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Mount Rokkon and Another Mount Rokkon are a set of Variant and Criterion dungeons Variant and Criterion dungeons in Final Fantasy XIV, introduced in patch 6.45 of Final Fantasy XIV: Endwalker for level 90.

Story[]

Variant[]

On Hingashi's westernmost isle of Shishu lies the long-venerated Mount Rokkon. Once refuge for humble monks and weary pilgrims, the holy site lately fell to a host of malevolent mononoke, spurring the local liege lord to take the unprecedented step of inviting ijin to assist in reclaiming its slopes. As is his wont, Hancock has secured the promise of valuable rewards in exchange for his─and your─assistance, but each of these treasures has a life of its own...

V&C Dungeon Finder description

Criterion[]

Delighted beyond measure to hear tell of the mononoke haunting Mount Rokkon, Osmon cannot help but speculate upon the nature of spirits─and what should result were they to grow more powerful than nature is wont to allow...

V&C Dungeon Finder description

Savage[]

Rokkon's mononoke having stoked the embers of his imagination, Osmon commits your─roundly embellished─adventures to paper. As you review the novel, you find yourself enraptured by the battles that might have been, were Far Eastern faerie tales significantly more violent.

V&C Dungeon Finder description

Objective[]

Variant[]

  • Clear Mount Rokkon
    • The party will need to escort NPC Hancock Fitzgerald through one of three potential paths and defeat the final boss present at the end.

Criterion/Savage[]

  • Clear the Single Step
  • Defeat Shishio
  • Clear the Clever Roost
  • Defeat Gorai the Uncaged
  • Defeat Moko the Restless

Progression[]

Variant[]

Mountain Base[]

The entrance of the instance, consisting of 3 portal gates that lead to vaious area around Mount Rokkon. Hancock will voice his preference for one of the gates, but the choice will remain in the hand of the players.

Left Path - Shaded Approach[]

Scenic Path[]

Heading forward along the path you will encounter some adds before a pile of rubble plocking the path. After dispatching the adds, you will go along the path to the Last Glimpse, during which the weather will change randomly to either Gales or Torrential, which will determine the mechanics of the midboss, while also spawning a different variation of adds prior.

Last Glimpse[]

At the Last Glimpse you will confront the midboss, Yozakura the Fleeting. Yozakura is the midboss for all paths in the instance, however she will use certain mechanics unique to the path taken and choices made. For brevity's sake, Yozakura's common mechanics will be listed in this section, while her path and choice specific mechanics will be detailed in the appropriate sections.

  • Glory Neverlasting: Tankbuster
  • Oka Ranman: Raidwide damage
  • Kuge Rantsui: Raidwide damage (weaker than Oka Ranman)
  • Seal of the Fleeting: Summons 2 or 4 sakura petal clumps that are then imbued with elemental energy
  • Seal of Riotous Bloom: Absorbs 2 elementally charged petal clumps and causes AoEs to be unleashed
    • Wind: Donut AoE
    • Fire: Point Blank AoE
    • Lightning: Cardinal Conal AoEs
    • Water: Intercardinal Conal AoEs
  • Art of the Fireblossom: Giant pointblank AoE
  • Art of the Windblossom: Donute AoE
  • If the weather is Windy:
    • Windblossom Whirl: Donut AoE that strikes 5 times in a row
    • Levinblossom Strike: AoEs dropped on player positions 5 times in a row
    • Drifting Petals: Knockback AoE, cannot be resisted with Arm's Length or Surecast
    • Seasons of the Fleeting: The Boss will telegraph 4 groups of AoE attacks and then unleash them in order
  • If the Weather is Rain:
    • Bunshin: Creates a mirrored clone for each player that disappears
    • Shadowflight: Causes the clones to appear next to players and perform a small line AoE,
    • Mudrain: Causes several mudpiles to cover the arena that will inflict damage and debiffs to players
    • Icebloom: Tracking AoEs on all players
    • Mudpie: Turns mudpiles into mud palls casting line AoEs across the arena

After defeating the boss, proceed to the Lower Pagoda.

Lower Pagoda[]

Here the party will simply need to clear the adds and proceed to the Upper Pagoda.

Upper Pagoda[]

Upon entering the Upper Pagoda, players will come across the Auspice gate, guarded by statues of Suzaku and Seiryuu, with a glass orb. Interacting with the orb will open the gate and allow further passage. After clearing the adds here, Hancock will point out a sword within an open case. Choosing to close the case or not will change the mechanics for the final encounter. Proceed up the stairs to enter the Fifth Story.

