FFXIV Shadowbringers Guide: Anamnesis Anyder

22 Feb 2020

Anamnesis Anyder is a Final Fantasy XIV: Shadowbringers Main Scenario Quest dungeon. It’s available at level 80 as part of the quest Beneath the Surface. It can be completed via the duty finder and is part of the current Expert Duty Roulette (from Patch 5.2).

Never be afraid to take a dungeon at your own pace, but for the purposes of this guide, we’re going to be speaking terms of multiple group pulls.

This dungeon is pretty unique in that the first several encounters are brought to you on a silver platter as Bismarck whisks you away to Anamnesis Anyder proper.

Encounter 1

1 Trench Xzomit, 4 Trench Danbania, & 1 Trench Phuabo

You start with the Xzomit and 2 Danbania and the additional mobs trickle in during your voyage.

  • Mantle Drill – A linear AoE from the Xzomit focused on the player with highest hate.
  • Flood – A circular AoE centered on the ground below the Phuabo.
  • Spine Lash – A wide conal AoE from the Phuabo.

Encounter 2

2 Trench Anemone

Two boulders fall onto Bismarck’s back, creating small, circular AoEs. The Anemone’s spawn out of the boulders.

  • Sewer Water – A 180° conal AoE from the front or back of the Anemone. This mob only uses one at a time, unlike the version of them outside the dungeon.

Encounter 3

1 Yovra

  • Rock Hard – A circular AoE centered on the player with highest hate.
  • Torrential Torment – A thin, conal AoE centered on a random the player.


You arrive at your destination and immediately have to deal with an unusual gate guard.

  • Fetid Fang – A tank buster.
  • Scrutiny – The Unknown moves to the center of the arena and a spinning arrow appears under him. At the same time, the floor is covered in circle AoEs except for 3 (?) open spots. When the arrow stops spinning, the boss will fire an AoE in the direction that it’s pointing. When the arrow stops initially, it will tick a few more times, so to handle this, stand in the clear spot that it first points to after stopping.
Scrutiny. Watch the center under the Unknown boss for the arrow indicator.
  • Luminous Ray – An AoE fired directly in front of the boss.
  • Inscrutability – An arena-wide, unavoidable AoE that also applies a bleed that cannot be cleared with esuna.
  • Ectoplasmic Ray – Another Unknown appears on the side of the arena and will begin casting Ectoplasmic Ray, centered on a random player. Players need to stack to absorb this damage. There’s also no need to worry about where you stack because the field of AoEs won’t explode until a fair amount after the Ray mechanic has finished. Right after this goes off, the arrow for Scrutiny will do its initial stop.
  • Scrutiny
  • Luminous Ray – Cast by the new Unknown.
  • Inscrutability – Cast by the first Unknown.
  • Fetid Fang – Cast by the first Unknown.
  • Clearout (x2) – Each Unknown takes a turn casting a wide, conal AoE centered on the tank.
  • Fetid Fang and Clearout likely rotate while both Unknowns are alive. When one of them dies, the remaining one will begin casting:
  • Plain Weirdness – Grants the boss a damage up buff.
  • Inscrutability*
  • Ectoplasmic Ray
  • Luminous Ray
  • Fetid Fang
  • Inscrutability
  • Scrutiny
  • Inscrutability
  • Fetid Fang
  • *Repeats from Inscrutability.

Encounters 4, 5, & 6

3 Anyder Squib, 3 Anyder Leech, & 1 Anyder Clionid

  • Acrid Stream – A circular AoE centered on a random player.

Encounters 7, 8, & 9

4 Anyder Grappler, 2 Anyder Harpooner, & 4 Aynder Diviner

  • Dreadstorm – A large, circular AoE cast on a random player by the Diviner.
  • Hydroball – A conal AoE focused on the player with the highest hate used by the Harpooner.


This guy might look familiar, better use the right tactics. It seems like the mechanics that happen between the casts of Terrible Hammer and Terrible Blade are interchangeable.

