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After the failed first version of the game, 168澳洲幸运5开奖网:Final Fantasy 14 experienced its own renaissance with the release of A Realm Reborn, ꩵa second attempt at bringing the world of Hydaelyn and the continent of Eorzea to a patient fanbase. This was back in 2013, over ten years ago, and we've come a very long way since then.

168澳洲幸运5开奖网: Final Fantasy 14: What Is Th𒉰e Void?
FF14's depiction of the void differs quite a bit f🍸rom other entries in the Final Fantasy series.
A🔯s a result, anyone who pla✅yed through the first few storylines added to the game a long time ago may be a little fuzzy on the details. As a result, we're bringing you a story recap that covers everything important: from your very first steps in Eorzea to the events that lead into Heavensward.
This story recap will cover the important highlights of the story, not every minute detail and quest. Note that it's also possible to experience the story again yourself using 168澳洲幸运5开奖网:the New Game Plus feature.
From Adventurer To Envoy To Scion
Final Fantasy 14's adventure will begin in a different place depending on which class the Warrior of Light (that's you!) picks during character creation. This will affect the first batch of quests they undertake and give you a sort of 'home' nation, even though you are canonically a foreigner to Eorzea.
The possible starting nations are as follows:
Nation |
Classes |
---|---|
Ul'dah |
Gladiator, Pugilist, Thaumaturge |
Limsa Lominsa |
Marauder, Arcanist |
Gridania |
Lancer, Archer, Conjurer |
The first few quests you undertake are💧 of the generic sort - after introducing yourself to the local adventurer's guild and helping out with some loca🍬l problems, you'll meet a Scion of the Seventh Dawn.
- Those who start in Ul'dah are sent into the arid region of Thanalan to meet Papashan, who gives them some tasks to help out with the rebuilding project there. Many of these quests have you slaying pests and delivering messages and baked goods, though one early task has you rescuing a young maiden from a voidsent and meeting Thancred, a Scion. As more quests are completed, you eventually learn of a plot against the sultana, Nanamo Ul Namo, and you learn much of the strife-ridden politics of Ul'dah. Foiling this plot puts you in the good graces of the sultana and the leader of the Immortal Flames, Raubahn.
- Those who start in Limsa Lominsa find their quests in La Noscea, a seaside of green fields, long coasts, and plenty of farms. The Lominsan quests deal with a recent spate of kidnappings, and you swiftly put down some evildoers, meeting Y'shtola of the Scions of the Seventh Dawn along the way. This leads you to a confrontation with the Serpent Reavers, tempered pirates in league with the Sahagin in the name of Leviathan, a watery primal. Doing so draws the attention of Merlwyb, the admiral of Limsa Lominsa.
- Those who start in Gridania are sent out into the Shroud, a forested region. Many of the quests here inform you of the importance of nature to the Gridanian way of life, and you'll do many fetch quests that deal with retrieving eggs and defending people from natural forces (such as vultures). Rumblings about the ixal reach your ears, and you end up defending an important tree with the aid of Papalymo and Yda, two of the Scions of the Seventh Dawn. This feat nets you an audience with the Elder Seedseer of Gridania, Kan-E-Senna.
As you can see, no matter where you start, the first batch of quests you undertake provide you with a battle alongside a Scion of the Seventh Dawn, which will also feature a Masked Mage as an enemy. This Masked Mage is your first glimpse at an Ascian, a mysterious race of people who feature as the game's centr🏅al villains.
The first instanced fights you experience during these quests will also involve you having a vision and meeting Hydaelyn, a goddess who provides you with strength.
Each questline will lead to a meeting with the local leader and turn you into an envoy, tasked with travelling to the other two nations to inform the other leaders of a plan to hold a memorial ceremony for those who passed during the 168澳洲幸运5开奖网:Seventh Umbral Calamity (which canonically occurred🌺 at the end of the failed 1.0 version of FF14).
