Final Fantasy 14: Dawntrailis here and is offering the goodness its player base yet again with lots of challenging and fun Dungeons, Trials, and much more to work through as you climb your way through the Main Scenario Quest and onto the post-game content.

And, as expected, the closer to the end of the Main Scenario Quest, the more challenging and complex these activities will get, and the Origenics Dungeon is a prime example of this, offering some of the best encounters in the MSQ that will surely give you a run for your money if you go in ill-prepared!

Unlocking the Origenics Dungeon in Final Fantasy 14: Dawntrail

TheOrigenics Dungeonis aLevel 99 Dungeonpart of Dawntrail’sMain Scenario Quest(MSQ). To gain access to this Dungeon, you must begin the MSQ ‘The Resilient Son’ byspeaking toCahciuain theHeritage Found(X:15.6, Y:5.0).

After speaking with her and accepting the quest, following the waypoints will lead you directly to the Origenics Dungeon, where you canqueue up with other players or use NPCs to get through itif you wish to do it that way. As usual, there arethree bosses within the Dungeon,all of which will be covered below!

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Herpekaris Boss Guide

Herpekarisis thefirst bossof the Origenics Dungeon and has many tricky moves at its disposal that will trip you up if you aren’t prepared.Below is its complete set of movesthat it will display throughout the encounter,along with how to deal with themto avoid taking damage or dying!

Strident Shriek

Strident Shriekis likely the first move Herpekaris will toss out, and it is aParty Wide attack that deals Magic Damage.Popdefenses beforethe attack goes off andheal up afterwardtomitigate and recover any damage lost,then prepare for its following action!

Vasoconstrictor

A common tool in Herpekaris' arsenal is itsVasoconstrictoraction, having itsummon two blobs of venom in front of itself,positioning itself at the back of the arena. Whilethis action isn’t much to worry about, its follow-up attack that immediately follows can be devastatingif you aren’t paying attention!

Venomspill

Immediately after Vasoconstrictoris casted,Herpekaris will castVenomspillseveral times in a row.Essentially, this actionhas Herpekaris raise one of its arms high in the air above one of the blobs of venom.Depending on the arm raised, you mustmake your way to the opposite end of the arenato avoid taking damage.

For example,if Herpekaris raises its left arm, you would make your way to the right side of the arenaand vice versa. After itslams its arm into the blob of venom, many AoE Circles will appear on that side of the arena,making it near-impossible to dodge, and it willdeal tremendous amounts of damageon contact.

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Furthermore, in thelater stages of the encounter,Herpekaris will also castTargeting Markerson all players, having themmove to the opposite side of the arena and stay far enough apart to avoid taking stacked damageand potentially dying. Fun!

Writhing Riot

Writhing Riotis up next, having Herpekarisreveal three separate areas it will strike in successive order.Here, you mustmemorize its attack patterns and position yourself accordinglyto avoid all incoming damage.

Watch for where its first attack will be, position yourself elsewhere,and thenkeep an eye out for the last two.After itperforms the first attack, move to a spot where the last two won’t overlap,leaving you in a safe place for the rest of the attack string!

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Collective Agony

Lastly, we haveCollective Agony,havingHerpekaris cast a Line Soak Markeraboveone of the party member’s heads.Once you see this, youmust line up in a straight line to spread damage evenly amongst everyoneto avoid getting anyone killed. Then it’s just a matter ofrepeating everything covered until it is defeated!

Deceiver Boss Guide

Deceiveris thesecond bossencounter of theOrigenics Dungeonin Final Fantasy 14: Dawntrail and also hasquite a bit of attacksthat can trip you up if you aren’t paying proper attention. Nonetheless,we have all of them laid out for you below, along with how to approach themto avoid taking damage!

Electrowave

Like the Herpekaris, the Deceiver’sElectrowaveaction is aParty Wideattack that dealsMagic Damageand is handled the same way.Shield up before the attackgoes live, thenheal afterward if need be to gain back any damage takenin the process, and then prepare for what comes next!

Bionic Thrash

Bionic Thrashis up next and has theDeceiver unspool its massive arms,having them hang above the arena.Wherever its arms are, aConal AoE will appear underneath.Simplyposition yourself away from the armsto avoid taking damage!

Initialize Androids

From here, the Deceiver willInitialize Androids,summoning arow of Sentry G9s on either side of the arenaand having themcharge railguns up.However,some Sentries will glitch out,having thisodd pixelated mess over them.

