Labyrinth of the Ancients

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Raid.png

Labyrinth of the Ancients

Labyrinthoftheancients.png
Level
50 (Sync: 50)
iLevel
50
Difficulty
Normal
Party size
Alliance
24man 3 Tank role.png 6 Healer role.png 15 DPS role.png
Time limit
120min
Roulette
Alliance Raid
Req. quest
quest Labyrinth of the Ancients (Quest)
Patch
2.1

With the help of Cid nan Garlond, members of the expedition to the Crystal Tower have successfully penetrated the defenses of the Eight Sentinels. The ancient Allagan structure is not so easily entered, however, and the Labyrinth of the Ancients now awaits the fellowship of NOAH as they seek the ultimate prize.

— In-game description

Labyrinth of the Ancients is a level 50 raid introduced in patch 2.1.

General Information

Labyrinth of the Ancients is the first section of Crystal Tower released in patch 2.1. It requires a full raid of 24 players.

Entrance is obtained by completing Legacy of Allag and Sanding It Down pre missions before A Performance for the Ages

Objectives

  1. Activate the Allagan teleporters
  2. Clear the Pools of Oblivion
  3. Defeat the bone dragon
  4. Clear the Walk of Lament
  5. Defeat Thanatos
  6. Clear the Walk of Fire
  7. Defeat the King Behemoth
  8. Defeat Phlegethon

Beginners Key Points (Essentials Mini-Walkthrough)

If you are unfamiliar with this mission/it's your first raid, keep these ten essential points in mind.

1. Sometimes you fight as one big group, sometimes as three separate groups ("Alliances"), sometimes as one big group with separate goals for each group. Understand which Alliance you are; it's important for later. For reference, Alliance A starts on the left, Alliance B in the middle, Alliance C on the right. You can double-check which Alliance you are, after the mission starts, because it'll be the "name" on top of your party list.

2. The Allegan Teleporters in this mission can help you catch up with the rest of the group if you are left behind. If you are not left behind, ignore them.

3. The mission starts with a three-way fork, but the three Alliances do NOT split yet here. At the first fork everyone will go left. You'll be back at this fork later, and everyone will go right; then back here a third and final time and everyone will go middle.

4A. The first path (again, left) leads to a series of three fights that culminate with the Bone Dragon boss (fourth fight). The three Alliances will fight together during this sequence. If you are not a tank, just enjoy these four fights.

4B. If you are a tank, for the first three fights you have no special task, but ideally you want to pull the enemies together so they can all get hit by massive AoE damage. More importantly, the "gimmick" of the fight against Bone Dragon will directly concern you as tank. During the fight, many big skeletons ("Platinal") will spawn from different corners of the room. You want to make sure that at least one tank is keeping these skeletons lured away from the boss. If you are a beginner, chances are that someone else will tank-pull the boss to the edge of the arena, so your job will be to focus on the minions (keep them near the middle of the arena, where they spawn). Keeping the minions away from the boss will become very important after the boss "dies" (they will run to the boss's corpse, and if they reach it everyone will take potentially fatal damage), so do what you can to keep them away, and then kill them as fast as possible once the boss dies. You'll have to do this twice; the third time (flying-eye enemies will spawn instead of the usual skeletons) you can just focus on the boss to end the fight quickly. Please note that the tank alone won't be enough to keep the enemies in the middle, so make sure there are also a good amount of strong dps characters keeping the minions' numbers and health low for when the boss dies.

5. You'll have to teleport back to the entrance, and from there you'll take the right path this time. The next fight will be fought separately by each of the three Alliances, and as you go down the path you will clearly see floating letters "A", "B", "C" indicating where each Alliance needs to go. Make sure you go down your Alliance's path, and don't start the fight before everyone has arrived (if you're not sure, let someone else lead the charge).

6A. The main gimmick of this second fight, against Atomos, is that at least four players from each Alliance must stand on the glowing platform near the bottom of the stairs, in the corridor where the fighting takes place (this allows the other Alliances to damage their own Atomos). Ideally, the strongest four dps characters of the group should go forward. This means that two good candidates to stay back are the healers (the forward group should not need healing anyway); then the others can be all the other ranged characters in your Alliance, or even one ranged dps and the tank (forward group shouldn't need tanking). The rest of the stronger-dps group can go in melee range and focus exclusively on killing Atomos.

