FFXIV: Thorne Dynasty Map Locations – Image Heavy (END)

My server, Carbuncle, has unlocked the final quest. I will no longer update this blog post.

Game: Final Fantasy XIV A Realm Reborn

Patch: 2.51 as of posting

Event: Little Ladies’ Day 2015

Related Quest: Digging for Dolls

Recommended Level: 40

Requirements: Able to Decipher and Dig for maps (Note: You can ask a higher-leveled friend to decipher and dig the maps for you!)

Final Quest: A Father’s Folly (Unlocked after completing the doll set on the stage)

Achievement: Welcome to the Dollhouse

Legend: Coordinates on upper part, actual map area on left side and Thorne Dynasty map on right side

Legend: Coordinates on upper part, actual map area on left side and Thorne Dynasty map on right side

– Thanalan Maps –


Eastern Thanalan near Halatali


Eastern Thanalan near the dead Goobbue


Southern Thanalan near Forgotten Springs

Central Thanalan near Gate of Nald

Central Thanalan near Gate of Nald

– Shroud Maps –


North Shroud south of Fallgourd Float


North Shroud near the Yellow Serpent Gate


South Shroud below Camp Tranquil


South Shroud near No Man’s Hovel


East Shroud near Amarissaix’s Spire


Central Shroud near Tam-tara Deepcroft

– La Noscea Maps –


Middle La Noscea near Seasong Grotto

Middle La Noscea near The Cookpot

Middle La Noscea near The Cookpot


Outer La Noscea at the Kobold Dig

Outer La Noscea south of the Floating City of Nym

Outer La Noscea south of the Floating City of Nym


Upper La Noscea near Jijiroon’s Trading Post


Western La Noscea near Swiftperch


Lower La Noscea at La Thagran Eastroad

Lower La Noscea near The Mist

Lower La Noscea near the residential area, Mist

East La Noscea near Brayflox's Longstop

Eastern La Noscea near Brayflox’s Longstop

Thorne Dynasty Doll Set (bottom to top): The First Paladins, The Twin Bows, The Three Creators, Princess Edvya and her husband.

Thorne Dynasty Doll Set (bottom to top): The First Paladins, The Twin Bows, The Three Creators, Princess Edvya and her husband.

FFXIV: Quick Guide to [ The World of Darkness ] Bosses

Edit April 25, 2015: Doing a quick edit because people keep posting “y ur info incomplete/inaccurate?!” comments on this. This was a [quick guide] created right in the week that [the duty was first released]. Look at the last content edit [ JANUARY 26 2015]. I don’t know how to put it any other way but it seems that some people don’t really read things through before spouting crap. As such, I will be closing comments on this.



Game: FFXIV A Realm Reborn

Patch: 2.5

Important Note: I just finished this duty and I’d like to quickly write what our Alliances did to clear the bosses. I may miss out on some details but the important points will be here. Edited Jan 26 2015 : Added more info.

>> As I have written on my note above, this was just a quick write-up for when the duty was new. It’s the same as what I did with the Sastasha Hard duty when it was new to help fellow players out. Now that the content has been around for a while, I will no longer update this. <<

First Boss: Angra Mainyu

– Ahriman-type boss.

– Doom Debuff: When you get this, go to an illuminated circle. The circle moves you be wary of where it’s positioned. Doom will be removed. Otherwise, you die.

Red/Grey Debuff: The room occasionally becomes half-red and half-grey. If you have the red debuff, stand on the grey side of the room. If you have the grey debuff, stand on the red side of the room. Otherwise, you get massive damage/die. The debuff changes when you successfully survive it; grey will change to red, and red to grey, etc.

– Kill the Hourglass mobs. Move out of the quarter of the room wherein the “roulette” triangle stops.

Second Boss: Five-headed Dragon

– Hydra-type boss.

– Kill any adds that show up. For unattackable mobs, try to heal through it.

– Occasionally there is a fire DoT. This needs quick and strong healing. Edit: As DPS or subtank, you can stop attacking to prevent damage. It only lasts a few seconds.

– Whenever the Dragon’s heads appear (targettable as Head of Fire, Head of Poison, etc.) kill them ASAP otherwise each head will drop an AoE that may cause a wipe.

