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Louisoix Leveilleur: Eorzea was destroyed by a force of unimaginable power raining down from the sky. It is the dawn of a new age!
The following article covers a subject from a previous version of Grand Company Quests that has since been removed.

The following is a list of Order of the Twin Adder Quests from Final Fantasy XIV version 1.0.

Main Quests[]

Breaking the Seals[]

Journal
  • After reporting to the Adders' Nest in Gridania, First Serpent Lieutenant Fulke entrusts you with a task of dire importance. A thaumaturge from Ul'dah has been wreaking havoc in the Twelveswood, angering the elementals. Travel to Quarrymill, find this Ailith, and see her expelled from the forest.
  • The thaumaturge Ailith explains to you that it is not her intention to anger the forest. Rather, she is acting in the interests of the realm at large by investigating the mysterious glyphs being magically carved into trees by the Archon Urianger and attempting to break their spell. She agrees to leave, but only if you deliver Urianger to her. Travel southwest of Quarrymill. There, find and seize the Archon.

※ Up to two party members may accompany you.

  • You have defeated the familiar summoned by Urianger, and are immediately met afterwards by a Lalafell named Papalymo. He concedes that the Seventh Umbral Era prophesied by Urianger may well come to pass. But the future can be changed... After encouraging you to take up that task when the time comes, he leaves. Return to Quarrymill, and speak to Ailith of what has transpired.
  • After telling Ailith of the events concerning Urianger and Papalymo, she decides to compromise with the Twin Adder's demands. Though still refusing to leave the forest, she vows to no longer anger it. Return to the Adders' Nest and speak once more to First Serpent Lieutenant Fulke.

Why Did It Have to Be Snakes[]

Journal
  • At the behest of First Serpent Lieutenant Fulke, you have joined the Order of the Twin Adder on a provisional basis. To learn more of company currency and the items available for purchase, speak with Serpent Sergeant First Class Haurtelle.


Adder's Nest Egg[]

Journal
  • Serpent Sergeant First Class Haurtelle has informed you of your limited options as an interim recruit, but has assured you that more will be made available upon official enlistment into the Order of the Twin Adder. She has also suggested that you use the seals currently in your possession to purchase a bottle of kiss of the morning meadow, which will be of use to you on your missions. Speak with First Serpent Lieutenant Fulke once you have done so.


The Mail Must Get Through[]

Journal
  • At the Adders' Nest, First Serpent Lieutenant Fulke informs you of the city-state's intention to erect an Irmin Hedge around the forest, in response to Elder Seedseer Kan-E-Senna's foreboding prophecies. Guards were dispatched to protect the conjurers for the duration of the associated rite, but they have requested immediate reinforcements after coming under attack. Head northwest of the city and see to it that the conjurers are not harmed.

※Up to two party members may accompany you.

  • You defeat a force of imperial soldiers, and find an enciphered letter concealed in the uniform of one of the corpses. The conjurers and their guard, however, are nowhere to be seen. Return to the Adders' Nest and report to First Serpent Lieutenant Fulke.
  • You learn that the slain imperial with the enciphered letter was not a Garlean at all, but an Ala Mhigan. Stranger still, the conjurers who communed with the elementals within its ink and fibers claim he served a noble purpose. Eager to discover the meaning of the enciphered message, First Serpent Lieutenant Fulke orders you to travel to an Ala Mhigan refugee settlement known as Little Ala Mhigo south of Camp Drybone, and deliver the letter to the leader there—a man named Radulf.
  • Radulf tells you that the soldier you killed was one of his own—a spy named Hagilo. Fortunately, he bears you no grudge, and is grateful that you delivered his fallen comrade's letter, and the valuable intelligence contained within. After deciphering the letter's contents, he informs you that Imperial Legatus Nael van Darnus has joined the Garlean forces on the western front, where new magitek devices have been deployed. Radulf entrusts you with the magitek device design document found concealed within the letter. Return to the Adders' Nest and speak once more with First Serpent Lieutenant Fulke.


Their Finest Hour[]

Journal
  • At the Adders' Nest, First Serpent Lieutenant Fulke tells you of a ceremony about to be held commemorating the reformation of the Order of the Twin Adder. He goes on to say that Elder Seedseer and leader of the Order, Kan-E-Senna, will be speaking to the citizenry of Gridania. Hurry to Mih Khetto's Amphitheatre to hear what promises to be a riveting speech.
  • After the conclusion of Kan-E-Senna's speech, you notice Papalymo in attendance at the ceremony. Strike up a conversation with him on current events.
  • You have learned that Papalymo and his colleagues, all scholars of the Divine Chronicles, played an integral role in bringing about the reformation of the Grand Companies in Eorzea. To decide what part you will play in future events, it is important that you learn more of the danger approaching the realm. To do so, travel to the Rootslake, east of Camp Tranquil.

※Up to two party members may accompany you.
※Certain perilous foes can be weakened by using the Earthbreaker via the interaction menu.

