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Lower La Noscea is a location in Final Fantasy XIV.

It largely serves as a starting zone for players who begin in Limsa Lominsa.

Story[]

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

Players who begin their adventure as an arcanist or marauder will eventually be sent here to help at Moraby Drydocks. They will be instrumental in saving the Lominsan flagship Victory from sabotage by the Serpent Reavers.

During Through the Maelstrom, the drydocks are used to construct the Whorleater, a special barge intended to combat the primal Leviathan.

Spoilers end here.

Locations[]

Lower La Noscea is at the very southern end of Vylbrand. The area was greatly sundered by the Calamity, cutting off much of the Gods' Grip from the rest of the island. A bridge called Oschon's Embrace was swiftly constructed since then to restore infrastructure.

This zone connects to Eastern La Noscea in the north, and to Middle La Noscea through Blind Iron Mines. Ferry services at Candlekeep Quay travel to Aleport in Western La Noscea. The city-state itself is accessed through the Tempest Gate, while the residential district Mist is located next to Red Rooster Stead.

Aetherytes[]

Moraby Drydocks.

The only Aetheryte is located at Moraby Drydocks, located at the southern end.

Players seeking quick access to the northern sections would be better suited teleporting to Limsa Lominsa and using the aethernet to leave through the Tempest Gate.

Areas[]

Lower La Noscea contains the following areas:

  • Moraby Bay – Located near the Tempest Gate.
  • Cedarwood – An extensive farmland region in the north.
  • Gods' Grip – The peninsula in the southern region.

Settlements[]

Red Rooster Stead[]

A homestead on a small hill near the Cedarwood farmlands, just east of Limsa Lominsa in the Lower La Noscea zone. It is located outside the entrance to The Mist residential district.

Candlekeep Quay[]

A small dock in the Gods' Grip area. Ferry services regularly travel between here and Aleport.

Moraby Drydocks[]

The official shipyards of Limsa Lominsa, it was spared the worst of the Calamity thanks to geography of Gods's Grip. The shipyards have since been hard at work in designing a new flagship Victory to bolster the city-state's morale.

Weather[]

Lower La Noscea's climate may exhibit any of the following weather conditions:

Weather Frequency
Clear Skies Clear Skies 30%
Fair Skies Fair Skies 20%
Clouds Clouds 20%
Fog Fog 10%
Wind Wind 10%
Rain Rain 10%

Places of interest[]

Blind Iron Mines[]

A mineshaft located to the west of Cedarwood. A tunnel leading to the La Thagran checkpoint in Middle La Noscea is here.

The Grey Fleet[]

A series of coastal windmills constructed from leftover sails and materials of decommissioned ships.

Oschon's Embrace[]

A bridge constructed to reconnect Gods' Grip to the rest of Vylbrand when the Calamity sundered it.

The Salt Strand[]

Part of the coastline north of Candlekeep Quay, the site where a shard of Dalamud had struck offshore. A surge of aether immediately fused with and crystallized the fountain of salt water from the impact, leaving an unmistakable legacy of the Calamity.

Oschon's Torch[]

A lighthouse located at the southern end of the peninsula, overlooking Candlekeep Quay.

Activies[]

Duties[]

Hullbreaker Isle.

Hullbreaker Isle Hullbreaker Isle
Dungeon
Level 50
Item level 70
Moraby Drydocks Landing (x26 y36)

Upon the Rhotano Sea, along the fringes of the island chain known as the Cieldalaes, there stretches an expanse of water perpetually covered in heavy mist. Hidden within this impenetrable shroud is Hullbreaker Isle, so named for having smashed innumerable hapless vessels into flotsam over the centuries. In the wake of the Calamity, however, it came to be that the mist would lift under certain conditions. On one such day, a merchantman sailed into the area to behold not only the isle itself, but also the wreck of the Haar, the flagship of the dread pirate Mistbeard. The discovery has rekindled interest in Mistbeard's legendary hoard, and treasure hunters the realm over are now scrambling to find passage to the elusive isle.
Hullbreaker Isle (Hard).

