FFXIV ARR Dzemael Darkhold


Seeking to utilize an existing labyrinth of natural caves, the Ishgardian house of Dzemael began construction on their eponymous Darkhold near the end of the Sith Astral Era, intending it to server as a refuge for those fleeing the flames of the Dravanian Horde. When the house’s digging uncovered an entrance to the void, allowing an army of voidsent into this realm, however, they immediately abandoned their plans and withdrew from the subterrane, sealing it off so that they might contain the otherwordly invaders within. Despite all this, the house is unwilling to relinquish its claim to the caves, and believes that if they can be cleared of the voidsent, they might still be able to see their original plan brought to fruition.

Where is Dzemael Darkhold: Located in Coerthas Central Highlands, South West of Camp Dragonhead, West of First Dicasterial Observatorium of Aetherial and Astrological Phenomena (mouthful huh!)

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Dzemael Darkhold General Information


The Dzemael Darkhold has a special mechanic at the early part of the dungeon where you will see an ‘All-seeing Eye’ run through the halls casting an AoE. You can avoid being hit by this in two ways, either stay near glowing crystals which give you a buff called ‘Crystal Veil‘ this significantly reduces the damage of the AoE or simply avoid it by going far away from the Eye. The tricky part here is that he wanders unceasingly even while you are fighting monsters, so be careful!


Map Traps: There is one map trap, they are Aether Traps which explode when you are near them

Magitek Terminals: There are several Magitek Terminals that you will come across, you must pass over all of them in a room in order to unlock the next part of the dungeon



Dzemael Darkhold Boss Strategy

All-seeing Eye (Reward: 3 Allagan tombstones of Philosophy)

This is a tricky fight if you do not position yourself well, and of course make sure all of your party members are within the Crystal Veil. More details below.

Special Mechanic (Crystal Veil): Stay near crystals to gain a buff called ‘Crystal Veil‘ this is the only way to damage the All-seeing eye and it will also significantly reduce the damage taken from his PBAoE – Eyes on me. Note that the the energy the crystals give will fade after some time, when this happens move to the next crystal to get the buff again.

The All-seeing Eye also summons adds throughout the fight, so positioning is key to make sure your party does not all get hit with the various AoE skills all of them will do. The first set of adds are easy to get rid of but the second set do a frontal AoE cone… So you can imagine how the tank needs to gather emnity for the All-seeing Eye and the adds to make sure their cast effects are targetted to a direction away from the party

  • Eyes on me (no cast huge PBAoE): Simply put, it deals very significant damage if you are not near any crystals under the buff ‘Crystal Veil
  • Cursed Gaze (fontal AoE cone): Gives Amnesia or Paralysis


Taulurd (Reward: 7 Allagan tombstones of Philosophy)

We like to simply call him… Turd! lol He summons adds that stay on top of a platform, they throw rocks at you, some can be avoided and some cannot, make sure you avoid the ones that can be! (they will have ground AoE cast circles) oh, and also, dont lump up together!

  • Double Smash (frontal cone AoE): Position away from Taulurd to avoid this attack
  • Elbon Drop (frontal cone AoE): Stronger than the Double Smash, Turd starts doing this once you get past 50% life



Batman ugh Batraal is a huge demon bat with two swords, he has a frontal line attack (Desolation) that can instantly KO anyone caught in the attack, so watch out for it! He will also link himself to crystals at several parts of the fight which makes him invulnerable, you will have to destroy the crystals he attuned to, in order to proceed. Watch out though, the crystals do an AoE every now and then so stay away whenever it casts the AoE.

  • Grim Fate (no cast frontal AoE): Batraal does a flurry with his swords and damages all party members in front of him, so make sure you position Batraal away from the party if you are a tank
  • He also does a Random Projectile to party members dealing about 25% of their life
  • Desolation (frontal line attack): This is the attack that WILL kill you if you do not avoid it.

Critical Life: at about 30% life Batraal gets stronger, starts casting Desolation at will and spawns some void like pools that deal AoE damage when stepped on. So position yourselves accordingly



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FFXIV ARR The Stone Vigil


One of four watchtowers built along the Sea of Clouds by the city-state of Ishgard, the Stone Vigil was overrun and occupied by the Dravanian Horde not long after the Calamity. The following years have seen the knights of House Durendaire make several attempts at reclaiming the fortress, but to no avail. What could it be that thwarts their every effort?

Where is The Stone Vigil: Located in Coerthas Central Highlands, West of Camp Dragonhead, North West from Whitebrin Fort

The Stone Vigil General Information

Stone Vigil is a classic fortress map / instance where your team works their way to the end of the castle fighting enemies and bosses. Since Stone Vigil has been overrun by Dragons you will notice the barriers are made up of flames. Obviously most of the enemies inside are dragons also. There are traps in the form of random dragons popping up and breathing fire to your party and ice sprites that will pop up in some areas in the dungeon. There are also roaming enemies which you have to watch out for!


Dravanian Outflyer: These dragons swoop down in random areas of Stone Vigil as a map trap, they spit fire in front of them dealing fire damage. Make sure that you remember where they drop down so that you do not fight midst their fire breath.


Dragon Aevis: Just like the Manor Maidservants in Haukke Manor, these Dragon Aevis’s are roaming enemies, make sure to tag them separately from the other enemies in the dungeon or else you’re in for a party!


