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	<updated>2026-04-10T21:35:16Z</updated>
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		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Second_Coil_of_Bahamut_-_Turn_3&amp;diff=826011</id>
		<title>The Second Coil of Bahamut - Turn 3</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Second_Coil_of_Bahamut_-_Turn_3&amp;diff=826011"/>
		<updated>2024-08-21T17:13:07Z</updated>

		<summary type="html">&lt;p&gt;Alexplosion: Corrected information on Allagan Field so it matches the MTQ Guide (9:45) and the actual gameplay; added the debuff icon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Coils notice}}&lt;br /&gt;
{{other uses|the level 50 challenge-mode [[raid]]|the level 50 (Savage) version|The Second Coil of Bahamut - Turn 3 (Savage)|the second tier in general|The Second Coil of Bahamut}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = The Second Coil of Bahamut - Turn 3&lt;br /&gt;
| description = Your party activates the coil&#039;s lift-like mechanism, and, at a depth of 3256 yalms, arrives within the interior of the internment hulk proper. The great cavern where the elder primal Bahamut dreams is yet many thousands of yalms distant. Explore the labyrinthine passages of the Ragnarok-class starship, and secure a route into the lowest levels of the hulk.&lt;br /&gt;
| image = The Second Coil of Bahamut - Turn 3.png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 50&lt;br /&gt;
| level-sync = 50&lt;br /&gt;
| ilvl = 100&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = Extreme/Savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| duty-finder = Raids (A Realm Reborn)&lt;br /&gt;
| roulette = &lt;br /&gt;
| tomestones = 20 poetics&lt;br /&gt;
| entrance = North Shroud&lt;br /&gt;
| entrance-coordinates = 20,27&lt;br /&gt;
| location = Central Decks&lt;br /&gt;
| region = The Black Shroud&lt;br /&gt;
| req-quest = Another Turn in the Coil &lt;br /&gt;
| patch = 2.2&lt;br /&gt;
| release =&lt;br /&gt;
| echo = 20&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;T8&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
==Objectives==&lt;br /&gt;
* Open the frontal bulkhead. 0/1&lt;br /&gt;
* Defeat the Avatar. 0/1&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
*[[Surveillance Module]] (untargetable)&lt;br /&gt;
*[[Clockwork Bug (Enemy)|Clockwork Bug]]&lt;br /&gt;
*[[Clockwork Footman]]&lt;br /&gt;
*[[Clockwork Warrior]]&lt;br /&gt;
*[[Shaper-rook]]&lt;br /&gt;
&lt;br /&gt;
==Bosses==&lt;br /&gt;
Travel south from the entrance to Sector XII in the Lower Decks. Use the teleporter to go up to Sector VII in the Main Decks. Go south to the Frontal Bulkhead and open it to reach The Avatar boss.&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] [[The Avatar]] (abilities) - Phase 1===&lt;br /&gt;
{{#ev:youtube|IeUiwRI6rqM|350|right|Turn 8 Video Guide}}&lt;br /&gt;
&#039;&#039;&#039;Diffusion Ray&#039;&#039;&#039; - large cone AOE that applies a DoT. This DoT ticks for 600 and can be cleansed with {{item icon|Esuna}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gaseous Bomb&#039;&#039;&#039; - marks a player with a non-transferable &amp;quot;satellite-like&amp;quot; icon. The target will be hit with an AOE for huge damage. Damage is split between all targets hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Homing Missile&#039;&#039;&#039; - draws a line between The Avatar and a random player (not MT). This line can be transferred by having another player intercept the line. The target will be hit with an AoE for a few thousand damage.&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] The Avatar (abilities) - Phase 2===&lt;br /&gt;