– Stay away from the fire and ice AoE on the floor. The ice AoE expands and freezes people so run away from it.

– Dragonfly: It is unkillable and its attack works like “Prey” in Sastasha HM. If the target of this mob is taking too much damage, take the Prey line from him by running past it.

Third Boss: Cerberus

– 90% HP, Cerberus will break from his chains.

– Two kinds of targets will appear: Gastric Juice and Wolfsbane. One group of people at a time, preferably an Alliance, should stand in Gastric Juice and get hit by the Mini debuff. Once they are Minimized, run to the purple AoE that was left by the Wolfsbane. The AoE will “seize” you and Cerberus will eat you. Inside Cerberus’ stomach, quickly destroy his stomach walls then leave through the exit that appears. This will make Cerberus writhe in pain.

– While Cerberus is immobile due to pain, use the Magicked Fetters on two of the columns. Proceed to beat down the boss. If Cerberus is not fettered, he will gain stacks of Haste and will be able to kill players almost instantly.

– Gastric Juice and Wolfsbane can be killed as soon as they have served their purpose (after minimize and going into Cerberus).

– Repeat the Minimize + kill Stomach Walls as soon as Cerberus breaks out of his fetters.

– When fettered, Cerberus has some laser adds. Avoid them.

– Alliance A is usually on “Minimize” duty. They are minimized by Gastric Juice, eaten by Cerberus when they walk on Wolfsbane AoE, and then they kill the Stomach Walls.

– Alliance C is usually on Wolfsbane-clean up duty. They kill the Wolfsbane adds that appear and kill Gastric Juice when it has served its purpose.

Final Boss: Cloud of Darkness

– Appears on three parts of the circular stage. Whenever it disappears and reappears, stay away from its direct line of sight because it will throw one frontal laser attack. This laser debuffs and damages what it hits.

– Tanks should switch because this boss has a painful debuff.

– A person with a target on him should stay AWAY from others and KEEP RUNNING until lasers drop on him and stop. Just run!

– When meteors drop from the sky, go to the bottom of the meteor. At least one person per meteor, or put in as many people as necessary to make the circle barrier appear. People who have the debuff from the laser should avoid going in the meteor circle.

– When Dark Clouds and Dark Storms appear, do not allow them to get close to the boss. Kill them quickly or you will wipe.

– When Hypercharged Clouds appear, move close to them because they will soon be enclosed by barriers. Kill these very quickly or they will emit a strong AoE.

– Some snake-like adds will appear. Just avoid and ignore them.

– The rest of the fight is a rinse, repeat and mix of all these phases.

FFXIV ARR: Eternal Bond “The Twelve”

Game: Final Fantasy XIV A Realm Reborn

Patch: 2.45 as of December 09, 2014

You know those stones with weird markings that have been around forever? It turns out that they aren’t just there for show or backstory. They’re sites to be visited during a pilgrimage for the Eternal Bond ceremony, Eorzea’s version of the marriage system.


Nophica the Matron (8, 10) Old Gridania Conjurer’s Guild


Byregot the Builder (16, 28) South Shroud Camp Tranquil


Althyk the Keeper (23, 25) South Shroud Amdapor Keep


Llymlaen the Navigator (7, 14) Limsa Lominsa Aftcastle (Anchor Yard)


Nymeia the Spinner (26, 37) Lower La Noscea Moraby Drydocks


Oschon the Wanderer (25, 18) Outer La Noscea


Nald’Thal the Dusk Trader (7, 12) Ul’dah Thaumaturge Guild (Arrzaneth Ossuary)


Rhalgr the Destroyer (19, 14) Southern Thanalan Little Ala Mhigo (2nd level)


Azeyma the Warden (23, 29) Eastern Thanalan Burning Wall (Final Prayer)

Halone the Fury (7, 31) Coerthas The Fury's Gaze

Halone the Fury (7, 31) Coerthas The Fury’s Gaze


Mephina the Lover (22, 8) Coerthas Steel Vigil


Thaliak the Scholar (18, 17) Mor Dhona Rathefrost


FFXIV: Quick Guide to Sastasha Hard Bosses


Game: Final Fantasy XIV as of Patch 2.4

A day after release and no one has still figured out two of the bosses in this dungeon. I am writing this post with my observations to help other people out. I have run this as DPS (summoner IL108), healer (white mage IL94) and tank (paladin IL98).