Ice Sprite: In some parts of Stone Vigil, where the area is open to the outside breeze, Ice Elementals will pop up in groups of four. They are easy to beat on their own, but make sure you dont get caught fighting them while a patrolling Dragon Aevis hops in.



The Stone Vigil Boss Strategy


Chudo-Yudo only has two skills, but they hit hard and they are AoE skills so make sure you stay clear from him. His main mechanic is running around the map casting Swinge, so just make sure the party positions themselves accordingly.

  • Lion’s Breath (frontal cone fire attack): Make sure your tank faces away from the party, and also note that if your tank acts fast they can avoid this attack
  • Swinge (large frontal AoE cone): Chudo-Yudo moves to a spot on the map and casts Swinge, there is no AoE marking on the ground so try to stay behind him when he casts this. This skill also inflicts status ailments (Silence and Pacification for about 3 seconds)



This is a fun fight! Reason being you have to control 3 cannons in Koshchei’s lair because a dragon will pop up to help Koshchei out and this will signal your party to interact with the cannon to kill the other Dragon. Koshchei also summons whirlwinds which deal huge DoT damage if you stay inside it (they are slow and easily avoidable) but he casts multiple whirlwinds as the fight goes on so positioning is key. If you have a ranged DPS they should position themselves near the cannon to be able to interact right away. The tank should face Koshchei away from the rest of the party (We place him near the entrance of the room).


Isgebind – Final Boss

This guy is the second main boss dragon you will fight in the series of dungeons, he is an ice dragon and casts some nasty AoE attacks! His main mechanic is to fly into the air multiple times throughout the fight, swoops down to do an ice breath attack and then lands to continue fighting you. At about 50% life when he takes to the sky Isgebind casts targetted AoE projectiles to all of the party (make sure to avoid this) in addition to swooping down to do an ice breath. The fight is about positioning and making sure you dodge his AoE attacks.


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FFXIV ARR Cutters Cry


Near an old mountain path once used by Sixth Astral Era woodcutters as a detour through the more perilous stretches of northern Thanalan, lies a cave sought out only by the ignorant or the foolish. Upon first glance, the shade of its maw might appear inviting to one who seeks to escape the punishing rays of the midday sun. However, any good woodcutter knows to keep his distance, for it is said all who enter, never return-the cries of the damned echoing up from the depths the only testament to their folly. Heed this dire warning, and you may live. Ignore it, and soon it shall be your screams that add to the cacophony.

Where is Cutter’s Cry: Located in Central Thanalan, West of Black Brush Station

Cutter’s Cry General Information

This is the first dungeon where the map has traps in them, it’s a theme you will continue to see in various forms in the dungeons to come. Boss mechanics are pretty straightforward and the final boss is actually fun to play (I know we enjoyed learning the mechanics of the fight!)

Traps – There are several Quicksand and Exploding Pillar traps riddled across the dungeon. Be careful not to step on them during fights because they deal a good amount of damage and when fighting a group of enemies could deal enough damage to throw your healer off.


Bombs – The bombs in this dungeon should be dealt with carefully, their explosion will kill you if you are caught in the casting radius.

Cactuar (Saboteur Desertor) – This guy casts the traditional 1000 needles, something to note is the damage is shared to all party members who are caught in the cast circle. This ability can also be disrupted by stunning the Cactuar.



Cutter’s Cry Boss Strategy

Myrmidon Princess

The first boss of Cutter’s Cry is Myrmidon Princess, her mechanic is simple – she spawns minions to aid her when she falls below 50% life. As a Tank, make sure you get as much emnity from the adds with priority of tanking Myrmidon Princess, keep her facing away from the party because she has one cone attack skill that deals big damage if you are hit with it.


  • Mandible Bite (Frontal Cone) – as a tank keep the Princess facing away from the party
  • Silence – Casts silence at random party members

At 50% life she starts spawning adds:

  • Myrmidon Marshal – Has Mandible Bite. Defeat this add ASAP because he heals the princess.
  • Myrmidon Guard – Has Mandible Bite
  • Myrmidon Soldier – Weak and easily defeated


Giant Tunnel Worm

The Giant Tunnel Worm fight is easy if you follow a simple rule, whenever he burrows, stay at the outermost part of the map (ring shaped)

Phase 1

  • Sandstorm (frontal cone) – no cast bar
  • Burrow – Giant Tunnel Worm burrows into the sand and will pop up dealing AoE damage to whoever is in the vicinity
  • Targetted Sand attack to random party members

Phase 2 50% life

  • An additional Burrow attack is added called Bottomless Desert – Giant Tunnel Worm burrows and casts a sand trap that sucks everyone to the center, the closer you are to the center the higher the damage


Chimera – Final Boss

We had a fun time playing this boss, he has a numerous skills but if you know how to deal with them, they are easily managed. The Chimera has 3 heads (Left Head is a Dragon, Middle Head is a Lion, Right Head is a Ram). Key thing to remember in this Dungeon, is to watch the color of the Chimera’s eye. There will be a prompt letting the whole party know what color the Eye of the Chimera is. Remember, don’t stay too far or too near the Chimera so you can react according to how it changes its eye color.

  • Eyes turn Blue =Stay Away from Chimera, He will cast a PBAoE (Ram’s Voice)
  • Eyes turn Violet = Stay Beside Chimera, He will cast an AoE attack and damage party members who are too far away from it
  • Eyes focus on a Single Target = Don’t panic he will cast a ball which will follow his target and explode, this is a DEMI attack halving the life of anyone caught in the exploding radius, if you are the target try to get the ball away from the rest of the party and move out to let it explode.