&#039;&#039;&#039;Brain Jack&#039;&#039;&#039; - causes MT to attack the nearest ally for x seconds. Brain Jack is cast every 30 seconds. Diffusion Ray always follows this move. (To prevent the boss from turning around, place a DPS within melee range of the tank. The DPS should not be in the front of The Avatar, at risk of being hit with Diffusion Ray).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039; - binds 2 players in place, and summons a large or small circle around each. After a delay, 2 people must be in the small circle(s) and 3 people must be in the large circle(s). Otherwise everybody in the circles will die. (Assuming that everybody stacks behind the boss, there are 3 different possibilities).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Best way to handle this is to have all players other than the main tank to stay stacked behind the boss and when ballistic missile gets cast, everyone will spread from the stack. Afterwards the 2 targeted people should stay in (since they can&#039;t move). If both circles are small, the targeted players will count for each others circles and the other players don&#039;t need to interact with them. If 1 or 2 circles are big, you need other player to stand on the edge of the large circle (if it&#039;s 1 large and 1 small, standing in the middle will kill, since there would be 3 players in the small one, thus it&#039;s important you stand on the edge of the large circle).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can assign 3 players to handle this in priority order (if no priority player is bound, priority player 1 goes. If priority player 1 is bound, priority player 2 goes etc.)&lt;br /&gt;
&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|link=]] The Avatar (abilities) - Phase 3===&lt;br /&gt;
&#039;&#039;&#039;Allagan Field&#039;&#039;&#039; - This debuffs a player with Allagan Field [[File:AllaganField.png|20px]] for 30s, goes on cooldown for 10s, and then the boss will apply it to a new player for 30s. This repeats for the rest of the fight, 30s on and 10s off. At the end of each 30s duration, it deals raidwide damage equal to twice the damage that the debuffed player took over those 30 seconds. Because this damage can easily wipe the party, the debuffed player should avoid taking damage. They should not be triggering the towers, should not be stepping on mines, they should be shielded by healers, and players should consider triggering the South and West &#039;&#039;Defensive Reaction&#039;&#039; towers in the 10s between applications of Allagan Field.&lt;br /&gt;
&lt;br /&gt;
====Biotowers:====&lt;br /&gt;
Biotowers are located at North, East, South, and West areas of the room. They activate in scripted sets of 2 or 3. They start with 1 charge and gain one charge every 15 seconds. After gaining 4 charges, the next charge will activate their special ability.&lt;br /&gt;
&lt;br /&gt;
If two towers charge at the same time with the same frequency, The Avatar gains a stack of 2 buffs. The buffs will (a) increase defense and (b) increase damage output.&lt;br /&gt;
&lt;br /&gt;
If towers are pushed/rushed properly, the boss will gain 0 stacks of these buffs.&lt;br /&gt;
&lt;br /&gt;
If two or more towers charge to maximum, Avatar will wipe the party.&lt;br /&gt;
&lt;br /&gt;
If a player steps into a tower, the tower gains one charge and the player is debuffed. This debuff increases the damage a player takes from a tower, and does not increase damage from other sources. It is not recommended that a player reach 2 stacks of the debuff. Debuff lasts for 90 seconds.&lt;br /&gt;
&lt;br /&gt;
There is a 20 second period between the last tower&#039;s natural activation (nobody running in to charge it) and when the next set of towers spawn. It&#039;s always 20 seconds, whether there are two or three towers.&lt;br /&gt;
&lt;br /&gt;