  • You have slain a clay golem near the Rootslake. Could this creature have some connection to the menace that imperils Eorzea? Speak to Urianger to learn more.

Appetite for Destruction[]

Journal
  • At the request of First Serpent Lieutenant Fulke, you have agreed to undertake yet another task for the Order of the Twin Adder. It seems that recent studies of Dalamud—the lesser moon which has taken on a foreboding reddish hue—have revealed some disturbing facts. Visit Stillglade Fane, and seek out Bowlord Lewin.
  • According to Bowlord Lewin, the whispers of the elementals have revealed that a great destructive force was sent into the skies some while ago, but by whom, and to what end, none can say. Suspecting the Empire, the Twin Adder has dispatched a man of the Gods' Quiver, Arthur, to infiltrate Ala Mhigo as a spy. Now he seeks a meeting to make his latest report. Travel to the appointed place—a clearing west of Nine Ivies—and render it secure by felling any beasts in the area.
  • Cid defeated the beasts that attacked Arthur, the spy of the Gods' Quiver. In the ensuing exchange, it becomes clear that Arthur has been traumatized by the atrocities he witnessed in Ala Mhigo. In his anger, he lays the blame at the feet of Cid and his Garlond Ironworks. Return to Stillglade Fane and speak to Cid once more.


Serenity, Purity, Sanctity[]

Journal
  • You have officially enrolled as a private in the Order of the Twin Adder, Grand Company of Gridania. To hear more of the duties and benefits associated with being a sworn Serpent, speak with Second Serpent Lieutenant Sondraix.


It Kills with Fire (Gridania)[]

Journal
  • First Serpent Lieutenant Fulke has assigned you the daunting task of vanquishing the primal Ifrit, a mission intended as an overture to establishing a three-nation alliance. You must first seek out an elderly Elezen man named Louisoix, who is said to hold the secret to defeating the Lord of the Inferno. Find him at Apkallus Falls, and pay heed to his every word.

※ Only parties consisting of four Disciples of War or Magic level 25 or higher will be allowed to battle the primal Ifrit.
※ All party members must have either completed one of the three "It Kills with Fire" quests or fulfilled the quest requirements for entering the battlefield.
※ Winning the battle with a party of four fully enlisted members of the Order of the Twin Adder will earn you greater rewards.

  • You have met and spoken with Louisoix at Apkallus Falls and learned that he presides over a fellowship called the Circle of Knowing. According to the wizened Elezen, the primals are draining the land of aether. They must be vanquished, lest the power of the crystals be exhausted and Eorzea reduced to a barren wasteland. For the first step, Louisoix requires that you put down the six mighty beasts identified below, and obtain the echo crystals they yield. More will be revealed once you have accomplished this task.
  • Eastern La Noscea:
    • Barometz, northwest of Camp Bloodshore (wind).
    • Slippery Sykes, southeast of Camp Bloodshore (water).
  • Western Thanalan:
    • The nest commander, northwest of Camp Horizon (earth).
    • Pyrausta, west of Camp Horizon (lightning).
  • The South Shroud:
    • Queen Bolete, southwest of Camp Tranquil (ice).
    • The jackanapes, southeast of Camp Tranquil (fire).
  • You have successfully obtained the six echo crystals, one for each of the elements. Make haste and report back to Louisoix at Apkallus Falls in Gridania.
  • Employing his magicks, Louisoix has merged the six echo crystals to create a harmonizing crystal, an object that grants the bearer entry into the Bowl of Embers, Ifrit's sanctuary. However, in order to summon forth the primal, you must first obtain the Inferno Flambeau. The sacred relic is said to be in the possession of the Amalj'aa Voidtongue Ahzabb Chah, who can be found within a cave situated south of Nophica's Wells in western Thanalan.
  • You have relieved Voidtongue Ahzabb Chah of the Inferno Flambeau. Make haste and report back to Louisoix at Apkallus Falls in Gridania.
  • You are now ready to confront Ifrit. Make whatever preparations you deem necessary, and then speak to Louisoix once more.

※ Only parties consisting of four Disciples of War or Magic level 25 or higher will be permitted to battle the primal Ifrit.
※ All party members must have either completed one of the three "It Kills with Fire" quests or fulfilled the quest requirements for entering the battlefield.
※ Winning the battle with a party of four fully enlisted members of the Order of the Twin Adder will earn you greater rewards.
※ The allotted time for the battle is 30 minutes (Earth time).
※ A waiting time applies between challenges, and you will not be permitted to return to the area immediately. (View the Timers tab located under Attributes in the main menu for more information.)

