WHM AF Quest Walkthrough.

For the first 4 quests listed, you must talk to the NPC with your main job as WHM.  You may do the NM fights and camp mobs that drop coffer keys with any job.  The treasure coffer for the AF gloves quest in Beadeaux may be opened with any job because it is a key item.  However, treasure coffers in Crawlers Nest and Garliage Citadel must be opened with WHM as a main job or you will end up with money.

Messenger from Beyond
Client: Narcheral (Catherdal, Northern San D'Oria)
Prerequisite: Level 40

Solution: Get some high level help including a ninja tank.  Go to secret beach in Valkrum Dunes and near the song monument there is a ??? at B-7.  That ??? only spawns at night.  Before inspecting the ??? cast blink and stoneskin.  Inspecting the ??? will spawn Marchuelte, a dark stalker with a Ranger job.  The ninja tank is required due to Dimensional Death, a move that Marchulete likes to spam.  Defeating him will drop the Tavnazia Pass.  Trade that pass with Narcheral.

Reward: Blessed Hammer 

Prelude of White and Black
Client: Pieuje (Chateau d'Oraguille)
Prerequisite: Rank 2 (if San D'Oria) or 2-3 active (if not from San D'Oria) [in order to enter Chateau], Level 50, Messenger from Beyond completed

To start this quest, inspect the door at Pieuje's chambers.  This will start a long cutscene.  At the end of the cutscene, Narcheral will mention that he needs a par of Moccasins and yaguado holy water. Moccasins are a leathercraft item that requires Journeyman skill.  You can buy this item at the AH as well.  Yaguado Holy Water is dropped by Yaguado Abbots in Castle Oztroja.  You will need a full level 52-54 party (54 is when these yags start conning even match).  Before opening the brass door on the second map, clear out the BRD (Lutenist) and NIN (Prior) yagados that guard that door, as invisible must be dropped.  Open the door and quickly go through.  Past the door are Abbots (WHM), Chanter (BRD), and Sentinel (MNK) in the hallway.  You will likely going have to chain kill those three, and slowly move down the hallway.  Once you kill the ones up the stairs, invisible, and move back downstairs to the door.  Have the mages rest, and have the melee try to aggro the Lutenist and Prior to come through the door (they will link through the door) for a quick kill.  By this time, the ones you want to kill will repop.  Once the abbot drops the holy water, quickly kill off any remaining yaguados you're attacking, lot on the holy water, and either teleport or escape.  Trade the two items to Narcheral and you will get your boots.

Reward: Healer's Duckbills. 

Pieuje's Decision
Client: Pieuje (Chateau d'Oraguille)
Prerequieste: Rank 2 (if San D'Oria) or 2-3 active (if not from San D'Oria); Level 50; Prelude of White and Black completed

