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The first section for the Dawntrail Alliance Raid inFinal Fantasy XIVcontinues the expansion’s trend of complex mechanics thattest your ability to read ability markers and respond accordinglywithout much time to spare. Luckily, the mechanics aren’t as confusing when you have an idea of what to look for, and many of them are similar to past fights. They’ve just been adjusted to fit the fights in Vana’diel.
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Jeuno: The First Walk is the first part ofEchoes of Vana’diel, a raid that crosses FFXIV with FFXI. Like other Alliance Raids from recent expansions, there arefour bosses for you to fightin this section. If you’ve played FFXI, then you’ll even see some familiar faces.

Prishe Of The Distant Chains
Prishe is your first encounter, and her fight has a heavy reliance on you listening tohow many times she says “Wait for it…”when charging an attack. Aside from her raid-wide attack that you can’t avoid, Prishe has an array of attacks that can be quite confusing during your first run. Here’s what to look out for when fighting Prishe.
Attack Name
Asuran Fists
A super stack marker appears at a location. All players shouldstack together for the full durationof the attack, which lasts for multiple hits.
Knuckle Sandwich
This is the first attack where you pay attention to Prishe’s dialogue. Three circles of increasing size appear on the ground. Each time she says “Wait for it…” the range of her attack grows to the next circle.Stand on the edgeof the correct circle. Then, after the initial hit,quickly move inside the circleto avoid the second hit that covers the area outside that circle.
Aural Uppercut
First, sections of spikes appear on the ground. You’ll need to avoid these while aiming. From your character, there arethree arcs that show your potential trajectorywhen Prishe finishes casting. The arc that you pay attention to depends on how many times she says “Wait for it…” as each time she says it, the range moves to the next arc. In addition to avoiding the spikes, you want to verify you don’t get flung off the platform.
Banish Storm
Prishe makes 2-3 spread out markers appear. When the attack is cast, an AoE originates at the location of these markers, then the same AoE is cast in three directions following the arrows that were on the markers. The AoE itself isn’t too large, so all you need to do is make sure that you aren’t in theline of fire given the location of each arrow.
Nullifying Dropkick
This is your tankbuster for the fight. A red marker appears over one of the tanks in the group, whichrequires the tanks to stack togetherand split the damage with the help of mitigation abilities.
Banishga IV
Prishe summons orbs that cover the arena. When these orbs swell, theyburst into a small AoEthat you can avoid by standing by orbs that have yet to expand, then moving to the area where the orbs have burst.
Several players are marked with a circle around them andmust spread outto avoid damaging other players.

Fafnir The Forgotten
Like the fight against Prishe, Fafnir makes you pay attention to his indicators in order to avoid taking damage from his attacks, aside from the unavoidable raid-wide attacks. Instead of verbal indicators, you need tolook at where Fafnir is charging his attacksto know where they’ll land. Here’s what to look for during this battle.
Offensive Posture (Tail)
Fafnir swipes his tail across the arena, leaving only the area in front of him as a safe zone. If Fafnir is charging Offensive Posture andhis tail is glowing, move to stand in front of his headto avoid taking damage.
Offensive Posture (Head)
Fafnir will be flying in the middle of the arena at this point. If his head is glowing, he’ll blow fire around the outer edge of the arena, making thecenter the safe spotuntil the fire dissipates, which it does in the same manner it was cast.
Offensive Posture (Feet)
This is another attack where Fafnir is flying over the middle of the arena. If his feet are glowing, then head to the outer edge of the arena, as his attack willhit the center and cover the majority of the area.
Baleful Breath
Fafnir puts marks a player with a super stack marker. Allplayers need to stackwithin the line of arrows to share damage across multiple strikes in a row.
Winged Terror
While standing at the edge of the arena, Fafnir’s wings glow.Stand in front of his headto avoid the damage that hits the entire area in front of both wings.
Absolute Terror
While at the edge of the arena, Fafnir’s head and body glow.Stand to the side in front of either wingto avoid the damage that hits that entire area in front of his head.
Hurricane Wing
As an attack either grows from the center of the arena or shrinks from the outside, avoid the rotating attacks while dodging random circles ofAoE that will knock you into the airand kill you.
When Fafnir summons Darters, focus on them before returning your attention to Fafnir.