  • You have defeated Ifrit despite overwhelming odds. Your celebration is cut short, however, by the unexpected appearance of Legatus Nael van Darnus of the VIIth Imperial Legion. He proceeds to issue a grim warning concerning the coming of a crimson star which will purge the land of life. Make haste for Gridania and relay to Louisoix all that has transpired.
  • Upon returning to Gridania, you learn that your victory over Ifrit was only fleeting. To compound matters, the likelihood is high that the primal has absorbed the aether that spilled forth from the land, rendering him stronger even than before. With the aetherial gate leading to the Bowl of Embers permanently severed, Louisoix must search for other ways to deal with Ifrit. In the meantime, make your way to the Adders' Nest and report these developments to First Serpent Lieutenant Fulke.

Two Vans are Better than One[]

Journal
  • At the Adders' Nest in Gridania, First Serpent Lieutenant Fulke tells you of a man who has come forth with new information concerning the Empire. Arthur, who befriended this man during his time as a spy in Ala Mhigo, has already set out to meet him, escorted by a unit of Yellow Serpents. Shortly after their departure, however, Kan-E-Senna herself heard foreboding whispers from the elementals indicating that Arthur and his party had met with danger. Travel to the Toro-Moy Battlewarrens to the southwest of Camp Nine Ivies, and learn what has come of them.
  • Upon arriving at the Toro-Moy Battlewarrens, you find Arthur, the Yellow Serpents, and the new informant all fallen. Still conscious, High Commander Flutaint explains to you that they were taken unawares by a Garlean gas attack. You have been ordered to secure the surrounding area while he and the other Yellow Serpents recover. The High Commander provides you with a device he calls a mist emitter, and urges you to use it against any Garleans you encounter.

※ Up to two party members may accompany you.
※ Defend against certain Garlean attacks by using the mist emitter Flutaint provided via the interaction menu.

  • You have successfully defeated all of the Garleans in the vicinity. Return to Arthur and his companions and see how they are faring.
  • You use the Echo to see into the past of Pfrymloef—the Ala Mhigan informant who lies dying. You learn he bore witness to a conversation between none other than Nael van Darnus and Gaius van Baelsar, Legati of the Empire's VII and XIV Legions. It seems that Garlemald is seeking to resurrect the magic known as Meteor in an attempt to obliterate all of Eorzea. To do so, they are now searching for Allagan tomestones—relics that will enable them to harness the ancient powers of Allag. Speak to the others around you to see if they know anything more.
  • High Commander Flutaint has decided that a more thorough analysis of the new information you have acquired concerning the Empire and Meteor is necessary. He orders you to travel to the airship landing in Gridania, and report to Cid Garlond.


Shadow of the Raven[]

Journal
  • At the Adders' Nest, Serpent Lieutenant Fulke assigns you a mission of great import. The citizens of Gridania grow restless at the burgeoning Dalamud, compelling Elder Seedseer Kan-E-Senna to take action. She has sought the counsel of the elementals, who whispered to her a prophecy that, while cryptic, strongly suggests that disaster looms. Present yourself before the Elder Seedseer, who awaits you at Stillglade Fane, and do whatever she requires of you.
  • Elder Seedseer Kan-E-Senna shares with you her interpretation of the prophecy. It is believed that the VIIth Imperial Legion, led by Legatus Nael van Darnus, will come to the Twelveswood, bringing with it chaos and destruction. In order to forestall this eventuality, the Elder Seedseer has resolved to make another attempt at raising an Irmin Hedge, and has already received the consent of the elementals to conduct a large-scale ranging. She requires that you assist the Wood Wailers in their bid to rid the Twelveswood of imperial presence. Report to Swethyna, who commands the operation from the area south of Camp Crimson Bark.

※ Up to three party members may accompany you. (Recommended)

  • Even as you scramble to flee the greenwrath, you are set upon by a menacing Garlean war machine. You must overcome this deadly obstacle if you and the Wood Wailers are to make good your escape.

※ Up to three party members may accompany you. (Recommended)

In for Garuda Wakening (Gridania)[]

Journal
  • Before Apkallus Falls, Archon Louisoix of the Circle of Knowing has asked you to investigate the cause of the unnaturally strong winds buffeting the Gridanian hamlet of Quarrymill. He fears it may be the work of none other than Garuda, the savage primal whom the Ixal are wont to summon. Travel to Quarrymill in the South Shroud, and discover whence these fell winds blow.

※ Only parties consisting of four to eight Disciples of War or Magic level 40 or higher will be permitted to battle the primal Garuda.
※ All party members must have either completed one of the three "In for Garuda Wakening" quests or fulfilled the quest requirements for entering the battlefield.
※ Winning the battle with a party composed only of fully enlisted members of the Order of the Twin Adder will earn you greater rewards.

  • You discovered the source of the winds buffeting Quarrymill to be a being with the traits of both bird and man. Could this be the primal Garuda? Hasten back to Gridania and report all that you have seen to Louisoix.
  • Louisoix confirms that the being you witnessed assailing Quarrymill was indeed Garuda. He then constructs for you a vortex catcher from the vortex feathers you obtained at the scene. With it in your possession, he claims that you will be able to use a beastman aetheryte found in a cave in the northeastern part of Feathergorge to reach the Howling Eye. Having made the necessary preparations, sally forth and defeat Garuda.

