FFXIV: Sunken Temple of Qarn (Hard) Dungeon Guide

All the boss details for Sunken Temple of Qarn (Hard).
This article is over 9 years old and may contain outdated information

As part of patch 2.4, Sunken Temple of Qarn (Hard) is a second look at the original dungeon. While it shares a similar feel to the original dungeon, Qarn (Hard) is on a whole other level. In this guide I’ll cover all three of the bosses in this new take on a the classic dungeon.

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Damaged Adjudicator:

This boss is similar to the Golem in the original dungeon. The primary mechanic of this fight is to destroy the core that is located in one of the three targetable limbs. The trick is to note which limb glows red each time the boss stands up. destroying the core will deal a considerable amount of damage to the main body. During the fight you’ll have to destroy the core a total of 3 times before the Damaged Adjudicator stands up without any of the limbs. At this point you just DPS the boss down like any other monster. Each time you disable the boss adds will spawn, and you’ll have a short period of time to kill them before re-engaging the boss.

  • Sandblast: A frontal cleave that targets a player at random and deals moderate damage.
  • Shifting Sands: A randomly targeted sand whirlpool that causes those caught in it to sink and be slowed. While in the whirlpool you have a timer debuff counting down, this is the time you have to get out before you die. Be sure to react immediately if caught in this.
  • Orbs: throughout the fight random players will be targeted with a marker above their head. The player with this marker needs to run to the far side of the room until the ball is placed and then return to the group. This ball will constantly deal AoE damage in a small circle at its location.

Sabotender Emperatriz:

This fight has two methods for completing it. These methods greatly depend on gear and jobs. A well geared AoE group can do the quick, easy method. For single target damage groups you’ll need to use the “safe” method. The safe method only differs in the handling of the Sabotender Campeador, as explained below. This fight is very similar to the Ant boss in Cutter’s Cry, with very little variation.


There are three types of adds, each one doing different things.

  • Sabotender Solado: The basic adds, these can be tanked by the tank and dps’d down either through AoE or regular DPS based on which comp you have. You’ll need to swap off of these adds when the boss starts 100k Needles though if you’re using the “safe” method.
  • Sabotender Campeador: This add spawns in the third wave and locks onto to healer. in the safe mode the healer kites this add as it takes longer to kill. In the AoE mode the healer brings it to the center so it can be AoE’d down with everything else.
  • Sabotender Guardia: This add spawns in the 4th wave by itself and is followed shortly after by a 5th wave containing 3 Solado. Guardia needs to be killed immediately no matter what your team comp is. Guardia buffs the boss making it difficult to interrupt 100k needles. Ass soon as Guardia goes down switch back to DPSing the boss with either single target or AoE damage to interrupt the !00k needles that has already started.

There are really only two attacks in this fight, 3000 needles and 100,000 needles.

  • 3000 Needles: a ground targeted AoE that deals moderate damage. I haven’t tested it to see if it’s exactly 3000 damage.
  • 100,000 Needles: This is technically just a ticking time bomb that is cast multiple times in the fight., if it goes off it’s an instant wipe. Players are notified at 25%, 50%, and 75% cast progress. This attack is stopped by dealing a significant amount of damage to the boss while he is casting. At 50% everyone should be hitting the boss. If Guardia is still up at this point it’s likely going to end in a wipe anyways.

Vicegerent to the Warden:

This fight is more about being aware of your surroundings than anything else. The boss itself only does four attacks. The main mechanic comes from avoiding the mummies that run across the screen that spawn from the Sarcophagi.

  • Smite of Fury: A frontal cleave that deals moderate damage.
  • Flurry of Rage: Another frontal cleave that deals moderate damage.
  • Light of Anathema: A frontal straight-line attack that adds a stack of Curse of the Mummy on anyone it hits. Targets a random player and is easily dodgeable.
  • Tether: Not sure what the name of this skill is, but it targets a random player pulling them in and stacking Curse of the Mummy on them. Once you see the tether beam you need to stun the boss to prevent the target from getting a full 4 stacks.
  • Curse of the Mummy: This isn’t an attack, it’s just the debuff that the mummies and the boss apply to players. At four stacks the player loses  control of their character and it runs to an new sarcophagus. During the next wave of mummies this person will also act as a mummy cutting through the middle of the room. After reaching the far side the player regains control of their character.

That wraps up the bosses of Sunken Temple of Qarn (Hard). If you have any comments, questions, or concerns leave them in the comments below. Also be sure to check out my other FFXIV work on my content directory

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Currently an unpublished author working on multiple full length novels 3 of which being a 3 part trilogy. Also an avid video game player with a penchant for MMOs.