After meeting the three leaders and visiting all three nations, the questlines merge. The first quests you take on after completing your duties as an envoy will have you delving into your first dungeons: dealin💃g with pirates in Sastasha, putting down rebellious giants in the Copperbell Mines, and eradicating cultists infecting the Tam-Tara Deepcroft.
Upon completion of these three dungeons, you're invited to meet the Scions of the Seventh Dawn, which has its base in Western Thanalan: the Waking Sands. It is here that you'll meet the other Scions who you have yet to meet, including their receptionist Tataru, a scholar named Urianger, and their leader: Minfilia.
Minfilia explains your powers of the Echo to you, and explains that she too has the power, and also tells you of the Scions of the Seventh Dawn's purpose: namely, to deal with the primal threat.
Inevitably, you end up joining the Scions, pledging your support in their battle against 168澳洲幸运5开奖网:the primal threat.
The Primal Threat: Ifrit
After your induction to the Scions, you are sent on your first task quite quickly. Thanalan is experiencing a spate of kidnappings, something you already know if you beg📖an your journey there. Along with Thancred, you travel to Eastern Thanalan to investigate.
You uncover a plot whereby a man disguised as a priest of the Church of St. Adama Landama lures the unsuspecting unlucky to a commune near Camp Drybone. Those poor souls are abducted by the amal'jaa, burly lizardmen who worship the primal Ifrit.
Your investigation bears fruit quickly and you form a plan to take on the kidnapped through subterfuge, though you are betrayed by an Immortal Flames soldier who has been tempered by Ifrit.
The primal is summoned before your very eyes, and you witness the effects that tempering has on innocent souls. Ifrit attempts to temper you, but you are protected by the power of the Echo - this is what enables you to take down the fiery primal.
Emerging victorious from the flames, you are forced to concede that those unlucky tempered must be put to death, for there is nothing that will stop them from ꦚfighting and plotting for the empowerment of their god.
With that over, your next task is to attend the remembrance ceremonies at each of the three city-states. It's during these that you'll learn more about each nation's role in the Calamity, as well as meet Alphinaud and Alisaie Leveilleur. Glimpsed only b🍨riefly during the introductory cutscenes, these twins are also Scions and will play as big a role in the main story as any other characters.
After this short break, it's back to Scion business.
The Primal Threat: Ramuh
After dealing with Ifrit, the Scions send you to Gridania with Papalymo and Yda to investigate the Sylphs of the Shroud. Their god is Ramuh, whose destructive power is terrifying, though the syꦆlphs are friendlier than most other beast races.
Meeting the sylphs is hard work thanks to their playfulness, but it's plain to see after a few quests that while there are tempered sylphs living deeper in the forest, they don't seem to be working towards a summoning - Ramuh doesn't pose much of a threat.
While Ramuh isn't an issue, you do end up solving a few actual problems for the sylphs. Your quests take you to the South Shroud, where you uncover a traitor by the name of Laurentius and save the sylph elder Frixio from Lahabrea, an Ascian, in the Thousand Maws of Toto-Rak. Thanks to this, the friendship between the friendly syl⛦phs of Little Solace and mankind is ensured.
The next quests detail your initial investigation into Lahabrea. They take you from Gridania to Ul'dah, where you meet some Ala Mhigans and learn of their plight, and also come to know of the Ascians' main methods: they manipulate those cursed with anger and resentment, and try to encourage them to summon primals.
It is the Ascians who provide the beastmen with the means and method🅷s to carry out these dangerous summonings.
The Primal Threat: Titan
After some dead ends during your investigation (which leads you to the haunted Haukke Manor), news of another primal threat reaches the Scions. This time, it is the kobolds in La Noscea who are about to summon their primal: the primal of earth, Titan.
Titan has been slain before, in recent memory, by the Company of Heroes. This mercenary company is renowned for its powerful members, and though they disbanded after the Calamity, their members still hold sway. Your investigations into Titan involve tracking down Wheiskaet, a past member of the Company.
Wheiskaet se⛄nds you on many seemingly unrelated quests that have you unknowingly meeting many other past members, and you are judged to be ready to take on the earthly primal. You are directed to Upper La Noscea, where you meet a man called Riol, who helps you confront the Lord of Crags.
