Your latest odd job commission brings you together with one Y'nazqha, a gleaner who finds herself in possession of an unusual book inherited from her father and mentor. It contains a rendition of The Merchant's Tale, a fable passed down through generations in Corvos. While the beautifully illuminated pages of the manuscript set it apart from common storybooks, its most singular feature is the enchantment which can pull the very mind of its readers into the story.
And so it is you are thrust into the role of bodyguard for Y'nazqha, who becomes the eponymous merchant while journeying within the tale. Together you must travel through a world steeped in folklore and find a treasure of immeasurable worth─treasure grand enough to stir even the most hardened heart.
Unlike the three previous variant dungeons, The Merchant's Tale allows players to level to up to 100.
The level of all participants will be adjusted upwards to 100, and item level will be adjusted upwards or downwards to 765. Gear is not item level synced; instead, players are given fixed stats (per equipment slot) appropriate to their job. This also means materia bonuses will be ignored, regardless of the item level of gear affixed with materia. Please ensure that a full set of gear is equipped, as empty equipment slots will provide no stats.
Experience will be gained based on a player's unsynced level and rewarded to the class or job equipped upon defeating the boss and completing the duty. Players with an unsynced level of 100 or above will receive Allagan tomestones as a reward.
The left path is the first answer option (residential area), the middle path is the second (great gate), and the right path is the third (marketplace).
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Icon
Name
Path
Solution
1
A Land of Abundance
Left
After the first boss, interact with the damaged fence next to the personal spoils coffer. Wait by the bird nest for the Willful Wind to spawn and attack it before it finishes casting Flee.
2
A Carpet Soars
Left
After the first boss, interact with the damaged fence next to the personal spoils coffer. Ignore the Willful Wind and allow it to steal the apple. Continue normally.
3
A Foe of Flame
Left
After the first boss, take the main path through the gate and allow the Wisp to hit you with its AoE while standing next to the damaged stone railing on the left side. Take the path through the now broken railing.
4
Fragrant Fruits
Left
After the first boss, take the main path through the gate and continue forward without any interactions.
5
The Sunlit Expanse
Right
After the first boss, tell Y'nazqha "The seaweed won't steer us wrong." Allow the goobbue to cast Inhale and swallow the 4 clusters of colorful rocks around the island.
6
Treasure at the Ocean's Floor
Right
After the first boss, tell Y'nazqha "The seaweed won't steer us wrong." Kill the goobbue without it swallowing the rocks.
7
Ruler of the Radiant Sea
Right
After the first boss, tell Y'nazqha "I'd fancy a stroll on the beach." After killing the first pack, interact with the Giant Conch Shell.
8
The Ocean's Bounty
Right
After the first boss, tell Y'nazqha "I'd fancy a stroll on the beach." Do not interact with the Giant Conch Shell and continue to the boss.
9
Valley of Extremes
Middle
After the first boss, tell Y'nazqha "Let the mushrooms guide us true!". The Stone Puppet (golem) will cast Magentic Rock, a small AoE around the main threat. Have this AoE hit the three large rock clusters around the cave.
10
A Blade Engraven
Middle
After the first boss, tell Y'nazqha "Let the mushrooms guide us true!". Kill the Stone Puppet normally without lighting the rock clusters.
11
Master of the Unyielding Blade
Middle
After the first boss, tell Y'nazqha "Floating rocks warrant a closer look." Stand near the three large rocks protruding from platforms until they start to glow. Note: There is a path to the west side of the room to get to the upper rock.
12
In a Harsh Nature
Middle
After the first boss, tell Y'nazqha "Floating rocks warrant a closer look." Do not stand near the large rocks.
13
The Eye of the Beholder
Right
After the first boss, tell Y'nazqha "The seaweed won't steer us wrong." Once you reach the altar prior to the seaweed barrier, perform /bow Then, in say chat, say I am returned! Five shapes will appear - stand on four of them, each in order: Coral - Conch - Starfish - Pearl.
