Final Fantasy XIV quests/Heavensward 56-57

The following is a list of level 56 to 57 Main Scenario quests from Final Fantasy XIV: Heavensward.
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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
Unrest in Ishgard - He Who Would Not Be Denied - Ill-weather Friends - The Spice of Life - Noble Indiscretions - A Child Apart - Bloodines - Fire and Blood - A Knight's Calling - The Sins of Antiquity - In Search of the Soleil - Into the Blue - Familiar Faces - Devourer of Worlds - Black and the White - Bolt, Chain, and Island - A Difference of Opinion - One Good Turn - An Engineering Enterprise - Aetherial Trail - Lost in the Lifestream - Tataru's Surprise - Onward to Sharlayan
==Unrest in Ishgard==
Estinien is frustrated by yet another mystery.
===Objectives===
*Speak to Haurchefant.
===Journal===
*Estinien ponders the whereabouts of Nidhogg's missing eye, and muses over the great wyrm's sudden decision to hurl his entire army at the walls of Ishgard. Before he can come to a conclusion, however, the dragoon is interrupted by an urgent report from Ser Aymeric. It would seem that heretics have begun an uprising within the city itself. You return to Ishgard, and, with Ysayle's aid, seek to bring a peaceful end to the senseless destruction.
*Upon entering the war-torn city, you are reunited with Lord Haurchefant. He quickly leads you to where a tense confrontation between the heretics and the Temple Knights threatens to explode into further violence. Lady Ysayle then tells her followers of the death of Nidhogg, and pronounces the Dragonsong War to be over. The heretics are thus persuaded to put up their arms, and retreat from the conflict at their mistress's command. Speak with Lord Haurchefant in the aftermath of the uprising.
*Though Lord Haurchefant has convinced the incredulous knights to abandon any pursuit, he appears almost equally bewildered by this unexpected turn of events...
==He Who Would Not Be Denied==
Lord Haurchefant has more than a few questions to ask.
===Objectives===
*Return to Fortemps Manor.
*Speak with Lucia.
===Journal===
*Lord Haurchefant listens with increasing incredulity as you recount your journey to the Churning Mists with Estinien and Ysayle. Yet the fruits of this unlikely alliance are there for all to see: Nidhogg has fallen, and the heretics have quit the city in peace. Keen to break the news to his father and Ser Aymeric, Haurchefant bids you join him at Fortemps Manor.
*Though glad of your victory, Count Edmont and the others are deeply troubled by the revelation that the Ishgardian faith is built upon a lie. Overcome with emotion, Ser Aymeric leaves to confront the archbishop with the truth, despite the others' warnings that he is certain to be branded a heretic for his trouble.
*Though all present are doubtful as to the wisdom of Ser Aymeric's plan, Lucia is determined to support her commander, going so far as to contemplate his rescue. She proceeds to reveal that Ser Aymeric is the illegitimate son of Thordan VII—a fact she hopes will serve to stay the archbishop's hand. Fearing the worst, however, you join Alphinaud, Estinien and Lord Haurchefant in volunteering to assist Lucia should the lord commander be taken prisoner. Find out how she means to proceed.
*While grateful for your assistance, Lucia believes it will not be enough. To be assured of success, you will need to enlist the aid of others. But who?
==Ill-weather Friends==
Adversity acquaints a man with strange bedfellows, as Alphinaud knows only too well.
===Objectives===
*Speak with Tataru at the Forgotten Knight.
*Question the residents of the Brume.
*Report to Alphinaud.
===Journal===
*Even with an army of knights, a direct assault on the Vault would be fruitless. However, were you to enlist the aid of the revolutionaries hiding in the Brume, Lucia believes you may yet have a chance of success. Together with Alphinaud, go and speak with Tataru at the Forgotten Knight and see what she knows of the revolutionaries and their leader.
*Tataru knows little and less of the gang you seek, save for the moniker of their leader: the Mongrel. For lack of a better option, Alphinaud bids you take to the streets and question the residents of the Brume.
*As expected, the people are not wont to speak of the revolutionaries in their midst. Inform Alphinaud of your failure.