Doing so requires that you attune to an aetheryte within the kobold lair - this teleportation ma๊gic inter❀ests Y'shtola greatly.
After vanquishing Titan and reporting the success to the Maelstrom command centre, you make your way back to the Waking Sands to be congratulated by Minfilia. However, when you get there, all you find are corpses - the Scions have been attacked.
An Echo-induced flashback reveals that Livia sas Junius was the culprit, easily taking down the Scions in her way, fatally injuring Noraxia the sylph, and kidnapping Minfilia and some others.
Your next step is to travel to Eastern Thanalan to take refuge at the Church of St. Adama Landama. Fath♎er Iliud here is an allyꦆ of the Scions, after all.
The Primal Threat: Garuda
After burying your comrades' bodies and delivering Noraxia to Little Solace, you come to know Marques, an amnesiac convalescing at the church.
It is here that you reunite with Alphinaud, who reveals that Garuda has been summoned by the ixal. He also reveals that Marques is actually Cid Garlond, a defector from the empire and a genius engineer who c🐓ame to Eorzea by airship: the Enterprise.
After uncovering Cid's memories and recruiting him to your cause, your course is set. What follows are quests that take you to chilly Coerthas to the north in search of this airship.
Shown to you in a previous cutscene is Alphinaud having a major disagreement with Alisai🌊e about how th✤ey should go about their task. They will be split up for a long time.
It is in Coerthas that you learn much of 𓆉Ishgard and the nation's eternal war with dragonkind, which wi꧂ll be explored far more in Heavensward.
Your quests in Coerthas lead you to meet Lord Haurchefant, a member of one of Ishgard's high houses and a readily steadfast ally. After teaming up with him to uncover a heretic plot, you find the Enterprise in the ruins of the Stone Vigil, guarded ﷺby dragonsꦡ.
With the Enterprise retrieved, it's only a few quests that deal with upgrading it to be able to withstand Garuda's wind barrier that stands between you and your next primal fight. This involves acquiring a corrupted crystal, which ends up taking quite a while and sends you across all Eorzea. Regardless, acquire it you do, and you fell the Lady of the Vortex.
The Imperial Threat
In the wake of Garuda's defeat, the crushed ixal immediately resummon her. This initially feels like an unwinnable battle, but it is swiftly interrupted by the arrival of Gaius van Baelsar of the🅺 empire. Confronted by Gaius and in her rage, Garuda kills some captive beastmen, which elicits the summoning of Ifrit and Titan.
Gaius is prepared, though. Using a colossal, beastly weapon, he takes the very souls of the three primals. This is your first glimpse of the Ultima Weapon, which seems to swell with pow♑er with each primal consumed. Fleeing the battlefield, Alphinaud decides that it is time to regroup.
You return to the Waking Sands, and happily reunite with Yda and Y'shtola. After a quick conversation, your next target is named: Castrum Centri, an imperial stronghold location 🦄in located in Mor🌳 Dhona.
The next quests deal with your preparations for the final battle. First, you are alerted to two escaped prisoners from an imperial airship - these are Biggs and Wedge, who work under Cid.
With their help, you travel to Revenant's Toll, a settlement of adventurers in Mor Dhona, and set about casing the castrum and acquiring yourself your very own magitek reaper.
The next quest sees you infiltrating Castrum Centri and rescuing Minfilia, Papalymo, Urianger, and Tataru. This is also where it's revealed that Thancred's body has been possessed by Lahabrea, putting him out of commission.
The following sequence of quests marks the final stretch of A Realm Reborn. Here, the three nation states of Eorzea decide that their best course of action is to fight back against the empire within 🅘their borders and comm🀅it forces to your plan: Operation Archon.
Operation Archon
Supported by the Grand Companies o✨f Eorzea, the operation goes offꦅ without a hitch:
- Rhitahtyn sas Arvina is slain by the Warrior of Light at Cape Westwind in Thanalan.
- The supply lines to Castum Meridianum are severed.