First boss, found on the left and right paths. The right path is guaranteed to lead to the Genie, while the left path will lead to this boss if the party did not go down the path with apples. On the right path, the boss's mechanics will change depending on whether the Self-destruct AoE from the Blue Bombs (used upon death) hit the large blue rock formation directly to the right of where the bombs spawn.
Mechanic
Description
Fabulous Firecrackers
The boss will brandish cannons on both arms. The glowing side will be hit with a late-telegraphed half-room cleave, while the non-glowing side will be hit with a smaller, 60 degree cleave originating from the boss.
Parade of Wonders
Party-wide magical damage.
Spectacular Sparks
A set of cannons will appear on the east or west wall, followed by a second set on the opposite wall. These will do late-telegraphed line AoEs in the order they spawned, leaving alternating gaps in between to dodge.
A Sailor's Tale
Spawns three lanes on the arena and three Airships at the start of each lane. Parts of each lane will glow purple, and the lanes will also be joined. The glowing regions will denote where the airships will late travel through as a line AoE (wider than the size of the lane). Initially, there will be two safe spots.
Chart Course
The boss will tether one of the levers near each lane connector, causing the airship on that lane to travel straight instead of switching lanes. This leaves only one safe spot for the Voyage line AoEs.
Explosive Ending
Party-wide magical damage.
The battle then diverges depending on which path this boss is fought or previous interactions.
Mechanic
Description
Pyromagicks
Spawns three "exaflare" markers on one wall, leaving gaps, followed by two markers in the previous safe zones. Another two sets of exaflares will spawn in the same pattern. An easy way to avoid these is at the wall where they spawn.
Lamp Lighting
Immediately before the third set of exaflares start resolving, the boss will face a random player and used a telegraphed frontal line AoE.
Mechanic
Description
Aetherial Blizzard
Several Dousing Spirits will spawn on adjacent walls, then each begin casting a late-telegraphed line AoE in front of them. Each wall will have two gaps, creating four small square safe spots.
Lamp Oil
The Dousing Spirits will respawn in a different pattern and use the same attack, which is combine with five circle AoE telegraphs (one middle and on each corner), which limits the number of safe squares down to two.
Mechanic
Description
Rainbow Road
Spawns two large adjacent circle AoE telegraphs. After these resolve, a rainbow will originate from them and end on the location where a follow-up late-telegraphed AoEs of the same size will resolve. The follow-up AoEs will always be adjacent to each other.
Fanning Flame
The Rainbow Road sequence repeats again but is combined with this attack, which are four alternating conal AoE telegraphs, followed by another four telegraphed AoEs in the previous safe spots. This require the party to dodge the second set of cones after the final circle AoEs resolve.
The rest of the encounter is shared between the paths.
Mechanic
Description
Fanning Flame
Four alternating conal AoE telegraphs, followed by another four telegraphed AoEs in the previous safe spots. Used immediately after the second Chart Course.
Spectacular Sparks + Fabulous Firecrackers
A fast combination of both previous attacks. Fabulous Firecrackers resolves immediately after the second set of cannon AoEs.
First boss, found on the left and middle paths. The middle path is guaranteed to lead to the Rukhkh, while the left path will lead to this boss if the party went down the path with apples. On the middle path, the boss's mechanics will change depending on whether the Water III AoE from the Unsettled Spirit hit the bombs in the left room, immediately before the boss.
Mechanic
Description
Sphere of Sand
Spawns three untargetable sand balls in an equilateral triangle around the center.
Sandplume
Two sets of telegraphed conal AoEs with gaps in between. Two of the sand balls will be hit and enlarge, indicatred with The spheres of sand grow massive in size...
Sand Burst
Each sand ball will release a late-telegraphed point-blank AoE (Sphere Shatter) around itself. The ones from the larger balls will be much larger. Melee range is not safe.
Spawns another triangle of sand balls, but one will disappear after a few seconds (The spheres of sand fade out of sight...). The rest of the mechanic resolves as before, but players will need to remember where the invisible sand ball is and whether it is hit by a cone find the safe spots from Sand Burst.
