bentini.

    ※In the event that you leave the area, you may return by speaking with the cargo operator in Overture Plaza.
  • You arrive at the depot, where Lumull shares the details of his plan. Whilst he drives the locomotive, you are to ride a flatcar at the rear of the train so as to remain in range of your screaming steel foe. Though you have triumphed over your fair share of formidable enemies, it remains to be seen if prior experience has sufficiently prepared you for the coming battle with doom incarnate.

    ※In the event that you leave the area, you may return by speaking with the cargo operator in Overture Plaza.
  • Following a mere few brushes with death─and the sacrifice of several flatcars─you manage to put the brakes on the runaway Doomtrain once and for all. With luck, the rest of the ride back to Treno will afford some opportunity to catch your breath, for there is no telling what awaits within the city.

    ※In the event that you leave the area, you may return by speaking with the cargo operator in Overture Plaza, or via the Alexandria crater below Living Memory.
  • Lumull slows your own train to a stop, and the two of you make immediately for the center of town. Per Eyaney's detector, several beasts stalk the streets, and these must be dealt with before you might consider the crisis resolved.
  • Alongside your companions, you defeat the last of the marauding creatures─including a hulking, hypercharged behemoth. Krile in particular makes a remarkable show of determination and ingenuity, driving herself to her very limits to protect the people of Treno.

    ※In the event that you leave the area, you may return from the Alexandria crater below Living Memory.
  • With the Doomtrain's entourage destroyed, and the barrier restored, those inside the city can now rest easy. When you return to Main Street, you are received as heroes. Miayli, for her part, is delighted to see your group largely unharmed─though it is Krile who seems to draw her focus. Gently, she asks the younger Milalla whether she knows the name “Alayla,” prompting Krile to collapse to the flagstones in a combination of shock and exhaustion. Seeing this, Miayli promises to tell the tale of both Alayla and the key, though only after Treno's saviors have had sufficient rest. Fortunately, Y'shtola is quick to draw upon her healing magicks, that her friend might have her answers ere long.
  • You speak with Krile, who has found her feet again thanks to Y'shtola's ministrations. Betraying a touch of hesitation as to what comes next, she asks whether you might not wish to undergo similar treatment before Miayli shares her story...

Walkthrough

After the Hell on Rails trial, this quest also has a solo instance split into two parts.

Stage 1: Krile

In the first stage, the player will control Krile, who has a very simplified set of pictomancer actions and some unique ones.

Krile's Actions

Action Type Cast Time Recast Time Tooltip Usage
Water in Blue Combo Spell 1.50s 2.50s Cast the following spells in succession:

1. Fire in Red
    Potency: 400
2. Aero in Green
    Potency: 480
3. Water in Blue
    Potency: 560
If any of the spells are not ready, the combo will start again.

Basic single-target combo.
Water II in Blue Combo Spell 1.50s 2.50s Cast the following spells in succession:

1. Fire II in Red
    Potency: 200
2. Aero II in Green
    Potency: 240
3. Water II in Blue
    Potency: 280
If any of the spells are not ready, the combo will start again.

Basic AoE combo.
Butterfly Motif Spell Instant 25.00s Deals magic damage three times in succession to all nearby enemies.
Potency and area of effect increase with each successive attack.
First Attack: 490 potency in a 3-yalm radius
Second Attack: 630 potency in a 5-yalm radius
Third Attack: 740 potency in a 7-yalm radius
Strong AoE attack with a longer cooldown.
Aqua Vitae Ability 1.00s 20.00s Restores own HP. Self heal for ~50% of max HP.

Overview

A cutscene will then play and the next stage of the duty will begin.

The second stage of this solo instance is a battle against the Greater Behemoth where you control your character. You will be accompanied by G'raha Tia, Sphene, Krile, and Y'shtola. If you die, you will restart from the beginning of this stage.

  • Storming Roar: Unavoidable magical damage and spawns a dangerous AoE at the edge of the arena.
  • Storm Chase: Spawns two sets of telegraphed circle AoEs covering the entire arena. Dodge into the first set when they resolve.
  • Hyperconductive Plasma: Stack marker on the player, dealing magicla damage. Stack in the center with your allies.
  • Electrostatic Trouncing: Spawns lightning conal AoEs covering the entire arena. Telegraphs where the white wave reach the edge first will resolve first. In addition, the boss will stand up and face a direction, indicating it will do a late-telegraphed frontal AoE the size of three of the smaller lightning cones at the same time as when the second set of lightning AoEs explode.
  • Thundercloud: Spawns multiple small thunderclouds, which use telegraphed circle AoEs underneath them. Another group of thunderclouds will then spawn.
  • Afterwards, the entire arena will be covered with Thundercloud AoEs. Krile will summon a motif of the Giant Colibri, which will blow the clouds away to one side, leaving most of the arena safe.
  • Storm Chase: Now spawns three sets of circle AoE telegraphs.
  • Lightning Bolt: Spread marker AoEs on the player and each ally, daeling magical damage.
  • Storming Roar: Temporarily stuns each player and ally.
  • Ecliptic Meteor: A slow cast that will kill the player if unavoided. Krile will begin channelling aether as indicated with the duty gauge. The player and G'raha Tia will need to defeat the Ball Lightnings approaching Krile to protect her. Afterwards, hide behind the protective spriggan Krile spawns to avoid Ecliptic Meteor.
  • Mechanics then repeat until the boss is defeated.

