Where We Call Home
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
0- Gil
6,237- Previous quest
- Toward Trouble
- Next quest
- Into the Mist
- Patch
- 7.4
- Links
- EDB GT TC
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
Related NPCs
Cutscene NPCs
Steps
- Speak with the cargo operator.
- Confront the Doomtrain in Hell on Rails.
- Speak with Lumull.
- Speak with Krile.
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 |
|---|---|---|---|---|---|
| Spell | 1.50s | 2.50s | Cast the following spells in succession: 1. Fire in Red |
Basic single-target combo. | |
| Spell | 1.50s | 2.50s | Cast the following spells in succession: 1. Fire II in Red |
Basic AoE combo. | |
| 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. | |
| Ability | 1.00s | 20.00s | Restores own HP. | Self heal for ~50% of max HP. |
Overview
- Defeat the two Storming Zemzeletts and Storming Spirit at the start.
- Afterwards, four Storming Golems will spawn to be defeated.
- Proceed through the open path in the street and defeat the three Storming Thunder Spirits.
- Rescue the citizens in the water by interacting with the location, causing Krile to cast Balloon Motif.
- The path will then become open. Proceed onwards and defeat the Storming Jabberwock, Storming Golem, and Storming Spirit.
- Afterwards, defeat the group of three Storming Thunder Spirits and single Storming Plasma.
- Talk to the Shocked Citizen to open the way.
- Approach the burning building and extinguish the fire by interacting with the location, causing Krile to cast Nixie Motif.
- Talk to the two Shocked Citizens to open the way.
- Continue into the open pasture and defeat the waves of enemies to rescue the two Milalla.
- Wave 1: Two Storming Asterodia and two Storming Burnswolf
- Wave 2: Four Storming Pythons
- Wave 3: Two Storming Woolbacks and one Storming Eyeclops.
A cutscene will then play and the next stage of the duty will begin.
Stage 2:
Greater Behemoth
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
Accepting the quest
Speak with the cargo operator.
At the Bentini Depot
Hell on Rails now accessible
Confront the Doomtrain in Hell on Rails.
Post-duty cutscene
The player and Lumull return to Treno.
The portable radar reveals approaching monsters.
Speak with Lumull.
Treno citizens are fleeing to the town hall. One falls over and is ambushed by two monsters, but Krile defeats them.
Solo Duty Part 1 (Krile)
Y'shtola protects Krile from the behemoth's lightning with a barrier.
Sphene heals Krile.
The player and G'raha Tia arrive.
Solo Duty Part 2 (Greater Behemoth)
Post-solo duty cutscene
Y'shtola looks at the barrier.
The barrier becomes mended and turns from red to blue. A flying monster is easily repelled by the barrier.
The party regroups with the people of Treno.
Miayli briefly sees a vision of Alayla where Krile is.
Miayli embraces Krile.
Y'shtola heals Krile.