Quests ( Final Fantasy XIV ) / Legacy / Limsa Lominsa Shapeless Melody . Journal Entries . " You wake to the soft sound of singing , yet upon looking around , you see no one resembling a songstress . Perhaps one of the other passengers knows something . " " When your exploration of the hold leads you above decks , you find the ship has sailed into the midst of a mighty storm . To make matters worse , a horde of slavering sea beasts has spilled onto the ship and begun to harass her hopelessly outnumbered crew . Join Sthalmann and Y ' shtola in battle , and help them to repel the aurelias . " " The storm has retreated , and with it the aurelias . However , several mysteries remain , the biggest being the colossal beast which you witnessed leap forth from the depths and nearly destroy the ship . Now that you have safely arrived in Limsa Lominsa , perhaps it is best to start by gathering information that may help shed light on the events that occurred on your journey . " Treasures of the Main . Journal Entries . " Captain Hob has escorted you to the Drowning Wench , also known as the Adventurer ' s Guild , and introduced you to her proprietor , Baderon . After speaking with several of the guild ' s patrons , talk with Baderon once again to see if he has any advice for a fledgling adventurer such as yourself . " " Baderon has suggested that you visit Camp Bearded Rock , located just beyond Zephyr Gate leading out of Limsa Lominsa . Once you have arrived , place your hands upon the aetheryte and attune yourself with the crystal . This will allow for swift travel to the location in the future . " " Shortly after attuning with Camp Bearded Rock ' s aetheryte crystal , you receive a message from Baderon ' s private linkpearl . It seems he has gifted you with a " guildleve , " granting you access to a simple levequest . Whether you accept the quest or not is up to you . However , Baderon would like to speak with you in person when you reach a lull in your adventures . " " Baderon has told you about a few of the city ' s other guilds and how they may be able to provide you with a means of earning some coin . The Culinarians ' Guild - - the Bismarck - - is always interested in purchasing some rare , deep - sea delicacies , while rumor has it that the Musketeers ' Guild , headquartered in the Coral Tower , is recruiting adventurers for enlistment in a provisional unit of the Knights of the Barracuda . Use your map to find both locations . " " To learn more about Limsa Lominsa , Baderon has suggested you visit Fisherman ' s Bottom . There you will find the pullers - - the city ' s hard - working fishermen and women . " " Now that you have learned a few of the hand signals , Sisipu believes that you are ready to escort her to the lighthouse . After making the necessary preparations , travel to Zephyr Gate where the puller awaits . " " After successfully rendezvousing with Sisipu at Zephyr Gate , you must now escort the young Lalafell to Oschon ' s Torch in southern La Noscea , protecting her from any over - inquisitive beasts you encounter along the way . " " You have arrived at the lighthouse , but something seems amiss . Search the area and see if you cannot find anything of interest . " " While investigating a body lying in the grass , you spy two pullers having a hushed conversation near the lighthouse . After the pullers depart , you turn to find Sisipu is nowhere in sight . Quickly find her before something else does . " " Payment for services rendered awaits you at the Fishermen ' s Guild . Hurry and collect it before the frugal Wawalago changes his mind . " " Now that you have your reward , return to the Adventurers ' Guild and see if Baderon has any more work for you . " " Baderon has suggested you pay a visit to Naldiq & Vymelli ' s - - Limsa Lominsa ' s premiere shipyard and home to both the Blacksmiths ' and Armorers ' Guilds . " " Bodenolf of Naldiq & Vymelli ' s has told you to speak with Guildmaster H ' naanza , for he will only admit those who have earned her favor . However , upon locating the guildmaster , your conversation is rudely interrupted by the unexpected appearance of the Knights of the Barracuda , whose fleet , it seems , has fallen victim to a Sahagin ambush . After assessing the situation , speak with H ' naanza again and ask if there is anything you can do . " " Since hearing the news about the Sahagin attack , H ' naanza ' s mood has taken a turn for the worse . It is best you leave her for the time being