*Alphinaud seems wholly unconcerned by your lack of success. And little wonder: one cannot simply ask where a gang of notorious outlaws is hiding and expect to receive an honest answer. By way of consolation, your fruitless efforts have lent credence to Alphinaud's theory that the revolutionaries are being sheltered by the populace...
==The Spice of Life==
Alphinaud is not one to be easily deterred.
===Objectives===
*Speak with Gibrillont.
*Speak with the hulking hunter in the Pillars.
*Deliver the fresh herbs to Gibrillont.
===Journal===
*Displaying an uncharacteristic lack of imagination, Alphinaud decides to continue questioning the people of the Brume, and bids you speak with Gibrillont in the meantime. Perhaps the proprietor of the Forgotten Knight will be more forthcoming than his customers.
*In response to your inquiries about the Mongrel, Gibrillont stresses that discretion is key to running a successful tavern, making it all too clear that he will divulge no useful information. Before you can turn to leave, however, he offers to point you in the right direction in exchange for a small favor. Make your way to the Jeweled Crozier and collect a satchel of herbs from a hunter in Gibrillont's stead.
*The hunter hands over the herbs with minimal fuss. Return to the Forgotten Knight and deliver them to Gibrillont.
*Herbs in hand, the proprietor of the Forgotten Knight sets about preparing a batch of mulled wine. Few things stir the hearts of men so well, he says. If shared with the right people, what stories—and secrets—might spill from their lips?
==Noble Indiscretions==
Gibrillont has a faraway look in his eyes.
===Objectives===
*Deliver the twice-mulled wine to Hierytha.
*Report to Gibrillont.
===Journal===
*Gibrillont recalls a maidservant named Hierytha who is rather fond of this particular recipe for twice-mulled wine. Reasoning that it would be a shame for her to miss out, he bids you bring a bottle to her in the Pillars as a gift.
*Hierytha recognizes the blend of herbs and spices to be the same as one used by a young Hyuran girl decades ago. Reminiscing, she speaks of how the girl fell in love with the nobleman she served—an Elezen baron with striking red eyes. Alas, the baron took advantage of the girl's affections, and cast her out onto the streets when she became pregnant with his child. She passed away sometime later, after returning to the Brume and giving birth, but Hierytha only learned of it years after the fact. Leave the maidservant to her memories and return to the Forgotten Knight.
*Such incidents between a nobleman and a maidservant are not rare occurrences, Gibrillont observes. Yet the banality of the tale makes it no less tragic...
==A Child Apart==
Gibrillont's face is a mask, but beneath it you sense something old and bitter.
===Objectives===
*Deliver the twice-mulled wine to Gerraldieux.
*Report to Gibrillont.
===Journal===
*Even a penitent can appreciate fine wine, and so Gibrillont would have you deliver a bottle to Gerraldieux, who tends to the poorest of the poor in the Brume. Head below and present Gibrillont's gift to the monk.
*The scent of the twice-mulled wine is enough to bring Gerraldieux's memories of the young mother to the fore, and words unbidden begin to spill from his lips. So filled with love and compassion for her fellow man was she that, despite toiling tirelessly to feed and clothe her daughter, she took time to help Gerraldieux administer succor to the poor. Her loss was keenly felt, most of all by the child she left behind, whom even now the monk can recall passing days atop the walls, her raven-black hair flowing in the wind as she stared out into the mists in silence. Leave the monk to his memories and return to the Forgotten Knight.
*“She was a remarkable woman,” Gibrillont says after a time, and when you look into his eyes, you know he speaks the truth. For after all she was forced to endure, she still held fast to hope—if not for herself, then for her beloved daughter.
==Bloodlines==
Gibrillont has the look of a man weighing his words with the greatest of care.
===Objectives===
*Speak with the Brume starveling.
*Speak with Alphinaud.
===Journal===
*We cannot escape the legacy left to us by our parents. The Mongrel and her pups have chosen to embrace that inescapable truth...but how can that information lead you to her?
*Having discerned the purpose of Gibrillont's errands, you surmise that the Mongrel is none other than the raven-haired, ruby-eyed child born of the Elezen nobleman and the Hyuran woman. The reaction of the peasant you press for information serves to confirm your suspicions. Share your discovery with Alphinaud in the Forgotten Knight.
