Final Fantasy XIV quests/Heavensward 54-55

The following is a list of level 54 to 55 Main Scenario quests from Final Fantasy XIV: Heavensward.
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Contents
Final Fantasy XIV Main Scenario Quests 
A Realm Reborn: 
Limsa Lominsa 1-15 - Gridania 1-15 - Ul'dah 1-15 - 15-20 - 21-25 - 26-30 - 31-35 - 36-40 - 41-45 - 46-50 - 2.1 - 2.2 - 2.3 - 2.4 - 2.5 
Heavensward: 
50-51 - 52-53 - 54-55 - 56-57 - 58-60 - 3.1 - 3.2 - 3.3 - 3.4 - 3.5 
Stormblood: 
60-61 - 62-63 - 64-65 - 66-67 - 68-70 - 4.1 - 4.2 - 4.3 - 4.4 - 4.5 
Shadowbringers: 
70-71 - 72-73 - 74-75 - 76-77 - 78-80 - 5.1 - 5.2 - 5.3
Mountaintop Diplomacy - Moghan's Trial - Mogmug's Trial - Mogwin's Trial - Moglin's Judgment - Leaving Moghome - The Road to Zenith - Waiting for the Winds to Change - Heart of Ice - The Wyrm's Lair - New Winds, Old Friends - A General Summons - Awakening in Ul'dah - A Brave Resolution - Ready to Fly - Into the Aery - The Song Begins
==Mountaintop Diplomacy==
Alphinaud seems convinced that the moogles hold the key to finding Hraesvelgr.
===Objectives===
*Speak with Alphinaud at Nophica's Altar.
*Enter the Lotus Stand.
*Speak with Alphinaud.
*Speak with Estinien at Moghome.
*Speak with Moglin.
===Journal===
*Unwilling to abandon his efforts to contact the moogles of the Churning Mists, Alphinaud resolves to seek the assistance of the furry creatures' Twelveswood kin. Travel to Gridania, and rendezvous with him at Nophica's Altar.
*Upon arriving in Old Gridania, Alphinaud informs you that he has requested an audience with the Elder Seedseer. Provided you can secure Kan-E-Senna's assistance, you should have little difficulty contacting the moogles of the Twelveswood. Speak with the silent conjurer to gain access to the Lotus Stand.
*After exchanging heartfelt greetings with the Elder Seedseer, Alphinaud explains the urgent nature of your visit. By good fortune, Kuplo Kopp overhears your conundrum, and pledges to accompany you back to the Churning Mists. To the surprise of all present, Kan-E-Senna then offers to do the same. Speak with Alphinaud at Nophica's Altar, and discuss arrangements for the return journey.
*While Alphinaud escorts the Elder Seedseer and her entourage on the long road through Dravania, he asks that you return to Sohm Al's summit and inform your companions that help is on the way. Seek out Estinien in the deserted moogle settlement.
*Thanks to the diplomacy of Kan-E-Senna—and the sight of Kuplo Kopp's familiar form—the moogles of the Churning Mists are persuaded to reveal themselves. Despite Kuplo Kopp's reassurances, however, the moogles' chieftain is not convinced that you will act in his people's best interests. Speak with Moglin, and begin the process of earning his trust.
*It seems that Moglin has devised a number of trials by which he shall judge you worthy of his assistance. By the command of their chieftain, the moogles Moghan, Mogmug, and Mogwin stand ready to administer these mysterious tests...
==Moghan's Trial==
Moghan would test your trustworthiness with a trial.
===Objectives===
*Obtain sprigs of cloudsbreath. 0/3
*Deliver the sprigs of cloudsbreath to Moghan.
===Journal===
*You speak with Moghan, one of the three trial-givers named by Moglin, and the moogle alchemist bids you gather a special ingredient for his potions. Search the vicinity of Eil Tohm and collect three sprigs of cloudsbreath.
*You have plucked three sprigs of the delicate white flower. Return to Moghome, and deliver them to the waiting Moghan.
*You hand over the sprigs of cloudsbreath to an appreciative Moghan. The alchemist claims that the flower is the main ingredient in a tonic that restores bounce to even the floppiest pom.
==Mogmug's Trial==
Mogmug would test your trustworthiness with a trial.
===Objectives===
*Defeat archaeosaurs.
*Report to Mogmug.
===Journal===
*You speak with Mogmug, one of the three trial-givers named by Moglin, and the preening moogle bids you beat some manners into his overeager Dravanian “admirers.” Head out to Eil Tohm, and defeat the archaeosaurs.
*You track down the archaeosaurs, and administer a tough lesson on personal boundaries. Return to Moghome and report to Mogmug.
