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Occult Crescent: North Horn

This is the second zone of the Occult Crescent released in patch 7.55; it contains many FATEs, Critical Encounter, and the Forked Tower: Magic (Normal and Extreme). This zone also serves as setting for the last half of the story.



To unlock the North Horn you must have completed the South Horn story (finishing the “Mysteries Abide” quest). To continue the story and unlock North Horn you must begin the quest “Occult Reunion” in Tuliyollal at the Expedition Messanger.

Once progressed enough, you will gain the ability to enter the North Horn and explore onwards.

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Mobs of varying species and types can be found in clusters around the South Horn. Generally, the further you go from base camp, the higher the level of mob you will encounter

You can find a non-exhaustive list of mobs along with their aggro type and resistances on the Do It Doom spreadsheet maintained by Wobl.

Made by @kanata_ff14_ix on Twitter.com

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Some mobs spawn under specific weather conditions, and are often much higher level than the mobs around them. Of the 6 total weather conditions, 5 have unique mobs: Of the 6 total weathers, 5 have unique mobs:

MobWeatherUptime %
N/AFair Skies45%
Crescent BombClear Skies10%
Crescent MousseRain10%
Crescent DhurvaClouds15%
Crescent MimicAtomsphereic Phantasms15%
Crescent FoolIllusory Disturbances5%

Killing these mobs rewards roughly double or triple the gold for their level,and these rewards are affected by chaining; so, a level 48 weather mob can reward up to 48 gold! Most of these mobs are stationary, though Crescent Fools do wander a large set path through the zone.

Undead mobs (referred to as Ashkin by the game) spawn between 10pm and 4am Eorzean time. All undead are proximity and blood (low hp) based aggro.



This section will spoil all survey points needed to fill out your Occult Record book.

The other records in your book can be filled out via Field Notes, which can be earned from completing FATEs, CEs, and defeating bosses in the Forked Tower: Magic (Normal/Extreme).

[SPOILERS] All Survey Points for the Occult Record
  • #31 North Horn Base Camp - X:39, Y: 38
  • #32 The Crown of Karnak - X:36, Y: 32
  • #36 Shadowdeep - X: 27, Y: 26
  • #37 Labyrinth of the Damned - X: 39, Y: 22
  • #39 Panoptical Pillar - X: 27, Y: 14
  • #40 Sinking Sanctuary - X: 40, Y: 3
  • #43 The Marrowood - X: 17, Y: 5
  • #45 Suspended Masonary - X: 11, Y: 38
  • #46 The Windward Watch - X: 4, Y: 36
  • #47 Shrine of Spheres - X: 3, Y: 24
  • #49 Moldering Streets - X: 7, Y: 14
  • #51 The Moldering Lake - X: 4, Y: 3
  • #52 Unhallowed Hamlet - X: 21, Y: 19
  • #54 Dark Territory - X: 22, Y: 23 (this is in the Subterrne area)
  • #60 Concealed Collection - X: 11, Y: 10 (final room of FT: Magic Normal/Extreme)
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Critical Encounters, or CEs from here on, are the beefed up version of FATEs. These battles are against fiercer foes and can sometimes reward new Phantom Jobs, Field Notes, as well as more experience and silver. CEs are split into two kinds: ones that can be spawned by the player, and ones that spawn randomly without player input. The rewards are the same regardless of spawn method.

Every successful Critical Encounter will reward the following

  • 400-260,420 Knowledge EXP (scales to your knowledge level)
  • 720 Phantom Job EXP
  • 20 uncapped tomestones
  • 10 weekly capped tomestones
  • 200 enlightenment silver obol pieces
  • 10 of a Phantom Dispeller (drops are CE dependant, see Phantom Weapons page)
  • Rarely an occult accessory

Some Critical Encounter have special drops, those being

  • Field Notes (specified below) at a ~40% chance
  • Phantom Job Soul Shards (specified below) at a ~30% chance

You can use Infi’s Occult Tracker website to help you keep track of which FATEs and CEs have spawned. This site will also help you know which encounters drop which rewards (Field Notes, Demiatmas, etc.) along with which CEs can be spawned by players and which mobs will spawn them.