*Though the whereabouts of the Mongrel are still unknown to you, Alphinaud feels confident that your newfound knowledge of her features will help greatly in your search.
==Fire and Blood==
Alphinaud is considering how best to proceed with the hunt for the Mongrel.
===Objectives===
*Search for Tataru in the Brume.
*Search for Tataru in the Brume.
*Speak with Hilda.
*Speak with Hilda at the Forgotten Knight.
*Speak with Hilda.
===Journal===
*In the midst of considering your next course of action, Alphinaud suddenly realizes that Tataru is nowhere to be seen. Fearing that she may have run afoul of the revolutionaries, he rushes towards the doors leading to the Brume, motioning for you to follow.
*You cast about for Tataru, but find no sign of her. Head to another vantage point and continue your search.
*You spot Tataru being pursued by two men, and immediately give chase. Soon after, the strangers corner the trembling girl and seem set to do something unspeakable when Alphinaud accosts them from afar. His attempts to defuse the situation only serve to rile the men further, however, and violence appears inevitable—until a raven-haired woman with ruby eyes appears, and commands Tataru's tormentors to desist. It would seem her name is Hilda. In the taut silence which follows, she regards you with interest, waiting for you to state your reason for coming.
*Before you can speak, Hilda suggests you accompany her to the Forgotten Knight, where you may discuss matters in private. Follow her to the tavern up above and continue your conversation there.
*At Hilda's request, Gibrillont orders his staff to clear the Forgotten Knight and grant you privacy, after which you explain your reasons for coming in full. As Alphinaud attempts to win the revolutionaries' cooperation—seemingly in vain—Ser Charibert, a knight of the Heavens' Ward, strides into the tavern, accusing you and the others of plotting insurrection. With no other options left to you, you accept his offer to step outside and face him in battle.
*Joined by Lord Haurchefant and Lucia, you manage to overwhelm Ser Charibert, who withdraws. The joy of victory swiftly dissipates, however, when you learn that Ser Aymeric has been imprisoned, and the Heavens' Ward placed in command of the Temple Knights. Recognizing that the situation has come to a head, Hilda agrees to assist with the rescue mission.
*Recognizing your curiosity, Hilda explains that she took to calling herself “the Mongrel” out of a newfound pride for her mixed heritage, in spite of the discrimination she and others like her suffer. In the end, she declares, her followers have come to believe that the differences between lowborn and highborn are far greater than those between pureblood and mongrel. Thus united in purpose and pledged to Ser Aymeric's cause, they hope to bring about long overdue and lasting change.
==A Knight's Calling==
Now that all the players are assembled, Hilda is eager to get on with it.
===Objectives===
*Speak with Lucia.
*Speak with the Temple Knight squire outside the Vault.
*Use the Duty Finder to enter the Vault.
*Speak with the Temple Knight squire.
*Return to Fortemps Manor.
*Speak with Alphinaud.
For information on the accompanying duty, see Vault (Final Fantasy XIV).
===Journal===
*Lucia's plan to rescue Ser Aymeric hinges upon luring the bulk of Ishgard's defenders out of the city. Correctly deducing that the revolutionaries have recruited knights in service to the High Houses, she asks Hilda to help by ordering these sympathizers to spread word of a heretic army massing outside the Gates of Judgement. Hilda agrees, but not before cautioning her that the deception will not last long. Ask Lucia what role she has in mind for you.
*Although the forces of the High Houses should no longer be a factor, a contingent of Temple Knights and the Heavens' Ward will doubtless remain to guard the archbishop and the imprisoned Ser Aymeric. Therefore, Lucia intends to divide her forces into two parties: yours to pursue Thordan VII and draw the attention of the Heavens' Ward, and hers to rescue Ser Aymeric during the ensuing chaos. Temple Knights still loyal to the lord commander have secured the entrance to the Vault. Speak with the squire outside to confirm that the others are in position.
*Once you and your companions make your entrance, the Temple Knight squire will send word to Lucia and the others, who stand ready to breach the underground gaol. See to your remaining preparations and commence the assault.