6B. As for the adds that will spawn, the forward group should NOT aggro them. This will let them spontaneously go to the four players left behind on the glowing platform (who can't contribute forward anyway). The players on the platform can then kill them, while the rest of the team focuses on Atomos. Should someone aggro the adds before they can go to the four players on the platform, then either have the tank pull them back to the other players on the platform (so the other dps who are forward can continue on Atomos all the time), or let the forward-players quickly kill them before resuming their assault on Atomos (slower approach, and will cause them to take some damage). Keep in mind that the four players on the platform cannot really do anything from their distance (even if they are ranged characters, they are still too far to help forward), so letting the adds run to them is a good way to both let the others fight Atomos at full speed, and to give the four left behind something to do in the meantime. (Alliance A unlocks damage to Alliance B's Atomos, Alliance B unlocks damage to Alliance C's Atomos, and Alliance C unlocks damage to Alliance A's Atomos)

7A. After the Atomos, you'll fight Thanatos with everyone (Alliances A, B, C) together again. This fight has two gimmicks: the first one are the three friendly "Magic Pots": do NOT attack them; on the contrary, protect them against the minions that will spawn later on.

7B. The second gimmick is that only one Alliance at the time will be able to attack the main boss at any given time (they will alternate. You'll know which Alliance can attack the boss because its players will turn "transparent". You also receive a forewarning of this, because the players that will turn "transparent" (which, again, are the ones that will attack the boss) will be very visibly "wired" to a Magic Pot (some thick wire-looking lines will link them to a Magic Pot) before turning transparent (the "wires will disappear after about 5 seconds, and then the players turn transparent). So pay attention to when your character gets "linked to a Magic Pot", because it means you're about to turn transparent, and therefore you're about to be the one that fights the boss. As for the other two Alliances (the non-transparent ones), they will focus on killing the adds that spawn, thus protecting the Magic Pots. For visual reference, Alliance A's wires will look blue, Alliance B will be green, and Alliance C orange, so expect the corresponding color depending on your Alliance to know when your turn is coming up. The order is not fixed, and depending on the dps output it's possible that only two Alliances will have to fight the boss (he might die before the third Alliance get their turn).

8. You'll teleport back to the entrance, and go to the middle path at last. The next fight will see all three Alliances fight at once, but you should spontaneously divide yourselves among the three main bosses, called "Vassago" -- Alliance A takes the left one, Alliance B the middle one, Alliance C the right one. During the fight, adds will spawn. If you are a dps character, make sure you kill these adds (bomb-type enemies) as soon as possible -- if they reach the middle, they will do potentially fatal damage to everyone. Tank can stay focused on the Vassago.

9. Next enemy will be King Behemoth. In this fight the main gimmick is the boss's special attack: he will stand on his two hind legs for a few seconds, and then he will launch Meteor on the field. To survive, make sure you go hide behind one of the boulders that will appear on the battlefield (keep the boulder between you and King Behemoth) as soon as you see him "standing up" on his two hind legs. The boulders themselves will appear on some of the players' positions (sort of "spawn out of those players", basically), and you can tell which player will "spawn" a boulder because of a green icon on their character. So, in this order, you will: see players with green icons; see the boss stand on his two legs; run behind the boulder that spawned out of one of those players; survive the meteor attack. If you are one of the players with the green icon above your head, run towards the outer edge of the arena. If you aren't one of those players, try not to panic: there is enough time to seek cover even if you are far from the closest boulder. For the record, there are additional gimmicks (towers and adds), but they are of lesser importance -- just worry about surviving the meteor attacks (expect two of them). Please note also that if the boulders are too close to King Behemoth you will still die even if behind them, so try to take cover behind a boulder that is "far enough" from him (you don't have to be too distant; just don't stand too close either. If in doubt, if you still have time, run to the farthest-away boulder you can spot). For the same reason, if you are one of the players with the "green icon", try to move away from the boss before the boulder spawns out of you, so it can actually be used to take cover.

10. The final boss, Phlegethon, has one main gimmick, and it's another "insta-death" attack. This time, pay attention to the charge bar above the boss's name, so you can see the attack being "loaded". The attack name is "Ancient Flare". Immediately as soon as you see it loading up, face away from the boss, and run to the outer edge of the arena where you will see a small glowing platform (one for each Alliance, marked by floating letters A/B/C; it's actually where you should have "gathered" before starting the fight) -- make sure you are standing on that platform when the attack lands, and you'll survive. After the attack lands, one/two adds will spawn on the platform where you should have taken cover; kill them, then go back to the boss. Expect two Ancient Flare attacks.

Bosses

Updated Labyrinth of the Ancients Guide
Labyrinth of the Ancients Guide Part 1
Labyrinth of the Ancients Guide Part 2

Bone Dragon

Bone Dragon is the 1st boss of the Labyrinth of the Ancients. Players will encounter the Dragon when they take the left path from the entrance. Bone Dragon must be killed 3 times before it is finally defeated.