During two tower phases, it is an 80 second cycle (4x15s between natural charges + 20s before next towers spawn). The debuff you get for charging a tower manually lasts 90 seconds, so you have to plan accordingly.&lt;br /&gt;
&lt;br /&gt;
During three tower phases, it is a 100 seconds cycle (4x20s between natural charges + 20s before next towers spawn). Because it&#039;s longer than the 90s debuff, you can have the same people activate the towers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special abilities of the towers&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;North&#039;&#039;&#039; - summon 1 clockwork dreadnaught (Dread has conal aoe swipe, and will enrage if not killed fast enough, causing a wipe).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;East&#039;&#039;&#039; - spawn 3 landmines in random areas, but not near towers and not under the boss (Touching a mine causes knockback and ~2000 AOE damage. If any mine remains after 15 seconds, the raid will wipe).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;South&#039;&#039;&#039; - Defensive Reaction (Raidwide AOE damage).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;West&#039;&#039;&#039; - Defensive Reaction (Raidwide AOE damage).&lt;br /&gt;
&lt;br /&gt;
==The Avatar Strategy==&lt;br /&gt;
This fight has a 11m hard enrage timer. After 11 minutes The Avatar will wipe the raid. The Avatar stays in the center of the boss room. When the Main Tank moves out of the melee range of The Avatar, it will use heavy hitting lasers instead of auto-attacks. Fighting in the northeast corner of the boss (the back-left corner as you enter the room) is recommended because this gives you access to the two more important biotowers, and gives easy vision of the AOE biotowers to the healers.&lt;br /&gt;
&lt;br /&gt;
===Phase 1: 0s - 2m40s===&lt;br /&gt;
Set 1 (Dread + West Tower): rush dread tower (send 2 DPS to dread tower). Tank grabs dread, and uses all cooldowns to survive.&lt;br /&gt;
&lt;br /&gt;
Set 2 (Mines + West Tower): rush mines tower. Assign 3 DPS for landmines, one for each landmine. Alternate strategy.&lt;br /&gt;
&lt;br /&gt;
===Phase 2: 2m40s - 7m or 45% HP===&lt;br /&gt;
With enough dps (pushing to 45% health), you can skip the Ballistic Missiles after the 5th tower set.&lt;br /&gt;
&lt;br /&gt;
If you push to 45% before ~6:00, Allagan Field comes early and the 5th set of towers doesn&#039;t appear. In other words, very high DPS allows you to skip as much as Phase 2 as you&#039;d like.&lt;br /&gt;
&lt;br /&gt;
The Avatar always does Homing Missiles immediately after Brainjack ends. It makes sense for the same person to be responsible for tanking Brainjacks duty and Homing Missiles. IMO, Bard is the perfect candidate for this job since it comes at no compromise to their DPS output.&lt;br /&gt;
&lt;br /&gt;
The Avatar gains &#039;&#039;&#039;Brain Jack&#039;&#039;&#039; and &#039;&#039;&#039;Ballistic Missile&#039;&#039;&#039; abilities.&lt;br /&gt;
&lt;br /&gt;
Set 3 (Dread + West Tower): see above, for set 1.&lt;br /&gt;
&lt;br /&gt;
Set 4 (Mines + West Tower): see above, for set 2.&lt;br /&gt;
&lt;br /&gt;
Set 5 (Dread + Mines Tower): you can choose to rush dread or mines. Picking dread, you must deal with Ballistic Missile and mines at the same time. Picking mines, you must deal with Ballistic Missile and the dread at the same time.&lt;br /&gt;
&lt;br /&gt;
===Phase 3: 7m - 11m or 45% to 0% HP===&lt;br /&gt;
3 towers now activate per wave. 3 players must push towers now. These people should not be debuffed; healers and tank(s) might need to get involved.&lt;br /&gt;
&lt;br /&gt;
The tower&#039;s automatic charge rate is now 20 seconds, instead of 15 seconds.&lt;br /&gt;
&lt;br /&gt;
The player with Allagan Field should not be pushing towers or hitting mines, period.&lt;br /&gt;