*After facing wave after wave of Temple Knights and the Heavens' Ward besides, you stand at the pinnacle of the Vault, unbowed. Unable to repel your advance, Ser Zephirin gives the order to retreat, and Ser Charibert reluctantly obeys. Frantically, you give chase, sensing that your chance to seize the archbishop is slipping away.
*Rejoined by your companions and a wounded Ser Aymeric, you pursue Thordan VII, finally catching up with him as he prepares to board an airship and escape. After exchanging glances, you and Lord Haurchefant rush headlong towards the vessel—but in your haste to apprehend your quarry, you fail to notice a transformed Ser Zephirin taking aim at you, a spear of pure light in his hand. Alert to the danger, Lord Haurchefant bellows a warning and raises his shield in your defense, but the steel gives way, and the spear finds a mark...
*The airship forgotten, you and the others surround Lord Haurchefant, who lies upon the ground struggling to breathe. As Ser Aymeric cradles him in his arms, the fallen knight looks to you with a mixture of agony and relief, and bids you favor him with a smile...before the light leaves his eyes forever.
*Outside the Vault, the Temple Knight squire informs you that the others have gone on ahead to Fortemps Manor. Join them and together inform Count Edmont of his son's fate.
*To serve; to protect; to sacrifice. There is no greater calling for a knight...or so Count Edmont labors to convince himself. Nothing you can say will be of comfort to him now. Go, and leave the count to mourn in private.
*Alphinaud has ever prided himself on his words, but when faced with a grieving father, he could find none. As he reflects on the many ways in which Lord Haurchefant helped you in the past, he grows quiet once more, and turns to look away...
==The Sins of Antiquity==
Alphinaud is lost in thought.
===Objectives===
*Speak with Aymeric at the Congregation of Our Knights Most Heavenly.
===Journal===
*Gathering himself, Alphinaud suggests you visit the Congregation of Our Knights Most Heavenly and see if Ser Aymeric is recovered from his injuries. Accompany him to Foundation and inform the Temple Knight on duty of your desire to speak with the lord commander.
*In Ser Aymeric's private chambers, the power of the Echo stirs within you once more, and you are granted a vision of the past. You watch as the lord commander accuses the church of hiding the origins of the Dragonsong War, and hear the archbishop acknowledge it to be the truth. Ser Aymeric continues, challenging his father on the morality of the church's deception, but the archbishop, steadfast in his conviction, is unswayed. Though it is a lie, Ishgard's sons and daughters must fight and die for it, for the crimes of Thordan and his knights twelve are beyond reparation. Recognizing the futility of convincing his son to accept this state of affairs, Thordan has Ser Aymeric arrested—but not before revealing that he has plans of his own to free the people of Ishgard from the sins of antiquity.
*Reflecting on the unnatural powers demonstrated by the knights of the Heavens' Ward, your companions conclude that they are using their own bodies as vessels for the souls of the legendary King Thordan and his knights twelve, much as Ysayle did for Saint Shiva. Though Ser Aymeric knows not his father's plans—or the significance of “Azys Lla”—he declares that the archbishop and the Heavens' Ward must be stopped.
*The lord commander duly entreats you and Alphinaud, as representatives of the Scions of the Seventh Dawn, to help him bring his father to justice. In response, Alphinaud states that if the Heavens' Ward have indeed harnessed primal powers, it is the duty of the remaining Scions to oppose them. And so, with newfound purpose, Alphinaud bids you join him to discuss how you might find the archbishop.
==In Search of the Soleil==
Lucia appears to have something to say.
===Objectives===
*Speak with Cid at the Skysteel Manufactory.
===Journal===
*According to Lucia, the Soleil, the archbishop's personal airship, was recently sighted in the Sea of Clouds. Unfortunately, the airship was bound for the northern reaches, which are not easily accessible from Camp Cloudtop. In order to pursue the Heavens' Ward, you and Alphinaud will need to enlist the aid of a bold airship captain—and Alphinaud knows the perfect candidate for the job.
*Cid's cheery demeanor soon darkens when he learns of Lord Haurchefant's death and the archbishop's escape. Though he can offer no insight into the meaning of “Azys Lla,” he surmises that it is the source of some phenomenal cosmic power which Thordan VII covets. Recognizing the gravity of the threat, he agrees to help, and bids you join him at the airship landing when you are ready to depart.
