FFXIV ARR: Beast Tribes Reputation 2.2

Game: Final Fantasy XIV: A Realm Reborn

Guide Update 04/06/2014: Updated Summary and Item List with Sahagin and Kobold-Recognized info.

Guide Update 04/16/2014: Updated Summary and Item List with Sahagin-Friendly info.

Guide Update 04/26/2014: Updated Summary and Item List with Sahagin-Trusted info.

Guide Update 05/16/2014: Updated Summary and Item List with Kobold-Trusted info. FINAL unless a patch changes something.

>> Beast Tribes Rep Guide 2.1 <<

Beast Tribe Locations:
Kobold (Level 41+): 789th Order Dig, Camp Overlook
Sahagin (Level 44+): Novv’s Nursery, Western La Noscea

Beast Tribe Unlocking:
Kobold: Accept and complete the “Highway Robbery” quest from Storm Lieutenant Trachraet at the Maelstrom company in Limsa Lominsa.
Sahagin: Accept and complete the “They Came from the Deep” quest from Storm Commander Rhiki at the Maelstrom company in Limsa Lominsa.

– Summarized Table of Information –


– List of Beast Tribe Vendor Items –

Vendors can be found in their respective Beast Tribe areas: Novv’s Nursery for Sahagin and 789th Order Dig for Kobold.

FFXIV: Treasure Map Screenshots *IMAGE HEAVY*

Game: Final Fantasy XIV A Realm Reborn
As of: Patch 2.15

























FFXIV ARR: ” Labyrinth of the Ancients ” Crystal Tower Guide (with Roles)

Author’s Note: Bear with my horrible drawings and handwriting. I got lazy and drew this by hand instead of using Inkscape. Also, the scanner that I used is old so the color is a bit weird (supposed to be orange, black and green). 

Update 02/07/2014: Complete list of Acheron’s skills.

Update 02/09/2013: Edited Iron Giant spawn point info. Added Vassago skill name.

Map of the Labyrinth of Ancients The players start at the southernmost area.

Map of the Labyrinth of the Ancients
The players start at the southernmost area.

There are three pathways in the Labyrinth (“The Crossroads”). Start by going to the left path and into the pools (A). Then go to the right path and into Atomos and Thanatos (B). Next, run into the fiery middle path (C). Lastly, jump into an abyss (Walk of Ascension) that appears in the intersection of the paths (D).


  • A-start, B-start, C-start : The positions where the Teams should be at the beginning.
  • A, B, C or A1, B1, C1: The position of the Main Tank for each fight. Shall be referred to as “tank”.
  • A2, B2, C2 : The position of the Sub Tank for each fight. Shall be referred to as “subtank”.
  • Other numbers in black : Party members.
  • Orange-red triangles : Direction of some boss attacks.
  • Green circle : Spawn point of Iron Giant in Hall of the Savage (King Behemoth fight).

– Area A –


A-1) Pool of Folly. Four platforms; lower part of platforms get submerged in poison water as fight progresses.

  • A-tank take one Valefor to upper left platform.
  • C-tank take one Valefor to upper right platform.
  • B-tank take all homunculus into any lower platform.

A and C should position the Valefor properly. The Valefor should face inwards, because it has a wide-range back-attack that causes Bleeding status to anyone caught in it.

A-2) Pool of Demise. One cross-shaped platform; floor outside platform gets submerged in poison water as fight progresses.

  • B-tank take all Valar into middle of platform.
  • A-tank take one Greater Demon and make it face AWAY from the platform.
  • C-tank take one Greater Demon and make it face AWAY from the platform.

A and C should position Greater Demon properly. It has a frontal attack that will knockback anyone caught in it.
A-3) Pool of Oblivion : Four platforms; lower part of platforms get submerged in poison water as fight progresses.

  • A-tank take one Dira to upper left platform.
  • A-subtank take one Cursed eye to upper left platform.
  • B-tank take one Dira to any lower platform.
  • B-subtank take one Cursed Eye to any lower platform.
  • C-tank take one Dira to upper right platform.
  • C-subtank take one Cursed Eye to upper right platform.

Dira has AoE fire attack that will target some DPS or healer; just move out of it.
Cursed Eye has AoE petrifying attack; stay out of it. Subtank should make Cursed Eye face away from the main tank.
A-4(Boss) “Hall of the Tainted”: Bone Dragon: This boss is typically tanked by B-tank. It has three phases. In the first two phases, it will summon Platinals (bone mobs). Platinals must be pulled by any tank (except the one tanking the Dragon) and killed at the end of each platform. Preferably, one platinal only per platform. This will continue until the Bone Dragon dies. While the Dragon is down, the Platinals will resurrect and try to run towards it. It must be killed quickly. If a Platinal reaches the Bone Dragon, an AoE will hit all members of the alliance.