Dialogue

Optional dialogue
I really could have gone without a Doomtrain attack today...

Accepting the quest

Ready? Then our fearless operator will help you aboard.
We make for Bentini with all haste!
Optional dialogue
Go on, climb aboard!

Speak with the cargo operator.

I'll have us there in a flash! Do keep any limbs you're attached to and would like to remain attached to inside the vehicle.
Travel to the Bentini Depot? (Yes/No)
Start of voiced cutscene.

At the Bentini Depot

This is it.
You'll be riding that flatcar at the rear of the train.
I'll be all the way at the front, pushing her as fast as she can go.
The Doomtrain moves at breakneck speed. If we're too slow, it'll plow right through us.
Speaking of which, we'd best get underway before it does just that...
Don't forget you're fighting for Eyaney. For all of Treno.

Hell on Rails now accessible

End of cutscene.
Optional dialogue
Hit by a train in Treno or hit by a train out here, it's all the same to me.
Return to Treno? (Yes/No)
Using our on-board systems, I should be able to monitor you from the locomotive. And you'll be able to hear me!

Confront the Doomtrain in Hell on Rails.

Start of voiced cutscene.
Here it comes! Brace for impact!
End of cutscene.
We're in it now... I'm counting on you!
Waugh, the flatcar!
Turrets!? Uh...good luck!
Not again... You all right back there?
Use the transport panels to get up there!
Energy crackles between the Doomtrain's jaws...
The Doomtrain's headlamp glows ominously...
How many times is it going to do that!?
You are transported...
You hear the scream of metal...and it's coming closer!
What in the─ You're still on board, right!?
Aetherial...arms...?
Aether condenses between the Doomtrain's hands...
I have to disconnect the car. Quick, jump on the next one!
Thunderous heavens!
Aether condenses between the Doomtrain's hands...
The Doomtrain's headlamp glows ominously...
Energy crackles between the Doomtrain's jaws...
Hit it harder!

Post-duty cutscene

Start of voiced cutscene.

The player and Lumull return to Treno.

Phew...
No more adventures, thank you. That was enough bravery for a lifetime.
But we did it! We stopped the Doomtrain! Well, mostly you did.
Before we can celebrate, though, we need to make sure Treno's secure.

The portable radar reveals approaching monsters.

As I feared. Stray beasts to the south.
I've lost track of how many times I've asked you for help, but...I need your help again.
End of cutscene.

Speak with Lumull.

I have to believe that Eyaney will be safe with your comrades while we attend to matters elsewhere.
I'll see to the wounded. You try not to join them, alright?
You must be a Disciple of War or Magic of level 100 or above to proceed.
Your progress through the battle will be saved at certain points. In the event that you are defeated, you will be able to try again from the most recent of these.
Please note that if you enter battles associated with other quests or log out from the game, this progress will be lost.
Start of voiced cutscene.
A short time earlier...

Treno citizens are fleeing to the town hall. One falls over and is ambushed by two monsters, but Krile defeats them.

Can you stand?
Y-Yes! Thank you so much!
There were others being attacked over by the canal. Could you possibly...?
Of course, I'll go right away. The rest of you should get to the town hall.
I can't leave anyone behind. I won't!
End of cutscene.

