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The Ridorana Lighthouse is a level 70 alliance raid in Final Fantasy XIV added in patch 4.3, and the second part of the Return to Ivalice raid series.

Story[]

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

South of Rabanastre, in a remote corner of the Valnard Sea gapes a fathomless maw that, for centuries, has slowly devoured the world around it: Ridorana. Whether you believe the cataract natural wonder or demon-torn gate to the very underworld, journeys to her edge should be made with the utmost caution, seeing as none who have stumbled into the darkness have ever returned to tell their tale. An ancient spire once used by the Dalmascans as a lighthouse rises defiantly above the churning waters to warn forethoughtful and foolhardy alike. It is into this spire that the transformed Ba'Gamnan has fled. It is into this hell that you must follow.

Description

Ivalician History[]

The original settlers of the island had little land to work on and built up instead of outwards, creating the mechanical city of Goug within the skies. The people that settled here had no magic ability so they created technology to meet their needs such as steam powered airships and mechanical constructs. During Ramza Beoulve's adventure he fought Construct 8 who ended up firing an errant blast in the city destroying a portion of it and creating a gaping maw in the sea nearby. Because of this fissure it made rebuilding impossible causing the city to be abandoned by its people.

Dalmascan History[]

A few millennia later, The nation of Dalmasca took the remains of the tower and constructed it into a lighthouse not knowing there was an ancient city in the upper remains of the tower above. It was manned by the Royal Dalmascan Navy to prevent ships from succumbing to the cataract's currents. 30 years ago when the Garlean Empire invaded Dalmasca and captured the capital city, the lighthouse inhabitants abandoned their posts, leaving the tower desolate and empty.

Spoilers end here.

Objectives[]

  • Defeat Famfrit, the Darkening Cloud
  • Clear Spire Ravel
  • Defeat Belias
  • Clear the Walk of Divine Ascent
  • Defeat Construct 7
  • Arrive in the Clockwork Coliseum
  • Defeat Yiazmat

Progression[]

Echoes from Time's Garden[]

At the beginning of this instance you will be facing Famfrit, the Darkening Cloud, throughout the fight Famfrit will use recurring mechanics including the following:

  • Tide Pod- Tank buster dealing moderate damage.
  • Water IV- Raid wide magical damage.
  • Tsunami- Initially comes out as raid wide damage, and then he will spin the ewer and let out a stream of damage knocking players back.
  • Briny Cannonade- AoE's that show up under players.
  • Darkening Rainfall- Summons adds known as Dark rain, these cast "Explosion" which will decrease the parties magical defense.
  • Dark Cannonade- gives players red markers, stand next to another player within your party to avoid damage.

Throughout the fight Famfrit will summon ewers that come out of the ground moving unpredictably around the arena, the longer you're in the ewer's path the more damage you take.

Spire Ravel[]

The next section has two types of enemies, Bunes have a cleave known as Tri-attack, these can be defeated easily and Barmuu's which come in three packs of three's. These enemies cast Fire on players and when killed explode and deal damage to anyone in the vicinity.

The Spire's Bounds[]

The next boss fought is Belias, the Gigas, the esper will use the following attacks:

  • Fire-Moderate damage to the tank.
  • Fire IV-Raid wide magical damage.
  • Time Eruption-Mechanic unique to this fight, on the ground are spinning clocks the ones spinning the fastest are going to erupt first, and the slow moving ones, second.
  • Crimson Cyclone- Belias will leave the arena and come back with a clone, they will both dash across the arena shown with arrows on the ground, the first dash will be towards the arrows, the second will be in the direction of the arrows.
  • The Hand of Time- Players will be tethered to small nails, they need to move far from their tethers to break, but any player that touches the tether will be stopped.
  • Time bomb- there will be four clocks on the ground that when stepped on move the hand, this indicates where the attack ends up.

Halfway through the fight Belias will summon Belias-egis and turn invulnerable, the adds need to be taken away from each other or they will take less damage. They need to be defeated quickly or Belias's mana guage will fill and wipe the alliance.

The Walk of Divine Ascent[]

After going further up the tower and activating pathway nodes, there will be an area full of Iron Golems, resembling the Mythril Golems from Final Fantasy XII. These enemies are initially inactive until approached and then begin casting Defensive Protocols and begin moving, the first set is easy to deal with. Once the second set comes out they will begin attacking players, over time they will do Ovation which will deal high damage to anyone caught in its line. They will cast Energize, and tether to an Ancient Clockwork device giving them more defense.