- The Warrior of Light infiltrates Castrum Meridianum to shut down the barrier protecting the Praetorium, where the Ultima Weapon lies. In doing so, they slay Livia sas Junius. All the while, the Grand Companies each assault different castrums in their territory.
- The Warrior of Light infiltrates the Praetorium and defeats Nero tol Scaeva, Gaius van Baelsar, and finally, Lahabrea (in Thancred's body) and the Ultima Weapon.
After The Ultima Weapon
The defeat of Lahabrea and repelling the empire earns Eorzea a timely respite. Thancred is confirmed to be okay after expelling Lahabrea from his body, and the Scions receive much support from the three nation-sta🐼tes.
In an effort to appear diplomatic and neutral, the Scions choose Revenant's Toll as their new headquarters. From here on out, you report to Minfilia and the re♔st of the ꦗScions here, not the Waking Sands (which is now a warehouse used for storage).
The quests that follow deal with the fol🀅lowing issues:
- The moogles and sylphs of the Shroud and the sahagin of La Noscea summon their primals, Good King Moggle Mog XII, Ramuh, and Leviathan, respectively. You put them down as quickly as they are summoned.
- Meeting Yugiri, an exile from Doma who led a large group of Domans to Eorzea looking for refuge. After failing to secure them a place in Ul'dah, they are escorted to Revenant's Toll where they find shelter, work, and succour.
The Crystal Braves And Lady Iceheart
After putting down six primals in all and also aiding the Domans find refuge, Alphinaud requests that you help him with his own project. His aim is to create a Grand Company of his own - one that isn't tied to a nation, but is neutral and serves Eorzea as a whole: the Crystal Braves.
To that end, you quest all over Eorzea to recruit willing companions. Notable characters from previous quests agree to join, such as Laurentius (the traitor who sided with the empire in Gridania) and Riol (the man who helped you confront Titan). An important face to remember is Ilberd, an Ala Mhigan who lost much to the Calamity.
With the Crystal Braves, you deal with a spy by the codename Ivy, who betrayed Immortal Flames secrets♌ to the empire.
As this recruitment drive is going on, you also have to deal with a new threat: heretics from Coerthas who are attacking strangers, seemingly at random. This coincides with stirrings up north in Ishgard, which you learn about in a meeting with the Ishgardian ambassador, Aymeric. This meeting reveals that Ishgardian astrologians have learned of a great dragon cry that they believe came from the body of the dragon Midgardsormr, which lies at the heart of Mor Dhona.
Before you can investigate the dragon to aid Ishgard, your attention is drawn back to the heretic threat. You learn that they worship Shiva, a historical figure who consorted with dragons before the eternal war between Ishgard♌ and drag༺onkind.
The heretics are led by a woman called Iceheart, and with the aid of the Crystal Braves and a Sharlayan ally called Moenbryda, you are able to infiltrate their lair and confront her - as you do, she summons Shiva, who inhabits her body.
Slaying the primal doesn't kill Iceheart, allowing her to make her escape - she will make her reappearance in Heavensward.
The Ascian Threat
After dealing with Iceheart, your downtime consists of helping the Crystal Braves with their problems. These quests hint at some underhanded dealings, potentially involving the Braves themselves, but your attention is deftly grabbed by Aymeric, turned up at Revenant's Toll and requesting that you investigate Midgardsormr, who is predicted to resurrect imminently.
Indeed, venturing to the dragon's body, coiled around a downed imperial warship, reveals that the dragon is still alive, in a manner of speaking. Midgardsormr takes an interest in you and appears to know Hydaelyn personally. In the following moments, he strips you of your Echo and starts accompanying you as a tiny dragon - he means to witness your actions, considerin♕g 🧜it a test.
Reportingꦆ these events to Lucia, Aymeric's companion, leads not to the rejoicing you'd expect. She ominously states that a renewed offensive with the dragons is inevitable.