The arena has platforms similar to previous rooms. Poison will occasionally fill all lower areas of the room so be aware of this. The boss will spawn 3 waves of skeleton adds. Each group should stand in a separate side of the room and pull one add to the outside of the room on a platform. Each add must be killed on a separate platform. Once the bone dragon dies, all skeleton adds will respawn and move towards the dragon. If two skeletons were close to each other when they died, they will move too fast to be killed. Each skeleton that reaches the boss will do 1500 unblockable damage to the raid. This phase will repeat once. The second time the dragon comes back to life, he will spawn floating eyes instead. These should be picked up by tanks but dps should focusing on killing boss instead of adds then the dragon will die for good this time.

  • Tank the Bone Dragon on the center platform. This allows for an even spread of adds around the room, while minimizing confusion on where to pull the adds as 1 spawns per "path". This will also reduce damage taken by the DPS, as they will spend more time on the raised sections out of the poison.
  • Kill skeletons on different platforms, kill skeletons before they reach dragon.
  • Pick the floating eyes, leave them with tank only

Atomos

The raid will need to divide into their 3 groups: 1 for each path, which each has a platform. 4 people need to stand on each platform (preferably including 2 healers) to allow the other groups to kill Atomos. Atomos does not need to be tanked but will continuously spawn adds. The tanks need to position these adds within range of the DPS on the platforms; alternatively, a regen effect on the forward tank/DPS will automatically let the healer pull the adds to the platform if no one in front touches them.

Note: Do not stand on the pads before the alliance has all arrived, that will start the raid and force the late players to teleport into the left chamber.

  • 4 people stand on each colored platform. The other four focus on killing Atomos.

Thanatos

Thanatos is the 3rd boss of the dungeon. Players will encounter the boss when they take the right path from the labyrinth entrance.

Thanatos is a ghostly iron giant that is surrounded by three Magic Pots on the corner of his chamber. The Magic Pots are friendly mobs, and should be healed if they're damaged. If all three die, then you will be unable to harm the boss and will wipe.

Thanatos is “ghostly” and cannot be harmed ordinarily. At the beginning of the fight, one of the Magic Pots will shoot green lines out to several alliance members, giving them an “Intangible” debuff. The first group to receive buff is always A. This debuff allows you to deal damage to the boss. A tank with the debuff should pick up the boss immediately, and a tank swap should occur whenever a tank picks up the debuff and the one on the boss loses it. Thanatos does have a cleave, so he should be faced away from the group and the pots.

Anyone not having that debuff should focus on killing the adds that spawn throughout the fight. They will charge the Pots and attack, and occasionally will have a red line connecting them to a pot. Anytime you see this, these adds must be killed immediately. While that red line is active, Thanatos will be pulling the Pot to himself with a giant Holmgang chain -- if he gets it to him, he will kill it pretty fast. Once the adds connected to the Pot die and the Pot is healed, it can escape back to its safe spot.

This fight progresses fairly straightforwardly from here, just repeating the basic mechanics until he dies or all three Pots die.

  • If you're a ghost (invisible), DPS the boss. If you're visible, kill adds. Healers should keep the pots alive.

Allagan Bomb

Allagan Bomb initially does nothing. Each group takes one of the large sword adds. Those Vassagos WILL NOT aggro anyone automatically, so MT should stand in front of each adds to avoid the boss running to the middle. The boss will periodically spawn balloon adds that need to be killed before they explode (high priority). In addition, a Napalm add may spawn and will have the highest priority to kill. The boss can be damaged once the 3 adds are down.

A Vassago will get invulnerability if it has too little HP compared to the healthiest Vassago.

  • MT should stand in front of Vassago before starting fight
  • Kill Priority for adds: Napalm first, Balloon second and Sword third.

King Behemoth

King Behemoth is the 3rd boss of the labyrinth. Players will encounter Behemoth when they take the center path from the entrance.

Each tower should be covered by one ranged DPS or healer, activating it when it begins to glow; DPS priority is Iron Giant/Moving adds, and then boss. King behemoth will target a few players with a comet (green mark above head). These players need to run to the center and drop the comet to be used later. Adds will continually spawn and attempt to reach the towers. These need to be killed as soon as possible. In addition, an iron giant will spawn that will try to destroy the comets. The giant needs to be killed before all comets are destroyed or you will wipe. When King Behemoth stands up, he is casting meteor. The entire raid needs to drop what they're doing and get behind a comet (put a comet between you and him). Rinse and repeat and the fight is done.