Once all Platinals are dead, Bone Dragon will rise again and the cycle will be repeated. On the third phase, the Bone Dragon will summon Rotten Eyes instead of Platinals. Eyes must be pulled away by the tanks, far from the Bone Dragon, healers and DPS. DPS should focus on Bone Dragon only because this is the last phase. Eyes have petrifying attack, like the Cursed Eye in Pool of Oblivion.

– Area B –


B-1) Walk of Lament : Four players of each Team must stand on the glowing platform opposite of Atomos. Team A’s platform locks Team B’s Atomos; Team B’s platform locks Team C’s Atomos; Team C’s platform locks Team A’s Atomos. If there are not enough players on each platform, Atomos cannot be damaged and after a while, it will summon invincible Iron Giants that will wipe out all teams.

Typically, ranged DPS and healers stand on the glowing platforms. Instead of the healer going in to heal the other players, the players should go to the healers for heals. The tanks should pull any mobs (Dira, Valefor, Greater Demon) summoned by Atomos into the middle of the path so that it can be killed by the ranged DPS. Even if your team’s Atomos is killed, stay on your platform if it is still glowing so that the other team can kill their Atomos.

B-2(Boss) “Hall of the Deviant”: Thanatos : Typically tanked by A-tank first, followed by B-tank, then C-tank. It should be pulled towards the entrance of the area because it has an attack that knocks back the tank. Thanatos cannot be damaged unless the player has a Phased debuff. Magic Pots provide Phased debuffs which weakens attacks (heals are unaffected) but allows the players to damage Thanatos. Phasing occurs by team: Team A is phased first, then Team B, then Team C… unless the Magic Pots die.

Phased tank should keep Thanatos at the entrance. Unphased tanks should pull away any Nemesis that appears so that the Phased team can focus on Thanatos. Nemesis has fire and fear attacks. Sandmans appear in the middle of the room; they are weak but should be killed quickly because they will specifically try to kill the Magic Pots. The Pots can be healed and buffed with Stoneskin/Galvanize.

– Area C –


C-1) Walk of Fire : Team B can run under Allagan Bomb because it is not aggressive; it also cannot be killed until all Vassago are killed. Team A and Team C should stay at the entrance until the fight starts, then the respective tanks will pull their Vassago to the edge of the area. Don’t step into the fire because it causes massive burns. Ideally, DPS and healer should stay behind the Vassago. Kill Allagan Balloon and Allagan Napalm as they appear, because they will cause explosions and strengthen the Allagan Bomb once they reach it. If enough Balloons and Napalms reach the Bomb, the Bomb will explode. If the Vassago places a fire AoE (Flame Burst) on the stage, the tank should pull the Vassago clockwise along the edge of the map. Kill Allagan Bomb once all Vassagos are down.

C-2(Boss) “Hall of the Savage”: King Behemoth : This is a complicated fight, so please read carefully. The following are the typical roles of each Team, but they are interchangeable. If one team cannot fulfill its role, ask another team to switch roles. Tanks should not pull any mobs near the towers, because the towers can be damaged by mob AoE.

Team A Role: Reset left-side towers, kill Bomb mobs, assist in killing Iron Giants and Behemoth.
Team B Role: Main tank for Behemoth; make Behemoth face away from the rest of the alliance. One healer should focus on main tank. DPS may assist killing Bombs and Iron Giant.
Team C Role: Main tank for Iron Giant; reset right-side towers. One healer should focus on main tank. DPS may assist killing Bombs and Behemoth.