==Into the Blue==
Alphinaud must see to one last thing before he departs.
===Objectives===
*Speak with Cid at the airship landing.
*Speak with Wedge.
*Speak with Alphinaud.
===Journal===
*Ever one to take the feelings of others into consideration, Alphinaud states that he will inform Tataru of your plans, and bids you go on ahead to the airship landing. Let Cid know that he will be along shortly.
*The Enterprise has been prepared for departure, and Alphinaud has rejoined you. Inform Wedge that you are ready to board.
*Aboard the Enterprise, you take a moment to yourself and gaze into the Sea of Clouds. In the silence, familiar words echo in your mind. “For those we have lost. For those we can yet save.” You close your eyes and attempt to turn your thoughts elsewhere—only to be confronted with the memory of a broken shield...
*Arriving in the Blue Window, you find no Vanu waiting to receive you. Nevertheless, Alphinaud appears to be on edge.
*Alphinaud advises you to be vigilant, for their scouts could be lurking anywhere—even watching you as you speak...
==Familiar Faces==
Alphinaud has a mind to start searching the Blue Window.
===Objectives===
*Stand /lookout at the isle's eastern edge.
*Stand /lookout farther to the north.
*Speak with Lonu Vanu.
===Journal===
*Alphinaud declares that you two should begin searching the isles in earnest for the Soleil. Follow him east and stand /lookout for the missing airship.
*Though your vantage point affords an excellent view of the surrounding isles, you see nothing resembling the archbishop's airship. Proceed north and stand /lookout once more.
*In the course of your search, you come upon a most unexpected sight: a unit of imperial troops surrounding a terrified Vanu Vanu. Before you can assess the situation, the troops mistake you for Ishgardians and attempt to seize you as well, apparently under the orders of “Lord van Hydrus.” With Alphinaud's help, you manage to defeat the Garleans, thus rescuing the Vanu prisoner.
*Lonu Vanu, as he names himself, expresses his profound gratitude for your intervention. Though the presence of the imperials is an unfortunate development, the discovery that the Vanu here are not openly hostile to you and Alphinaud makes up for it.
==Devourer of Worlds==
Lonu Vanu would like very much for you to enjoy the hospitality of his village.
===Objectives===
*Speak with Alphinaud.
*Speak with Lonu Vanu.
*Speak with Lonu Vanu.
===Journal===
*Out of gratitude to you and Alphinaud, Lonu Vanu invites you to his village, leaving before you can make your excuses. Consult with Alphinaud and decide whether to follow or not.
*Surmising that the Vanu may know the whereabouts of the archbishop and the Heavens' Ward, Alphinaud suggests you accept Lonu Vanu's offer of hospitality. Journey to the north and seek out the Vanu youth.
*Shortly after you and Alphinaud arrive in the Vanu village, the sound of cannon fire reverberates throughout the Sea of Clouds, sending everyone scrambling to search for the source. When Cid subsequently arrives, he explains that the imperials have engaged Bismarck, and together you turn your eyes heavensward even as the primal's massive body casts a shadow over all. Before your disbelieving eyes, Bismarck opens wide its great maw and swallows an island whole. At this, Lonu Vanu cries out with a mixture of rage and despair, but refuses to dwell on the actions of an unfathomable god, instead urging you to speak with Sonu Vanu, chieftain of the Zundu.
*Chief Sonu reveals that the archbishop and the Heavens' Ward are come to the Sea of Clouds in search of the key to Azys Lla, a land of forbidden secrets. However, their quest has been complicated by the fact that Bismarck, the insatiable white whale, has devoured the island upon which the key was kept. Though some might think the belly of a primal an ideal repository for so dangerous an artifact, Alphinaud's expression makes it abundantly clear that he is not one of them.
==Black and the White==
Alphinaud has that familiar look in his eye, which can mean only one thing...
===Objectives===
*Speak with Lonu Vanu.
*Greet Kunu Vali with a /bow.
*Speak with Alphinaud.