Solo Duty Part 1 (Krile)

In the coming battle, you will fight as Krile.
Clear the path of threats
Best make sure the evacuation route is clear first...
Done! Now to aid those people by the canal...
Search for stragglers!
Rescue the citizens
Citizen (text bubble)
Waugh!
We're trapped!
Help is on the way!
S-Scared? Who, m-m-me?
Citizen (text bubble)
My thanks!
What incredible magic!
Get to safety!
There may be other stragglers...
Search for stragglers!
I was so scared I couldn't even move! Silly, isn't it? Haha...ha...ha...
My wife and I will be making for town hall straightaway. You have my word on that!
If you're determined to check on everyone, I won't complain, but do be careful.
Come on!
Be careful!
That breeze is awfully warm... Oh no!
Citizen (text bubble)
It's really on fire!
Aaaaaaah!
We can't haul enough water for this...
I noticed! Bring water!
First things first─the fire!
To take a leaf out of Y'shtola's book...
Thank you, my friend!
What sort of magic was that? I've never seen the like!
...Priorities. Yes. I'm going to run away, and we can talk about it later!
Let's go!
Shocked Citizen 2
It was you that put the fire out? How will I ever thank you...
Now that we know it won't be spreading any further, we can all take shelter until this is over.
I cannot thank you enough!
Not a moment too soon... I hope that was the worst of it.
Somebody, help!
A voice...further out!
Find the source of the screams!
Citizen (text bubble)
Eek!
I'll take care of this─make for shelter!
Citizen (text bubble)
Phew...
That was close...
Ack!
How many are there...?
Start of voiced cutscene.
Is that all of them...?
A behemoth!?

Y'shtola protects Krile from the behemoth's lightning with a barrier.

We cut that rather close.

Sphene heals Krile.

Thank goodness you're all right!

The player and G'raha Tia arrive.

Eyaney has finished the repairs. We need only hold the line until the barrier is in place.
And hold the line we will, together!
End of cutscene.

Solo Duty Part 2 (Greater Behemoth)

In the coming battle, you will fight as Forename Surname.
Defeat the greater behemoth
I can still fight! I can!
I have no doubt!
Spread out!
Oh dear...
Get back!
We must move!
Get clear!
Prepare to move...
Such incredible power...
Thunderheads...
Keep away from the clouds!
If I never see another storm...
Nowhere is safe with so many of them...
We need a solution!
Some friendly winds, if you please!
Let us see if we can't get some help...
Visions of Haam...
Well done, Krile!
Clever...
It worked!
How fortunate that bird made such an impression.
From above!
Have care!
Again!?
Look for the gaps!
Grrroooaaar!
Aaah!
<grunt>
Oof!
Ah...
The levin grows more volatile... Something is coming.
Ball lightning!
Y'shtola, Sphene─lend me your strength!
Of course.
Understood!
The two of us will disperse these balls of lightning!
Disperse the balls of lightning!
Just keep the lightning at bay a little longer!
Take cover behind the spriggan!
I believe!
But will it be enough...
We are in your debt!
Fantastic!
<huff> ...Ngh...
Impressive.
The tide is turning. Press the attack!

Post-solo duty cutscene

Start of voiced cutscene.
[EXHAUSTED SIGH]
I must say, that was an incredible performance.
What will you say?
Remind me never to stand in your way...
Oh, how you've grown...
Flatterer.

Y'shtola looks at the barrier.

What is it?
The barrier is restored. The people of Treno may rest easy once more.

The barrier becomes mended and turns from red to blue. A flying monster is easily repelled by the barrier.

The perimeter is clear, everyone! And thanks to our guests, the Doomtrain has been destroyed!
Last but not least, Eyaney's fixed the barrier. We don't need to worry about beasts anymore!
This calls for a celebration!
The Doomtrain is gone for good!?
Unnamed Milalla
That's our Eyaney!

The party regroups with the people of Treno.

They're safe... All of them...

Miayli briefly sees a vision of Alayla where Krile is.

Alayla...?
Krile, does the name “Alayla” mean aught to you?
My mother? Did you... Did you know her?
[PAINED NOISE OF FALLING TO KNEES]

Miayli embraces Krile.

I'm sorry, my dear. We should get you patched up before aught else.
Alayla's story and that of the key are one and the same. After you've rested and recovered, I'll tell you the tale.
You have no cause to fret, I promise you.
While Lumull forgot to give the order─bless him─there's work to be done ere we can celebrate.
First and foremost, we must see to any injured.
Come and find me at town hall when you're ready.
Without further delay, then...

Y'shtola heals Krile.

You needn't mind me. My injuries are far from severe.
But your curiosity is another matter, is it not? Your feet will deliver you to Miayli all the swifter if you can actually walk on them.
End of cutscene.
Optional dialogue
Exhaustion aside, Krile sustained no injuries you need worry over.
After that battle, I think we all required a moment. You had better get some rest too─I mean it.
To think Miayli knew Krile's mother... I too am eager to hear the details.

Speak with Krile.

While I would rather not have tumbled to the pavement in front of half the city, I am none the worse for wear, thanks to Y'shtola.
But what of yourself? If you have any hurts, we can tend to them now before we see Miayli.

Video Archive

Video Archive by Meowlo's FFXIV Quest Archive