Banishing Mist
The boss will disappear, begome untargetable, and leave behind moving white particle effects, denoting where it will emerge a few seconds later and use a massive, late-telegraphed point-blank AoE.
The battle then diverges depending on which path this boss is fought or previous interactions.
Mechanic
Description
Windborne Seeds
Summons 8 seeds in a 3x3 grid, leaving one cardinal empty. The boss will use Banishing Mist to make the seeds disappear. Players must remember the area without a seed for later.
Dry Typhoon
Spawns several conal AoE telegraphs in a rotating pattern around the arena. Dodge into the first telegraph after it disappears, then run around the middle back to the starting spot, because another set of telegraphs will spawn in the same order and location.
Seedsprout
The seeds will become visible again and each use a late-telegraphed point-blank AoE, then withdraw. Dodge in the area without a seed.
Mechanic
Description
Beaksbane
The thieves from earlier will reappear and spawn three circle AoE telegraphs, followed by another three circles in the previous safe spots. Being hit by these will inflict a 15-second cleansable poison.
Biting Scratch
Another two sets of circle AoEs will spawn. The boss will also face a random player and use a late-telegraphed wide frontal conal AoE. Get behind while avoiding the poison bombs.
Mechanic
Description
Big Burst
The thieves from earlier will reappear and spawn three bombs, each of which do telegraphed proximity AoE magical damage.
A deep rumbling sound comes from the cliffs...
Arrows will spawn from the slope in the background, indicating that half of the arena will be hit by rolling boulders.
Biting Scratch
Another 3 lanes of arrows will spawn, leaving safe gaps in between. The boss will also face a random player and use a late-telegraphed wide frontal conal AoE. Get behind while being in a safe lane.
The rest of the encounter is shared between the paths.
Second boss of the left path. Shortly after pulling the boss, the arena will be surrounded with a dangerous AoE that inflicts bleeding.
Mechanic
Description
Heat Burst
Party-wide magical damage.
Flying Carpet
Spawns an untargetable Flying Carpet that is used for mechanics throughout the fight.
Fireflight
Briefly shows three lines with magic carpet symbols, indicating the trajectory of the boss as three sequential late-telegraphed line AoEs (Carpet Ride).
Sun Circlet
After the boss finishes charging, it will use a very fast cast of a donut AoE. Determine the boss's ending position when it shows the line trajectories and get close to it at the end.
Left/Right Fireflight: Two Nights
The boss shows a narrow line AoE telegraph, followed sequentially by two rotation indicators (blue for counterclockwise, orange for clockwise), which indicates how the initial AoE will sweep to make a half-room cleave. To solve:
Go opposite the line AoE telegraph and preposition to the first safe half away from where it initially rotates.
If the second arrows are the same color as the first, then swap sides after the first cleave.
If the second arrows are the opposite as the first, then stay on the same side after the first cleave.
The name of the cast indicates the location of the initial AoE telegraph: "Left" for west and "Right" for east.
Charming Baubles
Spawns a red gem on a tile that will use a telegraphed plus-shaped AoE. This is combined with Fireflight, during which two more gems will spawn and resolve in order. The third gem's AoE will bisect the safe spot of the Sun Circlet donut.
The fight then diverges based on the route.
Mechanic
Description
Gale Force
Five untargetable Capricious Chambermaid adds will spawn and travel to the corners and centers of the arena, each using a large telegraphed point-blank AoE. The telegraphs will initially cover all of the arena.
A massive bird seems to be fighting on your behalf!
The Legendary Bird from before will use a line AoE through one diagonal that will defeat three of the adds and leave two opposite corners safe from their AoEs. The remaining two adds will reposition and cast Gale Force again, but the bird will defeat them before they go off.
Mechanic
Description
Transcendent Flight
An untargetable Capricious Chambermaid adds will spawn and then be targeted with a large circle AoE telegraph, also spawning the Legendary Bird from before. The bird will tether the chambermaid and pounce on it four more times as large, late-telegraphed circle AoEs. The chambermaid will reposition each time it is pounced on, so take note of where it is.