Other Info for Hall of the Savage:

  • Towers <== Keep the electric field at minimum damage. If a tower is destroyed, the electric field’s damage will increase. Reset a tower by right-clicking it.
  • Comets <== A green rock will float above a comet’s target. A player with a comet target should move away from the battlefield, either on the outer circle or along the edge of the inner circle. A comet will drop on the player (minimal damage); comets are necessary to survive Behemoth’s Meteor attack, so they must be placed carefully.
  • Iron Giants <==Very tough and has strong attacks. One appears on each phase of Behemoth’s fight. It spawns clockwise at the beginning of each phase; i.e. first one appears north of the map, second one appears east of the map (after Meteor is cast), third one appears south of the map (after Meteor is cast), so on and so forth. Typically, they are pulled towards the entrance and killed there. If not pulled and killed, they will destroy towers and comets.
  • Bomb thingy (Puroboros?) <== They appear at the middle of the room and cast AoE Burn on comets. They will also attack towers. Easy to kill. Players should not stand too close to comets, because Burn is a painful debuff that makes healing difficult. It can be cleared with Esuna or Leeches (which costs a lot of MP).
  • King Behemoth <== It will cast Ecliptic Meteor (unstoppable, instant KO) if its HP gets low enough. This is preceded by a yell that all players can see on their screen (“Graaaaagh!”). Players must hide behind a comet because it is the only thing that can protect against Meteor. After the first Meteor, Behemoth will start to randomly cast Charybdis on the stage. Charybdis will create a fixed temporary tornado (like Garuda’s tornado).

D-Last Boss “Hall of Inexorable”: Acheron : Typically tanked by B-tank. Keep it close to the middle of the stage, otherwise Iron Claws will grab the tank. Stay out of the outer circle when it has lava. When the lava disappears, Iron Claws will appear. Kill it to free the player that it grabbed. The appearance of Iron Claws are warnings: Acheron will cast Ancient Flare soon. Jump on your Team’s platform after killing Iron Claw. After Ancient Flare is cast, an Iron Giant will appear followed by an Iron Claw. Kill them quickly and get back to hitting Acheron once the main tank pulls it again. As the fight progresses, the amount of AoE that Acheron throws will increase.

Acheron’s Skills:

  • Abyssal Slash <== Red-black gashes on the ground. Step out of it.
  • Vacuum Slash <== Green cone(s) on the ground. Step out of it.
  • Moonfall Slash <== Cone AoE in front of Acheron.
  • Quake <== Unblockable attack full of sparkles, Acheron stabs the ground. Heal through it.
  • Megiddo Flame <== Lava on the ground. Step out of it.
  • Hundred Cuts <== The ground becomes checkered red. Step out of the red parts.
  • Ancient Flare <== Like Behemoth’s Meteor, it cannot be dodged or blocked. Players must go to their platforms (where they started) and activate the shield. Having four players on each of the three main platforms will activate the shield.

The sword to your song: Geisha’s Blade


“This world has need of song and sword.”
- Patricia Biggs, Dragon Bones.

An awe-inspiring presence in certain cosplay conventions that I’ve been to, Geisha’s Blade never fails to draw in a large crowd. So much so that I’ve never taken a decent photo of their booth aside from the small shaky one above, therefore the rest of the images in this blog post will come from their own online gallery.

What is Geisha’s Blade?

Based in Mandaluyong City, Metro Manila, Philippines, it is, some say ‘unfortunately’, an online shop with no physical presence aside from their deliveries and their booths at various conventions. But what distinguishes it from other online shops is the fact that Geisha’s Blade does not have your standard fare of clothes, bags, shoes or gadgets- no. Its wares consist of various types of swords, be it metal or wood; hand-forged or machine-forged; samurai or medieval style. Geisha’s Blade even stocks some manga, anime or videogame-inspired swords. Do note that Geisha’s Blade only sells replicas of popular swords. As of writing, they have not (and never claimed to have) provided swords to any popular franchises such as Lord of the Rings or Highlander.

Aside from blades and swords, Geisha’s Blade does sell other items such as hakama, Japanese armor, masks and dolls. The online shop might be a bit too big to browse through, so here are a few examples from their stellar collection just to show you what they offer. Hint: If you click on the image, you’ll be re-directed to that item in their shop!

Standard Bokken (Dark)

The “bokken” 木剣 or “bokutou” 木刀 is a Japanese wooden sword which is used for sword training. It is shaped like a real sword, usually like the katana.

Bamboo Shinai

The “shinai” is used for sword practice and more popularly, for competition in kendo. Unlike the bokken which is made of wood, a shinai is made of flexible bamboo. It has specific weight and lengths based on kendo competition rules.

Kirishitan (Christian) Katana

“Kirishitan” literally translates to “Christian”. The Kirishitan Katana is Geisha’s Blade’s tribute to Dom Justo Takayama, a Christian daimyo and Japanese samurai who fleed to Manila when Japan began to persecute Christians during the 1600s.

Hitokiri Battousai's Katana

Based on the live-action movie “Rurouni Kenshin”; it was once Hitokiri Battousai’s katana which he left in the battlefield, and subsequently picked up by Udo Jin-e.