  • Dragons Breath – the dragon head casts a cone attack on the left area of the Chimera dealing ice damage
  • Lions Breath – the lion head does frontal cone AoE dealing fire damage
  • Rams Breath – the ram head casts a cone attack on the right area of Chimera dealing ice damage
  • The Ram’s Voice – PBAoE which should be avoided by your party members. It’s ok for the Tank to try and avoid also if they can.


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FFXIV ARR The Sunken Temple of Qarn


Under the unforgiving Thanalan sun lie the ruins of an ancient temple half-devoured by the shifting sands of a timeless desert. Though used by ancient Belah’dians as a place to worship the sun goddess Azeyma, the massive underground structure appears to be far older than this Sixth Astral Era civilization. That, however, did not deter Belah’dian sultans from each adding their own chambers to the original construct in a bid to achieve immortality through creation. In the subsequent years since the fall of Belah’dia, many an adventurer has sought to explore the temple’s mysteries and perhaps return with the treasure of a lost era…only to fall victim to one of the complex traps set to prevent that very thing from happening

Where is Sunken Temple of Qarn located? Located in Southern Thanalan, east of Little Ala Mhigo.

Sunken Temple of Qarn General Information

Things start getting interesting from here on! Qarn is actually a very small map but the boss mechanics can be tricky for first timers. This is the first dungeon where you have to interact with the items on the map to succeed. There is also a lot of treasure in this dungeon, some will be easily missed

Qarn Facer – there will be a block of concrete with a face that shows up multiple times in the dungeon and runs away before you can kill it. This guy holds a coffer and drops it if you kill it before you reach the final boss. Make sure you do as much damage as you can each time he appears.


Stone Relics – there are 4 Stone Relics you should pick up in the temple, they will be your key to the treasure later on. The Helm of Might, The Gem of Affluence, The Flame of Magic, and The Fruit of Knowledge.


Avoirdupois – some more stone faces show up continually in the dungeon, you must kill them on top of the glowing stones as showed in the picture below in order to open doors.


Stone Pedestals – you will notice stone pedestals where you can place the Stone Relics you picked up earlier, these pedestals are marked with the stone you should place, if you put in the wrong stone, mobs will spawn before the door opens. (it is unsure if placing the wrong stone will affect the quality of loot you receive)


The Scales of Judgement – before you enter the last boss, you will find scales wherein you can place some of the Stone Relics you picked up earlier, if you explored the dungeon well enough you would have seen a similar pattern shown at the start of the dungeon. The two stones are the Flame of Magic on the left and Fruit of Knowledge on the right (scales of Ul’dah anyone?)



Sunken Temple of Qarn Bosses

First Boss: Teratotaur Strategy

Teratotaur has a nice mechanic, he has an uncurable Doom spell which he randomly casts once he is below 50% life. (TIP: this can be countered by any action which grants Pacification). His adds also have an attack which deals fatal damage (Final Sting) so make sure to kill them as soon as possible while the tank keeps Taratotaur busy.

  • Frightful Roar (PBAoE): Causes Physical Vulnerability for those caught in the AoE, this can be stunned.
  • Mow (cone attack): Poison damage, can also be disrupted through stun.
  • Mortal Flay (doom): Once caught, the only way to dispel the doom effect is to step on one of the glowing stones.


Second Boss: Temple Guardian Strategy

We like to call him mini Titan, before you can damage the Temple Guardian you must first destroy the Golem Soulstone, which will incapacitate him and give you time to deal damage to him. From experience you have to go through this cycle 4 times until he is defeated. The tricky part about this boss is that even though your tank has emnity he can still do his skills at will to any party member so watch out! Tank tip: keep him as far away as possible from the rest of the party!

  • Boulder Clap (Cone frontal AoE): The Guardian claps his hands violently in front of him
  • Rockslide (Frontal Line Attack): Shakes the earth in front of the Guardian which damages all players in front of it
  • Random Stun: The Guardian dashes at a random party member, knocks them back and stuns them for a duration of about 3 seconds
  • Obliterate (map wide AoE): The Guardian jumps and lands dealing AoE damage to the whole party


Final Boss: Adjucator Straegy

Watch our video on how to beat Adjucator here:

Adjucator has 4 phases, each phase increases in difficulty and mechanics.

First Phase (Full life)

  • Darkness (frontal cone): Does big damage, but can be disrupted with well timed stuns.
  • Sun Juror (Adds): Must be killed on top of a glowing block otherwise they will come back to life, just like the Avoirdupois earlier

Second Phase (75% life)

  • Mithril Verge: Adjucator spawns beacons of light which shoot out lasers at random party members. These Verge’s can be killed and avoided easily but if you get hit they deal big damage.
  • Paralyze (random): Paralyzes one target randomly

Third Phase (50% life)

  • Creeping darkness: Map wide AoE which he does at random until he dies
  • Mithril Verge (bomb type): Verge’s will now pop up and will be encased in a box of light, after a few seconds the light becomes a wall which you cannot enter, make sure the nearest party member enters the light to destroy the verge otherwise the verge will explode and deal huge map wide AoE damage

Final Phase (25% life)

  • Mithril Verge (multiple spawn): 4 Verge’s will spawn across the room targetting random party members intertwining their lasers (yes, you can potentially be hit by more than 1 laser so watch out!). Key is just to kill the verge’s immediately and avoid the lasers while doing so, this is a fun test of position for your tank.


