Filled with traps and puzzles, this dungeon doesn’t make it easy to loot its treasures.

Here is a complete walkthrough for Halatali, a level 20 optional dungeon in Final Fantasy XIV.

The Sunken Temple of Qarn is an optional dungeon, unlocked by a side quest at level 35.

The entrance to the Sunken Temple of Qarn in Final Fantasy 14.

Qarn will also teach you valuable mechanics that will be important to know later in your journey.

Let’s go over a full breakdown of this dungeon, including each boss and how to beat them.

There are no pre-requisites for this quest, other than being level 35 or higher.

halatali title intro

You will need to remember the position of these symbols for a puzzle later in the dungeon.

For reference, the order is listed below.

Instead, when you come to the Scales of Judgment, simply flip the lever.

The Waking Sands in Vesper Bay in Final Fantasy 14.

This will be completed once you make it through the first section of the dungeon anddefeat the first boss.

The most important thing to remember when going through this dungeon is totarget the Temple Bees first.

This enemy will perform the attackFinal Stingif they are alive for long enough.

The lopsided ruins of the inside of the Sunken Temple of Qarn in Final Fantasy 14.

Final Sting will deal damage equal to90 percent of the target’s maximum health.

Kill the Temple Bees quickly to avoid nearly certain death from this attack.

As you move through the dungeon, you will come across relics that you are able to pick up.

Teratotaur, the fist boss of The Sunken Temple of Qarn in Final Fantasy 14.

There are four relics to be found that can be used to open optional side rooms.

Usedefensive cooldownslike Rampart to mitigate this damage.

Mow

Conal AoE

Teratotaur will deal damage in afrontal cone AoE.

The Temple Guardian, the second boss of The Sunken Temple of Qarn in Final Fantasy 14.

Avoid this attack by stepping outside of the telegraph.

Defeat these enemies before that happens.

To cure Doom, you will need tomove to one of the three glowing panelspositioned around the arena.

The Adjudicator, the third boss of The Sunken Temple of Qarn in Final Fantasy 14.

The panel that is glowing will occasionally shift, so keep an eye out.

Teratotaur will repeat these mechanics until it is defeated.

Now you will be introduced to one of the special mechanics of this dungeon, theQarn Facers.

cutter’s cry title intro

These giant heads need to bedefeated on top of the glowing panelto initiate the corresponding door.

Kill the head and the door will open.

Like before, you will need to defeat the Facers on the panels to initiate the doors.

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After a short distance, they will stop chasing you.

The Golem Soulstone is essentially the boss’s second life bar.

While it is alive, the actualTemple Guardian will take almost no damage.

Final Fantasy 14

To defeat this boss, first, focus your attacks on theSoulstoneto destroy it.

Throughout the fight, the Temple Guardian will use the following attacks.

Boulder Clap

The Temple Guardian will attack in acone-shaped AoE attack to its front.

Move outside of the telegraphed area to avoid taking massive damage from this attack.

Rockslide

Line AoE

The Temple Guardian will perform a telegraphed attack in a straight line to its front.

Move to either side of the telegraphed AoE marker to avoid this attack.

Obliterate

Roomwide AoE

Deals damage to the entire party.

Use AoE healing to recover.

This attack is unavoidable, so be sure to recover from the damage.

These doors can only be opened byplacing the necessary relic in the pedestal before each one.

Inside each door is aspecial treasure coffer that will grant bonus rewards.

Looming Judgment

Deals high damage to the Tank.

Two Mythril Verges will appear alongside the message ‘The adjudicator summons arcane instruments!’.

These Mythril Verges will target players withVerge Line, a line AoE.

If it reachessix stacks, it will castSelf-Destruct, dealing high damage to the entire party.

Destroy the summons before this happens.

Immediately after, each Mythril Verge will begin castingVerge Pulse, aline AoE that instantly kills its target.

To avoid this, each player will need to defeat their respective Mythril Verge to escape.

Creeping Darkness

Deals unavoidable damage to the entire party.

Dark II

Deals damage in a large conal AoE.

Move out of the telegraph.

Dark

Circle AoE

Deals damage in a small circular AoE.

The Adjudicator will repeat these attacks until it is defeated.