Highlander Sword

Based on the sword from the 1986 movie “Highlander”, it has a dragon-head handle. In the movie, this katana was forged by the legendary swordsmith Masamune.

MGS Raiden Blade

A hand-forged, fully-sharpened blade that is capable of cutting through fresh bamboo, this is based on Raiden’s High Frequency Sword in the videogame Metal Gear Solid Revengeance.

Aside from selling their fine blades, Geisha’s Blade also hosts generous contests such as the  Win-A-Sword Slash-a-Pose 2013, Samurai Santa 2013, and the Article Writing Contest 2014.

Interested? Don’t message me since I’m not affiliated with them. Instead, check out their website, their Facebook page, their concisely-written FAQ page, or contact Geisha’s Blade by using this form on their website.

Blogged by: Dindeen Jaro 02/05/2014

The Story So Far – FFXIV ARR v2.15

Game: Final Fantasy XIV: A Realm Reborn

Conclusion drawn from Main Story quests up to “Build on the Stone”.


As of writing: Minfilia, despite having the Echo, is clueless regarding the true intentions of Ascians, particularly the white-robed one named Elidibus. The Students of Baldesion cannot be contacted due to a yet-unknown reason, thus the Scions of the Seventh Dawn cannot turn to them for advice.

What do we know about the Ascians (a.k.a Paragons)?
– Their ‘one true god’ is Zodiark.
– There are beast-like Ascians and human-like Ascians.
– They can teleport and possess mortal beings.
– They are aethereal and are thus seemingly immortal.
– Even if ‘killed’, only their host body will die; the Ascian will just possess a different body.
– They acknowledge the existence of Hydaelyn, but consider ‘Her’ a bane to their existence.
– They are the ones who taught the Beast Tribes how to summon primals.
– The summoning method which they taught to the Moogles basically turned their King to a primal.

My observations:

In the last few story quests leading to the end of v2.15, Elidibus mentioned that Ascians cannot be perceived by “unknowledgeable” ones. Although at first it may seem that only those blessed by Hydaelyn’s Echo can see them, it is apparent that Urianger also caught a glimpse of the Ascian Elidibus while Tataru was completely unaware even though she stood right beside the Ascian. Therefore, those who have much knowledge about the workings of the world as a whole (such as Urianger who delves into research and mysteries) may be able to perceived Ascians; but those with The Echo can see them more clearly. Elidibus also mentions that Ascians have the Echo, or a similar gift; and that if Minfilia develops her Echo further, she will come to understand that which the Ascians have been striving for. He then states that everything will go back to ‘how it should be’, after commenting that Hydaelyn’s power wanes.

My conclusion:

Hydaelyn and Zodiark are one and the same. They are different manifestations of “All made one”. As in all other creation myths, darkness came before light. Thus, the Ascians believe Zodiark to be the ‘original’, and His resurrection (activation) is ‘how it should be’ to them. However, I think it is merely a cycle, much like the Astral and Umbral cycle of the years and ages of Eorzea. Zodiark was ‘active’ first, then Hydaelyn became ‘active’ once Zodiark became passive. And in time, Hydaelyn will become passive, then Zodiark becomes active. However, because the Ascians think Zodiark to be the one true god (as opposed to realizing that both are the same god, or rather the manifestation of will of their universe), they strive to do things that will hasten the cycle. Disrupting the aetherial flow by summoning the primals seems to be one of the most effective methods, thus they’ve taught all the Beast Tribes how to summon their primals. Since primals exist in a different plane as Eorzea (but both are within the same ‘universe’ of Hydaelyn/Zodiark), pulling them into Eorzea will cause massive disturbances to the aether… these become cracks on Hydaelyn’s crystal, if you will, which in turn weaken her- hastening the coming of Zodiark’s activation. The Echo is afforded to both Hydaelyn’s children (such as Minfilia and the Warriors of Light), and to Zodiark’s children (the Ascians). As for the Ascians being beast-like and human-like, I think it is only the perception of non-Ascians that make them so. Since they exist beyond Eorzea’s plane, when they manifest themselves in Eorzea, it is different from how they really look like.


Hydaelyn is Zodiark, and Zodiark is Hydaelyn. Zodiark is the dark side, which existed first, served by Ascians; Hydaelyn is the light side, activated after Zodiark became dormant, is the current manifestation of the universe’s will. Ascians disturbed the flow of aether, which weakens Hydaelyn so that Zodiark will awaken and replace her.