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FFXIV ARR Grand Company Guide

Each city-state in Eorzea has a Grand Company, they were initially formed to combat the Garlaen empire during the 6th Umbral era to prevent the great tragedy and now stand as protectors of their people. All Grand companies have their respective leaders leaders whose job is to ensure the interests of the citizens of the city-states they represent are kept in tact.

What is a Grand Company?

The Grand Companies are military and technological factions of each respective city-state that they represent. They we’re created. See the official website for more information: http://lodestone.finalfantasyxiv.com/pl/company/index.html

What are the Grand Companies?

The Maelstrom
(Limsa Lominsa)
The Immortal Flames
The Order of the Twin Adder

Where are the locations of the Grand Companies?

  • Gridania – The Order of the Twin Adder – East of Aetheryte Plaza (Adders’ Nest)
  • Ul’dah – The Immortal Flames – East of Ul’dah Aetheryte Plaza (Hall of Flames)
  • Limsa Lominsa – The Maelstrom – East of The Aftcastle ,accessible through Aethernet (Maelstrom Command)

Why should I join a Grand Company

  • The main reason would be, you get your Chocobo through a quest only if you join a Grand Company
  • Grand Company Seals give good items
  • You can purchase an attribute reset item called ‘The Keeper’s Hymn’ for 10,000 GC Seals

How do I join a Grand Company?

Once you reach the 20 story quest you will be asked to choose between the Grand Companies. Quest name: The Company You Keep (GC Name). There will be 3 NPC’s which will allow you to choose which GC you want to be a part of.


What are Grand Company Seals and what can I use Grand Company Seals for?

Grand Companies offer many goods in exchange for company seals. Some of these items include the Chocobo license (your own personal chocobo), Chocobo barding, Equipment, Weapons, Survival/engineering manuals, and more! Seals given by your Grand Company cannot be used in other GC’s

How do I earn Grand Company Seals?

There are many ways to earn company seals such as completing company quests, or caravan escorting (repeatable mini-quests). One of the NPCs at your Grand Company’s counter offers company seals for specific items, materials, and equipment (obtained in dungeons). Joining F.A.T.E.’s will also award you GC Seals and this is a very fast way to get them.

What is the purpose of getting promoted in a Grand Company

Receiving promotions advances your rank in the Grand Company (much like the military). Advancing through the ranks expands the amount and quality of goods that can be purchased with company seals at your Grand Company. Gaining higher ranks also unlocks additional quests from your Grand Company.

How do I get promoted in a Grand Company

The first step in receiving a promotion is to speak with the quest-issuing NPC at your Grand Company and choose “Promotion”. Upon doing so, the NPC will require you to pay a fee in GC seals for your new rank. In addition to paying, you must have completed a specific Grand Company quest to advance to your new rank.

Can I be part of more than one Grand Company

Not simultaneously but you can switch freely, still unknown if you lose your rank and GC seals

What is the Political setup of the Grand Companies?

The MaelstromThe Immortal FlamesThe Order of The Twin Adder
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FFXIV ARR Brayflox’s Longstop Dungeon Guide


After a tiring journey across Eorzea, it is deep within the quiet jungles of Raincatcher Gully where the charismatic and enteprising young goblin, Brayflox Alltalks, chooses to build his tiny empire. What he does not realize, however, is that something else – something sinister – has also made the lush forest its home. Now driven from their rightful(?) claim, Brayflox and his brethren seek to retake the land, and are not above asking the help of lesser races (that would be you) to help them do so.

Where is Brayflox’s Longstop located? Located in Eastern La Noscea, near Wineport.


Brayflox’s Longstop General Information

Brayflox’s longstop has many optional treasure chests. Most notable is the “goblin” sidequests. The map layout is not very straight-forward, and many packs of mobs can be skipped. There are four bosses in Braflox’s Longstop:

Bosses: Great Yellow Pelican | Inferno Drake | Hellbender
Final Boss: Aiatar

Goblin Sidequest

Brayflox’s Longstop has a unique Goblin Sidequest. You will pass a Goblin village where you can choose to save Goblins that are being attacked by Dragons (your efforts will be greatly rewarded, because every time you save a Goblin they will give you a treasure coffer). In the map we have marked all the locations.


Brayflox’s Longstop Boss Strategy

Great Yellow Pelican Strategy

There is only one thing you should note about this boss. A bunch of Adds spawn from the gate. A pretty basic fight that tests the fundamental skills of your group. The tank must pick up the adds, and DPS slow/stun/ kill them. The adds  must not reach the healer – he or she will die in seconds.


Inferno Drake Strategy

Inferno Drake has a cone attack that should be avoided. The tank must position the drake away from the other party members so they do not get caught in the target of his cone. There is an add phase where Brayflox will be chased by a dragon, make sure you kill the add before proceeding to kill Inferno Drake. Other that that the drake is a straightforward fight, and like all mobs in this dungeon he hits hard!

TIP: Inferno Drake can be put to sleep, handy when dealing with the add that pops up in the fight


Hellbender Strategy

Hellbender only has one significant skill to look out for:

Queer Bubble – Encases one of your party members in a bubble, making them unable to use skills. This bubble must be destroyed ASAP.