Phlegethon

Phlegethon is the final boss of Labyrinth of the Ancients. The boss room is unlocked from defeating the other 3 bosses.

Phlegethon has only 1 big move to watch out for: Ancient Flare. Each group should take a position ahead of time (A on the left, B center, C on the right). At around 40-50% HP, Phlegethon will move to the center and start casting Ancient Flare. Each group needs to immediately move to its assigned platform. Doing this will put up a barrier to block his 'Ancient Flare' attack, which is otherwise a wipe. At around 5-15% HP, he will do this again; run back to the platform to repeat the mechanic or burn him down (do so if he starts the cast with < 6% HP).

During the fight adds will spawn, and should be killed. Iron Hand adds stun a nearby target.

  • Have each group stand on one of the circles the adds spawned from to block Ancient Flare.

Bestiary

Name Drops
Allagan Balloon
Allagan Bomb N/A
Allagan Napalm
Atomos N/A
Bone Dragon Allagan Tomestone of Soldiery x10, 1000 Gil
Cursed Eye
Diva
Earth Homunculus
Fire Homunculus
Greater Demon
Ice Homunculus
Iron Claws
Name Drops
Iron Giant
King Behemoth Allagan Tomestone of Soldiery x30, 1000 Gil
Lightning Homunculus
Nemesis
Platinal
Phlegethon Allagan Tomestone of Soldiery x40, 1500 Gil
Puroboros
Rotting Eye
Thanatos Allagan Tomestone of Soldiery x20, 1000 Gil
Vassago
Water Homunculus
Wind Homunculus

Loot

When first implemented, a player could run the Crystal Tower as many times as desired but could only receive only drop per week. The lockout was eliminated in Patch 2.2.

Bone Dragon Loot

Item Icon Item Level Requirement Slot Defence Magic Defence Stats and Attributes
Ballad Boots Ballad boots icon1.png 80 ARC BRD
Level 50
Feet 60 60 Dexterity +15, Vitality +17, Accuracy +19, Skill Speed +13
Belt of Light Belt of light icon1.png 80 GLD MRD PLD WAR
Level 50
Waist 96 96 Strength +11, Vitality +13, Parry +10, Critical Hit Rate +14
Crimson Shoes Crimson shoes icon1.png 80 THM ACN BLM SMN
Level 50
Feet 43 77 Vitality +15, Intelligence +15, Critical Hit Rate +19, Determination +9
Fuma Obi Fuma obi icon1.png 80 PGL MNK
Level 50
Waist 52 52 Strength +11, Vitality +13, Determination +10, Skill Speed +10
Fuma Tekko Fuma tekko icon1.png 80 PGL MNK
Level 50
Hands 60 60 Strength +15, Vitality +17, Accuracy +19, Critical Hit Rate +13
Gauntlets of Light Gauntlets of light icon1.png 80 GLD MRD PLD WAR
Level 50
Hands 111 111 Strength +15, Vitality +17, Parry +19, Skill Speed +13
Onion Boots Onion boots icon1.png 80 LNC DRG
Level 50
Feet 77 43 Strength +15, Vitality +17, Critical Hit Rate +19, Determination +9
Royal Celestial Gloves Royal celestial gloves icon1.png 80 CNJ WHM SCH
Level 50
Hands 43 77 Vitality +15, Mind +15, Piety +9, Critical Hit Rate +19
Royal Sash Royal sash icon1.png 80 CNJ WHM SCH
Level 50
Waist 37 66 Vitality +11, Mind +11, Determination +7, Piety +10


Thanatos Loot

Item Icon Item Level Requirement Slot Defence Magic Defence Stats and Attributes
Ballad Gauntlets Ballad gauntlets icon1.png 80 ARC BRD
Level 50
Hands 60 60 Dexterity +15, Vitality +17, Critical Hit Rate +13, Determination +13
Ballad Sash Ballad sash icon1.png 80 ARC BRD
Level 50
Waist 52 52 Dexterity +11, Vitality +13, Accuracy +10, Determination +10
Crimson Celestial Gloves Crimson celestial gauntlets icon1.png 80 THM ACN BLM SMN
Level 50
Hands 43 77 Vitality +15, Intelligence +15, Critical Hit Rate +19, Spell Speed +13
Crimson Sash Crimson sash icon1.png 80 THM ACN BLM SMN
Level 50
Waist 37 66 Vitality +11, Intelligence +11, Critical Hit Rate +10, Determination +10
Fuma Kyahan Fuma ayahan icon1.png 80 PGL MNK
Level 50
Feet 60 60 Strength +15, Vitality +17, Accuracy +19, Determination +9
Onion Gauntlets Onion gauntlets icon1.png 80 LNC DRG
Level 50
Hands 77 43 Strength +15, Vitality +17, Accuracy +13, Critical Hit Rate +19
Onion Tassets Onion tassets icon1.png 80 LNC DRG
Level 50
Waist 66 37 Strength +11, Vitality +13, Determination +10, Critical Hit Rate +10
Royal Shoes Royal shoes icon1.png 80 CNJ WHM SCH
Level 50
Feet 43 77 Vitality +15, Mind +15, Critical Hit Rate +13, Piety +13
Sabatons of Light Sabatons of light icon1.png 80 GLD MRD PLD WAR
Level 50
Feet 111 111 Strength +15, Vitality +17, Accuracy +13, Determination +13


