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I couldn't miss the chance to practice my drawing!
The Wanderer's Palace (Hard) is a higher level dungeon in Final Fantasy XIV at level 50. A harder version of The Wanderer's Palace, it features alongside Amdapor Keep (Hard) and The Keeper of the Lake as dungeons introduced in patch 2.5 in Expert Roulette. The Tonberry enemies of the original dungeon are no longer enemies, but slaves the player needs to protect.
Story[edit | edit source]
Decades of kobold mining deep beneath O'Ghomoro gradually weakened upper La Noscea to the point that when the Calamity struck, the land surrounding Bronze Lake collapsed, draining its waters and revealing a palace of unparalleled beauty. Though to have been built by the Nymian civilization which thrived in the area some fifteen centuries ago, the palace appears to have been dedicated to their patron deity, Oschon, the Wanderer. In search of the bounty she many hold, treasure hunters have already begun to delve into this forsaken place... but will treasure be the only thing they find?Game description
Objectives[edit | edit source]
- Save the fleeing tonberries: 0/3
- Defeat Frumious Koheel Ja: 0/1
- Breach the defensive line: 0/1
- Defeat Slithy Zolool Ja: 0/1
- Free the imprisoned tonberries: 0/2
- Clear the Bellows: 0/1
- Defeat Manxome Molaa Ja Ja: 0/1
Maps[edit | edit source]
Hard mode Wanderer's Palace is largely similar to the original in appearance and progression throughout, with some renovations likely due to the attack, and several wooden spiked gates. The area is very green in appearance unlike the original. Several Tonberry are found around, with dialogue suggesting they are in pain.
Progression[edit | edit source]
Point of Perenigration[edit | edit source]
To mimic the original dungeon, a Tonberry will be found, attacked by a Silverscales Warrior. The Tonberry will leave as soon as the Silverscales Warder is pulled, and the party can then proceed to move to the right, and then the left afterwards up the stairs, where they will meet two more Silverscales Warder, a Bronze Pugil and a Pack Zizi. Tanks often choose to pull up to this point. After this, they will enter a room with two Pteroc Pointers and a Bronze Pugil. Parties can either fight them here, or pull them to the next area, the Silent Garden.
The Silent Garden[edit | edit source]
This area is similar to the area in the Wanderer's Palace. Met here is a Silverscales Warder and a Silverscales Lurker. Tanks often choose to pull mobs up to this point to fight them, before proceeding to the right. This area contains a Silverscales Warder, a Silverscales Lurker and a Pack Zizi, and upon defeat, the next area is accessed.
Still Waters[edit | edit source]
Much like the original area, this is home to the first boss, which in this case is Frumious Koheel Ja. The key mechanics here are up to the DPS; they should kill the Sacred Spears which drop immediately, as these spears will add Burns on players which, when stacked up, can wipe the entire party. The tank should focus on attacking the boss and keeping hate on him, and should not attack the Spears, as doing so will draw the boss to the spears which makes them more difficult to destroy.
One defeated, Frumious Koheel Ja will drop a treasure, which can contain Picaroon's Armguards of Maiming, Picaroon's Armguards of Striking, Bogatyr's Gloves of Ranging, Picaroon's Armguards of Scouting, Bogatyr's Gloves of Casting, Varlet's Sabatons, Bogatyr's Thighboots of Ranging, Bogatyr's Thighboots of Casting or Bogatyr's Thighboots of Healing. The chest will also drop one of Cashmere Fleece, Emery, Petrified Log, Raziqsand, Saurian Skin, Scheelite or Tawny Latex.
The following part leading up to the Endless Rise is a short area. There is a key mechanic to this portion: mobs will be located around several Sacred Standards, which will raise the damage of them. To avoid taking extra damage, parties can either destroy them, or the preferred option is to tank around them. Mobs consist of Pack Zizi, Silverscales Lurkers, Sivlerscales Warders, Silverscales Sophists and Silverscales Stablers. It is often best to pull two mobs together at a time outside of the standards.
Tanks typically choose to pull the first mob away from the Standard and to the right up the stairs for the second mob, and pull them out, and confront these enemies on the stairs. From there, parties can progress forward.
The Endless Rise[edit | edit source]
The Endless Rise is a much smaller location than in the Wanderer's Palace, and no area in the center is visited; the party simply fights mobs on the outside. Like previously, Sacred Standards appear with mobs around them, and mobs should be tanked away from them. The mob at the first standard should be pulled to the right, with the mob at the second standard then pulled back, and both should be fought there. Then, the player should progress from this standard to the right, and fight this final mob before reaching the Final Ease. A large amount of area-of-effect damage is typically preferred, and this will be difficult on both tanks and healers, but it is very useful for speedy completion.