Last Update: November 02, 2014

My personal advice: Don’t slack off in this duty. Whether you are tank, healer or DPS, just always do your best. Don’t rely on macros as something can quickly go downhill between those “wait” times. While this duty may be tiring for healers due to the amount of healing and barrier-casting done, the key is for everyone to work together. Healer, trust your DPS to actually do the best that they can; focus on healing, you don’t have to attack. DPS, help out the healer when he’s being attacked and try to focus on attacking the mob that the tank is holding. Tank, don’t yell too much at your healer.

Important Note: Sastasha’s boss are rather strict DPS checks (at the moment, might be easier once we get 120+ gear)

First Boss: Karlabos

A vilekin that lives on the ocean floor. It has three notable attacks, the most painful of which is Tail Screw. Tail Screw has a cast time so the players should pay attention to it. If you are targeted by Tail Screw, move close to the healer just enough for him to be able to heal you. Tail Screw will always take out a huge chunk of your HP (my summoner had 5.3k HP and after Tail Screw I’d be left with 50 to 150 HP), the exact damage is supposedly 99% of your HP. Tail Screw itself does not kill the player, but after the attack a whirlwind (similar to Twintania’s Twister) will momentarily appear. If you move from your spot quickly as Tail Screw hits, you can avoid death via twister. This is a split second decision and any hesitation may kill you. The healer should immediately heal the player that was hit by Tail Screw. This attack -can- be STUNNED (but not Silenced). Don’t stun it too much as it will build resistance. Since the tank will usually be stunned by Prey (see next paragraph), the DPS might have to stun Tail Screw.

Another boss attack is Prey. Usually the tank is marked for this and he is subsequently washed by the tide and then stunned. This usually occurs right before Tail Screw is used. This is not a dangerous move, the tank can eat that damage but he will get stunned for a while. Also, any player who comes close to the tank will get marked for Prey instead and that player might die if the positioning is bad (e.g. a monk who moves in too close, gets Prey -AND- Tail Screw). Alternative strategy if only the tank has Stun: Make one of the DPS walk through the tank when he has Prey, then Prey will transfer to the DPS leaving the tank able to stun Tail Screw.

An AOE attack that powers up over time is a Slime debuff attack. At first it will target only one person, next time it comes up it will target 2 people, then 3, so on. If only 1 person is alive and the attack is supposed to hit 3 people, all 3 attacks will land on that remaining person and will kill him (except a tank using Hallowed Ground). This attack leaves a debuff that has damage over time and should be cleansed with Esuna or Leeches. Due to this attack, players should not stack. If two players are close to each other, both will get hit with Slime and have 2 debuffs instead of 1.

Second Boss: Captain Madison

Super strict DPS check. Every few percentage of his HP, the Captain will use an almost unstoppable attack called Musket. He will fire at a target repeatedly and subsequent firings will be faster and stronger until the target dies. The only way to get through this is to burn through that % of his HP. Be careful not to burn too much or else you might risk activating his next Musket phase. You will see some dialogue on the screen which signifies each Musket phase.

He has a pistol whip attack but it is relatively harmless, except when it stuns someone at the wrong time.

As for his minions/adds, I put a kill order on them as: Slave, Leech, Boy, Guard. The Slave appears only around 50% of the boss HP. Like Sergeants in Pharos Tower, it will BIND the player that it targets until the Slave is killed. Near the end of the Captain’s life, four Slaves will appear. As for the Leech, it’s a conjurer so get rid of it quickly. The Boy is a lancer and can do some annoying straight-line attacks, and the Guard is a paladin. Even when the boss dies, the adds will not disappear until you kill them so don’t let your guard down.

If Musket comes up while adds are still alive, just kill the Slave and Leech, save the Boy and Guard for later; focusing on burning through the Captain’s HP until he stops using Musket. As noted in a comment below, Adloquium helps the Musket’s target to remain alive; as does Stoneskin. The first few rounds (stacks) of Musket are weak and the attack progressively gets stronger and faster the longer it is kept up. 