Hullbreaker Isle (Hard) Hullbreaker Isle (Hard)
Dungeon
Level 60
Item level 200
Moraby Drydocks Landing (x26 y36)

To the chagrin of countless treasure hunters, the golden coffer of the legendary Mistbeard was not to be found on Hullbreaker Isle. And so like the mists which had withdrawn to reveal the isle did those ambitious souls depart to seek fame and fortune elsewhere, allowing Eynzahr Slafyrsyn to quietly petition Admiral Merlwyb for permission to repurpose it as a training ground for Maelstrom recruits.

The storm marshal would have you be the first to brave this gauntlet, that you might pit yourself against the isle's fearsome fauna and the Maelstrom's elite, and in so doing rouse their spirits. Will you give the storm officers a beating they will not soon forget, or will they stand triumphant at the last and shout that they have bested the Warrior of Light?

The Whorleater (Hard).

The Whorleater (Hard) The Whorleater (Hard)
Trial
Level 50
Item level 60
Moraby Drydocks (x24 33)

The Sahagin, reviled beast tribe native to the Indigo Deep, have succeeded in summoning forth their voracious god, the primal Leviathan. Should the mighty serpent be allowed to unleash a tidal wave, the entire city of Limsa Lominsa will be swept into the sea. Faced with watery oblivion, the leaders of the Maelstrom have conceived a desperate plan: by lashing together two warships and filling their holds with corrupted crystals, they hope to pierce the Lord of the Whorl's defenses and give a chosen few the chance to dispatch the primal with courage and steel. The Whorleater sits in the bay with her towing vessel, the Triumph, awaiting but the command to cast off.
The Whorleater (Extreme).

The Whorleater (Extreme) The Whorleater (Extreme)
Trial
Level 50
Item level 80
Moraby Drydocks (x24 33)

Though their beloved god was slain at the hands of the Warrior of Light, the Sahagin have wasted little time in mourning his passing. Drawing on the occult knowledge of the Ascians, the scaly beastmen have performed a foul ritual fueled by blood and sacrifice to bring forth the mightiest incarnation of Leviathan the realm has yet seen. Before the ocean deity can summon a tidal wave of catastrophic proportions, the Whorleater must once again set sail for open waters─and for victory.

FATEs[]

Name Level Location Time limit Objective
Description
Spawn conditions (if any)
Boss FATE. I Melt with You 3-8 Moraby Bay (x25 y25) 15 minutes Defeat Cuachac.
Some creatures are best left alone. Cuachac is a giant jellyfish which consumes its prey by stunning it with its poisonous tentacles, then dousing it in a corrosive liquid which slowly reduces the prey into an easy-to-digest pile of gelatinous ooze. Cuachac is best not left alone. Cuachac must be slain.
Battle FATE. You Call that a Toad 4-9 Moraby Bay (x24 y22) 15 minutes Defeat the cane toads.
When the wheat farmers of lower La Noscea were losing large portions of their crops to locusts, they turned to Mealvaan's Gate who introduced Cieldalaes cane toads to the fields to devour the vilekin. Unfortunately, the cane toads, who have no natural predators on Vylbrand, have taken over the region, leaving the farms with no choice but to slay them all.
Battle FATE. Fight the Flower 5-10 Cedarwood (x30 y19) 15 minutes Defeat the ocean roselings.
They say every rose has its thorn. When it comes to roselings, however, thorns are the least of your problems. The strangling vines, the poisonous pollen, the ability to rise up from the ground and chase you all the way into your nightmares─these make roselings a force to be reckoned with...and the day of reckoning is come.

