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 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 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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FFXIV ARR Copperbell Mines Dungeon Guide

Abandoned once purged of ore, the Copperbell Mines laid abandoned for nigh on three centuries until Amajina & Sons Mineral Concern reclaimed the shafts – the guild’s sights set on expanding the mines downward in an attempt to tap yet undiscovered veins of valuable metal. Unfortunately, it was not riches the powder kegs uncovered, but sheer terror, for when the smoke cleared, out poured an army of raging giants from the darkest recesses of the mines. The hecatonchires – thrlls of the lost Thorne dynasty – were, at last, free from their lightless prison; three hundred years of hate fueling their madness.

So here is where things start to get interesting! In the previous Dungeons (Sastasha and Tam-Tara Deepcroft) we were given the chance to get used to dungeons and how your role in a party will be. In Copperbell Mines, each player has a role to play, both teamwork and knowing the dungeon dynamics is critical to finishing this efficiently.


  • Party Size: Four
  • Either a disciple of war or magic
  • Level: 17 (sync from 19)
  • Must be on Level XX story quest ‘To be updated – missed this one out
  • Time Limit: 90mins

Where is Copperbell Mines?

Located in Western Thanalan, west of Horizon camp and east of Ul’dah (Steps of Nald) exit.


Copperbell Mines Map/General Strategy/Tips

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Lifts: There are 3 lifts in the whole dungeon, be mindful that if you miss to ride the lift with your party, one person needs to operate the lift and come back for you.

Spriggans: There will be random spriggans that are wandering around the mines, so be on the lookout for any that come your way. Make sure your TANK picks them up during any fight.

Hecatoncheir Stonehaulers: These guys pop up from various crevices, you cannot put them to sleep and are immune to CC, so make sure your TANK picks them up too.


Blasting Devices & Firesand: There are several Blasting Devices that you will need to activate to progress in the dungeon. Just remember this simple rule, Firesand -> Powder Chamber -> Blast, before you can activate a device, you need Firesand which can be found nearby any blasting chamber, load the powder chamber with the firesand and hit the Blasting Devices once loading is complete. After every blast, you will unlock a new part of the dungeon.


Copperbell Mines Boss Strategy

This is the first dungeon which showcases unique mechanics for each of the bosses. I enjoyed Copperbell so much I repeated this dungeon a few times to level up. If I might add, this place gives some decent loot that will help on your next story quests and dungeons.


  • Before you get to fight Kottos, you will need to kill a few waves of monsters.
  • The trick here is to make sure your TANK picks up as much as they can while focusing on killing them one by one or lump them into one place to do some AoE and kill them faster.
  • If you have a THM in your party, Sleep will be a useful skill to use if you have proper coordination.
  • You will also notice some Flambeau (Bombs) pop in every now and then, make sure your DPS picks them up before they explode
  • Kottos himself is not so difficult, when he finally shows up, make sure the TANK positions him to face away from the party


Ichorous Ire (the Copperbell Mine Ooze)

Ah, the infamous Copperbell Ooze Boss. The ooze is INVULNERABLE to damage. The first boss with unique a mechanic! It’s always fun to watch first timers try to burst Ichorous down and even use their limit breaks on them (Ok, I’m one of those guilty noobs! lol) Here’s how to beat it:

  • The goal is to lureBlasting Caps‘ to Ichorous Ire and when the caps are ready to explode, make sure Ichorous is in the blasting radius.
  • Spriggan Quencher (Adds) – these little buggers will spawn to quench the Blasting Caps flames, make sure your DPS kills them before they do!
  • Every time you successfully blow up a Blasting Cap near him, it will split into pieces. After about 4 or 5 successfull blasts, you can DPS the little oozes.


Gyges the Great

The mechanic here is simple, after beating up about 75% of Gyges life, he will start moving to a boulder and destroy it. This will signal the entrance of adds.

  • Collosal Slam (Front facing AoE cone attack) – this is one of the abilities Gyges will dish out, make sure your TANK positions him facing away from the party
  • Stone Servants (Adds) – the servants will move up to nearby boulders and try to destroy them, summoning more servants.
  • You have two choices, kill the adds before they open up more boulders, or simply focus on killing Gyges while taking the pain of the adds. If you feel confident in your party’s DPS / Healing capabilities, go for the latter (Not Recommended).


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FFXIV ARR Tam-Tara Deepcroft Dungeon Guide

Since its establishment during Gelmorran times, this subterranean crypt has been used for generations as a final resting place for the remains of rulers and nobles. Since the Calamity, however, the tunnels have become overrun with the Lambs of Dalamud – a deadly cult who worships the now-fallen satellite as their savior. It is in the Deepcroft that these twisted souls silently plot revenge against those who fought to prevent the advent of Dalamud, summoning any dark presence who will aid them to this end… no matter what the cost.