A strategy that we worked out is to stay near the tank at all times. Even if the boss pistol-whips someone to the other side of the room, he should go back to the tank. This way, the mobs can be AOEd when they show up and/or the healer won’t have to chase people around to heal them.

Strategy as recommended by comment below: Around 30% HP, the boss will summon one last round of Slave+Leech+Boy+Guard. You may kill the slave and leech, then proceed to burn through the boss HP as soon as he starts using Musket. Sometime between using Musket, he will call the -last- group of adds. This has FOUR Slaves in it which are difficult to get rid off. Ideally, a caster will use Limit Break on all the adds+boss; or a melee dps will use Limit Break on the boss. The goal is to burn enough of the boss HP to make him stop using Musket, after which you can deal with the adds.

Another thing of note: Do not panic when a Slave gets you. It does no damage as it only binds you in place. It’s the other adds (Leech, Boy, Guard) that close in that do damage, so if you are bound alone you can either kill off your own Slave or prioritize another member who is being beaten to death by other adds. Ideally, the tank should take all adds but there are instances when the tank is pushed away and thus loses aggro, or the healer overheals and takes aggro.

Regarding the target of Musket: As noted on a comment below, the target can be “Covered” by a Paladin (Skill: Cover). Target of Musket/Cover must stay near the paladin.

Final Boss: The Kraken

Similar to the Hullbreaker Isle Kraken, except this time you don’t have the fatal version twisters/whirlwinds and you can actually fight the Kraken now. This is pretty easy just make sure to stay near the healer’s range. The tank doesn’t have to grab aggro on all adds, just the Kraken.

As for the adds, they’re the usual Tentacles and Arms. You can use Strategy 1, 2 or 3 depending on the capability of your party.

Strategy 1: Tentacles can and will toss people like in Hullbreaker Isle. The tossed person is stunned for a while. You can aim to kill the tentacles first. If people get tossed too often you will lose DPS and the tank may also lose Kraken’s aggro.

Strategy 2: Kraken Arms occasionally make whirlwinds but it’s a weaker version than Hullbreaker Isle’s. If all Arms are defeated, the Kraken will lay vulnerable for a few seconds without any Arms waving around. When World’s End is casted by the Kraken, its damage is based on the number of Arms still alive. (As stated in a comment below)

Strategy 3: The tank can mark -ONE- tentacle and then the party can kill it quickly. This is to avoid too much stunning and tossing around. Then go for the Arms so that the Kraken will retreat and leave it more vulnerable for full DPS.


Around 50% and 25% HP, a lot of Arms will show up and use Wallop/Clearout repeatedly. Heal through this phase and focus on boss, because the Arms will disappear after this phase. Otherwise, just get the Tentacles/Arms, then focus fire on the Kraken. You can also leave DoTs on the Kraken since it isn’t invulnerable in this fight even if the Tentacles and Arms are still alive.

My first Sastasha Hard completion. I was a summoner with a cool party from another server.

My first Sastasha Hard completion. I was a summoner with a cool party from another server.

Feel free to leave comments regarding your own observations. It’s still early in the game and some mechanics maybe be revealed clearly later. If there are major corrections to my observations, I’ll make sure to note them for subsequent readers.

FFXIV: Call of the Wild

Game: Final Fantasy XIV : A Realm Reborn

Version: 2.3

Sylph and Amalj’aa Guide

Sahagin and Kobold Guide

Ixali Guide



To unlock the “Call of the Wild” quest, you must achieve the highest reputation rank in each and every beast tribe. Then, return to your Grand Company and obtain the quest from one of the GC NPCs. “Call of the Wild” will unlock another quest which will lead you back through all of the previous beast tribes:

  1. Call of the Wild (at your Grand Company)
  2. Little Sylphs Lost (Gridania/Sylphs of Little Solace)
  3. Clutching at Straws (Limsa Lominsa/Sahagin of Novv’s Nursery)
  4. Digging for Answers (Limsa Lominsa/Kobold of the 789th Order Dig)
  5.  Rattled in Ehcatl (Gridania/Ixal of Ehcatl Nine)
  6. Ash Not What Your Brother Can Do For You (Ul’dah/Amalj’aa of the Brotherhood of Ash)
  7. Friends Forever (Ul’dah)

Reward: “Allied” rank to all available beast tribes.