Moenbryda, your newest ally who aided you in reaching Iceheart's lair, reports some developments in her plan to form a weapon that can kill an Ascian. Unfortunately, an Ascian called Nabriales chooses this moment to invade the Scions' base and confront thಞe heroes, and immediately notices the lack of Hydaelyn's protection and uses the opportunity to strike.
While Moenbryda's weapon is proven successful in defence, destroying Nabriales, her life is claimed in the confrontation.
With little time to mourn, Lucia's predictions are proven true and dragons attack Ishgard. The Scions rush to their aid, not bothered by Ishgard's xenophobic political stance. The encounter on the Steps of Faith comes close to defeat, but mankin🐎d is able to win the day.
The Binding Coil Of Bahamut
These quests happen at an indeterminate time between the defeat of the Ultima Weapon and the banquet at the end of A Realm Reborn.
While the Scions and the Crystal Braves are at work with their respective problems, Alisaie Leveilleur has her own mission for which she could use the Warrior of Light's aid. She is investigating aetheric waves emanating from the shards of Dalamud, the red moo🦄n which fell during the Seventh Umbral Calamit🌺y.
Alisaie places a great deal of importance on these investigations as it was her grandfather, Louisoix Leveilleur, who stopped the Calamity from destroying the world, sacrificing himself to imprison the primal Bahamut.
Accompanying Alisaie underground and into the shards of Dalamud, you find Allagan ruins, filled with incredibly strong beasts. Crucially, you also find the imprisoned, immobilised, bound body of Bahamut, the ruined primal. As time passes, Bahamut seems to grow in strength, becoming stronger and more fully formed - an obvious threat to life ꦰin Eorzea.
Among those you fight is a simulacrum of Nael van Darnus, whose essence was plucked from the ether during the Calamity, of which he was th🌜e architect.
Soon after putting Nael down, you are confronted by Louisoix himself, or rather, a tem🐭pered phantom of his essence. He expels the Warrior of Light and Alisaie, but they show their determination, fighting to encounter him again in another shard of Dalamu🐻d.
The final expedition into Dalamud sees Alphinaud joining h꧋is sister, having been informed of what hap🍃pened previously.
This is a good thing, as it's through their combined power that they are able to break the tempering placed on their grandfather and reveal that during his grand sacrifice in his fight with Bahamut, he became the primal Phoenix, a symbol of immortality and rebirth.
While he is slain by you, the Warrior of Light, Louisoix has a few moments of clarity in which he 𝓰can reassure his grandchildren that they're on the right path.
In the final confrontation of this series of quests, you confront and slay Bahamut himself, putting an end to this woeful narrative.
With the perils over, the twins find resolve to stay committed to their shared ideals, being the 'sword in the night' that Eorzea needs.
The Crystal Tower
These quests happen at an indeterminate time between the defeat of the Ultima Weapon and the banquet at the end of A Realm Reborn.
Mor Dhona is not only home to Revenant's Toll - it also plays host to a few members of the Sons of Saint Coinach, scholars and researchers investigating Allagan ruins and technology. Their purpose in Mor Dhona is to examine the massive Crystal Tower locaജted to the southeast, and helping them in their duties is a mandatory quest for the Warri💖or of Light.
Rammbroes, the head of the Sons, is quick to recruit you, the famed defender of Eorzea, to his organisation's cause. After helping the Sons locate rare elemental crystals and aethersand that will allow physical access to the Crystal Tower.
Along the way, you meet G'raha Tia, a member of the Students of Baldesion aiding the Sons of Saint Coinach thanks to his thirst for Allagan𓆏 knowledge.
With the aid of G'raha, Rammbroes, and Cid Garlond, who also tags along, you are able to break through the Crystal Tower's outer defences and enter the Labyrinth of Ancients, the bottom rung. In the process, G'raha Tia names this collective the 'Nominated Observers of Artifacts Historical', or NOAH.
NOAH is a reference to the character Noah from Final Fantasy 3 - this entire series of qꦯuests borrows much 🧜from that FF3, as it happens.
After reaching the tower proper, NOAH finds out that the tower isn't as inactive as previously thought, and further investigation is required - after all, its power rivals that of the Ultima Weapon, something that cannot fall into evil hands.
