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Howl from the Heavens
From FFXI Wiki
Howl from the Heavens | |
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Required Fame | Unknown |
Level Restriction: | None |
Starting NPC | Robel-Akbel, Windurst Waters (S) |
Pack | Wings of the Goddess |
Title | The Moon's Companion |
Repeatable | No |
Description | As the battered Federation forces prepare to defend their city from the approaching hordes, the inscrutable Robel-Akbel schemes in his dark chambers. What terrible secrets lie behind his mask? Deliver the magicite he seeks, and long-sought truths just may be revealed... |
Previous Quest | Next Quest |
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Sins of the Mothers | Manifest Destiny |
Rewards | |
Cobra Staff |
Walkthrough
- Note: You need to wait a game day after completing Sins of the Mothers before you can activate this quest.
- Zone into Windurst Waters (S) from West Sarutabaruta (S) for a cutscene.
- Collect the Magicite from the three present day beastmen strongholds again (these may be done in any order):
Magicite Locations |
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Davoi |
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Beadeaux |
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Castle Oztroja |
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- Once you have all three Magicite, return to Windurst Waters (S) and speak to Velda-Galda (K-9) for a cutscene.
- Zone into West Sarutabaruta (S) from Windurst Waters (S) for another cutscene.
- Examine the Windurstian Bulwark (J-8), located just ahead for a cutscene.
- Examine the Windurstian Bulwark to start a fight.
- This fight begins immediately and takes place on the field. Buff before examining.
- The time limit for this fight is 30 minutes and you are allowed to bring a full alliance of 18 people to this fight.
- Only the person initiating this fight needs to have the quest active.
- Killing the Tiny Lycopodiums before the fight makes targetting easier as they tend to follow you around.
- Four waves of monsters will spawn and attempt to destroy the 3 Magical Barriers.
- Wave one is a group of 6 Yagudos: Yagudo Parivirs.
- Wave two is a group of 3 Taurus: Giganotaurs.
- Wave three is a group of 6 Demons Black Mages: Kindred Incantor.
- Wave four is a group of 3 Ahrimans: Blurry Eyes.
- Both Romaa Mihgo and at least one of the three Protective Wards must be kept alive.
- The Protective Wards cannot be Cured and they also take damage from AoE's.
- Curing Waltz can be used to heal the Protective Wards.
- The Protective Wards cannot be Cured and they also take damage from AoE's.
- If you fail the fight, you can zone and reinspect the Windurstian Bulwark to try again.
- Once you have finished the fight, before zoning examine the Windurstian Bulwark again for a long cutscene or you'll have to do the fight again.
- Zone into Windurst Waters (S) for the final cutscene and your reward.
If you are working on missions then return to Fate in Haze.