The following items will be available for 25,000 gil from their respective beast tribe vendors:


Wind-up Founder

Wind-up Violet

Wind-up Violet

Wind-up Sea Devil

Wind-up Sea Devil

Wind-up Kobolder

Wind-up Kobolder

Wind-up Dezul Qualan

Wind-up Dezul Qualan



FFXIV: Sora Atobe of Neon Takes FC with House

Game: Final Fantasy XIV : A Realm Reborn

Free Company (Guild): Neon

Server: Carbuncle


It’s official. As of posting, the Free Company master Sora Atobe has kicked almost everyone out of the free company Neon and has taken everything for him and his brother, Joanne Ross. They are the only remaining members of Neon. The free company has a Medium house in Ul’dah which was painstakingly saved up for by its active members: Sora Atobe, Joanne Ross, Quanta Domino, D’nyamis Spiritus, Neuflune Mochiko; and to a lesser degree, Azure Malkav and Nyanchan Mochiko. The main contributors all gave around 3m each for the housing lot which at that time cost almost 15m. Quanta, D’nyamis and Neuflune then bought the housing permit of around 1m and proceeded to furnish the house out of their own pockets and crafting classes.


After personal issues erupted between Neuflune and Sora, during which the latter harassed the former within FC environment (which Square Enix dismissed as FC drama), Neuflune left the FC and made her own FC. About two months later and weeks of inactivity, Sora Atobe logged in due to the Free Log-in Campaign and kicked the remaining members out of the free company. He did not tell them his reason, much less talk to any of them in any way. He just started kicking them until the only members left were Sora Atobe and his IRL brother Joanne Ross.


What is this blog post for? This is for information. I have mostly kept quiet about these issues because I did not want Sora to turn his ire on the remaining members of Neon. But he did it of his own accord anyway. So here I am, Neuflune Mochiko, telling the internet about what happened. I still have the list of gil contributions that each member made. Sora Atobe has a copy of it, but he never made a list himself despite accusing other members such as D’nyamis that they “never contributed to the FC”.


This is a heads up to anyone running across Sora Atobe and his brother Joanne Ross. Be wary of being part of his FC. You’ll be kicked as soon as he feels like it.

Beast Tribes Reputation v2.3 – The Ixali – Updated Sept 11 (FINAL?!)

Game: Final Fantasy XIV : A Realm Reborn

Beast Tribes Rep Guide 2.2 – Updated Aug 23 with list of Trader items and edited list of Dailies information.

UPDATE Sept 11! The final reputation rank for the Ixali is Sworn.

UPDATE Sept 5! The next reputation rank for the Ixali is Honored. The final reputation rank follows after it, and requires 1320 reputations points. List will be updated once I get the final rank.

UPDATE Aug 30! The new reputation rank for the Ixali is Respected. There is another rank (the final one) after it that requires 990 reputation points.

UPDATE Aug 26! There is a new reputation rank for the Ixali. It comes after “Trusted” and requires 720 reputation points. Yikes!


Direwolf Mount worth 120,000 gil Requires Rank 7 (Sworn) Reputation



Done! I think… (as of September 11, 2014)

This time, it’s not a mindless Kill-This-And-That quest line! And it’s about time too!

Beast Tribe Location: Ehcatl Nine Camp, North Shroud

Beast Tribe Unlocking: Accept and complete the “A Bad Bladder” quest from Scarlet at the Twin Adder Company at New Gridania.


  • You need at least one crafter (Disciple of the Hand) at Level 1 to continue this questline.
  • You need to equip the item Ehcatl Wristgloves to craft for quest-specific activities (airship parts). This item is provided by the Ehcatl leader Sezul Totoloc, but if you lose it, you can purchase it from their NPC.

– Summarized Table of Information –


 – Delivery List Example –

Example of the list of items that you can deliver to fill your quota. Each item can be delivered repeatedly, and are at a low level as the quests require, regardless of your crafter's own level.

Example of the list of items that you can deliver to fill your quota. Each item can be delivered repeatedly, and are at a low level as the quests require, regardless of your crafter’s own level.


– List of Ixali Trader Items –

– List of Ixali Oaknot Wares-



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