The team finds out that the principal spire of the tower - Syrcus Tower - is sealed away. Luckily, two mysterious individuals named Doga and Unei pledge their assistance. They claim to be Allagan clones of individuals who were supposedly descendants of Emperor Xande, who ruled at the height of the Allagan Empire.
Sure enough, Doga and Unei are able to break the seal and allow you and your allies through to defeat Emperor Xande, who has been resurrected after all this time.
It is here that Nero makes an appearance - he has been observing NOAH for some time, having his own designs for the Crystal Tower. He elects to join you, regardless of what you think of such an arrangement, and cites hiꦡs experience with high-tech Allagan devices as a reason you should let him.
Upon your victory against the revived Emperor Xande, the purpose of the Crystal Tower is revealed. The tower is a conduit to the void, a plane of darkness. Xande made a deal with a powerful voidsent called the Cloud of Darkness in an attempt to destroy all life in the world.
He was unsuccessful, obviously, but the Crystal Tower remains a threat - at the top of Syrcus Tower, waves of clones are summoned to assault you, and Doga, Unei, and Nero are pulled into the voidgate at the top of the tower.
Not one to dip from a challenge, you enter the World of Darkness and defeat the Cloud of Darkness, saving the trio of kidnapped allies in the process. G'raha Tia aids you by revealing that he himself is descended from individuals with royal Allagan blood and is thus able to interface wi💧th the Crystal Tower. It's with his aid that the gate opens in 🐻the first place.
After the dust has settled and the threat has subsided, G'raha Tia decides to enter the Crystal Tower and place himself in stasis. His reasoning is that with the Crystal Tower being so powerful and he being the only known person who can control it, he wants to be ready for any eventuality in the future where the Cr𒆙ystal Tower can be used for good.
Betrayal At The Banquet
The final stretch of A Realm Reborn deals with a glorious banquet to be held in light of the successful Ishgardian defence ⭕and the apparent peace in the realm. However, things aren't quite ✨what they seem.
Teledji Adeledji, a member of the Ul'dahn Syndicate, plotted to use the banquet as an opportunity to assassinate Nanamo, the nation's sultanaꦕ, and blame the Scions for it. To do this, he manipulated the Crystal Braves, turning many of them turncoat and using them to plant evidence that would look bad 🎐for the Scions.
Shortly before the banquet starts, you join Nanamo in her quarters, where she reveals her intention to step down from her position of power and abolish the monarchy, intending to turn Ul'dah into a republic. As she speaks with you, she's given a drink from a server - upon drinking, she faജlls to the floor, appa🌠rently lifeless.
Meanwhile, Teledji puts his plan into motion, publicly accusing the Scions of the Seventh Dawn of Nanamo's assassination in full view of the leaders of Gridani🌠a, Limsa Lominsa, and Ishgard. This has some catastrophic results🌄:
- In his rage, Raubahn cuts Teledji Adeledji down where he stands and is arrested by the traitorous Crystal Braves.
- The Scions, Warrior of Light included, are chased out of Ul'dah via Sil'dihn aqueducts under the city. Yda and Papalymo buy the rest time by fighting off the enemy guards, but their fates are unknown.
- Thancred and Y'shtola also try to buy the rest time by collapsing part of the aqueducts. Y'shtola, as a last resort, casts a strong teleportation spell in an attempt to ferry the two to safety - but their fates are also unknown.
In the end, only you, Alphinaud, and Tataru are known to be alive, with Urianger presumably still at the Waking Sands and Alisaie on her own quest. Made fugitives by༒ the claim꧋ that you are assassins, you turn to Ishgard, where Haurchefant helps you gain entry to the nation.
This ends A Realm Reborn, with Heavensward picking up as soon as you and you🍬r companions enter Ishgard.

168澳洲幸运5开奖网: Final Fantasy 14⛎: Tomestones, Explained
Here's everythꦐing you need to know about Final Fantasy 14's most abundant currency, the A🐼llagan Tomestone.