To start the quest, again inspect the door at Pieuje's chambers for another long cutscene.  At the end of the cutscene you are instructed to get a Tavnazia Bell.  This bell is dropped off Dark Stalkers in Eldime.  You will need a full level 56-58 party with a ninja tank (and blm and rdm for that earth elemental), due to Dimensional Death.  Head to the Hume Bones spot of Eldime (take southern Batallia entrance, go through a hole by the Shiva Gate (where there are 2 Kas).  Sneak is a must, and due to the annoying Earth Elemental, everyone should carry silent oils as well.  Bring couple level 70+ to open the gates and to clear undead and elementals if necessary (and you may have to do so in order to get the gates opened).  Once you fall through that hole, just head east and you will reach the Hume Bones spot.  In the rooms both north and south are spawns with 2 Dark Stalkers each.  The BLM one must be pulled with Silence, the others can be pulled with ranged attack or magic.  While killing dark stalkers, be on the lookout for earth element.  If that happens, this spot is a very popular earth elemental spawn spot, and when that happens quickly kill off the dark stalker you are currently fighting.  Earth Elementals are weaker than dark stalkers, but a pain in the butt to deal with, as they got stoneskin, quake, and resist the magic spell Stun.  If you got high level outside help simply call for help on the elementals.  Once the bell is dropped, it is time to get a full alliance (with some level 70s as well, including a level 70+ ninja tank).  Everyone must bring Poison Potions.  Head to Fei Yin and first clear the room of shadows in J-10.  Whoever trades the bell must have blink and stoneskin up, and everyone must eat poison potions before the bell is traded.  The first move Altedour I Tavnazia (which is a BLM shadow and will use Manafont) will likely pull is Sleepga or Sleepga II, which makes poison potions essential (he didn't do it to my alliance which was so lucky, but he did start with Waterga III that cut through stoneskin and then some).  Everyone should sub ninja if possible (except Paladins), due to Dimensional Death, including mages.  WHM should focus on keeping the alliance alive as much as they can, and FLASH him whenever he tries that move, if possible.  WS should be held off on this mob until he is at 50% or less, where the NM will just start spamming his moves and he must quickly be killed at this point (and he loves his Dimensional Death).  After the NM is defeated, he will drop Tavnazia Mask after a concession speech.  This mask is traded to Narcheral who will then give you your body armor.  (Note: if you d/c during the NM fight or lose the fight, you're going have to get another bell, which is a rare drop by itself.) (Warning: you may drive your Fomor hate level very high by the time this quest is over, as the shadow mobs in Eldime and Fei Yin are considered Fomor.  My Fomor hate went from Level 1 to Level 3 after finishing this quest, and we had a Red Mage that had Fomor hate so high that Kas aggroed him right through Sneak even at full HP while we were heading to  the camp to farm bells.  Just to let you know, keep that Fomor hate as low as you can prior to this quest.)

Reward: Healer's Briault 

Borghertz's Healing Hands
Client: Guslam (Armor shop, Upper Jeuno)
Prerequisites: Level 50+, Prelude of White and Black started, any other AF gloves quest active must be completed before you can receive this one, Tenshendo membership

Guslam will instruct you to obtain a key item, which is found in a treasure coffer in Beadeaux.  The keys are dropped by Anicent (WAR), Darksteel (PLD), Platinum (THF), and Sapphire (BLM) Quadav.  It is suggested to camp the area next to the Qulum Dome zone (the zone you head to for the 60 cap quest), in case something goes wrong.  You will need high-level help, as the ones next to the zone are much closer to the level 68-70 ranges.  There are more past the zoneline, including the Ruby (RDM) quadlav.  Ruby has True Sound, and around level 70 with the others.  If you got RDM in alliances, go ahead and kill him as he is one of the few mobs that drop the RDM Testimony, and if problems happen you can zone back into Beadeuax.  Once you get a key, the coffers are in the 4 rooms with afflictors and guarded by 3 or 4 quadlavs.  If you are still camping for the keys clear the room of them, then open the chest for key item.  If you are not, make sure to buff up to prepare for the inevitable aggro, open the chest and hit the warp hotkey.  Return to Guslam, who will tell you he cannot repair them.  Talk to Yin Pocanakhu in the Tenshendo HQ in Lower Jeuno, who will tell you for 1000 gil you can find out where is the toolbox.  This payment is mandatory.  (If you already did a gloves quest with another job, you will not pay the 1000 gil fee as this is a one-time payment.)  The toolbox is marked with ??? in Port Jeuno by the duty free shop.  Inspect the ??? for a cutscene.  Now get a full level 58-60 party and head to Castle Zvahl Baileys.  At F-8 there is a torch.  Clear the demons nearest it.  If the eye aggros let it take the long way (nothing will link with it) and remove it when it arrives.  Inspect the torch and NM Dark Spark will pop.  It has Bio III and some Fire-based spells.  You will need stunners for its self-destruct move or when it attempts to -aga.  Once it is defeated, inspect the torch again for the key item.  Now return to ??? in Port Jeuno duty free shop for another cutscene and your reward.

Reward: Healer's Mitts

For the next 2 coffer chests listed below, your main job must be WHM before you can open them for your AF armor. You may camp the keys with any job, however.