※ Only parties consisting of four to eight Disciples of War or Magic level 40 or higher will be permitted to battle the primal Garuda.
※ All party members must have either completed one of the three "In for Garuda Wakening" quests or fulfilled the quest requirements for entering the battlefield.
※ Winning the battle with a party composed only of fully enlisted members of the Order of the Twin Adder will earn you greater rewards.※The allotted time for the battle is 30 minutes (Earth time).
※ A waiting time applies between challenges, and you will not be permitted to return to the area immediately. (View the Timers tab located under Attributes in the main menu for more information.)

  • You have achieved victory in battle over the wind primal Garuda. Tragically, however, the power of the crystals you wrested from her grasp was quickly claimed by Dalamud. Nael van Darnus, legatus of the Empire's VIIth Legion, tells you that the more adventurers struggle against Garlemald, the more power shall find its way to the red moon of Allag. Return to Louisoix and tell him all that has transpired.
  • Louisoix contends that Nael van Darnus may be harboring ambitions that differ from those of the Empire at large. To learn what the White Raven could seek by channeling energy to Dalamud, the Archon desires to hear Master Cid Garlond's thoughts on the matter. He will arrange a meeting, and asks that you return to the Adders' Nest in Gridania to attend.
  • Back at the Adders' Nest, Cid Garlond tells you much of the man-made red moon, Dalamud. It is known to be drawing nearer and nearer Hydaelyn, on a course that will bring it crashing down upon Eorzea. There can be no doubt that the Empire is using some unknown means to control Dalamud's trajectory, and it is knowledge of that which Master Garlond now seeks. Before returning to his studies, Cid passes on word that Elder Seedseer Kan-E-Senna herself wishes to speak with you, and awaits your presence before Stillglade Fane.
  • You have met with Kan-E-Senna before Stillglade Fane at the Lotus Stand. Despite speaking to the great ones among the elementals and quelling some of the forest's greenwrath, she admits that near all hope of erecting the Irmin Hedge has been lost. She goes on to reveal that now, as the growing threat posed by the Empire is felt by Gridania, Limsa Lominsa, and Ul'dah alike, the Eorzean Alliance of ten years past must be reforged. She asks for your aid in uniting the three nations, that they might strive for a single purpose. Your audience with the Elder Seedseer ended, return to the Adders' Nest and claim your reward for felling Garuda from Lieutenant Fulke.

Don't Hate the Messenger (Gridania)[]