Other than that, his other skills can either be avoided or disrupted (stun). As a tank, make sure you position Hellbender to face away from the rest of your party.


Aiatar Strategy

If you have low-level white gear, and are only level 32, this guy can be a problem. Aiatar has three abilities to watch out for:

  • “Frontal Line Breath” – This is a hard hitting skill that damages all targets in a line. While the AoE isn’t huge, the time given to dodge it is very small. If you haven’t bound strafe on your keyboard – now is the time.
  • Poison Spit – Targets a random party member and shoots a poison ball at it. Because of this skill it’s highly recommended that the party spread a bit. The ball poisons and damages it’s target, and leaves a pool of poison on the ground.
  • Poison Pool – As long as Aiatar remains standing on a poison pool, Aiatar will regenerate HP very quickly. Your first priority is to have your tank drag him out of there.
  • Tanky Tip: Be quick on your feet! Get Aiatar off the poison ASAP! Strafe sideways out of the breath attack! You can also disrupt the breath attack by stunning him
  • Healer Help: Clear poison from the tank. It’s often worth the mana – especially if it ever goes above 2 stacks. CNJ/WHM has a harder time on this fight due to mana issues.
  • DPS Do’s: This fight has a lot of tank movement around – and they can’t generate much aggro. If you’re about to pull the boss – STOP DPS.


Bosses: Great Yellow Pelican | Inferno Drake | Hellbender
Final Boss: Aiatar
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FFXIV ARR Haukke Manor Dungeon Guide

Once used by seedseers as a place for spiritual reflection and meditation, Haukke Manor was long frowned upon by the people of Gridania as a symbol of excess. After years of protest, the building was finally sold to a wealthy duskwight by the name of Lady Amandine.

While little is known of the Lady, it was said that she was exceptionally vain, and that to maintain her impeccable beauty, she would spare no expense. From facial creams concocted from rare Coerthas honeys to shampoos derived from the milk of exotic phurbles, her daily ritual of beauty treatments escalated until it was rumored she was bathing in the blood of her virgin maidservants. No amount of man-made tinctures, however, could hide the hideous scars she eventually suffered during the Clamity, and from that day forth she was forced to turn to a darker solution, signing away her very soul in a final effort to “save face.”

Haukke Manor Objective

Haukke Manor is a 3 story building. You start on the first level, moving to the cellarage and finally to the 2nd level where you fight the final boss Lady Amandine. Make sure you visit all rooms to get keys so you can unlock the doors to all the treasure coffers. Roaming monsters called Manor Maidservants traverse the halls of the manor and add a flavor to the battle if kept unnoticed, make sure you pull them away from your fight. In this dungeon, your TANK’s skills will show their worth.

Haukke Manor Requirements

  • Party Size: Four
  • Either a disciple of war or magic
  • Level: 29 (Sync from 31)
  • Time Limit: 90mins
  • Must have the level 28 story quest, Skeletons in Her Closet

How to get to Haukke Manor?

Where is Haukke Manor? It’s located in the Central Shroud near the White Wolf Gate of Gridania or Bentbranch Meadows FFXIV-ARR-Haukke-Manor-how-to-get-to-Haukke-Manor

Haukke Manor Map/General Strategy/Tips

FFXIV-ARR-Haukke-Manor-Map click image to enlarge   Patrol Monsters: Throughout the halls of Haukke Manor you will notice patrol monsters that, if given the chance, will join in your fight if you take them for granted. The best strategy is to pull these monsters away from the pack before encountering other monsters. Manor Maidservants: these monsters are annoying to say the least, because they join in fights and they cast PBAoE spells that deal significant damage. The key is to either lure these Maidservants to encounter them first before taking care of the other monsters. FFXIV-ARR-Haukke-Manor-Manor-Maidservant


Haukke Manor Boss Strategy

Manor Claviger

The Manor Claviger has a few tricks up her sleeve but nothing to worry too much about, all the party needs to do is make sure the TANK keeps enmity while party members face her back to avoid the cleave attack, make sure everyone coordinates their stuns for her Dark Mist skill.

  • Cleave (cone based Cleave attack): the Manor Claviger has an ability which she uses at will, it is targeted to whoever has her enmity. It’s best to keep the party facing her back while the TANK stays up in front to minimize damage of the team. Her sword then turns
  • Dark Mist (PBAoE): This ability is disruptable by stunning the Claviger, if left to cast, it will deal significant AoE damage, if you cannot stun the Claviger while she is casting this, or are unsure if one of your party members can, move away from the cast circle.
  • Void Fire II (Targetted AoE): We noticed the Claviger casts her Void Fire to party members who are fighting her from a distance, she will cast

FFXIV-ARR-Haukke-Manor-Manor-Claviger-Void-Fire FFXIV-ARR-Haukke-Manor-Manor-Claviger-Cleave

Manor Jester and Manor Steward

This can be a difficult fight if the party keeps changing targets… We usually attend to the Manor Jester first, while ensuring the TANK keeps enmity of both the Jester and the Steward. The Manor Steward casts a Soul Drain (PBAoE), but nothing that a coordinated disruption by stunning him cant handle. The TANK is the star of the fight in this battle.