&lt;br /&gt;
The Avatar always casts Homing Missiles right after Allagan Field in this phase.&lt;br /&gt;
&lt;br /&gt;
The Avatar can no longer cast Brain Jack or Ballistic Missile.&lt;br /&gt;
&lt;br /&gt;
The Avatar gains the &#039;&#039;&#039;Allagan Field&#039;&#039;&#039; ability.&lt;br /&gt;
&lt;br /&gt;
Set 6 (Mines + West + South Tower): send 2 players to mines and 1 player to south. (Flexible strategy, based on group preference).&lt;br /&gt;
&lt;br /&gt;
Set 7 (Mines + Dread + South Tower): send 2 players to dread and 1 player to mines. (Flexible strategy, based on group preference).&lt;br /&gt;
&lt;br /&gt;
Set 8 (Mines + West + South Tower): see above, for set 6.&lt;br /&gt;
&lt;br /&gt;
==Strategies for Tower-Pushing==&lt;br /&gt;
&#039;&#039;&#039;Strategies for above&#039;&#039;&#039;&lt;br /&gt;
*Set 1: 2 dreadnaught&lt;br /&gt;
*Set 2: 2 mines&lt;br /&gt;
*Set 3: 2 dreadnaught&lt;br /&gt;
*Set 4: 2 mines&lt;br /&gt;
*Set 5: 2 mines&lt;br /&gt;
*Set 6: 2 mines, 1 AOE (can send tank to AOE if desired)&lt;br /&gt;
*Set 7: 2 dreadnaught, 1 mines&lt;br /&gt;
*Set 8: 2 mines, 1 AOE (can send tank to AOE if desired)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate 1&#039;&#039;&#039;&lt;br /&gt;
*Set 1: 1 to AoE, 0 to Dread&lt;br /&gt;
*Set 2: 2 to Mines, 0 to AoE&lt;br /&gt;
*Set 3: 2 to AoE, 0 to Dread&lt;br /&gt;
*Set 4: 2 to Mines, 0 to AoE&lt;br /&gt;
*Set 5: 2 to Mines, 0 for Dread&lt;br /&gt;
*Set 6: 2 to AoE*, 1 to AoE, 0 to Mines. Tank triggers AoE early, when there is no active Allagan Field.&lt;br /&gt;
*Set 7: 2 to AoE, 1 to Mines, 0 to Dread. Kill boss before Dread spawns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternate 2&#039;&#039;&#039;&lt;br /&gt;
*Set 1: 2 to dreadnaught&lt;br /&gt;
*Set 2: 2 to mines&lt;br /&gt;
*Set 3: 2 to dreadnaught&lt;br /&gt;
*Set 4: 2 to mines&lt;br /&gt;
*Set 5: 2 to mines&lt;br /&gt;
*Set 6: 2 to AOE, 1 to AOE (push AOE during Allgan Field downtime)&lt;br /&gt;
*Set 7: 2 to dreadnaught, 1 to mines&lt;br /&gt;
*Set 8: 2 to AOE, 1 to AOE (push AOE during Allgan Field downtime)&lt;br /&gt;
&lt;br /&gt;
==Solo Unsynced Strategy==&lt;br /&gt;
Avatar&#039;s mechanics interact rather poorly with the extensive DPS output available when unsynced, even when solo.  If Avatar is pushed below ~75% before the first set of towers spawn, he&#039;ll unconditionally place Homing Missile on you, which then kills you regardless of your maximum HP.  To combat this, do &#039;&#039;not&#039;&#039; burst the boss at the start of the fight.  Instead, wait until the first set of towers spawn ~15s into the fight.  Dip into one tower for a single stack (recommend the north tower, where you entered the boss arena), &#039;&#039;then&#039;&#039; burst the boss.  As long as you get him under ~60% to phase push him before the first two towers go off, you won&#039;t get hit by Homing Missile and will be able to burn him straight to dead without further problems.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
===[[File:Gold Coffer (small).png|link=]] [[The Avatar]]===&lt;br /&gt;
*{{Item reward|20|Allagan Tomestone of Poetics}}&lt;br /&gt;
&lt;br /&gt;
====Treasure Coffer 1====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|High Allagan Aetherstone - Headgear}}&lt;br /&gt;
{{Drops table row|High Allagan Aetherstone - Hand Gear}}&lt;br /&gt;
{{Drops table row|High Allagan Aetherstone - Foot Gear}}&lt;br /&gt;
{{Drops table row|High Allagan Leg Gear Coffer (IL 110)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
====Treasure Coffer 2====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|High Allagan Head Gear Coffer (IL 110)}}&lt;br /&gt;
{{Drops table row|High Allagan Hand Gear Coffer (IL 110)}}&lt;br /&gt;
