The Thousand Maws of Toto-Rak
Toto-Rak is the second dungeon in the Gridania Region and (as of Beta-3) the fifth dungeon in the game. The Dungeon is situated in the South Shroud area, just east of the zone line connecting South Shroud with Central Shroud. This instanced dungeon is designed for four players all over level 24. In order to access the dungeon you must have completed the level 24 step of the main story line (Nouveau Riche) that unlocks the dungeon. The dungeon is level capped at 25, players above that level will Level Sync to 27 for the dungeon.
As with its predecessors, this is a timed instance. The dungeon has a 90-minute timer, leaving you plenty of time for exploration and tactics. While the dungeon route is relatively direct, there are a number of side passages to explore, many with additional treasure chests. At present, the side chests appear to be filled with coin loot and dark matter, we have not yet found any gear in the side passages. The dungeon may, though, use a loot randomization model like Halatali and we may have simply had bad luck with our treasure chests.
Many rooms in TTR are fairly broad and the packs will be very spread out at the start of the fight. Further, some of the hallway turns are fairly tight, making it easy to turn a corner and walk right into a pack of monsters!
These trash packs range from 2-3 monsters with several different types and mechanics at play. Players benefit from understanding the types of mobs and common mechanics they employ. Such knowledge makes it a bit easier to prioritize targets and arrange encounters.
- Trapped Walls – these look like spider web covered arches on approach. Stepping past one sucks the player forward and puts up a barrier in the arch. Players on both sides can attack the barrier, but the players sucked through may have a fight on their hands!
- Mitelings and Louse – Common swarm enemies
- Flowers (Mun-Tuy Sapling and Mitetraps). Ranged attackers. These like to stay in place and shoot. Some have knockback effects too!
- Pteroc – These little dragonlings like to breathe fire in a cone attack. Keep them facing away from the party whenever possible.
- Mushrooms – standard melee mob
- Elementals – Lightning damage.
- Puddings – poison attacks
- Fleshy Pods – These explode as soon as they are engaged. Shoot them from range.
In general, I like to prioritize ranged attackers and PBAOE targets in a fight. As a Gladiator, keeping as many targets bunched together as possible makes aggro management a lot easier. When a room has a static ranged attacker (a flower), acquire threat on the mobile targets and move them towards the static attacker.
Upon entrance to TTR, your duty log updates with a direct objective and several lines of hidden objectives. Your primary job here involves collecting photocells and using these cells to activate the terminal in a pair of barrier rooms. Once this is accomplished you must open the final chamber and defeating Grafflas.
Magitech Photocells can be found in a number of locations in Toto-Rak. Some rooms. particularly in the first sections of the instance, will have photocells simply sitting out ready to be picked up. In other cases, photocells will appear after you defeat an encounter. Our travels through TTR suggest that many photocells exist, more than you need to power the magitech terminals.
The photocells are used to operate Magitech Terminals located in two rooms of the dungeon. Upon entering each of these rooms, players will find a Terminal and a barrier which blocks further progress. If you have photocells, you can interact with the Terminal, ultimately dropping the barrier. However, be warned, each barrier is guarded by a mini-boss! The mini-boss spawns and attacks as soon as you interact with the Terminal. For this reason, it’s a good idea to keep squishier party members away from the Terminal.
Once each of the two barriers have been dropped, players can advance onwards to the final encounter with Grafflas.
Toto-Rak Dungeon Bosses
Tot-Rak features three boss fights. The first two boss fights involve mini-bosses which spawn in the Magitech Terminal rooms. The final boss is the named encounters for the zone.
Your first mini-boss is the Coeurl O’Nine Tails, found in the Confession Chamber. This mini-boss spawns the moment someone interacts with the Magitech Terminal. Upon spawning, he aggroes on a close by player. Lightly armored and low hitpoint players standing near the Terminal can pick up an inadvisable amount of early aggro if they are not careful.
The actual fight is reasonably straightforwards. The Coeurl does not feature any significant mechanics beyonda a pbaoe poison. Make sure the tank has aggro, beat him down and collect your treasure.
The Fool’s Rest Chamber
The second mini-boss is, again, a Coeurl O’Nine Tails, located near another Magitech Terminal. As with the prior Coeurl, this one spawns and aggros anyone near or interacting with the Magitech Terminal.
This Coeurl features a new mechanic, though. The Coeurl spawns a pair of adds midway through the fight. It is important for the tank and DPS to quickly acquire and dispatch these two adds.
Bergand the Broken’s Cell
This room is on a side passage of of the Fool’s Rest magitech encounter. The room contains a pair of monsters. The chamber has two treasure chests, one in each cell.
Joukill Halfmoor’s Cell
Shortly after the Torn’s Rest, but before the Abacination Chamber, you will pass a side room. This room is filled with explosive goo as well as a Lightning elemental. Additionally, in the back of the room is a flower. This room has a pair of treasure chests, one near the roses and the other on the far side of the room.
The final encounter with Grafflas is one of the more complex early fights in Final Fantasy XIV: A Realm Reborn. Grafflas is hiding behind the doorway to the Abacination Chamber. This fight features various mechanics from prior fights, particularly the explosive pods and miteling adds. Additionally, Grafflas drops poison goo puddles on the ground and has a secondary, targetable appendage.
Upon entering the large circular chamber, Grafflas responds by surrounding players with sets of explosive Fleshy Pods!. It is absolutely imperative that your DPS run around the room detonating the Pods with ranged attacks before engaging Grafflas. Grafflas himself knocks back the tank (you can run through Grafflas to avoid this attack) and later stages require movement, so clearing the room of pods should be a first priority.
Throughout the fight, Grafflas will periodically shake his tail (Sticky Webbing) at a party member. After the tail shake, the party member will have a new Fleshy pod at their feet. Move away quickly and dispatch the pod at safe range, or you risk eating an explosion!
As the fight progresses, Grafflas summons a pair of mites. These need to be picked up by the tank and DPS and dispatched before they overwhelm the healer. Pay attention to Fleshy pod drops during this stage!
Roughly midway through the fight, the skin comes off. Literally. Grafflas loses the skin, exposing his tail to the room. The tail now becomes a separate, targetable part of the encounter. Additionally, during this stage, Grafflas starts dropping large dark-green goo puddles in the room. It is important for the tank to reposition Grafflas outside of the Goo after each puddle drops.
You can choose to keep burning down Grafflas, which is faster. However, doing this means you have quite a few green puddles to avoid, making it harder to keep softer party members safe. The alternative is to defeat the tail, which seems to stop the puddles. This alternative, though, requires a few combat rounds. A Lancer or Pugilist Limit Break on the tail does a nice job of shortening that stage of the fight!