Alternatively, at the Auspice gate, players can interact with the Suaku and Seiryuu statues to rotate them. If the statues are rotated to face the cardinal direction represented by their associated auspice (South for Suzaku, East for Seiryuu), then interacting with the glass ball will open a secret doorway that leads out onto the roof of the pagoda before re-entering at a different point. In the area after re-entering, there will be a group of adds including a Shishu Apa. This add will cast the spell Water III, which will extinguish the lights if it goes off. Preventing the Apa from casting Water III (either by quickly defeating it or using an interrupt) or not will change the mechanics fo the final boss. After clearing the adds, proceed up the stairs to enter the Fifth Story.

Fifth Story[]

Both paths from the upper Pagoda will meet up here. Proceed further to trigger a cutscene.

Hall of the Unseen[]

Here you will confront Moko the Restless:

  • Kenki Release: Raidwide damage
  • Iai-kasumi-giri: 270 degree roomwide cleave. During the cast, the boss will prepare it's blade, and a marker will appear above it's head indicating the safespot relative to the direction the boss is currently facing.
  • Soldiers of Death: Summons additional enemies on the side of the arena that will start casting Iron Rain
    • Iron Rain: Giant AoE initially indicated by arrows from the caster to the AoEs centre. The full size of the AoE appears just before the cast competes.
  • Spearman's Orders: Summons additional enemies at the far end of the arena. These enemies will charge across, starting at different times and travelling at different speeds, dealing damage to all players in their path. Players will need to dodge between the soldiers to avoid damage
  • Double Kasumi-giri: Two back-to-back 270 degree roomwide cleaves. During the cast, the boss will prepare it's blade, and two markers will appear in succession above it's head indicating the safespots relative to the direction the boss is currently facing. After the first AoE goes off, the boss will be facing away from the safespot, so players must adjust to where the second safespot will be based on this current positioning.

If the party has closed the sword box:

  • Untempered Sword: Summons several Ancietn Katanas on the sides of the arena that will cast line AoEs one side at a time.
  • Azure Auspice: Giant donut AoE centred on the boss
  • Boundless Azure: The boss will cut several blue lines onto the floor. The lines indicate the begining of line AoEs that 'cascade' outwards until they hit the edge of the arena. The lines will go off from East to West.

If the party had left the sword box alone:

  • Moonless Knight: Summons two giant Oni hands on opposite sides of the arena that will perform large AoEs
  • Scarlet Auspice: Giant point-blank AoE:
  • Boundless Scarlet: Moko will cut several red lines into the floor. The lines indicate the centers of large AoEs that will go off one after the other.

If the Shisu Apa has put out the lanterns:

  • Tengu-Yobi: Summons Ill-come tengu on the east and west sides of the arena that will perform line knock back AoEs covering the entire space in alternating directions.
  • Ghastly Grasp: AoEs that appear across the arena. Will be used with the previous mechanic
  • Azure Auspice + Boundless Azure: As detailed previously

If the party had killed the Shisu Apa before Water III was cast:

  • Spiritspark: Summons a bunch of moderately sized circle AoEs, four times in a row. After each set goes off, untargetable spirit adds appear and travel towards the edge of the arena, dealing adamage to any player caught in their path.
  • Scarlet Auspice + Boundless Scarlet: As detailed previously

Middle Path - Pilgrim's Road[]

Fragrant Forest[]

Following the path along, players will fight three different groups of adds before entering into the temple grounds.

Shojo Sanctum[]

Passing through the temple gates, you will enter Shojo Sanctum. Before the doors of the main building will be a woven rope. Choosing to interact with this rope will change mechanics for the next encounter. Once ready, open the temple doors and proceed.

Hall of Temptation[]

In the Hall of Temptation you will confront the midboss, Yozakura the Fleeting.

If the rope is not pulled:

  • Tatami Trap: Rigs a section of the arena to deal damage and stun the players when Tatami-gaeshi is cast.
  • Levinblossom Lance: Rotating line AoE through the centre of the arena. Will be used twice in a row, alternating the direction of rotation.

If the rope is pulled:

  • Silent Whistle: Summons 3 canine familiars
  • Dondon-gaeshi: Commands the canine familiars to move to either the east or west side of the arena. The familiars will then proceed to cast Art of the Fluff, a gaze attack that will cause confusion if it strikes
  • Fireblossom Flare: Several targeted AoEs on players

After defeating the midboss you will be given the vhoice left or right. Each path consists of a different set of mobs that need to be defeated before proceeding, but join together at the Way of Naught.

Way of Naught[]

In the Way of Naught, Hancock will approach the tiger artowrk, which will then come to life. After defeating the enemy, a door will open towards the inner sanctum. Players will pass by a large stack of crates. Proceeding towards Hancock at the other door will result in another encounter with more enemies. After this there will be a single Shishu baboon pleading for mercy. Choosing to spare it or kill it will effect mechanics for the final boss.