Spawn conditions:

  • Speak with the furious farmer.
Battle FATE. Caving In 7-12 Blind Iron Mines (x26 y17) 15 minutes Defeat the cave bats.
The cave bats living in Blind Iron Mines are believed to carry in their bite a sickness which can cause a man to froth at the mouth and lust after the blood of his kin. While this has not actually been proven, when it comes to bat bites, it is better to be safe than sorry.
Battle FATE. Man of the Flour 8-13 Cedarwood (x35 y15) 15 minutes Defeat the galagos.
Galagos from nearby Raincatcher Gully have found their way into the granaries which store the flour milled by the Grey Fleet. Why galagos would want flour when there are berries aplenty in the jungle is a mystery that might never be solved because the millers want those galagos dead.

Spawn conditions:

  • Speak with the miller in need.
Battle FATE. Enter Beastman 9-14 Cedarwood (x31 y15) 15 minutes Defeat the kobold dustmen, potmen, and supplicants.
The kobolds of O'Ghomoro have once again descended into Cedarwood, blatantly disregarding the treaty formed between the beast tribe and Limsa Lominsa which strictly forbids the kobolds from extending their claims beyond the northern reaches of outer La Noscea. Drive the creatures back to the mountains whence they came.
Boss FATE. One Pickman Enters 9-14 Cedarwood (x31 y13) 15 minutes Defeat 426th Order Pickman Bu Ga.
Enraged by their defeat in Cedarwood, the kobolds have summoned one of their champions, 426th Order Pickman Bu Ga, to avenge the loss. Make swift work of the creature so he knows not to return.

Spawn conditions:

Boss FATE. In the Name of Love 10-15 Candlekeep Quay (x21 y38) 15 minutes Defeat Anselm Larkscall and Fiebras the Dull.
Unemployed pirates Anselm Larkscall and Fiebras the Dull are fighting again, more than likely over the same woman they were with last night. A little cold steel should help the two cool their heads.

Spawn conditions:

  • Speak with the Yellowjacket.
Boss FATE. Under the Bridge 10-15 The Gods' Grip (x20 y33) 15 minutes Defeat Padfoot.
More and more merchants are refusing to make the trip to the Gods' Grip due to rumors of a giant wolflike creature called Padfoot who is said to hide below Oschon's Embrace, attacking any who attempt to cross the bridge. Hunt the beast down and restore peace to the area.
Defense FATE. Away in a Bilge Hold 11-16 Candlekeep Quay (x20 y38) 15 minutes Help the Yellowjacket veteran defeat Ahctstymm Shadowlurker.
Men of a Yellowjacket patrol have cornered a stowaway they believe might be the notorious Ahctstymm Shadowlurker, but the ne'er-do-well has elected to put up a fight. The Yellowjackets could use any aid nearby adventurers might offer.

Spawn conditions:

  • Speak with the Yellowjacket veteran.
Battle FATE. Don't Drink the Water 12-17 Empty Heart (x22 y34) 15 minutes Defeat the wild dodos and jackals.
Despite being surrounded on all sides by the sea, fresh water remains difficult to come by on Vylbrand, which is why the few springs that do exist must be protected at all costs from blighted dodos and jackals who come to the water to drink...and defecate.
Boss FATE. One Prince 13-18 The Gods' Grip (x19 y37) 15 minutes Defeat the mandragora prince.
While little is known about mandragoras, what is known tends to be quite disturbing. Such is the case with the mandragora prince, who is rumored to journey to the sites of slaughters so it might feed off the blood-soaked loam. It is probably best to not let it feed off the blood-soaked loam.

Other[]

Enemies[]

  • Little Ladybug
  • Wharf Rat
  • Aurelia
  • Rivertoad
  • Mossless Goobbue
  • Wild Dodo
  • Wind Sprite
  • Nesting Buzzard
  • Cave Bat
  • Galago
  • Wild Jackal
  • Lightning Sprite
  • Firefly
  • Moraby Mole
  • Qiqirn Beachcomber
  • Qiqirn Eggdigger
  • Barbastelle (B-Rank Elite Mark)
  • Unktehi (A-Rank Elite Mark)
  • Croakadile (S-Rank Elite Mark)

Musical themes[]

Gallery[]

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