and speak with Bodenolf once more . " " You have just witnessed a heated conversation between H ' naanza and a besotted pirate calling himself Rostnsthal , and neither are currently inclined to speak with you . Contact Baderon and find out what he makes of the situation . " Legends Adrift . Journal Entries . " Rumors about a mysterious island called Seal Rock are ever prevalent amongst the common folk of Limsa Lominsa . Word has it that while the Sahagin were ambushing the Knights of the Barracuda , a pirate gang known as the Kraken ' s Arms slipped by the fleet and landed on the rock . Speak with a few more of the Wench ' s patrons and see if you cannot glean any more useful information . " " The outsider known as Y ' shtola has revealed to you she is searching for a shadowless man accused of assisting the Sahagin . Answers may be found on the Astalicia - a rat - infested galleon frequented exclusively by pirates , miscreants , and rabble - rousers - though it would be wise to hear Baderon ' s opinion on the place before attempting anything rash . " " Baderon had told you about the Astalicia and how it doubles as the aptly named Marauders ' Guild . Locate the galleon using your map , and see if you cannot get any additional information on Seal Rock there . " " Just as you seem certain to be gutted by a gang of pirates on the Astalica , the galleon is raided by the Knights of the Barracuda , who are searching for a young bandit named Emerick . While the Knights ransack the ship , you may resume your information gathering without fear of evisceration . " " The Knights of the Barracuda have found what they came for and left the Astalicia . With the resident pirates still fuming about the Knights ' intrusion , it may be best for you to follow suit , and void the premises . " " Having exhausted all your leads , perhaps it is time to contact Baderon and ask if he has heard anything . " " According to Baderon , a Lalafell named Sisipu is searching for you . Head to Fisherman ' s Bottom and discover her motives . " " For some unfathomable reason , Sisipu has revealed to you the location of a secret fishing hole . Could it be that Sisipu has become smitten with you ? Hurry to the meeting - place and find out ! " " When you arrive at the location indicated by Sisipu , you soon realize you are not alone ; Thalassocratic Navy 1st Squadron Commodore Sthalmann has also made the journey to the puller ' s secret fishing spot . After a lengthy conversation with the commodore , you learn that he believe the young pirate Emerick to be the one responsible for betraying his squadron to the Sahagin , though he admits many of the details still elude him . Sthalmann finally asks that you keep an eye on Sisipu , but she is content to return to the city unescorted , having finished her fishing . Contact Baderon and let him know what you have learned . " " The assessors at Mealvaan ' s Gate wish to question you . To avoid any trouble with the thalassocratic authorities , it is best you hurry to the custom - house and set matters straight . " " It seems the custom - house believes you have to return a firearm lent to you during a recruitment evaluation in the Coral Tower . However , before you can prove your innocence , Rhoswen and her band of pirates - known as the Sanguine Sirens - raid the building , holding everyone at swordpoint while they search the place for their quarry : the young pirate , Emerick . " " You cross paths once again with the mysterious Y ' shtola , learning she is much more than she seems . Not only can she hold her own in a fight against great odds , but she also had inexplicable knowledge of the circumstances surrounding Seal Rock and its treasures . After deciphering an ancient message carves upon a tablet shown to her by First Assessor J ' arhll , Y ' shtola realizes what she must do next and hurls herself into the heard of the battle . Considering how poorly you might fare on your own , it is probably in your best interest to follow her lead . " Never the Twain Shall Meet . Journal Entries . " Baderon has provided you with invaluable information about Emerick . It seems the young man was once rumored to be held prisoner on one of the Knights of the Barracuda galleons anchored far offshore from Limsa Lominsa . Captain Hob , whose ship is in port near Fisherman ' s Bottom , might be able to take you to the Barracuda ship . You had best make preparations for a rough sea voyage before speaking to him . " " You convince