Mechanic
Description
Strong Wind
An untargetable Summoned Spirit add will spawn and use a massive telegraphed circle AoE on one area, with arrow indicators denoting where it will move later. The AoE will spawn a tornado that will move there. This attack is then repeated but combined with two plus-shaped AoEs from Charming Baubles.
Spawns three red gems on different lanes, leaving one lane safe.
Thieves' Weave
The magic carpets will cover each gem, with one magic carpet covering nothing. The magic carpets will then exchange places three times. Players will need to keep track of which carpet does not have a gem within, as they will use Unravel and the gems will immediately resolve as late-telegraphed plus AoEs.
Afterwards, the following mechanics are shared regardless of the route.
Mechanic
Description
Left/Right Fireflight: Three/Four Nights
Similar to before, but now has three or four half-room cleaves instead of two (based on the cast name). Stay or swap sides after each one as necessary.
Spurning Flames
Party-wide magical damage and gives the boss a Fury buff (mostly for flavor).
Impassioned Sparks
Spawns four sets of expanding circle AoE telegraphs, each centered on random tiles. The AoEs will resolve once they become slightly larger than the size of the tile.
Scouring Scorn
Party-wide magical damage and removes the Fury buff.
Second boss of the middle path. Shortly after pulling the boss, the arena will be surrounded with a dangerous AoE that inflicts bleeding.
Mechanic
Description
Malefic Quartering
Gives each player a 33-second Malefic N/E/S/W debuff and draws four sectors around their character, one of which is red. Being hit with certain directional attacks from a red sector will deal heavy damage. The orientation of the sectors is fixed and does not change based on where the player faces (unlike with the more well-known Analysis mechanic in previous encounters).
Vanishing Horizon
Two opposite telegraphed 90 degree cleaves, then two more telegraphed cleaves hitting the initial safe spots.
Will of the Underworld
The arena will be split in half, one half being hit with an eastward-directed AoE, and the other westward-directed. Players must go to the half that prevents their vulnerable sector from facing the AoE origin, or they will take much greater damage.
Crusher of Lions
The arena will be split into four quadrants, each being hit with a directional AoE from the center. Players must go to a quadrant that prevents their vulnerable sector from facing the AoE origin.
Earth-rending Eight
Two telegraphed circle AoEs near opposite corners, immediately followed with telegraphed 8-way "starburst" line AoEs in the same locations.
Waiting Wounds
Spawns three vertical sets of three circle AoEs, each covering a little over a third of the arena. Start in the third set that spawns and dodge into the first.
Heavens' Confluence
Marks a player for a spread AoE, which is combined with a telegraphed point-blank into donut AoE (or vice versa).
Malefic Quartering
Now gives each player a 48-second Malefic N-E/S-E/S-W/N-W debuff, causing two adjacent sectors to be unsafe from directional attacks instead of one.
Unyielding Will
Each player is targeted with an L-shaped AoE. If the AoE will hit a vulnerable sector, they should move through the AoE telegraph (flipping the L) so it hits the opposite (safe) side. Prior to the AoE resolving, each player will be bound for 2 seconds.
Steelsbreath Release
Party-wide physical damage. Combined with several additional effects based on the route (see following).
The fight then diverges based on the route.
Mechanic
Description
Negative / Positive Charge
Each player will be inflicted with a 34-second Negative Charge or Positive Charge. In addition, the arena will be divided into quadrants (2 diagonally opposite with positive charge and the others negatively charged). Players will levitate when they are on a quadrant that matches their charge debuff.
Concentrativity
Physical damage and a telegraphed knockback from the boss. If the player is standing on a quadrant opposite their debuff, the knockback will be very weak. However, if standing on a quadrant matching their debuff, they will be knocked into the wall. This knockback can also be prevented with knockback immunities, but since this attack is used twice in proximity, it will only work for one.
Mechanic
Description
Plummet
Multiple sets of smaller and larger circle AoE telegraphs will spawn at random locations. This is combined with Heavens' Confluence and ends with a proximity AoE centered on one corner.
Mechanic
Description
Negative / Positive Charge
Each player will be inflicted with a 15-second Negative Charge or Positive Charge.