===Journal===
*Alphinaud asserts that the Heavens' Ward, wielding primal powers, are more than capable of slaying Bismarck. Therefore, the only way to ensure that the archbishop does not obtain the key to Azys Lla is to do so first. Before confronting the Vanu Vanu's patron deity, of course, it would only be prudent to learn more of its nature. Perhaps Lonu Vanu can furnish you with the information you require.
*Lonu Vanu suggests that you speak with Kunu Vali, keeper of tales. He cautions you, however, that the keeper is the traditional sort—the kind of Vanu who is not given to speaking with those who neglect to greet him with a /bow.
*Heeding your request, Kunu Vali recounts the tale of Bismarck's death at the hands of his brothers and of his heavenly rebirth. The keeper further explains that Bismarck is a merciful, loving being, who guided the Vanu to the islands in the Sea of Clouds—a depiction wholly at odds with his recent behavior. Seek out Alphinaud and share your findings with him and Cid.
*Inspired by a comment of Alphinaud's on the subject of skyfishing, Cid conceives a plan to slay Bismarck. By towing a small island through the Sea of Clouds, he hopes to lure the ravenous primal out of hiding, and drag the beast in close with chains fired from dragonkillers. Should the plan succeed, you would be able to engage Bismarck directly—but should it fail, you and your allies would be at the creature's mercy. For want of a better idea, Alphinaud endorses the plan. Now all you need is an island...
==Bolt, Chain, and Island==
Alphinaud loves it when a plan comes together.
===Objectives===
*Speak with Sonu Vanu.
*Speak with Cid.
*Speak with Wedge.
*Use the Duty Finder to confront Bismarck in the Limitless Blue (Hard).
*Speak with Alphinaud.
For information on the accompanying duty, see Limitless Blue.
===Journal===
*Alphinaud suggests that you seek the support of the Zundu in slaying Bismarck and petition Chief Sonu for an island to bait the Enterprise's hook. Present your proposal to the chieftain and see what he says.
*Swayed by Alphinaud's impassioned denunciation of Bismarck as a false savior, Chief Sonu declares that you will have your island. Inform Cid that you have fulfilled your part of the bargain.
*Cid's preparations have proceeded smoothly, and the required chains and ballistae have already been delivered to the Sea of Clouds. You need but notify Wedge when you have assembled your party of brave companions, and you will be ferried to the island provided by the Zundu.
*You inform Wedge that you are ready to hunt the white whale. Board the Enterprise with your companions and rid the Sea of Clouds of Bismarck's ravenous presence.
*You execute Cid's bold plan to perfection, and the Lord of Mists falls like so many before Him. Soon after, the long-silent voice of Hydaelyn resounds in your mind once more, though you must strain to make out Her words. Alas, it fades as quickly as it came, and you are left to wonder at Her intent...
*Prize in hand, you turn towards the Enterprise, only to find Igeyorhm and Archbishop Thordan barring your path. After wresting the key from your grasp, the Ascian observes that you have regained the blessing of Light—albeit at a fraction of its former strength. Retrieving the key, the archbishop casts it heavensward, and the Allagan relic emits a beam of light pointing the way to Azys Lla. The pair then depart aboard the Soleil as you, still weak from your struggles against Bismarck and Igeyhorm, can only watch, powerless to stop them.
*After you disembark from the Enterprise, thoroughly downcast, Alphinaud assures you that all is not lost. Though the archbishop has claimed the key to Azys Lla, you yet live to give chase. Scant consolation, perhaps...but true nonetheless. Having all but placed the prize in your enemy's hand, you are fortunate to have a chance at redemption. It is time to put away self-pity, and steel yourself for the task ahead.
==A Difference of Opinion==
Alphinaud seems determined to put all thoughts of failure aside, and turn his mind to the struggles ahead.
===Objectives===
*Speak with Alphinaud.
*Speak with Cid.
===Journal===
*You return with Alphinaud to the Zundu village, only to find it overrun with imperial troops. Their commanding officer, whom you quickly deduce to be Regula van Hydrus, hears your approach and demands you reveal yourselves. Seeing no other way to ensure the survival of the captured Vanu, you obey, and soon find yourself face-to-face with Varis zos Galvus, the newly crowned Emperor of Garlemald.