Captain Hob to ferry you to the Barracuda galleon , but as soon as you arrive , you spot a Sahagin ship closing fast on your position . Follow Hob into the galleon ' s hold and locate Emerick before the beastman arrive . " " You find Emerick on the lower decks , but soon realize that you are not the only one searching for the young Kraken . Merodaulyn of the Sanguine Sirens has also come for Emerick , murder bright in his eyes . Follow the two up onto the main deck . " " When you step out onto the main deck , you find Merodaulyn and Emerick engaged in mortal combat . You feel the need to assist one of them . . . but which one ? Select a side and join the battle . " " You were successful in bringing an end to Merodaulyn and Emerick ' s affray , only to realize that the two parties were merely putting on a charade . Before this revelation has time to sink in , however , the enigmatic Y ' shtola arrives and begins asking questions . Unfortunately , she has little time to glean sufficient answers from the two pirates before the Sahagin launch their assault on the Barracuda fleet . After being swallowed by a rogue wave , you awaken to find yourself washed up on one of Limsa Lominsa ' s docks , Y ' shtola ' s words still ringing in your mind - " find the key . " Perhaps a long sit - down with Baderon would help bring light to today ' s events . " " Baderon mentioned helping Hob out of his predicament at the Coral Tower , but he also implied there may be something at a certain outcrop on the coast of Bearded Rock that may shine light on Y ' shtola ' s cryptic warning . It might be best to travel there before visiting the Barracuda ' s headquarters . " " Baderon has contacted you via linkpearl and told you that to avoid trouble , it would be wise for you to turn yourself in to the Knights of the Barracuda before they come looking for you themselves . " " The Coral Tower is abuzz with reports of a Sahagin attack on the naval fleet . Speak with Isaudorel to turn yourself in . " " Upon your surrender , Isaudorel takes you before Commodore Reyner . After telling him the tale of your ship being attacked by a Sea Serpent , Commodore Sthalmann arrives and reports his men used an artifact from Mealvaan ' s Gate to drive the beast back to the abyss . He also informs Reyner than they plan on arresting one Y ' shtola for the crime of espionage . Follow Sthalmann to the God ' s Grip to learn his true intentions . " " Upon arriving in the Gods ' Grip , you find yourself witness to a battle unfolding between Knights of the Barracuda Commodore Sthalmann and mysterious Sharlayan envoy Y ' shtola─the woman claiming that Sthalmann is to surrender to her a powerful “ key ” that the commodore has acquired by means most unjust . Neither side willing to yield , the world is suddenly enveloped in a bright light . When your sight returns , you find yourself in the same place you were before , yet something seems amiss . Investigate the area around you and see if you cannot make some sense of all this . " " Out near the sea , you spy Sthalmann , Merodaulyn , and Emerick holding a hushed conversation , and wonder what the commodore of the thalassocratic navy and two pirates from rival crews could be scheming . Upon further investigation , it turns out that the three have contrived a plan to claim the treasure of Seal Rock for themselves and use it towards their own gain . Before you can learn more , however , you find yourself back in front of Y ' shtola and Sthalmann . Y ' shtola seems bemused by your appearance , and claims that you have the ability to view the happenings of the past . Perhaps a portent of ill things to come , a meteor shower erupts from the roiling skies , raining light down upon you and the others . Its end is marked by the appearance of a strange man who wrests the key from Y ' shtola and claims " power as this does not belong in the hands of your kind " before vanishing again . You lose consciousness soon after . " " You awaken to find yourself in the Mizzenmast Inn , knowing not how you arrived back in the city , but seeming to recall a concerned voice speak of “ the Echo . ” After speaking with Baderon , you learn a man named Blackburn carried you to the inn after finding you passed out near the God ' s Grip . The man supposedly has already left Limsa Lominsa , but entrusted the Wench proprietor with a message telling you to visit the Path of the Twelve , located in the Merchants Ward of Ul ' dah , a desert city far to the east . "