Journal
  • The Adders' Nest has informed you of a new Garlean stronghold in Mor Dhona. The news is cause for great concern, as Gridania is already on the brink of collapse in the face of unrelenting assaults from the Empire along their shared border. It seems the Elder Seedseer has made yet another appeal to Limsa Lominsa and Ul'dah, asking them both to consider once more remaking the Eorzean Alliance. Travel to the Lotus Stand by way of the clearing before Stillglade Fane, and gain an audience with the Elder Seedseer.
  • You find Master Cid Garlond at the Lotus Stand. Perhaps he might have some information valuable to the fate of the Eorzean Alliance. Speak to him and find out.
  • Cid tells you that the imperial stronghold in Mor Dhona is called Castrum Novum. He goes on to say that it is the likely location of the Garleans' lunar transmitter—the device designed to control the red moon, Dalamud. Though more information is needed, he claims the united forces of the Eorzean Alliance will be necessary to obtain it. Speak to the Elder Seedseer, Kan-E-Senna, to hear what she proposes.
  • You have heard the proposal of Kan-E-Senna at the Lotus Stand. Should the forest nation fall, the Empire will no doubt set its wrath next upon Ul'dah and Limsa Lominsa, both of which stand alone. Acting as her emissary, the Elder Seedseer has asked you to visit Admiral Merlwyb and Flame General Raubahn, and convince the two leaders to pledge their nations to the Eorzean Alliance. Speak to Cid once more before you depart.
  • Cid has shared his thoughts with you once more at the Lotus Stand. The might of Garlemald is indeed such that Eorzea can only hope to oppose it with the three nations united. To set about bringing the leaders together under a common cause, first travel to the stateroom in Limsa Lominsa by way of the Admiral's Lift and attempt to convince Admiral Merlwyb of the necessity for action.
  • In the stateroom, Admiral Merlwyb admits that the requests made by the Elder Seedseer would place a great burden on Limsa Lominsa and her armada. After deliberation, she confides that she is unable to commit to the alliance without first knowing the intentions of Ul'dah. Though your words seem to have struck a chord with her, she will not yet act. To convince her further, next travel to the Fragrant Chamber in Ul'dah, by way of the Royal Promenade, and there speak with the Flame General concerning the alliance.
  • Speaking with Flame General Raubahn, you find that he also finds the requests made by Gridania too great a burden for Ul'dah to accept. After hearing your words, he expresses his need for a guarantee that the might of the allied nations will indeed be enough to oppose the Empire, and that all three nations will rule the alliance equally. You are also told that a messenger has arrived from the Adders' Nest. Speak to the officer without to learn more.
  • The messenger from the Adders' Nest arrived with new orders. You are to travel to the area southwest of Camp Brittlebark in Mor Dhona. You will learn more when you arrive.
  • You encounter Cid once again, to the southwest of Camp Brittlebark, where he informs you that the Garlond Ironworks succeeded in shooting down an imperial warship bound for Castrum Novum. He asks that you travel to the site of the wreckage, to the northwest, and search for any remains which might provide insight into the imperial stronghold or the lunar transmitter he believes it houses.
  • You obtain an imperial strongbox key after defeating a group of Garleans in the vicinity of the site where the imperial warship came down. Use it to open the nearby strongbox. Perhaps it will contain some information that may be of use.
  • You cross paths with one Gaius van Baelsar, Legatus of the XIVth Legion of Garlemald. He states that the destruction of Eorzea is little more than a means to eliminate the primals. But it would seem that Nael van Darnus, Legatus of the VIIth Legion, has sinister ambitions of his own. It is perhaps for this reason that van Baelsar makes no attempt to prevent you from taking the Castrum Novum schematics you discovered and returning to Cid. Find him to the southwest of Camp Brittlebark in Mor Dhona, and tell him all you have learned.
  • You have told Cid all that you heard from Gaius van Baelsar. He determines that the set of Garlean schematics you obtained are in fact related to the lunar transmitter. As he suspected, the transmitter has been constructed within the stronghold of Castrum Novum. He informs you that he will analyze the set of Garlean schematics in the hopes of discerning whatever useful information they might contain. Yet to conduct an assault on the stronghold and its transmitter, the united forces of the three-nation alliance will be absolutely essential. The council of leaders called by Kan-E-Senna cannot be ignored. Travel to the Lotus Stand in Gridania, by way of the clearing before Stillglade Fane.
  • Upon arriving in Gridania, you encounter the Archons of the Circle of Knowing assembled in the clearing before Stillglade Fane. They, too, have come to attend the council called by Kan-E-Senna. Find and speak to Papalymo, who was the Archon instrumental in the forming of the Order of the Twin Adder.
  • The leaders of the three nations have reached an accord, and the Eorzean Alliance has been remade. Amidst the jubilation, however, word arrives that the lunar transmitter has become functional. Speak with Elder Seedseer Kan-E-Senna and Cid to learn what course of action is to be taken.
  • Elder Seedseer Kan-E-Senna and Cid have asked that you join the forces gathering to stage an assault on the Garlean stronghold of Castrum Novum. Speak to Serpent Marshal Brookstone to claim your reward and learn where the allied forces are stationed.

United We Stand (Gridania)[]

Journal
  • Arriving at Mor Dhona, you receive new orders from Flame Commander Jakys Ryder. With the Eorzean Alliance reforged, the three Grand Companies are making ready to launch a joint offensive against the Empire. Leading a small contingent, your mission is to infiltrate the imperial stronghold Castrum Novum, and destroy the lunar transmitter housed therein. Serpent Commander Vevina Yarborough will furnish you with additional information regarding your objective.

※ Only parties consisting of four to eight Disciples of War or Magic level 45 or above will be permitted to attempt this mission.

  • Serpent Commander Vevina Yarborough has briefed you regarding the finer points of the mission. Upon seeing to your preparations, penetrate Castrum Novum's defenses and lay the lunar transmitter to waste.

※ Only parties consisting of four to eight Disciples of War or Magic level 45 or above will be permitted to attempt this mission.
※ All party members must have fulfilled the entry requirements for one of the three "United We Stand" quests.
※ Completing the objective with a party containing representatives from all three Grand Companies will earn you greater rewards.
※ The allotted time for destroying the lunar transmitter is 30 minutes (Earth time).
※ A waiting time applies between attempts, and you will not be permitted to return to the area immediately. (View the Timers tab located under Attributes in the main menu for more information.)

  • Winning your way to the heart of Castrum Novum, you succeed in destroying the lunar transmitter, whereupon Legatus Nael van Darnus of the VIIth Legion emerges. Clearly agitated, the man speaks ominous words before fleeing the scene. From what little sense you can make of his ravings, the White Raven may yet possess the means to summon Dalamud to Eorzea. Deliver these grim tidings to Elder Seedseer Kan-E-Senna and Cid, who await at the Lotus Stand in Gridania.
  • At the Lotus Stand, the Elder Seedseer listens intently as you recount all that transpired at Castrum Novum. Your tale told, Kan-E-Senna pledges to spare no resources in the hunt for Nael van Darnus, and asks that you cooperate with Cid Garlond and Louisoix in any way they see fit. For your show of valor, a reward has been prepared, which can be collected from Serpent Marshal Brookstone.