*Recognizing you and Alphinaud on sight, the Emperor surmises that the Scions of the Seventh Dawn seek Azys Lla in order to learn how the Allagans bound primals to their will. Pricked by Varis's presumption, Alphinaud musters the courage to decry the Empire's actions, only to be brushed aside by the Emperor, who orders his men to execute the captive Vanu Vanu regardless. Yet before they can carry out his command, the soldiers are sent reeling by a sudden barrage of cannon fire, and Lucia, piloting a suit of magitek armor, rushes to your side. Alert to the danger, Regula orders an immediate withdrawal, covered by the guns of the imperial battleship overhead, and though the resulting smoke obscures their retreat, the Emperor's voice—and its promise of a reunion—is unmistakable.
*Concerned that imperial troops may have attacked the Enterprise as well, Alphinaud bids you return to Cid while he and Lucia inform the Zundu of Bismarck's demise. Return to the airship and confirm that all is well.
*After learning that the engineers did not run afoul of the Garleans, you recount the tale of your meeting with the Emperor to Cid, who reacts more or less as you expected he would. Alphinaud and Lucia return shortly thereafter and inform you that, miraculously, no Zundu died in the imperial raid. Reasoning that Varis would have leveled the Vanu settlement by now if that were his intention, Alphinaud concludes that the Emperor has already fixed his sights on Azys Lla. Happily, repairs to the Enterprise are complete, and the hunt for the archbishop can continue in earnest.
==One Good Turn==
Judging from Cid's expression, he has news which he believes will please you.
===Objectives===
*Speak with Cid.
===Journal===
*Having calculated the precise direction of the beam of light, Wedge now knows the heading that will lead you to Azys Lla. And so, with Lucia's magitek armor safely stowed aboard the Enterprise, you at last resume your pursuit of the Soleil.
*As the land of the Vanu disappears into the distance, Lucia reveals her true identity. She is Lucia goe Junius, Garlean defector, and sister to Livia sas Junius, whom you slew in battle. Sensing your discomfort, Lucia claims to hold no grudge against you—and given her recent performance in battle, Cid is more than happy to take her at her word.
*Some hours later, your comrades' calculations are confirmed when the clouds part to reveal the floating isle of Azys Lla. Alas, your progress is halted soon after by a powerful energy barrier which threatens to tear the Enterprise apart. Frustrated, Cid turns the airship around and sets course for Ishgard, lamenting the Allagans' knack for making the simplest of tasks so infernally bloody complicated.
*The thought of repairing the Enterprise yet again is enough to fill Cid with dread. On the other hand, any landing you can walk away from...
==An Engineering Enterprise==
Alphinaud appears relieved to be standing on solid ground once more.
===Objectives===
*Speak with Aymeric at the Seat of the Lord Commander.
*Speak with Tataru.
===Journal===
*Alphinaud has called a meeting to discuss how Azys Lla's defenses might be breached. 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.
*Cid believes that it may be possible to pierce the barrier surrounding Azys Lla by mounting a ram of condensed aether on the Enterprise. There is just one problem: he has not the faintest idea how to make one. Apparently, designing such a device would require the expertise of a true authority in the field—an authority such as an Archon. Even as Alphinaud laments their absence, Edmont recalls a discussion he had with Tataru, wherein she claimed to have acquired a clue pointing to the whereabouts of one of your missing comrades. Make your way to the Forgotten Knight and trouble her for the particulars.
*Tataru confirms that she has made progress in the search for the Archons. Hearing this, you cannot help but smile. With your lost friends at your side, surely nothing will prevent you from reaching Azys Lla.
==Aetherial Trail==
Tataru is eager to share her progress in the search for the missing Scions.
===Objectives===
*Speak with Pipin Tarupin at the Hall of Flames.
*Speak with Urianger at the Sil'dih excavation site.
*Speak with Alphinaud at Nophica's Altar.
===Journal===
*Tataru reveals that shortly after General Raubahn's reinstatement, she asked Marshal Tarupin to conduct a search of the watercourse beneath Ul'dah—the place you last saw Minfilia, Thancred, and Y'shtola. Pipin now sends word of a discovery, and asks that you come to the Hall of Flames.