The goal here is tofind two glitched-out Sentries that are facing one anotherand thenstand in that lane,as they won’t fire their weapons, leaving a safe area to avoid all incoming damage. Thenumber of safe lanes available will diminish later in the encounter,but the same rules will apply.

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After the Sentries fire their weapons, they will join in the battleto help fight alongside the Deceiver;ensure you take them out as quickly as possible,as they can be a nuisance if left unchecked!

Initialize Turrets

Immediately after the previous attack, the Deceiver willInitialize Turrets,following a similar protocol. Here, there will be arow of turrets on either end of the stage,withsome being glitched-out.

Like before,look for two glitched-out turrets facing one another and stand in that laneto avoid taking damage, as they won’t fire. The turrets will stay on screen for the next attack, so be prepared!

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Surge

Instantly after the turrets fire, the Deceiver will castSurge,having itmove to the back of the arena before leaping into the centerwith tremendous force,pushing you in the direction of the arrowson the ground.

For this attack,position yourself in line with one of the real turretsfrom earlier, asthe glitched-out ones aren’t real and will send you hurtling out of the mapand to your death. Then, it willrepeat its attacks,which you will handle the same way!

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Ambrose The Undeparted Boss Guide

Finally,Ambrose, the Undeparted,is ourthird and last bossof theOrigenics Dungeonin Final Fantasy 14: Dawnbreaker. This is atricky encounter due mainly to how many attacks are at Ambrose’s disposal,all of which will keep you on your toes from start to finish. Fortunately, you canlearn how to best all of his actions below!

Psychic Wave

Psychic Wavewill be Ambrose’s opening action, which is a -you guessed it-Party Wide attackthat dealsMagic Damage.As you did with the others,shielding up before the attack comes outwill help mitigate the incoming damage, andhealing afterward,if need be, will help overcome this action!

Overwhelming Charge

Overwhelming Chargeis next up, havingAmbrose perform a cleave attack that covers half the stagein thedirection he’s currently facing.To evade this action,simply move behind him when the attack starts upto avoid getting cleaved!

Psychokinesis

Following that is hisPsychokinesisattack, havingAmbrose use his mind to fling the large cages on the outside of the arena through the battlefield,turning them into deadly projectiles. When you see him begin casting this action,look for the bright glowing and shaking cagesandmove out of their way,standing where one is currently not shaking.

After a brief moment,Ambrose will launch the cages, releasing the monsters behind theminto the arena. After dodging the soaring cages,dispatch the handful of enemiesas soon as possible!

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Extrasensory Field

From here, Ambrose will cast hisExtrasensory Field,splitting the arena up intofour quadrantsbeforeknocking you back in the direction the arrows are pointingtoward.Position yourself on a quadrant that won’t immediately push you off the sideof the arena.

So, ifan arrow is pointing to another section of the quadrant, choose that oneover the one that’s pointing directly off the edge!

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Psychokinetic Charge

Next up is Ambrose’sPsychokinetic Charge,which has himcombine his Overwhelming Charge and Extrasensory Fieldtogether. Both actions areresolved the same way.You just have to worry about dealing with two moves at once.

Whichever direction Ambrose is facing, he will cleave,so ensure thequadrant you’re standing on leads you away from Ambrose and onto another tileto resolve this mechanic without taking damage!

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Electrolance

Electrolancewill be Ambrose’s following action, having himthrow an electrically charged lance across the arena,directly across from him.Simply run beside Ambrose to avoid taking damagehere.

Psychokinesis: Part Two

Psychokinesisreturns with a twist, having Ambrosetoss out two blades that trace across the arena,creatingLine AoEswherever they go.Stay out of their path and watch where they goto avoid them bypositioning yourself away from their trajectory.

After that, Ambrose willplace Targeting Markers above all Party Membersbefore executing his Psychokinesis attack with the cages again.Look for the cages being pulled, move away from them, and then spread out from your teammatesto avoid taking stack damage.

From here, theenemies from within the cages will now be free, so deal with them quicklybefore refocusing your efforts on Ambrose!

Voltaic Slash

Finally, we haveVoltaic Slash,aTank Busterthat will be placed above the Tank. Haveeveryone else move away from the Tank,having themShield through it while the Healer keeps them topped upthroughout the action to avert a crisis this close to the finale. From here, it’s just amatter of repeating everything above until you finish the fight!