The Final Ease[edit | edit source]
The boss here is Slithy Zolool Ja, which has a key mechanic to it. Mostly, the boss deals area-of-effect Fire-based damage, though this is not the key mechanic players have to pay attention to. Zolool Ja will drop several standards of different color, which can have one of four possible effects: inflicts Fire Resistance Down, inflicts Damage Up, inflicts Heavy or cures statuses. Status curing is useful when the boss casts Toad, though otherwise players should wait out the duration. Players should experiment and learn which color standard causes Damage Up, as it changes each time the dungeon is run, and call it out in party chat. However, players can also choose to ignore this mechanic entirely and simply beat the boss using brute force, as there are no other key mechanics.
The boss will drop two treasure chests, both can drop one crafting item each of Cashmere Fleece, Emery, Petrified Log, Raziqsand, Saurian Skin, Scheelite or Tawny Latex. The first can drop Varlet's Sallet, Picaroon's Headgear of Maiming, Picaroon's Eyepatch of Striking, Picaroon's Mask of Scouting, Bogatyr's Blinder of Casting, Varlet's Tassets, Picaroon's Belt of Striking, Bogatyr's Sash of Raning, Picaroon's Belt of Scouting or Bogatyr's Rope Belt of Healing. The second can drop Varlet's Necklace, Picaroon's Necklace of Slaying, Bogatyr's Necklace of Healing, Varlet's Earrings, Bogatyr's Earrings of Casting, Bogatyr's Earrings of Healing, Varlet's Armillae, Picaroon's Armillae of Slaying, Bogatyr's Armillae of Ranging, Bogatyr's Armillae of Healing, Picaroon's Ring of Slaying, Bogatyr's Ring of Ranging or Bogatyr's Ring of Casting.
After this, the party will encounter two Silverscales Lurkers and one Silverscales Stabler, followed by a tunnel leading off to the right to the Asylum. Tanks often choose to pull these enemies up to the Asylum.
Asylum[edit | edit source]
This location contains trapped Tonberries, and is guarded by two Silverscales Warder. Once killed, they will drop an Asylum Key, which is used to free the two trapped Tonberries. After they are freed, they will open the door to the right leading to the Bellows.
The Bellows[edit | edit source]
An area covered in slime, the exit to this area at the back is filled with water and impassable. To clear it, the party must drain the water using the drain, but it is guarded by a Purulent Abcsess. This will spawn multiple Purulent Pustules before killed, and once all are wiped out, the drain can be used revealing the area lower. This contains a Wivre Fodder and two Bavaroid Waists, with a treasure chest behind that may contain X-Potion, X-Ether or Hi-Elixir. To the left of this area are stairs leading outwards, with the way blocked by a door that can only be opened using a Nymian Device. If parties choose to pull this mob up to the mob in the Long Hall, then another player will need to activate the device, as the tank will often be interrupted.
The Long Hall[edit | edit source]
A short segment of stairs, at the very top is the final mob, with a Silverscales Stabler and two Silverscales Lurkers, lacking a Standard. Once they are defeated, the player may proceed to the Chantry.
The Chantry[edit | edit source]
Like the original dungeon, this contains the final boss, in this case, Manxome Molaa Ja Ja. This boss's Tyrannic Blare ability is a large cone area-of-effect attack which can stun and increase magic damage dealt to the affected players, and should be avoided at all cost. The boss will then hit a party member with Rotting Lung, which becomes important later. An area-of-effect appears around the boss known as Rotting Gas, and one around the party member hit with Rotting Lung, while the boss also sets up a Standard, which like before, will increase his damage while standing in it. Rotting Gas should be avoided by not standing close so as not to be hit, as it will weaken healing. Much like before, players often prefer to simply pull the boss out of the Standards instead of destroy them; this is done typically by tanking the boss in a clockwise direction around the room. However, he sets up Sacred Standards, which players can spot by noting a purple link to the boss from them, players will have to destroy them so he does not gain damage. The only other noteworthy mechanic is that the boss will randomly Doom party members except the tank; this can be removed by healing them back up to full.
Once Manxome Molaa Ja Ja is defeated, with the surviving Tonberries killing the two-headed Mamool Ja off in his moment of weakeness, his chest will drop two items: a gear item and a crafting item. The crafting item may be a Cashmere Fleece, Emery, Petrified Log, Raziqsand, Saurian Skin, Scheelite, or Tawny Latex, while the gear item may be a Varlet's Hauberk, Picaroon's Jacket of Maiming, Picaroon's Jacket of Striking, Picaroon's Jacket of Scouting, Bogatyr's Longcoat of Healing, Picaroon's Trousers of Maiming, Bogatyr's Slops of Ranging, Bogatyr's Slops of Casting or Bogatyr's Slops of Healing.
Musical themes[edit | edit source]
The WP HM theme, named "Tricksome", is based largely off the theme that appeared in the original dungeon, although it persists throughout with no interruptions aside from boss themes.