Final Fantasy Wiki
Register
Advertisement
FF4PSP Cid Portrait
Cid Pollendina: Oh, shut up and help me remodel the Alexander - The Arm of the Father page!
Please expand this article into a full one. This request can be discussed on the associated discussion page. Remove this notice upon completion.

Alexander - The Arm of the Father, known by players as A3, is the third turn of the Raid Raid Alexander: Gordias in Final Fantasy XIV: Heavensward. After clearing the Cuff of the Father, the party arrives in the ruins of what appears to be a several-story building inside Gordias, and deep within, faces off against a monstrosity known as the Living Liquid.

Story[]

Spoiler warning: Plot and/or ending details follow. (Skip section)

Normal[]

In the Enigma Codex are writ the designs for a walking citadel. It was known as Alexander, a self-sufficient bastion for logic and reason and a beacon of knowledge for a world adrift—so says the treasure hunter Mide. The Illuminati dreamed this century-old dream, and in so doing gave form to their primal. Yet no matter how beautiful an ideal, the reality of fanatics with such power is a tarnished, ugly thing. By your hand must this threat be stopped.

In-game Description

Cid nan Garlond reveals that he is bothered by the Illuminati's decision to broadcast instructions for entering Gordias over the airwaves of the Dravanian Hinterlands; shortly after, Redbrix sports Brayflox Alltalks, who has snuck into Gordias, suggesting that she is a spy for the Illuminati who needed a way to reenter the giant. However, Wedge deduces that the spy must have been an impostor. The party thus embarks on another expedition into Gordias, in pursuit of the Brayflox impostor.

After purging the Arm of the Father of the enemies the Illuminati left lying in wait for the party, the Warrior of Light encounters Quickthinx Allthoughts again, who proclaims that he plans to create a utopia of reason through the destruction caused by Alexander. The Warrior of Light escapes with Mide, and plans to shut down the core of Gordias to prevent Alexander from being summoned again.

Savage[]

What fun is there in merely restating the facts? Never one to be content with the truth, the wandering minstrel has taken the liberty of retelling the tale of your journey into Alexander with his trademark embellishments. Some may question the value of such entertainment, but none can deny the skill with which he weaves his tapestry of song and verse, immersing you in memory...

In-game Description


Spoilers end here.

Objectives[]

  1. Clear the Strategeion: 0/1
  2. Arrive in Condensate Demineralizer #9: 0/1
  3. Defeat the living liquid: 0/1

Progression[]

Strategeion[]

The Strategion is a the ruins of a three-floor tower that the party must climb up, and then down, to progress. Along the way, they will encounter various trash packs, including Echioceras and Ogrebons, that drop a yellow goo inflicting Heavy. At the bottom of the tower is a tunnel leading into Condensate Demineralizer #9.

Condensate Demineralizer #9[]

This circular boss arena is surrounded by a ring of electricity; the living liquid will spawn in the center. Stepping or being knocked into the electricity inflicts Paralysis and a DoT known as Electrocution, and thus should be avoided at all costs.

The living liquid is based on the Liquid Flame of Final Fantasy V, and as such as three forms: human, fist, and tornado. It starts the battle in human form, transforms into fist form after a certain amount of time, transforms into tornado form after more time, and then the cycle repeats.

Normal[]

In its first human form, the living liquid has access to the following abilities:

  • Sluice: Splash damage on four marked players, followed by an AoE centered on where those players are standing.
  • Protean Wave: Narrow cone AoEs that will knock back affected players into the electricity ring.
  • Splash: Unavoidable party-wide damage in several hits.
  • Cascade: Unavoidable party-wide damage in one blast.