These CEs will spawn randomly over time, and have a ~120 minute (2 hours) cooldown:

CEBossNoteable DropsAccessory DropWeakness
A Beast UnleashedAtlas CarbuncleBraceletIce
Accept No ImitatorsMetamorphField Note #38EarringWind
Ahead of the CompetitionPhantom HydraBraceletIce
Appalling BehaviorPallmagiaField Note #41/Blue MageEarringFire
Dark ArtistryPhantom NecromancerField Note#42/NecromancerNecklaceWind
Familiar TacticsElm GigasBraceletLightning
Forbidden FoliosArbatelField Note #33BraceletFire
Imbalanced DietAlgolField Note #35EarringFire
Lost on the WindThe AbductorField Note #44NecklaceLightning
Quarried AwayAlabaster BladeField Note #50EarringLightning
Tiny TerrorTiny MageField Note #34BraceletLightning

These CEs are spawned by killing specific mobs. If it doesn’t spawn, keep trying! These have a ~60 minute (1 hour) cooldown.

CEBossSpawn MobMob LocationNoteable DropsAccessory DropWeakness
Cursed ResurgenceClaret DragonCrescent Big Horns(X: 5, Y: 27)Field Note #48NecklaceFire
Doubled TroubleConjured CalofisteriCrescent Blackguards(X: 20, Y: 19)Field Note #53NecklaceWind
Many Mouths to FeedPelekysCrescent Wamouras(X: 3, Y: 3)EarringFire
Web of TerrorCrescent ArachneCrescent Hellhounds(X: 24, Y: 18)NecklaceIce
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FATELocationNoteable DropsWeakness
Daylight Pottery (NE)(X: 26, Y: 11)GremlinsTrash Fire; Boss Ice
In a Pot of Bothre (SE)(X: 11, Y: 26)FansLightning
A Rotten Affair(X: 12, Y: 5)Patient KuribuWind/Lightning
Allue of the Occult(X: 13, Y: 16)Sensual SandyFire
Eye to Eye(X: 31, Y: 20)Evil-seerFire
Gale-force Encounter(X: 4, Y: 31)StormcallerFire
Inconstant Gardner(X: 18, Y: 11)IambeFire
Raging Thrall(X: 35, Y: 25)MachetaurFire
Scale Model(X: 8, Y: 20)Demi-MedusaIce
Shoreline Showdown(X: 23, Y: 30)Regnant ChimeraWind
Territorial Dispute(X: 19, Y: 38)Ruin HoundFire
Thunderregnum(X: 24, Y: 7)CreseregianaFire
Waved Away(X: 28, Y: 16)Arch KelpieLightning


Once unlocked you can enter the Forked Tower: Magic in the South West shore of the central lake. There’s a pavillion that will glow during Auroral Mirages and take anyone standing on the Pavillion inside after a recruitment period. Once inside you will be tasked with defeating bosses and travesing the the tower.

There are no enrages, lives, hidden traps, extra secret encounters, or anything that could cause a total wipe of the group.

You can earn Arcane Amulets by defeating bosses and finding hidden chests using Thief’s percept/unlock skills.

  • Up to 14 arcane amulets
  • 800 silver
  • 2880 phantom job exp (swap to a leveling job before the final boss!)
  • Spawns 1 silver (with a 10% chance for a second) and 2 bronze chests

The weather will change to Auroral Mirages, meaning the the tower is open for recruiting, under the following conditions:

  • One person in the instance is knowledge level 40 with Forked Tower: Magic unlocked.
  • A hidden timer of 60 minutes has passed
    • This timer can be reduce by 5 minutes for every CE completed and 1 minute for every FATE completed.


There are currently 3 different types of currency that are all earned in (mostly) unique ways and can be exchanged for mounts, glamours, gear progression, or other resources to aid you in taking on the North Horn. Silver obols are from FATEs, CEs, and Pots/Bunnys, gold obols are earned from chaining mobs or Pots/Bunnys, and Arcanne Amulets are from Forked Tower: Magic (similar to Eurekan Fragments from Baldesian).

Enlightenment silver obol pieces are only earned by doing FATEs, CEs, Forked Tower: Magic (Normal/EX), and opening Pot/Bunny coffers in the South Horn.