  • Party Size: Four
  • Either a disciple of war or magic
  • Level: 16 (sync from 18)
  • Must be on Level 15 story quest ‘Fire in the Gloom
  • Time Limit: 90mins

Where is Tam-Tara Deepcroft

Tam-Tara is located in the Central Shroud, near Bentbranch Meadows. From New Gridania, exit the Blue Badger Gate head south and Tam-Tara will be near Bentbranch Meadows.


Tam-Tara Deepcroft Map / General Strategy / Tips

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The objective of Tam-Tara Deepcroft is to disable Cultist Orbs. While exploring the dungeon you will find these Orbs closely guarded by enemies, you will need to defeat the enemies before you can disable the orbs. Before you reach the last two Cultist Orbs, you will notice it is Sealed by a Barrier.


In order to break the Sealed Barrier, you must obtain the Cultist Rosary which is nearby.



Tam-Tara Boss Strategy

Dalamud Priests & Octavel the Unforgiving

  • In order to destroy the cultist orbs, you must defeat the Dalmund Priest / Octavel the Unforgiving who will be guarding it
  • There are 3 locations where the orbs are, and the fight dynamics are simliar. The Priests/Octavel has his minions, simply defeat the minions first and you are left with the sub-boss, each priest has a second form after you deplete its first life bar, they will transform into a ‘Void Soulcounter‘ which is only slightly tougher to defeat.
  • Gravedigger count (ads): 2 in first encounter, 3 in second, 4 in third.


Galvanth the Dominator

  • This fight can be lengthy, depending on how you react to his attacks and the skill level of the group.
  • Galvanth has an PBAOE which you will notice him casting when the ground turns red (move away from that area). It is a spell that will cause paralysis to all who get caught by it.
  • There are 3 AD phases in the fight, from our experience they happen at 75/50/25 % health. Note that the ‘Imps’ can interrupt heals so it’s important to have your DPS take them out first.
  • Healer note: When ADS come in, stay close to your tank so they can manage the ADS better and in turn, make your life easier in healing land.
  • 1st ADS phase: 1 Imp
  • 2nd ADS phase: 1 Imp + trash mobs
  • 3rd ADS phase: 2 Imps + trash mobs (be careful with this phase, it will save you time and effort to save your Limit Break for either the Healer or if you have a THM in your party, let them use it in this phase)


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FFXIV ARR Sastasha Dungeon Guide


After a period of relative silence following the Calamity, the Serpent Reavers have once again taken to terrorizing the inland hamlets of La Noscea, killing the men, kidnapping the women and children, plundering the storehouses, and burning what little they leave behind. For years, it was not known how the pirates were able to raid areas so far from the coast, until a local shepherd sighted a band of painted ruffians entering the Sastasha Seagrot, carrying large quantities of sacks and crates. Could it be that there is more to this cave than meets the eye?


  • Party Size: Four
  • Either a disciple of war or magic
  • Level: 15 (sync from 17)
  • Must be on Level 15 story quest ‘Must be pirates
  • Time Limit: 90mins

Where is Sastasha?

The Sastasha dungeon is located in Western La Noscea.

From Limsa Lominia Lower Decks go to Western La Noscea (Aleport) and follow the map below, don’t forget to attune with the Aetheryte on the way to Sastasha.


Sastasha Map / General Strategy

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Giant Clams: In the first parts of Sastasha, you will fight ‘Giant Clams‘ who are closely guarded by ‘Shade Seekers‘. The clams will keep on spawning seekers until you kill them. Make sure to have your DPS kill the clams and note that Clams cannot be damaged unless their shell is open. 


The Cattery: You will enter an area with 3 coral switches, get a hint from the message to determine which color switch to activate. Activating the wrong color will poison you.


Pirate Mobs: Beware of pirate mobs that heal each other, it’s best to engage these mobs one group at a time.

Locked doors: As you explore Sastasha you will notice some locked doors, the keys may be found nearby, sometimes after defeating the nearest guard.


Sastasha Boss Strategy


This is a fairly simple fight, no strategy needed


Captain Madison

You will encounter Captain Madison twice throughout Sastasha

  • On your first encounter, he will be accompanied by two ‘Shallowtail Reaver’s’, defeat the reavers before focusing on Captain Madison
  • On the second encounter, he will again be with reavers and when he reaches about 25% health he will unleash ‘Scurby Dogs’, make sure you defeat the reavers and the dogs before focusing on the Captain


Denn the Orcatoothed

  • There are four ‘Unnatural Ripples‘ surrounding Denn
  • Interacting will deactivate them, otherwise ‘Baleen Guards‘ will spawn


[Video links to be posted when NDA is lifted]

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