*Mogmug thanks you for your efforts in educating the Dravanians, but continues to lament his adorable appearance. From his description of the archaeosaurs' pursuit, however, it would seem their interest in Mogmug was more gastronomical than aesthetic...
==Mogwin's Trial==
Mogwin would test your trustworthiness with a trial.
===Objectives===
*Question Moghome inhabitants.
*Speak with Mogwin.
*Obtain the moogle masterpiece.
*Deliver the moogle masterpiece to Mogwin.
===Journal===
*You speak with Mogwin, one of the three trial-givers named by Moglin, and the self-proclaimed artist bids you track down his missing masterpiece. Question the moogles of Moghome, and discern the whereabouts of the painted pebble.
*You have spoken with the Moghome moogles, and received a variety of answers—some more helpful than others. It would seem that the forgetful artist has likely left his masterpiece out on Sohm Al's summit, and that the stone is in danger of being claimed by an enthusiastic devotee of his work. Return to Mogwin, and share the information you have learned.
*Upon listening to the answers you received from his fellow moogles, Mogwin suddenly recalls that he deliberately left his painted pebble out in the sun to dry. Setting you upon the second half of your trial, the forgetful artist bids you rush outside and retrieve it before some art-starved admirer pockets the pebble for his own. Head out to the Sohm Al Summit, and search for Mogwin's masterpiece.
*You search Sohm Al's summit and find Mogwin's painted pebble. Return to Moghome, and deliver the work of art to its forgetful creator.
*After handing the retrieved pebble to Mogwin, the moogle artist shares with you the name of the masterpiece: Contemplations of Zenith. Gleeful at the thought of the kupo nuts he will receive in exchange for his work, the trial-giver promises to sing your praises to Chieftain Moglin.
==Moglin's Judgment==
Chieftain Moglin is ready to pass judgment on your trial performance.
===Objectives===
*Speak with Alphinaud.
*Speak with Estinien.
*Speak with Ysayle.
*Speak with Kan-E-Senna.
*Speak with Kuplo Kopp.
*Speak with Moglin.
*Speak with Moghan.
===Journal===
*After witnessing your conduct during your grueling “trials,” Chieftain Moglin declares that he has an announcement to make. Gather your companions that you might all be present to hear the moogle leader's decision.
*You speak to each of your companions in turn, and inform them of Chieftain Moglin's impending announcement. Return to the center of Moghome, and notify the moogle leader that everyone is ready to hear him pass judgment.
*Chieftain Moglin somewhat sheepishly admits that your trials were nothing more than a convenient distraction—a means to keep you and your companions occupied while the moogles repaired the horn required to summon Hraesvelgr. It would seem the mere presence of Kuplo Kopp was enough to dispel any doubts the chieftain may have had regarding your intentions. Trouble Moghan for his thoughts on these questionable proceedings.
*Moghan guiltily thanks you for your hard work, but deflects all the blame for the deception onto Chieftain Moglin. Though some of your companions are less than impressed with their treatment at the hands of the moogles, you now have a destination to aim for—Zenith.
==Leaving Moghome==
Moghan is ready to lead you out of Moghome.
===Objectives===
*Speak with Alphinaud.
*Speak with Kan-E-Senna.
*Speak with Moghan.
===Journal===
*Moghan seems eager to escort you on your way. Confirm with Alphinaud that all of the necessary preparations have been made for the journey ahead.
*Before departing for Zenith, Alphinaud insists upon bidding a final farewell to the Elder Seedseer. Speak with Kan-E-Senna, and thank her for her invaluable assistance.
*You join Alphinaud in expressing your gratitude to Kan-E-Senna and Kuplo Kopp, before bidding them both a fond farewell. As the Elder Seedseer turns to leave, however, she pauses for a moment to warn you about Estinien's internal unrest. Though you have long held similar concerns, you can think of little to do but nod obediently. Return to the Moghome aetheryte, and let Moghan know that you are finally ready to depart.
*You inform Moghan of your readiness to continue on your journey. Zenith and the great wyrm Hraesvelgr await...
==The Road to Zenith==
Moghan has volunteered to lead you to Zenith.
===Objectives===
*Defeat enemies on the path to Asah.
*Defeat enemies on the path to Asah.
*Speak with Moghan.
===Journal===
*Moghan has volunteered to show you the way to Zenith, but he warns that the road will not be traveled without conflict. Strike out for the ruins of Asah, and defeat any dragons who take issue with your passage.
*You have defeated a number of wrathful Dravanians. Be ready for further skirmishes as you continue on your way to Asah.
