Finding Your Way Through the Realm Reborn MSQ List Without Losing Your Mind

Finding Your Way Through the Realm Reborn MSQ List Without Losing Your Mind

So, you’ve decided to take the plunge into Final Fantasy XIV. Welcome to Eorzea. It’s huge, it’s beautiful, and frankly, the realm reborn msq list is a bit of a beast if you're looking at it all at once. Most people start this game because they heard the later expansions like Shadowbringers or Endwalker are literal masterpieces of storytelling. They aren't lying. But to get there, you have to survive the foundation. A Realm Reborn (ARR) isn't just a tutorial; it's the bedrock of everything that happens for the next ten years of game lore.

It’s a long road.

Basically, the Main Scenario Quest (MSQ) is the spine of the game. You can’t skip it—well, you can buy a skip, but don't do that. You’ll be lost. The original 2.0 launch content carries you from level 1 to 50, and then you hit the infamous "Seventh Astral Era" patches. This is where a lot of players used to quit. Back in the day, it was a slog of 100 quests with no clear end in sight. Square Enix eventually trimmed the fat in Patch 5.3, but it’s still a significant time investment. Honestly, if you know what's coming, it feels way less daunting.

The 2.0 Grind: From Nobody to Warrior of Light

The journey begins with a carriage ride or a boat trip, depending on which city-state you pick. Gridania, Ul'dah, or Limsa Lominsa. It doesn't really matter which one you choose long-term, but it dictates your first fifteen levels of the realm reborn msq list. You're just an adventurer doing chores. Killing ladybugs. Delivering letters. It feels small because it is small.

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The scale shifts once you hit "It's Probably Pirates." That’s your first dungeon, Sastasha. From there, the game starts introducing the Scions of the Seventh Dawn. These are your ride-or-die companions. At first, they might seem a bit stiff—especially with the early voice acting—but stick with them. By the time you’re fighting Ifrit in "Lord of the Inferno," the stakes start to feel real.

Why the Middle Section Feels Weird

There’s a stretch around level 30, specifically the "Company of Heroes" arc, that drives people crazy. You’re trying to fight Titan, a literal god-like Primal, but the game makes you run errands for a banquet first. It’s a notorious pace-breaker. Most veterans will tell you this is the lowest point of the realm reborn msq list. The logic is that these legendary mercenaries are testing your resolve, but let's be real: it’s padding from a 2013 design era. Just push through. The payoff at the end of the 2.0 story—the assault on Castrum Meridianum and The Praetorium—is a cinematic explosion that makes you feel like a genuine hero.

The Patch 2.1 to 2.55 Gauntlet

Congratulations, you finished the base game. You see the credits roll. You think you’re ready for Heavensward.

Not quite.

You’ve just entered the "Patch Quests." This is a sequence of stories that were released every few months between 2013 and 2015. Historically, this was a massive barrier for new players. Square Enix cut about 13% of these quests and streamlined the rest, but you still have a bridge to cross. This section of the realm reborn msq list covers the growing political unrest in Ul'dah and the rising threat of the Ishgardian conflict.

  • 7th Astral Era Quests: These start with "The Price of Principles."
  • The Crystal Brave Arc: You’ll help Alphinaud start a new military unit. It starts with good intentions. It ends... poorly.
  • The Lady of the Vortex: You'll have to re-evaluate how you handle Primals.

The writing in these patches actually improves significantly as you go. By the time you reach Patch 2.5, "Before the Fall," the game stops being a standard MMO and starts being a high-stakes political thriller. The final cutscene of A Realm Reborn is roughly 40 minutes long. Do not skip it. It changes the entire trajectory of the game and sets up the emotional stakes for the next three expansions.

Key Milestones You Can't Miss

I get it, you want to see the list. You want to know how far you are. While I won't list every single one of the hundreds of quests—that's what a wiki is for—you should watch for these specific "turning point" quests in the realm reborn msq list:

  1. The Scions of the Seventh Dawn (Level 17): This is where you officially join the main cast and unlock the ability to join a Grand Company.
  2. The Company of Heroes (Level 30-34): The infamous banquet prep. If you finish this, you've survived the hardest part of the grind.
  3. The Ultimate Weapon (Level 50): This is the climax of the base 2.0 story. It unlocks your first 8-man raids.
  4. The Parting Glass (Level 50): The final quest of the 2.55 patch. This is the "Red Wedding" moment of FFXIV.

After "The Parting Glass," you are officially done with ARR. You’ll get a prompt saying you’ve entered Heavensward territory. The voice acting changes (for the better), the map design improves, and you can finally fly your mounts once you attune to the zones.

How to Handle the Burnout

Don't try to marathon the realm reborn msq list in three days. You will hate the game. FFXIV is a marathon, not a sprint. If you feel the MSQ getting dry, go play at the Gold Saucer. Try out the Blue Mage job. Level a crafter. The game is designed to be played at a leisurely pace.

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One thing people get wrong is thinking they need to do every yellow side quest. You don't. In fact, you shouldn't. Stick to the quests with the "meteor" icon (MSQ) and the blue quests with a plus sign (which unlock features like dungeons or dyes). Everything else is just flavor text that you can come back to when you're leveling a secondary job.

Also, pay attention to the world-building. Names mentioned in level 20 quests often become massive plot points in level 90 content. The "Ascians" might seem like generic hooded villains right now, but their backstory is arguably the best part of the entire franchise. If you ignore the dialogue now, the emotional payoffs in Shadowbringers won't hit nearly as hard.

Moving Toward Heavensward

Once you clear the realm reborn msq list, the game changes. The movement feels more fluid, the dungeons get more mechanical, and the story becomes much more focused. ARR is the "World Building" phase. It’s the "Let’s explain how the magic works and who the nations are" phase. It can be dry, but it's necessary.

If you're currently stuck in the level 30-40 range, just know that everyone else felt that way too. You aren't doing it wrong; the pacing is just a product of its time. The community actually looks back on ARR with a sort of nostalgic fondness, but mostly because of how well the later expansions pay off the seeds planted here.


Actionable Next Steps for New Players

To make your progress through the realm reborn msq list as efficient as possible, follow these steps immediately:

  • Focus on the "Meteor" Icons: Prioritize these above all else. They provide the most XP and gate all game progress.
  • Unlock Your Mount at Level 20: Complete the quest "My Little Chocobo" as soon as it appears after joining a Grand Company. Walking is the enemy of progress.
  • Use Your "Hall of the Novice": Complete the training exercises at level 15. Not only does it teach you your role, but it gives you a ring that boosts XP gain until level 30.
  • Read the Dialogue: Don't skip cutscenes. If you're short on time, use the "Unending Journey" book in any Inn Room to rewatch them later, but try to stay engaged with the "Crystal Brave" subplot in the patches—it's vital.
  • Check Your Item Level: Once you hit level 50, your character level stops mattering as much as your "Item Level" (iLvl). Use Poetics tomestones (earned from dungeons) to buy "Ironworks" gear in Mor Dhona. This will carry you halfway through the next expansion.