Magnetic Rock
Magnetic Rock adds will spawn on each corner. Two will be positively charged, while the others will be negative. Each player will be tethered to one random add, and then either be pulled towards it (if the player's and rock's charges are opposite) or pushed away (if the charges are the same). Players will be stunned for 3 seconds after being pushed/pulled.
Concentrativity
A telegraphed radial knockback from the boss, which cannot be prevented with knockback immunities. Players should position so they end up near the center of the arena when being pushed/pulled from the magnet tethers and positioned to be knocked back towards a corner.
Mechanic
Description
Malefic Quartering (on boulders)
Four circle AoE telegraphs will appear, each spawning a rock. Each one will have a weak sector on either its east or west. In addition, players will be given a 20-second Malefic E-W debuff, causing two opposite sectors to be unsafe.
Vanishing Horizon
Opposite conal cleaves that spawn two directional AoEs. Due to their Malefic debuff, players will be unsafe from these AoEs if by themselves, so they will need to stand behind a rock to block them. Only rocks that do not have a red sector facing a line AoE origin will be safe; the others will be destroyed.
Afterwards, the following mechanics are shared regardless of the route.
Mechanic
Description
Maw of the Wolf
Telegraphed 180 degree frontal cleave aimed at one corner.
Will of the Underworld x2
The arena will be divided into quadrants, each with two directional AoEs 90 degrees apart. Players must stand on the safe quadrant that prevents both of their vulnerable regions from being hit.
Sting of the Scorpion
Telegraphed physical tankbuster.
Crusher of Lions + Unyielding Will
Players will be given a single-direction Malefic debuff and must position for both of the these attacks in sequence. There are a few seconds to adjust if needed after Crusher of Lions resolves.
This duty uses personal loot, so players must interact with and loot each coffer by themselves. If the party chooses the same starting path as the NPC, they will receive a bonus personal spoils coffer immediately prior to the final boss.
Hmm... Perhaps you'll find what you seek in the plains to the west. There lies an old abandoned palace, said to house a veritable mountain of treasure.
We nabbed some geezer from the town and made him spill his guts. It's just like you said, Boss. Deep in this canyon, there's some hidden place that hardly a soul knows about. I reckon we'll find treasure the likes we've never dreamed of! Me and a few of the lads went to get eyes on it, but we stepped right into the nest of some monstrous bird. Barely made it out with our lives. We've scrounged together every weapon and bomb we could, and we're standing by until you say the word. After we've cut and blasted our way through, we'll be richer than kings!
Standing in their path was a monstrous bird with an appetite for flesh.
A new path! It seems the rocks moved... Hmm. Were they imbued with some unseen power?
Optional dialogue
Adept's Journal
How many seasons have come and gone since I set foot in this land, where the rules of gravity are mere suggestions? How many times have I swung my sword—each flourish bringing me one step closer to mastering the Unyielding Blade, honing the aether within my weapon to a fine edge? Yet even as my body is consumed by training, my mind turns only to my dear friend, bound still to the sea. To destroy the vile thing which threatens her and hers, my bladework must be without equal. When I have reached the heights I must, I shall come for you. I will stand upon those shores of our home once more and cry out: “I am returned!”
Indeed, these waters may hold treasures all their own! I look forward to the sights which await us.
Don't slip, Forename.
The coral shines like nothing else...
<slurp>
...'Tis a bitter taste.
Even the goobbues have fantastic colors!
I'm glad we weren't pulled into that goobbue's gullet.
Look at those rocks. Something's strange about them...
Now I must look twice at every rock I see...
A bottle, here?
Optional dialogue
Letter in a Bottle
I pray this letter finds its way into the hands of a kind-hearted soul, who shall bear word of the ruin encroaching upon my home to a warrior of courage. The Dandan terrorizes our village, raising waves to topple our houses and lashing its tail to sink our ships. We are now cut off from our neighbors, and our reserves have dwindled to naught. Before long, none shall remain. If only we could join hands with the beautiful maidens who dwell in the sea...yet now even they are beyond our reach.