Alternatively, in the room with crates, players can jump up the crates and climb the railings to reach the upper floor of the area. Subsequently pulling the woven rope will allow Hancock to use the revealed staircase to join them, before more adds spawn that need to be defeated.

Sacred Stones[]

Whether going through the path with the baboon or with the lantern mobs, both paths meet at the back of the temple. Proceed to the Hall of Becoming for the final boss of the path.

Hall of Becoming[]

Here you will confront Gorai the Uncaged:

  • Unenlightenment: Raidwide damage
  • Flickering Flame: Summons giant will-o-wisps on the sides of the arena. These will telegraph line AoEs across the arena.
  • Sulphuric Stone: Summons large rocks floating over the arena. The will telegraph circle AoEs on the arena.
  • Flame and Sulphur: Summons both of the previous two at once
  • Plectrum of Power: Increases the AoE size of the flames and stones
  • Morphic Melody: "Inverts" the AoEs of the flames and stones
  • Rousing Reincarnation: Afflicts all players with 3 different versions of Rodential Rebirth. 3 meteor circles will sequentially appear. Soaking the circles will take one stack of Rodential Rebirth at a time, as such all players should endeavour to stand in the circles to prevent being transformed.
  • Torching Torment: Tankbuster with small AoE
  • Impure Purgation: Cardinal conal AoEs followed by Intercardinal conal AoEs
  • Spike of Flame: Overlapping circle AoEs will target each player.

If the party has spared the baboon:

  • The Baboon will apppear with reinforecements for each party member -
    • Willy Wall + Pure Shock: Each player will be chanined to a baboon and pulled towards them before being walled off from the rest of the arena. Players will need to solo defeat their respective baboon before it casts Self-Destruct. During this time Gorai will be casting Impure Purgation and Spike of Flame.

If the party had killed the baboon:

  • Thundercall: Summons two or four Balls of Levin that will explode in large overlapping AoEs. The 4 AoE version will only ever be used with Humbled Hammer.
  • Humbled Hammer: Summons falling hammer AoEs that inflict mini when they hit players. If the AoEs hit a Ball of Levin, the size of its resultant AoE will be decreased in size.

If the party had climbed the crates and pulled the rope:

  • Fighting Spirits: Raid-wide
  • Worldly Spirits: Two large overlapping line AoEs that will rotate.
  • Biwa Breaker: Powerful multi-hitting raidwide

Right Path - Ascetic's Climb[]

Sweet Path[]
Untouched Spring[]

Near the spring will be a tree stump with a figurine called a Dogu doll stuck within it. Choosing to remove the doll will affect mechanics for the next encounter and change the route following it.

Autumn River's End[]

In the Hall of Temptation you will confront the midboss, Yozakura the Fleeting.

If players had left the dogu doll:

  • Bunshin/Shadowflight: As detailed previosuly
  • Nubuki: Creates several thorn patches with bulbs inside them on the arena that will snare and trap players in place
  • Root Arrangement: Tracking AoEs on 1-2 players depending on party size.

If the party collected the dogu doll:

  • Seasons of the Fleeting: As detailed previously
  • Witherwind: Summons several Autumnal Tempest adds that will slowly cross the arena and damage any players caught on the way
  • Mudrain: As detailed previously
  • Drifting Petals: As detailed previously
Singing Path[]

The path will change depending on whether the party had collected to dogu doll or not before the midboss. If no, the left path will be open, and players will need to clear the adds to progress. Along the way there will be four sacred stones that can be interacted with to polish them. Polishing all the stones or not will change the mechanics for the last boss.

If players had collected the dogu doll, the right path will open instead. After defeating a set of mobs, the party will come across a rickety fence and a hakora shrine. Interacting with the fence will lead back to the main section of the left path with the stones. Instead a player should use the Eastern Bow emote ("/easternbow") before the hakora shrine, which will cause it to open and allow the party to palce the dogu doll within it. This will in turn open up another path forward. The party will eventually reach another gap that needs to be crossed with a bridge and are given a choice of an ancient tree and a large stone iwakura. Choosing one or the other will effect the mechanics of the final boss. Each path will meet up at Stone's Silence.