  • Manor Jester: Ranged attacker with Ice based abilities
  • Manor Steward: Melee attacker
    • Soul Drain (PBAoE): Much like the Dark Mist of the Claviger, the Steward casts Soul Drain at random intervals but easily avoided with a coordinated stun. Again, if you are not sure that your party can stun the Steward, get out of that casting circle!


Lady Amandine

The overall strategy to defeat Lady Amandine is to ensure that each player executes their role the way they should. TANK and HEALER keeps emnity of Lady Amandine and any ADDS, while the DPS extinguishes lamps and defeats ADDS. All party members should be alert for casting circles and stay away from them. The most important skill to stun is the Dark Mist. All other details of the fight are below:

  • Void Lamps: Lady Amandine lights up lamps located at the four corners of her chamber, if you leave them unnoticed they will deal AoE damage (Void Fire) every 10 seconds or so. It’s important to interact and disable the Lamps before the AoE damage overwhelms your HEALER. The TANK should keep the emnity of Lady Amandine.
  • Dark Mist (PBAoE): Just like the Manor Maidservant, the Lady has an AoE that can be disrupted by stunning her, if you let her cast this at the wrong time this it is an easy wipe. Stay away from the casting circle if you cannot stun or you feel no one in your party will be able to!
  • Void Fire II (Targetted AoE): Much like the Manor Claviger, Lady Amandine casts Void Fire AoE, the fight will be a lot easier if the party stays away from its casting circle
  • Lady’s Candle (Bombs): At random times in the encounter Lady Amandine will summon bombs, be careful of these bombs, when they explode and you are within the explosion radius, they can kill you and your party members, make sure to stay clear from their exploding raduis!
  • Last Hurrah! (AD wave): The lady is a tough one, and when she reaches about 25% of life she will summon ADS that need to be disposed of or else the healer will not be able to cope up. There are two ways to handle this, fastest way is to save up your limit break for the THM, if your party has one and have them use it at this stage, the other way is to have your DPS make short work of each ADD while the tank keeps emnity on both the Lady and the rest of the ADS. Oh and BTW, these ADS seem to be immune to sleep!

FFXIV-ARR-Haukke-Manor-Amandine-Ads FFXIV-ARR-Haukke-Manor-Amandine

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FFXIV Gathering Guide / FAQ

Gathering: Where, How to?

To add a gathering class to your your list of classes, you must first pass level 10 in your story quest. After that, speaking to the Guild Receptionist will direct you to the respective Guild leader. Then that’s it! Equipping the main hand arms of the class will switch you to the corresponding class (Botanist: Hatchet, Miner: Pickaxe, Fishing: Fishing Rod)

The Botanists Guild is in Gridania
The Miners Guild is in Ul’dah
The Fishing Guild is in Limsa Lominsa
[City & Guild Locations]

What gathering class suits what crafting class?

Botany: Weaving, Carpentry, Culinarian, Leatherworking

Mining: Blacksmithing, Armorsmithing, Alchemy, Goldsmithing

Fishing: Alchemy, Culinarian

Note that this is a very general breakdown. Each gathering class contributes to every crafting class in a small way – the above just represents the more commonly used items. In the end, we would recommend being a high level gatherer for all classes so you have the freedom to get whatever you need.

Gathering Skills & Traits

Mining and Botany have almost the exact same skills & traits, with a different name and icon. They only very slightly differ in three skills.

From what we’ve heard about Fishing, the system will be different. We can assume the skills and traits will be a bit different too.

How do I gather?

The first step to gather is to make sure your ‘triangulate’ (Botany) or ‘Prospect’ (Mining) skill is toggled on. These skills are learned at level 1, and allow you to see gathering nodes on the minimap. Note that at level 2, you get the trait “Auto-triangulate” or “Auto-prospect” which automatically toggles this on when you change to a gathering class. Below is a sample of what nodes look like on the minimap.

Approaching a node will give you information on what kind of node it is. example “Level 5 Mature Tree”. Note that not all of the same nodes are equal, different areas with different “level 5 Mature Trees” will have different gatherable materials within. Interacting with the node will bring up the gathering window, pictured below. You do not have to rush to gather nodes in fear of other people getting there first, each person has their own nodes.

gathering interface guide ffxiv arr a realm reborn

1. Item preview: Here is the item preview of what you’re trying to gather, along with its name on the far right. You can highlight the picture to see the tooltip.

2. Gathering Chance: The chance you will successfully gather a no quality version of the material. This is increased by level and the Gathering stat.

3. High-Quality Chance: The chance that you will succesfully gather a high quality version of the material. This is increased by level and the Perception stat. Note that there is never a minimum 1% chance, if your perception is lower than the item levels minimum perception needed, as pictured above, you will have zero chance to gather a high quality material.

4. Item Level: An materials level is an indicator of its difficulty to gather (both no or high quality). Naturally, the higher it is – the more difficult.

Each node naturally has a lifespan of 6 strikes. Meaning you can attempt to gather 6 times from any given node, whether you choose to gather 6 different items, or 6 of the same item – it doesn’t matter.


Finding New Nodes

New nodes are made available for you to see for each five levels. Note that there is no way around this. Even if you have godly gear or whatever, you simply cannot see nodes above your gathering level.