In its hand form, the living liquid must be tanked in the center of the demineralizer, as otherwise it will knock party members into the electricity ring. It has access to the following abilities:

  • Wash Away: Unavoidable party-wide damage that knocks back targets in random directions, slightly less than the radius of the platform.
  • Split: The living liquid loses half its health to create a liquid limb. The limb should be pulled by the off-tank, as both the boss and its clone will begin to stack debuffs on the tanks, and a single tank will not be able to deal with the damage from both. After a time, the limb merges with the liquid, giving back all its remaining health.
  • Splash

Tornado form acts as an add phase. The living liquid suffers a DoT during this phase, and cannot be targeted; a circular puddle of water that inflicts a DoT known as Dropsy on anyone who touches it will surround the living liquid. Gear Lubricants and Piston Lubricants will continually spawn, and must be defeated before entering the electricity. The invulnerable liquid will have access to the following abilities:

  • Drainage: A yellow tether will form connecting the tornado to a random party member. A tank should intercept this tether, as it is a tank-buster attack that will inflict heavy damage on its target.
  • Ferrofluid: Two random targets will be tethered and assigned magnetic polarities. If they have different polarities, the tether will pull them together; if they collide with each other, they will be inflicted with Atrophy (-30% to all stats), and if they collide with the water, they will be inflicted with Dropsy. Therefore, two different-tethered players should spread out so that the tether forms a line tangent to the innermost circle to avoid both effects. If they have the same polarity, the players will be pushed apart, and should stack near the Dropsy circle so that they are not knocked into the electricity and inflicted with Electrocution and Paralysis.

At 35% the living liquid returns to human form and begins using abilities from all three forms. In addition, three Dropsy puddles appear throughout the room, and the main tank is inflicted with a stacking debuff that forces a tank swap. After 12 minutes, the living liquid enrages and uses Cascade, wiping the party.

After the living liquid is defeated, Condensate Demineralizer #9 is cleared. The party will be able to roll on four of either a Tarnished Gordian Lens, Tarnished Gordian Crank, or Tarnished Gordian Spring.

Savage[]


Enemies[]

Normal[]

  • Living Liquid (Boss)
    • Liquid Limb
    • Gear Lubricant
    • Piston Lubricant
  • Clay Claw
  • Echioceras
  • Ogrebon

Savage[]

  • Living Liquid (Boss)
    • Liquid Limb
    • Liquid Gaol
    • Embolus
    • Gear Lubricant
    • Piston Lubricant

Loot[]

Normal[]

NameTypeiLvDescription
EquipPatch
MaterialsCrafting
Tarnished Gordian LensMiscellany185A uniquely crafted lens discovered in Alexander's Gordias sector. Two lenses can be traded for special headgear.
13.01
Tarnished Gordian CrankMiscellany185A uniquely crafted crank discovered in Alexander's Gordias sector. Two cranks can be traded for special arm gear.
13.01
Tarnished Gordian SpringMiscellany185A uniquely crafted spring discovered in Alexander's Gordias sector. Four springs can be traded for special leg gear.
13.01

Savage[]

NameTypeiLvDescription
EquipPatch
MaterialsCrafting
Gordian Manifesto - Page 3Miscellany205The third page of the Illuminati's catechismal masterwork. Manifesto pages of the same type can be traded for special gear or materials.
13.05
Gordian Armet of FendingHead210

Defense: 326
Magic Defense: 326
Strength: 62
Vitality: 66
Tenacity: 58
Skill Speed: 41

GLA MRD PLD WAR DRK 603.05
Gordian Crown of CastingHead210

Defense: 130
Magic Defense: 228
Vitality: 59
Intelligence: 62
critical hit: 41
Determination: 56

THM ACN BLM SMN RDM 603.05
Gordian Crown of HealingHead210

Defense: 130
Magic Defense: 228
Vitality: 59
Mind: 62
Determination: 56
Spell Speed: 41

CNJ WHM SCH AST 603.05
Gordian Hood of AimingHead210

Defense: 179
Magic Defense: 179
Dexterity: 62
Vitality: 66
Direct Hit Rate: 41
critical hit: 58

ARC BRD MCH 603.05
Gordian Hood of ScoutingHead210

Defense: 179
Magic Defense: 179
Dexterity: 62
Vitality: 66
Determination: 39
Skill Speed: 58