  • The Final Verse – An arena-wise, unavoidable AoE.
  • The next mechanic can be any of the following:
    • Eye of the Cyclone – Donut AoE that covers the whole arena except for a circle under Kyklops.
    • 2000-mina Swing – A large, circular AoE centered on the boss. Getting hit by this adds a vuln’ stack.
    • An uncast stack marker will be placed on a random player. You can stack on the appropriate safe tile, or where ever you happen to meet up with your group. There is a little time to adjust after it explodes.
    • An uncast set of 4 circular AoEs that travel with each player.
  • Terrible Hammer/Terrible Blade – The boss will cast these back to back in a random order, placing images of the corresponding weapon on the ground in a diamond (4 images) or an X pattern (5 images). Make note of which one is cast/placed first, as you’ll want to avoid it until its tile explodes, then move quickly onto it to avoid the second cast’s explosion. Getting hit by the explosion throws you in the air and gives you a vulnerability stack.
  • One of the 4 – These will have to be dealt with while positioning for Terrible Hammer/Terrible Blade.
  • Whichever one of Terrible Hammer or Terrible Blade was cast first explodes. Move onto the clear tile ASAP.
One of the Terrible Hammer and Terrible Blade patterns.
  • Raging Glower* – Much like our good old friend in Aurum Vale, this cyclops will turn to a random player and cast Glower. This guy is a little more kind, though and projects a linear AoE for you. Move!
  • 2000-mina Swipe – A frontal, conal cleave. Getting hit by this adds a vuln’ stack.
  • The Final Verse
  • Terrible Hammer/Terrible Blade
  • Eye of the Cyclone
  • The Final Verse
  • Terrible Hammer/Terrible Blade placed.
  • One of the 4
  • Terrible Hammer/Terrible Blade resolves.
  • One of the 4
  • Likely repeats from Raging Glower*.

Encounters 10, 11, 12, & 13

6 Anyder Harpooner, 5 Anyder Diviner, 6 Panopt Ousia (Summoned), 3 Io Ousia (Summoned)

(Note: There are 3 Panopt Ousia per vessel and 1 Io Ousia per vessel, the first 2 vessels being 1 of each, and the second set of vessels being 2 Io’s and 1 set of 3 Panopt)

This last group of adds can be handled two ways. If you’re confident, your group can pull every mob on this hallway from start to finish. If you’re unsure, split it at the first set of Anyder Diviners recharging the glowing vessels. If you choose to split it up this way, you can also more easily take out some of the Diviners before they summon additional opponents.

The one new mechanic from this group is:

  • Barreling Smash – A linear AoE from the Io Ousia targets a random player and moves with then as the player moves.

Rukshs Dheem

  • Bonebreaker – A tank buster.
  • Seabed Ceremony (1) – An arena-wide, unavoidable AoE that also triggers other mechanics. You may see lines of water placed on the arena, or need to stand on bubbling grates.
  • Depth Grip (1) – Four arms will come up out of the line of water that appears. They will be facing different directions. Stand at the back of one of the hands to avoid being slapped. Notice that they fall in the order they arrived, this will be useful later. At the same time, the following mechanic will be happening:
  • Falling Waters – Large, circular, traveling AoEs placed on two players. This resolves right before the hands from Depth Grip start to fall.
  • Rising Tide – A cross-shaped AoE centered on the boss that spans the whole arena. It begins casting just after the hands from Depth Grip start to fall.
  • Seabed Ceremony (2) – This still includes the AoE from its first instance, but when the grates around the floor are bubbling, additional mobs also have the chance to spawn from them. To prevent this, stand on the grates. If extra adds do spawn, they will tether to the boss, preventing her from taking damage until they are dispatched.
  • Seabed Ceremony (3) – This will damage all players via the AoE and also place 2 lines of water along the long sides of the arena floor.
  • Depth Grip (2) – Observe the order in which the hands appear. You want to head to the side where the 4th hand appears. There will be a blank row where there’re no hands. As soon as the 4th hand falls, begin running to the opposite side of the arena to avoid the other half of the falling hands. It’s also possible to dash through the falling hands if you get your timing right.
The second of Rukshs Dheem’s Depth Grip patterns. Run. Just run.
  • Bonebreaker
  • Rukshs Dheem will jump to the center of the arena and all 8 grates will begin bubbling.
  • Depth Grip (3) – Four hands will appear behind 4 of the 8 grates. Move to the grates between the hands to cover them.
  • Seabed Ceremony (4) – The boss will summon 4 Queen’s Harpooners from the uncovered grates, but the hands behind them will kill them almost instantly.
The third of the Depth Grip patterns. It looks more complicated than it is!
  • Flying Fount – A mechanic that requires players to stack.
  • Command Current – Several conal AoEs will fire out from the boss.
  • Likely repeats from the beginning, though it was noticed that Bonebreaker moved positions in line.

Congratulations, you’ve completed Anamnesis Anyder!