Stone's Silence[]

Here you will confront Shishio:

  • Enkyo: Raidwide damage
  • Stormcloud Summons: Created stormclouds on the arena in preparationg for mechanics.
  • Smokeater: Consumes summoned stomclouds to determine mechanics:
    • Once on Rokujo: Large line AoE through the centre of the arena. Stormclouds hit by the AoE will begin to detonate in circle AoEs and trigger a chain reaction.
    • Twice on Rokujo: Two large line AoEs through the centre of the arena in a cross pattern. Stormclouds hit by the AoE will begin to detonate in circle AoEs and trigger a chain reaction.
    • Thrice on Rokujo: Three large line AoEs through the centre of the arena in a 6-point asterisk pattern. Stormclouds hit by the AoE will begin to detonate in circle AoEs and trigger a chain reaction.
    • Thunder Onefold: Stormclouds will cast repeated small line AoEs directed at players
    • Thunder Twofold: Stormclouds will cast repeated line AoEs directed at players
    • Thuder Threefold: Stormclouds will cast repeated large line AoEs directed at players
  • Splitting Cry: Tankbuster - Directed line AoE
  • Noble Pursuit: Shishio will move to one edge of the arena and telgraph a lage line AoE with rings appearing above it. When the AoE goes off, the rings will also explode in line AoEs perpendicular to the central one. Players should stand on the sides where there are not rings.
  • Thunder Vortex: Donut AoE used after Noble Pursuit. Safe zone under the boss or maximum distance.
  • Haunting Cry: Raid-wide damage, The other effects of this mechanic depend on the route taken to the boss:
    • If players went through the left side of the Spring Path and polished all the stones, this ability will summon summons Thralls to perform mecahnics:
      • Clever Thralls: Appear on the arena and perform circle AoEs
      • Feral Thralls: Appear on the edge of the arena and perform line AoEs
      • Venomous Thralls: Will target players with multiple rounds of circle AoEs
    • If the party went through the left side fo the Spring Path and did not polish the stones, this ability will turn 2/3rds of the arena into quicksand that will slowly pull players under and kill them. The boss will also use:
      • Yoki: Creates multiple circle AoEs twice in a row
      • Yoki-uzu: Envelops the stable part of the arena after Haunting Cry in an AoE. The party will need place themselves in the quicksand to avoid the AoE before rushing back to safety.
    • If the party went through the right side of the Spring path and pused the Iwakura, this ability will summon Devilish Thralls.
      • The thralls will perform Swipes indicated by the arms they raise. The Swipes are line AoEs that cover 1/4 of the arena.
    • If the party went throught the right side of the Spring Path and pushed the ancient tree, this ability will summon ghosts that will tether to each player and fllow them, dealing damage if they reach them.

Hidden Path - Shore of Far Sight[]

To enter the hidden path, players should go down the middle path and proceed to the Way of Naught. After defeating the tiger and climbing up the crates to the upper level. Pull the rope to open the stairwell and summon the 3 lantern mobs. These mobs will then need to be pulled back to where the tger add was fought on the ground floor. In this area are 4 lanterns, 3 of which are placed in front of gilded tapestries. When the lantern mobs are are slain, they will unleash a small conal AoE as a last attack. Players hould use this last attack to hit the lanterns in front of the tapestries. Doing so will cause the last lantern to light up. Hancock will inspect the lantern before warping away, allowing the Lantern of Passage to be interactable. Players will arrive at the Shore of Far Sight. Proceeding further will trigger a cutscene.

Pond of Spring Ruin[]

Here you will confront the true final boss, Enenra:

  • Flagrant Combustion: Raidwide damage
  • Out of the Smoke/Into the Fire: A combination of abilities. Smoke pours out from the pipe and flows through the arena. Enenra will teleport to where the smoke trail ends and then perform a room wide cleave that covers the majority of the arena.
  • Kiseru Clamor: Cascading circular AoE. Used multiple times in succession
  • Smoke and Mirrors: Enenra will split into 2 copies, equally dividing health amongst them.
  • Smoke Rings: The Enenra will clash together, creating a large circle AoE in the centre
  • Smoke Stack: The Enenra will merge back together
  • Smoldering Damnation: Summons expanding pools of smoke that will erupt in large AoEs
  • Pipe Cleaner: Tethers each player and performs a line AoE cleave towards them
  • Snuff: AoE Tankbuster
  • Clearing Smoke: Knockback AoE from centre of the arena
Shrine of the Sixth Sense[]

After defeating Enenra, players can make their way to the Shrine at the back of the area to pick up their loot. Hancock will investigate the Shrine and discover a kiseru for his collection. Completing this path unlocks a new story quest available from Tsubaki in Kugane.

Criterion[]

Musical themes[]

The musical theme for Mount Rokkon is "Crimson Sunset (Journeys)". The midboss theme is "Looping in the Deepest Fringes", the regular field battle theme for Stormblood. The approximately first 2 minutes of "Storm of Blood" is used as the battle theme for Moko, Gorai and Shishio. "Triumph", the regular Stormblood dungeon final boss theme, is played in the battle with Enenra.

The musical theme for Another Mount Rokkon is "Crimson Rise" and is played through all battles except the final boss. The final battle with Moko the Restless has "Triumph" played instead.

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