*Once more, you are forced to slay the dragons who ambush you upon the road. Travel the last stretch to the ruins of Asah, and speak with Moghan.
*You have safely arrived in the ruins of Asah after battling your way through the land's inhospitable denizens. Though Moghan seems unsettled by the dragons' unusual aggression, your journey to Zenith is all but at an end.
==Waiting for the Winds to Change==
Moghan seems fretful about the weather.
===Objectives===
*Speak with Moghan.
*Defeat threatening monsters to the west of Alphinaud's location.
*Defeat threatening monsters to the east of Alphinaud's location.
*Speak with Estinien.
===Journal===
*To your frustration, Moghan insists that with the winds blowing as they are, Hraesvelgr is unlikely to be found at Zenith. It would seem you have no choice but to make yourself comfortable, and wait for the weather to turn. Join the moogle in the clearing to the southeast of the wyrm's palace, and inquire if there is anything you can do to make the time pass more quickly.
*Alphinaud has left to gather wood for a fire, but Estinien seems concerned by the youth's distracted air. Follow after your fellow Scion, and see that he returns safely.
*You have slain the creatures lurking in Alphinaud's vicinity. Return to the clearing, and reassure Estinien that all is well.
*You and your companions enjoy the warmth of the crackling campfire, speaking of the road you have traveled, and the lessons you have learned. But though shared adversity has brought you closer together, tensions yet simmer between Estinien and Ysayle. You can only hope that tomorrow's negotiations will bring a final resolution to their—and Ishgard's—conflict...
==Heart of Ice==
Moghan is gazing meaningfully at the path to Zenith...
===Objectives===
*Blow the horn on the top floor of Zenith.
*Speak with Alphinaud.
===Journal===
*A well-rested Moghan declares that the winds have turned in your favor. After once more instructing you on how to use the horn to summon Hraesvelgr, the moogle bids you a hurried farewell, apparently keen to return to Moghome. You cannot imagine why. Follow the path to Zenith, and blow the horn on the top floor of the palace.
*Hraesvelgr answers the call of the horn, but is displeased to find that his sanctuary has been invaded by the children of men. After scornfully dismissing Ysayle's claims to be Shiva reborn, he rebuffs your calls for peace, and recounts the tale of his brood-sister Ratatoskr's murder and the treachery of King Thordan. Man, he concludes, has brought nothing but misery to dragonkind. With that, the immense creature flies away, leaving you to ponder the cost of Nidhogg's eternal quest for vengeance. Trouble Alphinaud for his thoughts on this ill-starred encounter.
*Though Hraesvelgr revealed much that was hidden about Ishgard's bloody history, Alphinaud is crushed by the failure of your mission. With your hopes for peace shattered, it is time to consider more desperate measures...
==The Wyrm's Lair==
Alphinaud is considering your party's next course of action.
===Objectives===
*Defeat enemies as you search for the Aery.
*Defeat enemies as you continue to search for the Aery.
*Defeat enemies as you continue to search for the Aery.
*Speak with Estinien.
===Journal===
*With your efforts at peace in shambles, Estinien is convinced that Nidhogg must be slain if Ishgard is to be spared. You leave Ysayle and her shattered faith behind, and continue eastwards towards the likely location of the Aery. Defeat any enemies you come across in your search for the wyrm's lair.
*You have defeated the hostile dragons. Continue to slay any enemies that seek to impede your search for the Aery.
*You are once more forced to slay attacking Dravanians. Remain on your guard as you advance to the east towards Nidhogg's lair.
*You have thrown back yet another assault launched by your fanged foes. Speak with Estinien where he gazes out into the skies with a troubled Alphinaud.
*You have at last discovered the Aery, but Nidhogg has surrounded his lair with a barrier of impenetrable winds. Fortunately, you are acquainted with a talented engineer who just might be able to solve this tempestuous problem...
==New Winds, Old Friends==
Estinien would have you enlist the aid of Cid Garlond.
===Objectives===
*Speak with Alphinaud at Saint Reinette's Forum.
*Speak with Emmanellain at Fortemps Manor.
*Speak with Cid at the airship landing.
*Speak with Biggs outside the Skysteel Manufactory.
===Journal===
*Estinien is forced to concede that Cid's expertise may be your only hope of breaking through the Aery's tempestuous barrier. While the Azure Dragoon keeps vigil over Nidhogg's lair, you are to enlist your old friend's aid. Make your way back to Ishgard, and rendezvous with Alphinaud at Saint Reinette's Forum.
*You arrive back in Ishgard to find Alphinaud pondering how best to locate the Ironworks' ever-industrious master. Recalling Lord Emmanellain's fondness for gossip, he suggests paying a visit to Fortemps Manor. Make your way to the Pillars, and speak with the young lord.