When first gathering a new node, you will see that the various materials are still “Unknown”. This is annoying because unknown materials have a base gather chance of 10%. So on average, you’re going to need 2 nodes to successfully discover 1 Unknown Material.  Luckily you can increase this chance. The botanist skill [Field Mastery] and mining skill [Sharp Vision] increases the chance to successfully gather items. They also affect unknown materials!

 unknown material gathering guide ffxiv arr reborn

Once you’ve successfully gathered an unknown item, you do not have to go through this process again. So expect to go through each time you find a new cluster of nodes. Since new nodes are available every 5 levels, you might as well go to your guildmaster (They offer a new quest every 5 levels)  to get a clue as to where they are, and free gear upgrades!

Another way to increase your chances at gathering unknown (and known) materials are discussed below –

Tree Whisperer / Stone Whisperer

Starting level 11 you will obtain the Tree Whisperer and Stone Whisperer trait (Botanist and Miner respectively). Some nodes have special requirements that, if met, give you a bonus to gathering or perception. Note that not all nodes have this. It’s pretty random, but it’s a nice boost when it comes around. Make sure to make the most out of it!

n the example below, we see this certain Lv.15 Lush Vegetation has this special requirement triggered. It’s pretty self explanatory – If you have a Gathering Stat of 77 or higher -> You get a 10% bonus to gathering success rate! Note that this differs between types of nodes.

tree whisperer stone whisperer example gathering guide ffxiv arr reborn

Preparation: Gathering HQ Items

Starting level 12, you can passively see how much minimum perception you need to gather a high quality item. This is made possible by the passive skill [Preparation]. In the example below, you can now see how much minimum perception you need to gather an HQ item. In the case of Gridanian Chestnut, you need 30 perception for a 1% chance.

preparation example gathering guide ffxiv arr reborn

Gathering Stats & Gear

GP: Increases GP, which is used to cast gathering skills.
Gathering: Increases chance to gather an item successfully.
Perception: Increases chance to gather a high quality item.

These are mostly gained through better fieldcraft gear. More info on gathering gear coming soon!


  • Mining & Botany are the main gathering classes, and you should try to max one of them (Whichever suits your crafting needs more)
  • New nodes are made accessible every 5 levels, and new quests are handed out by your guildmaster every 5 levels.

For now, I guess that’s all we can write about in a general sense. Please subscribe so you’ll be the first to know about anything new we pick up! We are cooking up a HQ item gathering guide, class specific guides, gear guides and more!

Check out our other Gathering class guides:
Botany | Mining | Fishing
[ Gathering Starters Guide ] [ General Gathering Leveling & EXP Guide ]

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FFXIV ARR The Thousand Maws of Toto Rak Dungeon Guide

Named after a man-eating creature from ancient Padjali folklore, the Thousand Maws of Toto Rak was built on the site of a natural cave system beneath Silent Arbor. Until recently, it held all of Gridania’s foulest criminals, from arsonists to poachers, but the completion of a new gaol closer to the city heralded its abandonment.


In your quest to delve into the Thousand Maws of Toto Rak you will find ‘Magitek Photocells‘ either lying in rooms or after defeating encounters. These photocells are required to activate ‘Magitek Terminals‘, there are 2 such terminals in the dungeon, located in the Confession and Fools Rest chambers, each of which have a mini-boss encounter (Coeurl of Nine Tails) before you can activate them. Finally, activating the terminals will lead you to the final boss Grafflas


  • Party Size: Four
  • Either a disciple of war or magic
  • Level: 23 (sync from 25)
  • Time Limit: 90mins
  • Once you are Level 23, you may visit the entrance of Toto Rak to be able to enter the dungeon

How to get to The Thousand Maws of Toto Rak

Toto Rak is located in The South Shroud, NE from Buscarron’s Druthers and SE from Gridania (Blue Badger Gate)


The Thousand Maws of Toto Rak Map/General Strategy/Tips

FFXIV-ARR-The-Thousand-Maws-of-Toto-Rak-mapclick on image to enlarge

It is beneficial to note the different kinds of enemies you will face in Toto Rak, you will encounter groups of enemies composed of several of these types: (We have only posted note worthy enemies, others you will encounter are standard type mobs)

  • Pterocs: dragons that breathe cone based fire attacks
  • Mun-Tuy Saplings and Mitetraps: ranged enemies that stay in place, they have some knock-back ability also
  • Elementals: deal lightning damage
  • Puddings/Gel/Flan: deal poison attacks
  • Sticky Web: when you notice a web covered arch, these webs will suck players near it, push them forward and create a barrier to close of those who have been separated. Players can destroy the web by attacking it from both sides
  • Fleshy Pods: When damaged even the slightest bit, these explode with AoE damage. Eliminate them from afar



The Thousand Maws of Toto Rak Boss Strategy

Coeurl of Nine Tails

  • On your first encounter with Coeurl, the fight is straightforward, just defeat it as fast as you can, use a DPS limit break as the gauge will fill before you meet Grafflas, the final boss.
  • On your second encounter with the Coeurl, at about 50% health it will spawn an AD (Wardens Whip). From experience we suggest to take the AD down as the Coeurl can potentially spawn more than one therefore putting more stress on the TANK and HEALER.
  • Note that the Coeurl does a PBAOE poison, but nothing much to be worried about.