To Kill a Raven (Gridania)[]

Journal
  • At the Adders' Nest, Serpent Lieutenant Fulke informs you that the Eorzean Alliance has successfully tracked down Nael van Darnus. An emergency council will convene at the Lotus Stand in Gridania to deliberate a course of action. You have been ordered to join Elder Seedseer Kan-E-Senna for the proceedings.
  • At the Lotus Stand, you learn that Nael van Darnus has fled southeast of Camp Glory in Coerthas, to a place where the Allagan civilization once flourished. The Elder Seedseer bids you go to the area in question, whereupon you are to confirm the White Raven's presence and survey the surroundings.

※ Only parties consisting of four to eight Disciples of War or Magic with a level of 45 or above will be permitted to attempt this mission.

  • Upon arriving at your destination, southeast of Camp Glory, your eyes are met with a disquieting spectacle: an intense beam of light is being sent skywards to Dalamud from a floating mass of land. As if in answer, the red moon spews forth endless cascades of fiery boulders. You are past certain that Nael van Darnus is responsible for this ominous phenomenon. Deliver these tidings to the Elder Seedseer, who awaits you at the Lotus Stand in Gridania.
  • Back at the Lotus Stand, the Elder Seedseer entrusts you with a mission of great import: you are to lead an assault on the floating isle and slay Nael van Darnus. Cid Garlond should be able to assist you in landing a contingent there.
  • Cid reveals that it was the tragedy at Bozja Citadel which opened his eyes to the evil of the Empire, and persuaded him to forsake his homeland. Holding himself accountable for the threat that Meteor now poses to Eorzea, he means to do all in his power to foil Nael van Darnus's deranged ambitions. Cid offers to transport you and your comrades to the floating isle by way of his personal airship, the Enterprise. Make ready, then meet him at the airship landing in Gridania.

※ Only parties consisting of four to eight Disciples of War or Magic with a level of 45 or above will be permitted to attempt this mission.

  • Speaking with Cid at the airship landing, you reaffirm your resolve to bring down the White Raven. Finalize your preparations, and then speak with Serpent Private Hodder to board the Enterprise.

※ Only parties consisting of four to eight Disciples of War or Magic with a level of 45 or above will be permitted to attempt this mission.
※ All party members must have fulfilled the entry requirements for one of the three "To Kill a Raven" quests.
※ Completing the objective with a party containing representatives from all three Grand Companies will earn you greater rewards.
※ The allotted time for the battle is 30 minutes (Earth time).
※ A waiting time applies between attempts, and you will not be permitted to return to the area immediately. (View the Timers tab located under Attributes in the main menu for more information.)

  • Following an epic struggle, you and your comrades emerge triumphant over Nael van Darnus. Although the White Raven is forever grounded, you cannot suppress a sense of dread that disaster still looms. Perhaps Cid will be able to lay your doubts to rest...
  • Cid reassures you that the Seventh Umbral Era has been averted. With Nael van Darnus dead and the floating isle collapsed, Dalamud can no longer descend. The Elder Seedseer will be much relieved to hear these tidings. Make haste back to the Lotus Stand, where she awaits.

Rank Advancement Quests[]

You Don't Have the Rite[]

Journal
  • At the Adders' Nest in Gridania, First Lieutenant Fulke has offered you an opportunity to prove that you are ready for the rank of petty officer. Reports indicate that the Ixal are making grand preparations for their warrior's rite of passage at a clearing in the North Shroud. Should the ritual take place, the resulting boost in morale would surely serve to compromise the Twin Adder's position. Travel to the clearing in question and report to First Commander Heuloix.
  • First Commander Heuloix has shared with you the details of his plan. He claims the Ixali rite can be sabotaged by slaying those charged with building the towers required to perform it. Strike down enough Ixali limbcutters, soilseers, and cloudwalkers to end the ritual before it begins.

※ No party members may accompany you.
※ Slay Ixali limbcutters, Ixali soilseers, and Ixali cloudwalkers at the Ixali clearing until you amass 1000 War Merit.
※ This duty has a time limit of 30 minutes (Earth time).
※ All amassed War Merit will be lost should you be KO'd, run out of time, or abandon the duty.

  • You were able to slay enough Ixal to disrupt the harvest rite. Report back to First Commander Heuloix at the edge of the clearing.
  • First Commander Heuloix informs you he will be remaining in the vicinity of the clearing to continue surveillance of the Ixal. Your orders are to return to the Adders' Nest in Gridania and report to First Lieutenant Fulke.
  • Your meritorious deeds have gained you a promotion to petty officer, and you have been awarded the rank of Serpent Sergeant Third Class. Pledge your continued allegiance to the Order of the Twin Adder by performing a Serpent Salute to First Lieutenant Fulke.

※ To perform a salute, target First Lieutenant Fulke and then either select Serpent Salute from the emote list, or input the /gcsalute text command.