*Lord Emmanellain is only too happy to furnish you with the latest gossip surrounding Cid and the Holy See's ill-fated airship. Make your way to Ishgard's airship landing and seek out your old friend.
*You locate Cid at the airship landing, and Alphinaud wastes no time describing your predicament. Wary of pitting the Enterprise against foes as agile as the Dravanians, however, Cid suggests you take a look at his employees' latest project. Head over to the Skysteel Manufactory and speak with Biggs.
*Biggs and Wedge proudly display their newest invention—a diminutive airship known as a “manacutter.” As they set about explaining the craft's various advantages and disadvantages, however, the door bursts open to admit a panting Tataru. The receptionist has news of the sultana! Noting the urgency of the situation, Cid bids you concentrate on matters in Ul'dah while he and his engineers continue work on the manacutter.
==A General Summons==
Tataru has news for you from Ul'dah.
===Objectives===
*Enter the Waking Sands.
*Speak with Yugiri.
*Question Silver Bazaar residents.
*Search for Meriel.
*Speak with Alphinaud.
===Journal===
*Tataru excitedly explains that there has been a significant development in the search for the sultana, and that General Raubahn has requested your assistance. Travel to Vesper Bay in western Thanalan, and join your allies inside the Waking Sands.
*At the Waking Sands, you are shocked to learn that the sultana is most likely being kept in a poison-induced sleep somewhere within the palace. Before any attempt is made to rescue her, however, your allies deem it prudent to track down her poisoner and identify the substance used to taint Nanamo's wine. Ask Yugiri to explain exactly what is required of you.
*Yugiri has information that Meriel, the sultana's former lady-in-waiting, is hiding somewhere in the Silver Bazaar. Question the inhabitants of the hamlet, and confirm the reclusive poisoner's whereabouts.
*You question the residents of the Silver Bazaar, and learn that Meriel has indeed returned to the market settlement. Search each dwelling, and find the sultana's former lady-in-waiting.
*Before Raubahn can wring the truth from the trembling Meriel, Lolorito appears and proceeds to reveal the details of the assassination plot. All of his actions, he claims, were intended to expose Teledji Adeledji, and ensure the stability of Ul'dah. As proof of his good intentions, he then presents the Flame General with the means to rouse the sultana from her deathlike state. Speak with Alphinaud, and learn his thoughts on this most unexpected development.
*Though undoubtedly gladdened by the prospect of the sultana's coming “resurrection,” you sense that Alphinaud's presiding feeling is one of relief at the avoidance of a bloodbath. Rather than join your fellow Scion in contemplating how much worse things might have been, you resolve instead to give thanks. It has, after all, been a good day for Ul'dah.
==Awakening in Ul'dah==
Alphinaud would see this dark chapter in Ul'dah's history brought to a close.
===Objectives===
*Speak with Bartholomew on the Royal Promenade.
*Speak with Alphinaud.
===Journal===
*Alphinaud is eager to follow Raubahn back to Ul'dah, and witness the beginning of a new chapter in Ul'dahn history. Make your way to the Royal Promenade and present yourself to Bartholomew.
*With Nanamo's recovery, the chaos engulfing the city should finally give way to calm. Unfortunately, Lord Lolorito has worrying news to share. It would seem the Empire has built a warship to rival the might of the legendary Agrius. Hot on the heels of this shocking revelation, Alphinaud reveals his intent to disband the Crystal Braves. Inquire as to the thinking behind this momentous resolution.
*Alphinaud seems at once embarrassed and unburdened by his outpouring of emotion. What shall become of the Crystal Braves now that their commander is set upon the company's dissolution...?
==A Brave Resolution==
Alphinaud would know how things stand at the Rising Stones.
===Objectives===
*Enter the Rising Stones.
*Speak with Alphinaud.
===Journal===
*With no word on the manacutter forthcoming, Alphinaud inquires as to the present state of affairs at the Rising Stones. Yugiri replies that the 3rd Unit Braves have abandoned Revenant's Toll in the wake of Ilberd's defeat, and that only soldiers loyal to the Crystal Brave commander remain. Upon hearing this, Alphinaud declares his intention to thank these stalwart warriors, and disband the company in person. It is time to return to the Rising Stones.
*Alphinaud addresses the assembled Crystal Braves, and expresses his gratitude for their service. When he attempts to dissolve the company, however, Riol and the others pledge their undying support to both him and the Scions, claiming their allegiance lies with the ideals upon which the company was founded, not the company itself. Ask Alphinaud for his thoughts on this heartening turn of events.