Grafflas is the first boss which is fairly tricky to beat if in an uncoordinated party. Grafflas features various mechanics as shared below:

  • Upon entering Grafflas’ chamber he will be surrounded by ‘Fleshy Pods‘, make sure the DPS dispatches of them immediately as Grafflas will later use them by pushing your tank towards.
  • Sticky Web Ability: Periodically throughout the fight, Grafflas will cast this ability which spawns a Sticky Pod at one of your party members feet. Be conscious of this and stay clear to destroy the pod at a safe distance.
  • ADS (Comesmite): At about 60-70% health Grafflas will spawn 2 Comesmites. It is important to defeat them before focusing on Grafflas again. Tip: If your party has a THM, have them cast sleep on one Comesmite to make the encounter easier
  • Losing Skin: At roughly 50% health Grafflas will lose his skin and in effect expose his tail. This will add a new mechanic to the fight, where his tail lays down AoE poison marked by a Green circle. Stay away from this area, it deals massive damage! Your goal at this point is to target the tail and the poison circles will stop.


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FFXIV ARR Halatali Dungeon Guide

zOriginally a holy place for the first Lalafell arrived in Eorzea, the twisting labyrinth of natural caverns which wind through this massive mesa were transformed by the Pugilists’ Guild into a series of training pits, animal pens, and holding cells to accommodate the ever-growing popularity of Ul’dah’s coliseum. After the Calamity, however, the location was abandoned – those remaining in the pens, left for dead. Not all of them, however met that fate and now the tunnels are rife with those who survived…as well as the tormented spirits of those who did not.

The setting of Halatali showcases an abandoned holding pit for Ul’dah’s coliseum. The further you get, the more challenging the encounters become! Halatali has several mini-boss fights and after defeating each an Aetherial Flow appears, which you will need to interact with to go deeper into the dungeon.


  • Party Size: Four
  • Either a disciple of war or magic
  • Level: 17 (sync from 19)
  • Time Limit: 90mins
  • Must have completed all 3 previous dungeon story quests. (Sastasha, Tam-Tara Deepcroft and Copperbell Mines)
  • Acquire Halatali quest (Hallo Halatili) from Nedrick Ironheart in Vesper Bay

Where is Halatali?

Located in Eastern Thanalan, near Camp Drybone, due west from Ul’dah (Steps of Nald).


Halatali Map/General Strategy/Tips

FFXIV-ARR-Halatali-Mapclick on image to enlarge

  • Random Treasure drops: Besides the points located in the map, there are some monsters that may drop treasures, from our experience this is totally random.
  • Wandering Bombs: You will find random bombs popping up in the dungeon, it’s best to keep them at bay or dispose of them first before luring in other mobs. Note that, once they are engaged and left unattended, they will self-destruct, if this happens to your party make sure no one is in the red blast radius that shows up on the ground.
  • Aetherial Flow: Two of the sub-bosses in Halatali, once defeated will spawn an Aetherial Flow, you must interact with this in order to proceed deeper into the dungeon.


Halatali Boss Strategy


  • Firemane will dish out fire based abilities (hehe kinda obvious)
  • When it reaches about 75% life, a series of Damantus (ADS) will start appearing approaching the pit in the middle of the map, once they reach the pit they explode and do AOE damage. Honestly, at how the dungeon is balanced now, there is no need to worry about the ADS because the AOE damage not significant. By the time the first AD reaches the pit Firemane would be close to 1/4 life or so.
  • If your DPS can use a limit break when Firemane reaches low life, have them do so as it will charge in enough time for the next sub-boss
  • Once defeated, interact with the Aetherial Flow to progress with the dungeon


Thunderclap Guivre

  • Thunderclap is an interesting fight, it is the first time a boss becomes invulnerable during a fight.
  • As his name states, he is a Lightning based monster and the arena you fight him in is filled with water… We lure him to one of the ramps and engage him there because once he becomes invulnerable his form changes and Lighning surrounds him (wouldn’t wanna be near the water when this happens!)
  • In his invulnerable state, he will summon 2 rounds of 4x Lightning Sprites, they are easy to defeat, at the same time though, Thunderclap throws an electric ball causing AoE damage to those caught in the radius. Be sure to watch the AoE circle and stay away from it when he casts.
  • Once defeated, interact with the Aetherial Flow to progress with the dungeon



  • This is an optional sub-boss, and triggered if you decide to retrieve the treasure in the area before the you encounter Tangata. (see map above)
  • There will be monsters surrounding the area, it is best to dispose of them first before engaging with the Peiste
  • We’ve gotten some decent loot from this, and he is a relatively straightforward fight if the other monsters are disposed of first.


  • Tangatas mechanic has is a combination of Firemane and Thunderclap.
  • At about 75% Noxius (ADS) will start spawning and make their way towards Tangata, once they reach, they will explode doing AoE damage.
  • Tangata also becomes invulnerable at random, when he does, there will be lava that appears around him that does DoT damage (quite large in fact) – stay away from that! Fire Sprites will also appear, once the sprites are defeated he will no longer be invulnerable. Note: Haven’t tested this fully, but before Tangata becomes invulnerable, we have tried to stun him and sometimes it works, preventing him from becoming invulnerable. He casts a spell called ‘Double Smash‘ and if caught at the right time can prevent him from becoming invulnerable.
  • Be careful, because at any point in he me be both Invulnerable and have Noxius spawning towards him.
  • What works for us is to have one of your DPS engage the ADS while the rest of the party engages Tangata.


What dungeons can I do next?

Once you reach level 23, you may enter The Thousand Maws of Toto Rak.

We ran Halatali a few times to get some gear and did some leveling up (Quests, Guildhests, Levequests) before we could reach Toto Rak.

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