

It says that they used to be able to fly. It isn't unthinkable that the Mirrorknights in Eorzea can still fly.Here is something from FF12, I know they more than likely have a completely different lore in FF14 but it seems in FF12 they were unable to fly please note the area I have in bold:
"Being a high rank of bagoly, the armored, flying weapons of war, so effective in combat against enemy soldiers it was honored with knighthood. However, with the advent of airships, the need for its presence on the battlefield decreased, and the old flights were disbanded. Though not disposed of in light of their past contributions, these once-proud warriors of the sky were exiled into the wilds. Having lost reason to fly, they soon lost the ability, and now they crawl along the ground, hunting for prey as any common beast."
Last edited by Mholito; 02-11-2015 at 07:48 AM.


Dreadknights from T5 use the Mirrorknight model and they fly into the arena to stun and stomp you.
Waiting for a FATE I just realized one you've forgotten; The Sepulchre, in Southern Flanalan. The deepest part has a gate leading down with an ominous green glow...The remaining oddities I've noticed are the strange ruins in court has, the doors in N Shroud, the underground cavern in s shroud, the Sil'dih ruins in C Thanalan, The Mythril Mines in N Thanalan, and finally The Garlok's layer in E Lanosca (possibly not since Garlok is the E LA Noscan S-Rank hunt)
Last edited by Nalien; 02-13-2015 at 04:13 AM.


1. The one that I hope they add to the game is the Labyrinth in South Thanalan. We can currently travel it, but I wonder if it will get us to other places.
2. South Shroud - Temple Ruins (Imp FATE Location outside of Quarrymill) - I hope this gets expanded upon in the game with 3.0.
3. Mor Dhona - Expand the area in front of CT to open world content in 3.0 would be nice, and could add things as possible different Labyrinths, and different access points, etc. Maybe even run into a Hammer wielding, but messed up fool again...
4. Central Shourd - Top of Tree Climb from Meadows to White Wolf Gate - Make the pit a dungeon already or an open world cave style map(s). For anyone who has done the quests there, its a haven for creation of creatures and monsters. Makes me wonder a bit.
5. Corethas Central Highlands - Witch's Falls (I think) - I think I have seen a set of doors down here as well. This one is a place that makes me wonder what it serves. The place seems very NOT part of the overall storyline. Afterall, what witch's have fallen here, or put to death here....
6. La Noesea - Island map west of Pharos Sirous. Has a map marker, can't get to it or do anything on it.
7. Hullbreaker Isle - Seems there is a lot to that island to be left unexplored for just a dungeon....
8. Amadpor Keep - Hope they open up this whole area as open world content with 3.0.


Witchdrop is used by Ishgard's inquisition to execute accused heretics. A certain Main Scenario battle took place there.
As for that island west of Pharos Sirius, you mean Moonshade Isle, which is accessed during Sahagin beast-tribe quests. And Hullbreaker will probably have a Hard Mode during the expansion's patches.


The island to the west of Isle of Umbras is the island used in the Sahagin Beast tribe quests. You go there to kill pugils and crabs and stuff.
Check out my Lore posts:An Eorzean Timeline: http://forum.square-enix.com/ffxiv/threads/64377-An-Eorzean-Timeline-Reborn

Actually, they seem to fall into the arena. I seem to recall a kind of flapping animation as they do fall but I'd say that's more of a reaction to falling than it is them "flying".
That tunnel used to exist in the original version of the game, it was actually used commonly throughout Thanalan and would usually take you to hard to get places with lvl 70+ mobs. One aetherial node in Eastern Thanalan required passage through this tunnel type to access it and boy, that tunnel linked up with some awesome other tunnels and chambers.![]()



Where exactly is this? o.o5. Corethas Central Highlands - Witch's Falls (I think) - I think I have seen a set of doors down here as well. This one is a place that makes me wonder what it serves. The place seems very NOT part of the overall storyline. Afterall, what witch's have fallen here, or put to death here.....
Witch DROP is that giant hole full of Voidgra just north of Camp Dragonhead. And there is no door down there, take this from some one who has explored much of the over world extensively. (Thus the point of this topic as I had never noticed the Shroud's Doors before thus prompting me to Re-Explore the over world)
As for a "Witch Falls", I've never seen a place with that name in Eorzea. Witch Drop is a place of Execution for Heretics and accused Heretics. Basically if you're a Blasphemous Dragon Worshiper/Sympathiser you'll either die and go to the 8th hell (Aka Oblivion) or turn into a Dragon to fly out upon which the giant cross bows will open fire and then... Send you to the 8th hell anyway. But if you're innocent you'll simply get a free pass to the Hall of Halone (Eorzea's Version of Valhalla I suppose) as compensation for The Holy See's Mistake. Thus the namesake "Witch Drop" directly alluding to the Salem Witch Trials and indirectly to The Spanish Inquisition.
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