The Cleft of Profaning Wind[]

The third fight in this instance is against Construct 7, a robot tasked with defending the facility. Construct 7 has a variety of attacks such as:

  • Destroy- A hard hitting tank buster dealing moderate damage.
  • Accelerate- A player is marked with a stack marker and other players are marked with large red AoE markers
  • Pulverize- Construct 7 forms a drill on his hand and attacks the ground, anyone within radius suffers damage down.
  • Compress- A long line AoE
  • Ignite- Construct 7 leaves the arena and appears anywhere on the north side dashing across the map.
  • Lithobrake- immediately after ignite a proximity marker will appear in the middle of the map and Construct 7 will land.
  • Dispose- After landing Construct 7 will charge up dispose, and slowly turn shooting lasers in a cone.
  • Incinerate- Raid wide AoE

The main part of the fight is Construct 7's Computation Mode, during this phase players will be brought down to single digit hp, on the ground are circles that increases players hp by 1-4. Construct 7 will cast Divide by Three, Divide by Four, or Indivisible, players are supposed to make sure their hp is dividable by three, four or is a prime number. If a player does this phase correctly they get a damage buff, for every one, but if answered incorrectly players will get a stackable vulnerability debuff.

  • Tartarus Mode- Construct 7 will fire a black hole sucking all players in and teleporting them to fight Construct 7.1s. Players are split off into alliances, with each one being different. One platform will have players affected with acceleration bomb, others will be affected with positive and negative tethers, and finally missiles will attack the platform.
  • Annihilation Mode- Construct 7's attacks will hit harder, and his abilities will cast faster.


The Clockwork City of Goug[]

After defeating Construct 7 players will reach the entrance to the ancient Clockwork City of Goug.

The Clockwork Coliseum[]

Within the coliseum is a possessed Ba'Gamnan, mistaking you for Garleans, he uses the Duma to transform into the monster Yiazmat.

  • Rake- This ability comes in two forms, one is a hard hitting tank buster, the other allows Yiazmat to go on a rampage and trample the arena, giving damage down and dealing high damage to players.
  • Gust Front- Players will be targeted with large AoE's directly under them.
  • Magnetic Lysis- Yiazmat will divide the area into a plus and minus side, players need to be on the opposite side of the buff they were given or leading attacks will affect or knock out players.
  • Dust Storm- Raid wide AoE, when paired with Magnetic Lysis will give the player a debuff.
  • Stone Breath- Yiazmat will stand on his hind legs, and affect the area in front of him in a large conal AoE, this will petrify players and give them a vulnerability debuff.
  • White Breath- Will hit anyone outside of the boss's hitbox.
  • Cyclone- An ability that throws players into the air, when paired with magnetic lysis anyone that's levitating will get thrown out of the arena and knocked out.
  • Summon- Will summon wind sprites that are tethered to players and attack them.

Once under 90% Yiazmat will become invulnerable and summon Archeaodemons, each alliance should separate them, during this a player in each alliance will be targeted with Death Strike this needs to be shared with the party. Once the enemies are defeated, the heart of the dragon will become vulnerable and it needs to be broken or the party will wipe to Solar Storm.

At 10% Yiazmat will cast Growing Threat and increase his damage.

Enemies[]

  • Famfrit
  • Barmuu
  • Bune
  • Belias
  • Iron Golem
    • Ancient Clockwork Device
  • Construct 7
    • Construct 7.1
  • Yiazmat

Treasures[]

In addition to loot dropped by bosses, the player is guaranteed to gain a Gougan Coin and two Cracked Clusters per week.


Famfrit, The Darkening Cloud[]

Belias, The Gigas[]

Construct 7[]

Yiazmat[]

Maps[]

Musical themes[]

The Ridorana Lighthouse features music directly taken from Final Fantasy XII and Final Fantasy Tactics. "Ascent" from Final Fantasy XII plays in all areas of the Lighthouse before encountering Belias, while "The Mystery of Giruvegan", also from Final Fantasy XII, plays in all areas after defeating him.

"Boss Battle" from Final Fantasy XII plays while fighting Famfrit and Belias, while "Apoplexy" from Final Fantasy Tactics plays during the battle with Construct 7. "Flash of Steel" from Final Fantasy XII plays during the final battle with Yiazmat.

"Victory Fanfare (XII Version)" plays upon successful completion of the duty.

Achievements[]

Behind the scenes[]

The Ridorana Lighthouse is based on the Pharos at Ridorana from Final Fantasy XII and the Clockwork City of Goug from Final Fantasy Tactics.

Famfrit and Belias are espers from Final Fantasy XII. Famfrit is originally fought atop the Pharos while Belias is fought in the Tomb of Raithwall. Construct 7 is a boss fought in Nelveska Temple in Final Fantasy Tactics. Yiazmat is the ultimate Elite Mark from Final Fantasy XII, and has an infamously long boss battle, taking place at the Ridorana Cataract.

Barmuu and Bune are enemies from Final Fantasy XII, found in the Tomb of Raithwall and the Pharos accordingly. The Iron Golem comes from Vagrant Story, although it doesn't have the same appearance in Final Fantasy XIV.

Gallery[]

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