Cure for the Common Pox[]

Journal
  • First Lieutenant Fulke has entrusted you with a mission of both personal and national importance. Recent days have seen allied caravans traveling near Treespeak come under attack and their cargo plundered. The culprits are a band of goblin thieves. Travel to the north of Camp Emerald Moss, and from there to the northeast of Treespeak. Track down the goblin brigands and slay their vile leader, one Haughtpox Bloatbelly.

※ Haughtbox Bloatbelly appears only during daylight hours (Eorzea time).

  • You have slain Haughtbox Bloatbelly and put an end to his band's spree of thefts. Return to the Adders' Nest in Gridania and report your doings to First Lieutenant Fulke.
  • The Order of the Twin Adder has recognized your ability to lead, and promoted you to the commission of officer. Accept the post and swear yourself anew by saluting First Lieutenant Fulke.

※ Target First Lieutenant Fulke and then either select Serpent Salute from the emote list, or input the /gcsalute text command.

Sidequests[]

Imperial Devices (Gridania)[]

Journal
  • Upon visiting the Adders' Nest, home of Gridania's Order of the Twin Adder, First Serpent Lieutenant Fulke explains that the Thousand Maws of Toto-Rak in the South Shroud have become infested with fiends for reasons that remain unclear. The divinations of Elder Seedseer Kan-E-Senna tell of a voice of impurity resounding within the dungeon's halls, calling beasts to it and driving them into a frenzy. At the Order's behest, assemble a party of adventurers to investigate.

※ Only parties of two and four Disciples of War or Magic level 25 or higher will be granted entry to the dungeon.
※ By accepting this quest, "Imperial Devices (Limsa Lominsa)" and "Imperial Devices (Ul'dah)" will become unavailable and remain so until the quest is completed or abandoned.

  • Bloisirant of the Wood Wailers has briefed you on what lies beyond the dungeon entrance, including accounts of a mysterious Padjal roaming the halls who came to the rescue of injured Gridanians. Fearing for his safety, the Order of the Twin Adder has asked that you attempt to locate the Padjal within the Thousand Maws and see him safely out. Once inside Toto-Rak, you will have 60 minutes (Earth time) to complete your mission before Bloisirant's magicks teleport you back to his side. If you fail in your mission, you will have to wait before attempting another foray.

※ Only parties of two and four Disciples of War or Magic level 25 or higher will be granted entry to the dungeon.
※ Dungeon timers can be found on the Timers tab located under Attributes in the main menu.

  • You located the mysterious Padjal within the Thousand Maws of Toto-Rak. Report back to Bloisirant at the dungeon's entrance.
  • Bloisirant informs you that the Padjal, none other than Seedseer A-Ruhn-Senna, has returned safely to Gridania. Return to the Adders' Nest and report to First Serpent Lieutenant Fulke.

Into the Dark (Gridania)[]

Journal
  • First Serpent Lieutenant Fulke of the Order of the Twin Adder asks that you travel to Dzemael Darkhold in the eastern lowlands of Coerthas, and aid in the fight against the Garleans that have infiltrated it. While there, you must also learn what you can of the motives and movements of the Ishgardians. To first gain permission to enter the dungeon, travel to Owl's Nest and there speak to Ser Yuhelmeric, commander of the knights of House Durendaire.

※ Only parties of four and eight Disciples of War or Magic level 45 or higher will be granted entry to the dungeon.
※ By accepting this quest, "Into the Dark (Ul'dah)" and "Into the Dark (Limsa Lominsa)" will become unavailable and remain so until the quest is completed or abandoned.

  • At Owl's Nest, you gain an audience with Ser Yuhelmeric, who proves to be a man of little faith and less trusting when it comes to aid sent from the Order of the Twin Adder. To prove your loyalty and win his trust, you must venture into Dzemael Darkhold, which lies to the south of Camp Dragonhead in the central highlands of Coerthas, and slay the Garleans occupying the captain's quarters within. Return to Ser Yuhelmeric with proof of their bloody demise.

※ Only parties of four and eight Disciples of War or Magic level 45 or higher will be granted entry to the dungeon.

  • After arriving at the Darkhold, you speak to Dyrstweitz, the guard posted at the entrance. Enter the dungeon, and slay the imperial speculators occupying the captain's quarters within.

※ Once inside Dzemael Darkhold, you will have 60 minutes (Earth time) to complete your mission. Should you fail, you will have to wait before attempting another foray.
※ Only parties of four and eight Disciples of War or Magic level 45 or higher will be granted entry to the dungeon.
※ Dungeon timers can be found on the Timers tab located under Attributes in the main menu.

  • You have slain the Garleans holding the captain's quarters, and rifled a draconian rosary from one of the corpses as proof of your deed. Return to Owl's Nest and report to Ser Yuhelmeric.
  • Ser Yuhelmeric explains that a draconian rosary is the mark of a heretic—a traitor to the See who has pledged himself to the dragons. It seems likely the Garlean you prized this from was once a citizen of Ishgard, whose treacheries drove him to guide bands of imperials across the nation's borders and into the Darkhold. Return to the Adders' Nest in Gridania, and report what you have learned to First Serpent Lieutenant Fulke.