Ark Angels
The Ark Angels fight might be the most chaotic in this raid, if only because you havefive enemies at onceand need to juggle each one’s mechanics. Luckily, it’s possible to break down the main abilities of each Ark Angel so that you know what to look for in order to survive the madness. Since each Ark Angel will speak before attacking, pay attention to your audio or chat log to know which enemy to look for and what you’ll need to dodge. Here are the primary attacks broken down.
Decisive Battle
Players are tethered to one of the Ark Angels and receive the Epic Hero Effect. This means that you canonly damage the Ark Angel who has the same symbolthat you have until the effect wears off.
Meikyo Shisui
This attack seems likeseveral attacks in a row, all of which are AoE effects you need to dodge. First, you need to stand in the squares that aren’t icy during the checkerboard AoE. You also need to face away from the orb with the eye symbol on it. Then, you move away from the flower AoE when it expands before running into the center of it when it shrinks. Finally, there’s a crystal that fires several cones of lightning that you need to dodge.
HM makes clones that chase the players they have a tether to, so the players with the tether mustrun away from the clonesto avoid taking damage.

TT starts casting Meteor, whichshould be interruptedto prevent raid-wide damage.
Guillotine
TT moves to the edge of the arena and starts casting an attack that hits the entire location except for a small cone.Stand behind himto avoid damage.
MR prepares to deal three lines of damage across the arena before dealing a large circle of damage at the end. Her movements aretelegraphed by a reddish pattern to show you her pathbeforehand, so make sure you stand in a safe area before she starts the attack, as her movements are fast.

Mijin Gakure
Mijin Gakure is a raid-wide attack that will kill your Alliance that’s cast by HM. Itneeds to be interrupted, but you must destroy EV’s Ark Shield before you’re able to stop HM’s cast.
Shadow Lord
The final boss, Shadow Lord, can feel as chaotic as the Ark Angels fight at first. But once you get a good grasp on his mechanics, the fight starts to focus onmemorizing the order of strikes and making good estimations of their range. Keep in mind that, depending on your class, it might not take many hits to bring you down. Here are the mechanics that aren’t unavoidable raid-wide attacks.
Giga Slash & Giga Slash: Nightfall
Two lines of swords appear around Shadow Lord to show where he’ll strike in rapid succession. The area of safety is small, so you need tostand right next to the boss to make it to the next areabefore his next slash. The Nightfall version adds a third slash to this attack, but it has a smaller range of damage.
Shadow Lord forms orbs in his hands. One deals damage in a circle around him. The bigger one deals damage to the half of the arena that it’s on, sopay attention to which hand is holding the larger orb and move to the opposite sideof the arena to avoid damage.
Umbra Smash
Shadow Lord deals damage in a straight line in each direction. Theseattacks move out in a wave, so you need to time when you move across the indicator to reach a safe location before the next line of damage is dealt.
Chthonic Fury
Shadow Lord deals damage andshifts the arenato a smaller form, with four circles and lines connecting them acting as your new safe spaces.
Dark Sigils
Symbols appear with spikes in their center.Damage is dealt in the direction the spike is facing, which makes you stand either inside or outside a circle of symbols, and a square of symbols is added to make you dodge additional damage later in the fight.
Dark Nebula
Arrow indications appear on the ground thatpush you in the direction they facewith a line down the center to split the directions. Later uses of this ability force you to use the arrows to send yourself into the right position for subsequent casts of Dark Nebula in order to avoid being flung outside the arena.
Binding Sigil
Three sets of orange indicators are shown on the floor to telegraph where each set of Binding Sigils will appear. If you stand on a Binding Sigil, you receive adebuff that prevents you from moving for a period of time, which can force you to take unnecessary damage.
Shadow Spawn
Two clones of Shadow Lord are summoned andcast either Giga Slash or Implosion.
After the Shadow Lord falls, you’ve officially completed Jeuno: The First Walk, which makes up the first section of Echoes of Vana’diel. From here, you get to roll for loot and continue the quests that will lead into the next section of the raid when it’s released.
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