King Behemoth Loot

Item Icon Item Level Requirement Slot Defence Magic Defence Stats and Attributes
Armor of Light Armor of light icon1.png 80 GLD MRD PLD WAR
Level 50
Body 155 155 Strength +25, Vitality +27, Parry +30, Critical Hit Rate +21
Ballad Corselet Ballad corselet icon1.png 80 ARC BRD
Level 50
Body 84 84 Dexterity +25, Vitality +27, Accuracy +30, Determination +15
Crimson Breeches Crimson breeches icon1.png 80 THM ACN BLM SMN
Level 50
Legs 60 107 Vitality +25, Intelligence +25, Determination +21, Spell Speed +21
Crimson Hat Crimson circlet icon1.png 80 THM ACN BLM SMN
Level 50
Head 43 77 Vitality +15, Intelligence +15, Critical Hit Rate +19, Spell Speed +9
Fuma Gantai Fuma gantai icon1.png 80 PGL MNK
Level 50
Head 60 60 Strength +15, Vitality +17, Determination +9, Skill Speed +19
Fuma Hakama Fuma hakama icon1.png 80 PGL MNK
Level 50
Legs 84 84 Strength +25, Vitality +27, Determination +21, Skill Speed +21
Onion Mask Onion mask icon1.png 80 LNC DRG
Level 50
Head 77 43 Strength +15, Vitality +17, Accuracy +19, Critical Hit Rate +13
Onion Sarouel Onion sarouel icon1.png 80 LNC DRG
Level 50
Legs 107 60 Strength +25, Vitality +27, Accuracy +21, Critical Hit Rate +30
Royal Vest Royal vest icon1.png 80 CNJ WHM SCH
Level 50
Body 60 107 Vitality +25, Mind +25, Spell Speed +30, Piety +15


Phlegethon Loot

Item Icon Item Level Requirement Slot Defence Magic Defence Stats and Attributes
Ballad Crown Ballad crown icon1.png 80 ARC BRD
Level 50
Head 60 60 Dexterity +15, Vitality +17, Determination +13, Skill Speed +13
Ballad Sarouel Ballad sarouel icon1.png 80 ARC BRD
Level 50
Legs 84 84 Dexterity +25, Vitality +27, Accuracy +21, Skill Speed +30
Breeches of Light Breeches of light icon1.png 80 GLD MRD PLD WAR
Level 50
Legs 155 155 Strength +25, Vitality +27, Parry +30, Skill Speed +21
Crimson Vest Crimson vest icon1.png 80 THM ACN BLM SMN
Level 50
Body 60 107 Vitality +25, Intelligence +25, Critical Hit Rate +30, Accuracy +21
Crown of Light Crown of light icon1.png 80 GLD MRD PLD WAR
Level 50
Head 111 111 Strength +15, Vitality +17, Parry +19, Determination +9
Fuma Koromo Fuma koromo icon1.png 80 PGL MNK
Level 50
Body 84 84 Strength +25, Vitality +27, Determination +21, Critical Hit Rate +21
Onion Armor Onion armor icon1.png 80 LNC DRG
Level 50
Body 107 60 Strength +25, Vitality +27, Accuracy +30, Skill Speed +21
Royal Breeches Royal breeches icon1.png 80 CNJ WHM SCH
Level 50
Legs 60 107 Vitality +25, Mind +25, Piety +15, Determination +21
Royal Crown Royal crown icon1.png 80 CNJ WHM SCH
Level 50
Head 43 77 Vitality +15, Mind +15, Determination +9, Spell Speed +19

Images

Crystal tower1.jpg Crystal tower2.jpg Crystal tower3.jpg Crystal tower4.jpg
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