*Alphinaud is moved to tears by the unshakable support of his comrades—support he feels he does not deserve. He vows, however, to repay their loyalty through his future actions...
==Ready to Fly==
Alphinaud has matters to attend to at the Rising Stones.
===Objectives===
*Speak with Cid at the Skysteel Manufactory.
*Speak with Estinien in Fortemps Manor.
*Visit the Seat of the Lord Commander.
*Speak with Estinien.
===Journal===
*Alphinaud asks that you return to Ishgard to check on the progress of the manacutter while he coordinates the ongoing search efforts with the remaining Crystal Braves. Make your way to the Skysteel Manufactory and speak with Cid.
*Though confounded by your uncannily perfect timing, Cid is happy to announce the near-completion of the manacutter prototype. Whilst he and his employees make the final adjustments to their latest creation, he bids you visit Fortemps Manor, where Estinien awaits.
*You meet with Estinien, who appears to have been kept apprised of recent developments by Tataru. With but a few minor touches to be made before the manacutters are ready to fly, the dragoon suggests that you disclose the details of your plan to Ser Aymeric. Proceed to the Congregation of Our Knights Most Heavenly, and speak with the guardsman within to be admitted to the Seat of the Lord Commander.
*Alphinaud belatedly joins your audience with Ser Aymeric, and together you recount the long and difficult path that has led you to this point. Having listened to your plans, the lord commander eagerly offers his own blade for the battle ahead, forcing Estinien to remind him of his duties as the city's protector. No sooner has Ser Aymeric relented than Alphinaud declares his determination to join you, only conceding defeat after some typically candid words from the Azure Dragoon. Inquire as to Estinien's reason for denying your fellow Scion his wish.
*Estinien acknowledges Alphinaud's potential, but believes the task of defeating Nidhogg will be challenging enough without the need to carry an inexperienced ally. You are forced to concede that even with the power of the Eye, the outcome of the battle is far from assured...
==Into the Aery==
Estinien is eager to set forth for the Aery.
===Objectives===
*Speak with Cid.
*Use the Duty Finder to enter the Aery.
*Speak with Estinien.
For information on the accompanying duty, see Aery.
===Journal===
*With no further obstacles to bar your entrance to the Aery, Estinien is eager to be under way. Return to the Skysteel Manufactory, and collect the manacutters from Cid.
*At the manufactory, Cid, Wedge, and Biggs take turns reassuring you that their manacutters are equal to the task of piercing the barrier around the Aery. Seeing no further need to delay, Estinien bids you fly with him to Nidhogg's lair forthwith. It would seem that the time has come at last to face the dread wyrm in a battle that could bring an end to a thousand years of suffering.
*Following an aerial encounter with the enraged Nidhogg, you are separated from Estinien and land far from the duel between dragoon and wyrm. Undaunted, you cut a bloody path through the Aery's defenders, and eventually arrive at their master's lofty perch. There, with the Azure Dragoon stifling the source of Nidhogg's strength, you finally succeed in bringing the massive creature down.
*Glorying in victory, the Azure Dragoon gouges out Nidhogg's remaining eye, and sends the lifeless wyrm tumbling into the clouds below. Moments later, your Crystal of Lightning is suffused with new radiance, and you are treated to another vision of the past—a vision wherein you witness the truth of Nidhogg's defeat at the hands of Haldrath and his knights. When you subsequently relate the tale to Estinien, the dragoon seems greatly perplexed. If Haldrath claimed both eyes from the wyrm, whence came the trophy so recently plucked from Nidhogg's skull? Discuss the matter further with Estinien.
*Though Estinien has defeated his lifelong nemesis, the mysteries thus uncovered weigh heavily upon his heart. Only by wresting the truth from Hraesvelgr will your triumph be complete.
==The Song Begins==
Estinien would know the origin of Nidhogg's mysterious eye.
===Objectives===
*Speak with Ysayle.
===Journal===
*It would seem that Estinien cannot rest until he has prised the truth from Hraesvelgr—and he would have Lady Iceheart present to hear the final chapter of the tale. Travel to Zenith in the Churning Mists and seek out Ysayle.
*You rejoin Ysayle at Zenith, and once more sound the horn to summon Hraesvelgr. As before, the great wyrm's presence stirs the dormant power of the Echo, and you are visited with a vision from a thousand years past. In the scene which unfolds before you, Hraesvelgr surrenders an eye to his vengeful brood-brother, condemning the people of Ishgard to an eternity of suffering... At last, you know the truth of the Dragonsong War's beginnings.
Category:Quests in Final Fantasy XIV