ROG NIN 603.05
Gordian Sallet of MaimingHead210

Defense: 228
Magic Defense: 179
Strength: 62
Vitality: 66
Direct Hit Rate: 58
critical hit: 41

LNC DRG 603.05
Gordian Sallet of StrikingHead210

Defense: 179
Magic Defense: 179
Strength: 62
Vitality: 66
Direct Hit Rate: 41
critical hit: 58

PGL MNK SAM 603.05
Gordian Brayettes of CastingLegs210

Defense: 182
Magic Defense: 319
Vitality: 96
Intelligence: 101
Determination: 63
Spell Speed: 94

THM ACN BLM SMN RDM 603.05
Gordian Brayettes of HealingLegs210

Defense: 182
Magic Defense: 319
Vitality: 96
Mind: 101
Piety: 75
critical hit: 94

CNJ WHM SCH AST 603.05
Gordian Breeches of FendingLegs210

Defense: 456
Magic Defense: 456
Strength: 101
Vitality: 107
Direct Hit Rate: 66
critical hit: 94

GLA MRD PLD WAR DRK 603.05
Gordian Breeches of MaimingLegs210

Defense: 319
Magic Defense: 251
Strength: 101
Vitality: 107
Direct Hit Rate: 94
Determination: 63

LNC DRG 603.05
Gordian Breeches of StrikingLegs210

Defense: 251
Magic Defense: 251
Strength: 101
Vitality: 107
Direct Hit Rate: 94
critical hit: 66

PGL MNK SAM 603.05
Gordian Poleyns of AimingLegs210

Defense: 251
Magic Defense: 251
Dexterity: 101
Vitality: 107
Direct Hit Rate: 66
Skill Speed: 94

ARC BRD MCH 603.05
Gordian Poleyns of ScoutingLegs210

Defense: 251
Magic Defense: 251
Dexterity: 101
Vitality: 107
Direct Hit Rate: 94
Skill Speed: 66

ROG NIN 603.05

Quests[]

Tinker, Seeker, Soldier, Spy

TypeChronicles of a New Era - Alexander
RequiresSteel and Steam
UnlocksThe Pulsing Heart
RewardsFFXIV Gil Icon 5000
Start NPCBiggs
End NPCMide
Patch3.01

Journal

  • Judging by the twinkle in Biggs's eye, Cid has a plan.
  • Cid reveals that something about the Illuminati's scheme has been puzzling him, namely their decision to send coded communications disclosing the secret to entering Gordias. for whom were these messages intended? the answer, he concludes, is a spy─an agent who needs a way to re-enter the stronghold. Accordingly, he continues, he has ordered that the area around the primal's hand be cleared, hoping to entice Illuminati operatives into revealing themselves. Scant moments later, Wedge receives word that Brayflox has been seen entering the colossus. You can only conclude that she is not who she seems. Join Cid and Mide in pursuing the impostor into the giant. ※The Arm of the Father can be accessed via the Duty Finder.
  • You have pursued the spy through Gordias. Now follow her to the next area.
  • Before you can apprehend the spy, Quickthinx Allthoughts and his guards emerge from a nearby corridor and gun her down. Betraying no hint of remorse, the Illuminati Grand Master then announces that he has been searching for the “missing piece” required to make the world perfect, prompting Cid to fire back that his perfect world will be nothing more than a dead star. Alas, no words will dissuade the Illuminati from their course, and the goblins soon depart to enact their plan... Sensing Cid's frustration, Mide reveals that she knows how to shut down the primal's core, and Roundrox adds that she can assist you in identifying its location. Accordingly, Cid bids you make your way outside and prepare for what promises to be an eventful mission. Meet with Mide at Bigwest Shortstop and discuss how best to proceed.
  • Mide reaffirms that which you already know: that the Illuminati and their primal must be stopped at all costs. Steel yourself for the coming battle, and press on into Gordias when you are ready.

Objectives

  • Use the Duty Finder to enter the Arm of the Father.
  • Use the Duty Finder to enter the Arm of the Father.
  • Speak with Mide.

Gallery[]

Advertisement