The Pen Is Mightier Than the Spear[]

Journal
  • The Wood Wailers have been charged with training the Order of the Twin Adder's new recruits. Aspiring commander Dhemdaeg, who directly oversees the drilling, is troubled by the particular ineptitude of one such newcomer—a girl named Hilith. He asks that you travel to the Rootslake in the South Shroud and search for her, as she has gone off on her own without leave yet again.
  • Near the Rootslake, you are attacked by a beast of the forest, yet prove triumphant. Could Hilith have faced a similar foe and fared less well? Speak to the conjurer who appeared nearby and learn if she knows what has become of Dhemdaeg's vexing recruit.
  • The conjurer you found is Sister Challinie, who acts as medium to the Lancers' Guild. She informs you that Hilith's frequent absences have not been born of rebelliousness, but rather embarrassment at her own shortcomings. It would seem that she has been taking herself off into the forest to practice with her spear in private. Challinie gives you a sketch of herself done by Hilith, and asks that you deliver it to Dhemdaeg, that he might come to understand the girl's true potential. Return to the Wailing Barracks and speak with him.


Eternal Recurrence[]

Journal
  • At Atelier Fen-Yll, the leatherworker Dyrstbrod tells you of a heated battle with the Garleans which took place in the North Shroud near Fallgourd Lake. He suspects that there may still be a good deal of salvageable leather scattered on the ground where the fighting took place. Driven by both his respect for the elementals within, and his need of materials, Dyrstbrod asks that you travel to the scene, and collect for him three scraps of leather armor.

※ Put any dreadwolves you encounter to sleep using the bags of hypnotic scales Dyrstbrod provided via the interaction menu.

  • You were able to collect the scraps of leather armor Dyrstbrod requested. Deliver them to him at Atelier Fen-Yll in Gridania, where they can be put to good use in the fashioning of new armor.


Woes of the Botanist[]

Journal
  • Speaking with Enie of the Greatloam Growery, you learn that her former master, a man named Aldous, has been grievously wounded in service to the Order of the Twin Adder. According to her, he must be treated with a certain medicinal herb if he is to survive. Alas, monsters now infest the only place the plant is known to grow, and Enie has been unable to pass close enough to harvest that which she requires. Assist her by vanquishing the monsters that prowl the area southeast of Humblehearth.

※ Up to two party members may accompany you.

  • You have purged the herb fields of monster presence, and Enie is now able to proceed with her harvesting. As if out of nowhere, however, a moogle appears before the botanist and seems to have something to say. Employ your talent to learn what the creature has on his mind.
  • The moogle Kuplu Kopo is wroth that Enie had been sprinkling a strange concoction in the area. Upon realizing that Aldous was once her master, however, he furnishes you with instructions to relay to her.


Gone with the Wind[]

Journal
  • Alaire of the Gods' Quiver informs you of a recent incident involving the felling and theft of trees within the wood. Though the perpetrators are known to be Ixal, the crime was committed on a day when the winds were strong, meaning that their dirigibles should have been incapable of flight. The Ixal must have some new means at their disposal to have flown their war balloons that day. Surveillance over the Ixali stronghold of Natalan is the charge of forces stationed at Camp Dragonhead in the central highlands of Coerthas. Travel there and discover if any of the soldiers can shed light on what has transpired.
  • Chief Serpent Sergeant Liflin Gulin claims to have seen an Ixali dirigible flying headlong into strong winds during his vigil at Camp Dragonhead. If the Ixal are capable of such flight, then a direct attack upon Gridania must be considered a very real possibility. Travel east of Camp Dragonhead, to the Ixali stronghold of Natalan, and there secure three pieces of evidence concerning the new Ixali dirigibles.
  • You have obtained three pieces of evidence in Natalan that will provide some insight into the design of the new Ixali dirigibles. Return to Camp Dragonhead and speak once more to Chief Serpent Sergeant Liflin Gulin.


A Taste for Death[]

Journal
  • Speaking with Zuzupoja of the Oak Atrium, you learn that the botanists have been on their guard since Brother Telent received an ominous warning from the elementals. In spite of this, a team of botanists charged with supplying the Order of the Twin Adder has gone missing while harvesting in the South Shroud. Zuzupoja entreats you to aid in the search effort, and suggests that you scour the clearing west of the Thousand Maws of Toto-Rak for clues.

※ Up to two party members may accompany you.

  • Upon arriving at the clearing, you encounter and put down a swarm of hostile shriekers. Alas, the missing men and women are nowhere to be found. You instead find yourself face-to-face with members of the Yellow Serpents, the unit formed of adventurers. Perhaps one among them holds knowledge that will aid you in your mission.


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