Crawlers Nest Coffer
Prerequisites: Level 50+, Borghertz's Healing Hands started

Get a full level 50-52 experience points party (with a black mage if possible) and head to the southern map of Crawlers Nest.  Go to the rumble room.  Past the rumble room is another room with Helm Beetles. Clear the rumble that is nearest to the beetles (while noting its repop times), and then start chaining up the beetles.  The Helm Beetles here 3-5 levels higher than their strongest Quicksand Caves counterparts, but the strategy of the beetles here is the same as Quicksands.  The beetles drop the coffer keys.  There are coffer pops in the beetle room and rumble room in the southern map, but don't expect a chest to pop there.  Instead go back to the main map, and take the path at I-8.  Sneak is required here, though you may need prism powders for Puroboros.  You will continue on the path and on map 2 go north until you will get a drop.  Drop down, and head north to H-7, where you will then head west.  There is another drop at G-7.  This drop will take you into the northern rumble room.  There are coffer chest pops in the northern rumble room.  If there is not, cast invisible (Wespes are sight) and go through the hallway at northwest part of G-7.  There are 2 more spawns in the dragonfly room.  Dragonflies aggro sound as well.  Once you get the chest, prep up for the inevitable aggro (blink, stoneskin, etc.), open coffer, and hit warp hotkey. (Note: Wespes, Dragonflies, Knight Crawlers, and Crawler Hunters also drop the coffer key, the Rumble Crawler does not.  The beetles are your best bet, however.  If you got several beastmasters, go to the rumble crawler room on the north map and use the mobs -- charmable starting in the level 49-53 range -- to attack Wespes and Dragonflies and to give yourself constant access to the coffer chests pops.  Some of the coffer key mobs will not auto-attack starting at level 70, others will still be aggressive even at 75.  Knight Crawlers and Crawler Hunters do not guard the coffer chests, its mostly Helm Beetles, Dragonflies, and Rumble Crawlers.  If you are looking for a coffer chest, come when the place is packed with level 65+ characters, as you may find the two rooms with coffer chests in the north map largely cleared for you.  With a new Bee NM that spawns in between those two rooms that drops a good item, expect activity on the north map to pick up.)

Reward: Healer's Pantaloons 

Garliage Citadel Coffer
Prerequisites: Level 50+, Borghertz's Healing Hands started

A full level 56 party is required.  For the key, once you enter Garliage Citadel, take a left at first intersection, sneak/invis everyone, and drop down the hole.  Once down the hole, head east and then south.  It is in the best interest to hug the walls in case a True Sound mob called Serket is up - it has AOEs that affect everyone in range.  At southeast part of H-8, there is a hallway to set camp in.  The mobs that drop coffer keys are Fallen Major (WAR), Fallen Mage (BLM), Wraith, and Hellmine.  Wraiths are a bit strong for a level 56 party.  Mages must stay back in case Fallen Mage uses Sleepga or Sleepga II.  Once the key is dropped, you will need 4 people to come with you.  It is strongly recommended to get 4 level 70+ people, as the majority of the mobs past the banishing gates will con too weak to level 70.  Past Gate 1, only sneak is required until you get near Gate 2 at G-10, where you will need invis for the explosure and beetles. (This is map 2)  (Make sure to carry several silent oils and prism powders, as there are mobs that also aggro magic.)  There are 3 coffer spawns past gate 2; if there are not, head west and you will return back to the spot where Gate 2 is opened. Gate 3 is at H-6 in map 2, and the rest of the coffer spawns are there.  There is a zone to Sauromunge Champaign just past Gate 3 if you make a right and hug the left wall, should problems arise. (If you zone, you can then rezone, and hug the right walls to scan for pops.) If a beetle guards a coffer, wait for the beetle to turn its back to the coffer, drop invis, open coffer, and start warping out.  If the party sticks together, let them distract all aggros so you can open the chest, and then make a break to the zone, escape, or teleport.  (My suggestion, if you can wait this long, just hold off on this til you get level 70, it will make opening the coffer chest much easier as most of the mobs past Gate 1 and 2 are Too Weak starting at 68-70, and you only need Sneak once you hit level 70 as the beetles will not autoattack.)

Reward: Healer's Cap