FFXIV ARR: Beast Tribes Reputation 2.1

Game: Final Fantasy XIV: A Realm Reborn

>> Beast Tribes Rep Guide 2.2 <<

Guide Update 01/08/2014: Some Friendly rank quests give Allagan Tomes of Mythology as rewards.
Guide Update 01/16/2014: Beast Tribe minion is worth 25,000 gil and Beast Tribe mount is worth 120,000 gil, both untradeable.
Guide Update 01/26/2014: Added list of Beast Tribe Vendor items.
Guide Update 02/03/2014: Confirmed that Trusted Rank can still take repeatable Beast Tribe quests as seen here . Same limits apply; no more reputation received.
Guide Update 02/04/2014: Completed list of Sylph and Amalj’aa Vendor items.

Total Beast Tribe Quests Allowance per Day: 6
Reset: 12:00am Japan time (GMT+9)

Reminder: Each quest that is submitted uses up a Quest Allowance. Therefore, if you are Recognized by Sylphs and submit all six quests from them, you cannot take any Amalj’aa quests for that day. Note that I used the term ‘submitted’. Although the Quest Allowance disappears from the total when you accept a quest, the allowance will return to the total if you Abandon the quest before you submit it.

Quest Limit:
Neutral Rank: 3 quests per day for each tribe (three 5-Reputation quests)
Recognized Rank: 6 quests per day for each tribe (three 5-Reputation and three 7-Reputation quests)
Friendly Rank: 6 quests per day for each tribe (three 5-Reputation/three 7-Reputation/three 10-Reputation quests)
Trusted Rank: Same limits and rewards as Friendly Rank. Reputation no longer received (maxed out).

Beast Tribe Locations:
Sylph: Little Solace, East Shroud
Amalj’aa: Ring of Ash, Sunken Temple of Qarn, Southern Thanalan

Beast Tribe Unlocking:
Sylph: Accept and complete the “Seeking Solace” quest from Serpent Commander Heuloix at the Twin Adder company in New Gridania.
Amalj’aa: Accept and complete the “Peace for Thanalan” quest from High Commander Swift at the Flames company in Ul’dah.

– Summarized Table of Information –beast_tribesV

– List of Beast Tribe Vendor Items –

Vendors can be found in their respective Beast Tribe areas: Little Solace for Sylphs and Ring of Ash for Amalj’aa.


FFXIV ARR: Pharos Sirius Concise Guide

Game: Final Fantasy XIV : A Realm Reborn

Note: If you’ve already unlocked the Pharos and looked up this guide because you can’t clear it, I wish you all the luck in the world. If you looked up this guide because you are thinking of unlocking Pharos, please reconsider. Read my Recommendations at the end before you unlock this dungeon.

Boss Mechanics:

DPS on the boss while watching out for their mobs.

First Boss: Symond The Unsinkable – Kill all hound mobs as they show up. Three stacks of debuff from the hound mobs will make your character explode. Watch out for AoE sandstorms that show up on the floor.
Second Boss: Zu – Do not kill the eggs because it will make the boss build up rage. Wait for the eggs to hatch and kill the mobs as they show up.
Third Boss: Tyrant – DPS all the way.
Final Boss: Siren – A Charmed target must be healed to 100% before the Charm debuff kicks in, otherwise he will turn against the group. Zombie mobs, especially Sergeants, must be killed ASAP; stay away from them because they will hold their target down. If Siren teleports to the middle of the room, run under her. If she teleports to the side of the room, stay away from her path (like Ifrit dash).


Once you unlock Pharos Sirius, it will show up in the High-Level Duty Roulette along with Amdapor Keep. If your character has just barely reached the Average Item Level (48) or if your character is a Summoner, Dragoon or Monk, think twice before unlocking this dungeon. The reason for that is because the first and second bosses, and the final boss, require burst ranged damage. Re-read the boss mechanics. You will notice that a melee DPS (monk, dragoon) will have a hard time taking care of the boss’ mobs, and a summoner which is damage-over-time based will barely be able to keep up with the mob spawn. I am a summoner; I would lock up Pharos again if I only knew what it was about before I unlocked it. And my sister is a monk; I told her not to unlock this dungeon just yet.

That said, Pharos Sirius is a fun challenge if done with a proper team (not a random/roulette one) or a group of friends.

Previous Older Entries Next Newer Entries


Get every new post delivered to your Inbox.