ActivityAmount Earned
FATEs70
CEs200
FT: Magic800
Treasure Coffers10-1000
Pot Chests100/300/1,000
Bunny Chests1,000

Silver obol pieces are primarily used for both purchasing and augmenting Phantom Vision gear. You can see a full list of items available to purchase by visiting the Expedition Antiquarian in base camp. Additional notable items include:

Notable Silver Obol Purchases
ItemCostUse
North Horn Riding Map3,000Increases mount speed, makes travelling around much easier.
Ph. Ninja1,000Evasive, can nullify most attacks, attacks fast.
Ph. Red Mage1,000Elemental spells, can identify and increase elemental weakness damage.
Ph. White Mage1,000Healer and raiser, a strong alternative to chemist.
Ph. Black Mage1,000Elemental spells, can use Occult Toad to toad many dangerous enemies
Final Final Fixative1,200Used in upgrading Phantom Vision gear to any tier.
Various glamour pieces1,000New pieces of unique glamour

Enlightenment gold obol pieces are only earned by chaining mobs or opening Pot/Bunny coffers in the South Horn.

ActivityAmount Earned
MobsVaried, higher level = more gold
Pot Chests160/480/1,600
Treasure Coffers10-1600
Bunny Chests1,600

Gold pieces are primarily used for purchasing Final Final Fixatives for augmenting Phantom Vision Gear. You can see a full list of items available to purchase by visiting the Expedition Antiquarian in base camp. Additional notable items include:

Notable Gold Obol Purchases
ItemCostUse
Ph. Dragoon1,000Jump to reduce damage, get free shields, dash all over!
Ph. Summoner1,000High damage spells with long cast times, very powerful!
Final Final Fixatives1,920Used in upgrading Phantom Vision gear to any tier.
Coffers/Potions50Items used by Ph. Samurais/Chemists. Alternative to spending gil if no other uses for gold.
Various glamour pieces1,600New pieces of unique glamour

Arcane Amulets are earned only from doing Forked Tower: Magic Normal OR Extreme. The amount of amulets possible chances based on which difficulty you do; extreme granting more overall per clear.

DifficultyMax Amount
Normal14
Extreme25

Arcane Amulets can be used for buying the Duck-biller Porter mount, minions, occult records from Forked Tower: Blood and Final Final Fixatives for augmenting Phantom Vision gear.

Notable Arcane Amulet Purchases
ItemCostUse
Duck-billed Porter500Bingus.
Tiny Omniscient10Mini version of the final boss
Final Final Fixatives30Used in upgrading Phantom Vision gear to any tier.
Field Notes on FT: Blood3Individual boss notes on the 4 bosses of FT: Blood
Magitaur Card3Triple Triad card that was exclusive to clearing FT: Blood.
Various glamour pieces7New pieces of unique glamour


These can be very rarely obtained from completing Critical Encounters in the North Horn, opening bronze/silver treasure coffers, and opening gold chests from either a Persistent Pot or Happy Bunnies (Fortune Carrots).

  • Earrings, Necklaces, and Bracelets can only be obtained from Critical Encounters and treasure coffers around the North Horn. Specific CEs drop specific (non-ring) gear slots, either ‘of Blood’ or ‘of Magic,’ at random. A map showcasing which CE drops what accessory is below.
    • CEs have a ~0.13% drop rate.
    • Coffers have a ~0.08% drop rate.
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  • Rings can only be obtained from gold Persistent Pot chests.
    • ~10% drop rate
  • Deep Rings can only be obtained by opening a chest revealed by a Happy Bunny through the use of Fortune Carrots.
    • ~20% drop rate


Gold farming is primarily done with the use of Phantom Thief tanks, Thief sages, and jobs such as Cannoneers, pSummoners, Necromancer, or pBlack Mages to kill groups of high level mobs before they overwhelm the group. Most groups tend to use the far-side of the Dark Territory located in the Subterrane section of the map. They go in circles gathering and killing the Jesters and Bombadeels until satisfied.

More efficient solo farming routes are still being worked out! However have a preliminary guide made by PerryTheFridge aka Spiral Lance: North Horn Solo Gold Farming Guide

You can read more about gold farming in the following Google doc: Actually Good Guides to Gold Farming. The guide contains both solo and group farming guides.



North Horn added Phantom Blue Mage which, as is tradition, can learn spells from enemies it defeats. There are six spells in total and you can use this map to find them all

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Looting chests efficiently can help you not overcap and waste chest spawns. Here are a few pre-made routes used by friends and myself.

Here are all chest locations on an unmarked map.

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This route’s useful for doing specific sections of the map at a time. Allows you to take breaks and change what sections you do depending on time.

This route takes ~18 minutes once you get comfortable with it.

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  • Cyan = North pot chests
  • Magenta = South pot chests
  • Yellow/Gold = Reroll chests
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