{{Drops table row|High Allagan Foot Gear Coffer (IL 110)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Other Loot===&lt;br /&gt;
====[[File:Bronze Coffer (small).png|link=]] Treasure Coffer (X: 9.8 Y: 8.3)====&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|X-Potion}}&lt;br /&gt;
{{Drops table row|X-Ether}}&lt;br /&gt;
{{Drops table row|Hi-Elixir}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Mapping the Realm: The Second Coil of Bahamut III}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:the avatar1.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
===Cutscene===&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; I am reminded of the passages beneath Castrum Occidens. We must have traveled quite some distance below the surface. &lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; More of the same tunnels... Twelve be good! Surely they cannot continue all the way down from the upper floors?&lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Tis difficult to see inside, but I have a terrible feeling those corridors house more of the dreadful guardians you have already faced. &lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; It is said that the Allagans excelled in the creation of chimerical beasts, and that the red moon teemed with a thousand thousand fantastical monstrosities─all to prevent the enemies of the ancient empire from releasing the elder primal. &lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; I wonder, the creatures that prowl these halls─could they be the “beloved children” of which Nael spoke? &lt;br /&gt;
 &#039;&#039;&#039;Alisaie:&#039;&#039;&#039; Well, this is yet another mystery to ponder upon our return. Shall we continue onwards?&lt;br /&gt;
&lt;br /&gt;
{{Duties nav|raid}}&lt;/div&gt;</summary>
		<author><name>Alexplosion</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:AllaganField.png&amp;diff=826009</id>
		<title>File:AllaganField.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:AllaganField.png&amp;diff=826009"/>
		<updated>2024-08-21T17:11:15Z</updated>

		<summary type="html">&lt;p&gt;Alexplosion: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Alexplosion</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Talk:The_Second_Coil_of_Bahamut_-_Turn_3&amp;diff=825726</id>
		<title>Talk:The Second Coil of Bahamut - Turn 3</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Talk:The_Second_Coil_of_Bahamut_-_Turn_3&amp;diff=825726"/>
		<updated>2024-08-20T22:32:28Z</updated>

		<summary type="html">&lt;p&gt;Alexplosion: Mechanic Inaccuracies (Allagan Field)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There&#039;s no mention here of it using Atomic Ray.  I saw this being charged and it dealt nearly 44.5k HP overkill.&lt;br /&gt;
&lt;br /&gt;
--------------------------&lt;br /&gt;
The tactics here appear to be plagiarized from /u/timeboundary&#039;s Reddit post: https://www.reddit.com/r/ffxiv/comments/24iwgh/second_coil_of_bahamut_turn_8_do_i_understand/&lt;br /&gt;
&lt;br /&gt;
The fact that it&#039;s labeled as &amp;quot;&#039;&#039;Do I understand this correctly?&#039;&#039;&amp;quot; suggests that the author lacked certainty, and I know it&#039;s wrong at least in one aspect. The Allagan Field does *not* deal merely 1000 damage if you take 500. It wipes you if the holder takes too much damage. &lt;br /&gt;
&lt;br /&gt;
--[[User:Alexplosion|Alexplosion]] ([[User talk:Alexplosion|talk]]) 22:32, 20 August 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>Alexplosion</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Category:Dragonsong_War_quests&amp;diff=650410</id>
		<title>Category:Dragonsong War quests</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Category:Dragonsong_War_quests&amp;diff=650410"/>