*At the Hall of Flames, Pipin produces Y'shtola's wand, retrieved from the rubble of the collapsed watercourse. Upon close inspection, Urianger divines that Y'shtola invoked a forbidden teleportation magick and was sent to an unknown location. In order to find her, you must follow the trail of her passage through the Lifestream, starting from the spot the spell was cast. Join Urianger at the Sil'dihn excavation site, that you may begin the search.
*According to Urianger, Y'shtola's trail leads to the Twelveswood, where she likely remains adrift in the Lifestream. He adds that no soul can survive for long in the midst of its restless currents. Realizing the urgency of the situation, Alphinaud resolves to petition the aid of the Elder Seedseer. Make haste to Gridania, and join Alphinaud at Nophica's Altar.
*According to Alphinaud, only the elementals will be able to find Y'shtola within the Lifestream. And only their chosen people, the Padjal, will be able to ask this of them.
==Lost in the Lifestream==
Alphinaud is eager to petition the Elder Seedseer's aid in rescuing Y'shtola.
===Objectives===
*Speak with Kan-E-Senna at the Lotus Stand.
*Speak with Tataru.
*Speak with Y'mhitra.
*Speak with Tataru.
===Journal===
*Alphinaud informs you that he has arranged an audience with the Elder Seedseer. Speak with the silent conjurer at Nophica's Altar to be admitted to the Lotus Stand.
*Kan-E-Senna readily agrees to petition the elementals' aid in searching the Lifestream for Y'shtola. She warns, however, that the beings will need to be presented with aether that is akin to that of your missing comrade if they are to identify her. For a blessing, it would seem that a sister of Y'shtola's has taken up residence in Gridania. Ask Tataru for more information on the woman.
*According to Tataru, Y'shtola's sister—a woman by the name of Y'mhitra—is often seen in the vicinity of Apkallu Falls. Seek her there.
*Unsurprisingly, Y'mhitra agrees to cooperate in the search for her sister, and accompanies you to Everschade. A short while later, the Seedseers begin communing with the elementals, and with the ethereal beings' aid, they succeed in plucking Y'shtola from the Lifestream, insensible but alive. Kan-E-Senna duly orders her guards to bear your unconscious friend to the Roost to receive proper ministration. Make your own way there and rejoin Tataru.
*Tataru cannot contain her joy at Y'shtola's return, and many happy tears are shed. All that remains now is to pray for her swift recovery.
==Tataru's Surprise==
Tataru needs you to fetch a few items for a crafting endeavor.
===Objectives===
*Speak with Geva at the Leatherworkers' Guild.
*Speak with E-Sumi-Yan at the Conjurers' Guild.
*Deliver the items to Tataru at the Carline Canopy.
===Journal===
*Tataru has been preparing a surprise for Y'shtola in anticipation of her return, and needs your help to finish it. She bids you retrieve two items in her stead—one from Geva at the Leatherworkers' Guild, and another from Brother E-Sumi-Yan at the Conjurers' Guild.
*You have obtained the two items Tataru requested. Deliver them to her at the Carline Canopy.
*Tataru receives the two items with thanks, and together you go and pay Y'shtola a visit. You arrive at the inn room to find your comrade awakened, and a touching reunion takes place. Back on her feet and briefed on the situation, Y'shtola flatly states that she lacks the knowledge to build an aetheric ram. However, she knows someone who could: her former master, Matoya.
==Onward to Sharlayan==
Y'shtola wishes to tell you more about her former master, Matoya.
===Objectives===
*Speak with Alphinaud at the Aetheryte Plaza in Ishgard.
*Speak with Y'shtola at Tailfeather.
===Journal===
*According to Y'shtola, Matoya has been living as a hermit on the fringes of Sharlayan, in the Dravanian hinterlands. The journey will take you west through the Dravanian forelands. In order to prepare, Alphinaud suggests that you first return to Ishgard. Make your way back to the Holy See, and rejoin your comrades at the Aetheryte Plaza.
*It is decided that you and Alphinaud will accompany Y'shtola on the expedition to Sharlayan. The first leg of your journey will take you to the settlement of Tailfeather.
*You have arrived in Tailfeather. The Dravanian hinterlands are now but a short distance away.
Category:Quests in Final Fantasy XIV