		<updated>2023-08-30T04:52:24Z</updated>

		<summary type="html">&lt;p&gt;Alexplosion: Added a table of all the quests in order, as well as providing their locations and questgivers. ~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Dragonsong War Quests&#039;&#039;&#039; are [[Main Scenario Quests]] that drive the story narrative of &#039;&#039;Final Fantasy XIV&#039;&#039; forward. In particular, these quests belong to Patches 3.1-3.3 released for the expansion, &#039;&#039;[[Heavensward]]&#039;&#039;, and conclude its story arc.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Dragonsong Quests (in order)&lt;br /&gt;
|-&lt;br /&gt;
!  !! Quest Name !! Quest Giver !! Location (Coordinates)&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[An Uncertain Future]] || [[Alphinaud]] || [[Fortemps Manor]] (X:6.1, Y:6.2)&lt;br /&gt;
|-&lt;br /&gt;
|2 || [[Breaking the Cycle]] || [[Alphinaud]] || [[Foundation]] (X:13, Y:11)&lt;br /&gt;
|-&lt;br /&gt;
|3 || [[Another Time, Another Place]] || [[Alphinaud]] || [[Dravanian Forelands]] (X:16, Y:23)&lt;br /&gt;
|-&lt;br /&gt;
|4 || [[In the Eye of the Beholder]]|| [[Krile]] || [[Dravanian Hinterlands]] (X:13, Y:36)&lt;br /&gt;
|-&lt;br /&gt;
|5 || [[A Little Slow, a Little Late]] || [[Alphinaud]] || [[Dravanian Forelands]] (X:26, Y:17)&lt;br /&gt;
|-&lt;br /&gt;
|6 || [[Dreams of the Lost]] || [[Alphinaud]] || [[Dravanian Forelands]] (X:27, Y:32)&lt;br /&gt;
|-&lt;br /&gt;
|7 || [[Against the Dying of the Light]] || [[Lucia]] || [[Foundation]] (X:13, Y:11)&lt;br /&gt;
|-&lt;br /&gt;
|8 || [[As Goes Light, So Goes Darkness]] || [[Lucia]] || [[Foundation]] (X:13, Y:11)&lt;br /&gt;
|-&lt;br /&gt;
|9 || [[As It Once Was]] || [[Tataru]] || [[The Pillars]] (X:11, Y:11)&lt;br /&gt;
|-&lt;br /&gt;
|10 || [[The Word of the Mother]] || [[Alphinaud]] || [[The Rising Stones]] (X:6, Y:5)&lt;br /&gt;
|-&lt;br /&gt;
|11 || [[This War of Ours]] || [[Alphinaud]] || [[Matoya&#039;s Cave (Zone)]] (X:6, Y:6)&lt;br /&gt;
|-&lt;br /&gt;
|12 || [[Staunch Conviction]] || [[Lucia]] || [[Coerthas Western Highlands]] (X:32, Y:38)&lt;br /&gt;
|-&lt;br /&gt;
|13 || [[Once More, a Favor]] || [[Emmanellain]] || [[Coerthas Western Highlands]] (X:32, Y:37)&lt;br /&gt;
|-&lt;br /&gt;
|14 || [[For Those We Have Lost]] || [[Emmanellain]] || [[Coerthas Western Highlands]] (X:32, Y:37)&lt;br /&gt;
|-&lt;br /&gt;
|15 || [[Consequences]] || [[Thancred]] || [[Coerthas Western Highlands]] (X:30, Y:27)&lt;br /&gt;
|-&lt;br /&gt;
|16 || [[Choices]] || [[Thancred]] || [[Coerthas Western Highlands]] (X:32, Y:37)&lt;br /&gt;
|-&lt;br /&gt;
|17 || [[A Spectacle for the Ages]] || [[Lucia]] || [[Foundation]] (X:13, Y:11)&lt;br /&gt;
|-&lt;br /&gt;
|18 || [[For Those We Can Yet Save]] || [[Aymeric]] || [[Coerthas Central Highlands]] (X:18, Y:15)&lt;br /&gt;
|-&lt;br /&gt;
|19 || [[Causes and Costs]] || [[Alphinaud]] || [[Coerthas Western Highlands]] (X:32, Y:37)&lt;br /&gt;
|-&lt;br /&gt;
|20 || [[The Man Within]]|| [[House Fortemps Knight]] || [[The Pillars]] (X:11, Y:11)&lt;br /&gt;
|-&lt;br /&gt;
|21 || [[An Ally for Ishgard]]|| [[Alphinaud]] || [[Foundation]] (X:13, Y:11)&lt;br /&gt;
|-&lt;br /&gt;
|22 || [[Winning Over the Wyrm]] || [[Alphinaud]] || [[The Dravanian Forelands]] (X:16, Y:23)&lt;br /&gt;
|-&lt;br /&gt;
|23 || [[An End to the Song]] || [[Aymeric]] || [[The Churning Mists]] (X:7.4, Y:26.7)&lt;br /&gt;
|-&lt;br /&gt;
|24 || [[Heroes of the Hour]] || [[Alphinaud]] || [[Foundation]] (X:11.3, Y:13.3)&lt;br /&gt;
|-&lt;br /&gt;
|25 || [[Litany of Peace]] || [[Aymeric]] || [[Foundation]] (X:13, Y:11)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Main Scenario quests]] [[Category:Post-Heavensward]]&lt;/div&gt;</summary>
		<author><name>Alexplosion</name></author>
	</entry>
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