Gaming
 

Distant Beliefs

From FFXIclopedia, the free Final Fantasy XI encyclopedia

  Mission Name:   Distant Beliefs
  Start NPC:   N/A
  Requirements:   Chains of Promathia expansion.
  Suggested Level:   Level 40 Cap
  Title:   
  Repeatable:   No
  Reward:   
     
  Previous Mission:   Promathia Mission 2-2: The Lost City
  Next Mission:   Promathia Mission 2-4: An Eternal Melody
     
  Replay Cutscene   
  Distant Beliefs (pt.1)   Goblin Footprint Phomiuna Aqueducts
  Distant Beliefs (pt.2)   Goblin Footprint Phomiuna Aqueducts
  Distant Beliefs   Latteaune Tavnazian Safehold (H-6)

Walkthrough

  • Make your way to J-3 on the second map where the Minotaur spawns and defeat him.
  • Important: The Minotaur has an extremely large aggro range (about triple that of a normal mob). He sits and stares down the path leading to him, and aggros you the moment you round the corner. Do not venture even remotely close to him until everyone is prepared.
  • Once one person in the alliance aggros the Minotaur, the entire alliance, regardless of where they are on the map, will be drawn in to fight (unless they are in a ladder-climbing cut-scene).
  • Pets and even mobs that you are currently engaged with will be drawn in as well.
  • Use the Draw In to your advantage, and let one skilled person run there solo with Reraise on and all other wait at the entrance until they get drawn in.
  • Holy Water and Antidote are very useful for this fight.
  • After defeating the Minotaur, leave his spawn room quickly. There is no cutscene, and he has a respawn time of less than 10 minutes.
  • Make your way to the Iron Door at G-8.
    • Be sure not to drop into the water at G-8, otherwise you will need to go around again.
    • You will either need a Thief, who can pick the lock or someone with a Bronze Key (dropped from Fomors in the Aqueducts).
  • Continue on to the Wooden Ladder at E-8 for a cutscene (choose either option), then climb up.
  • On the next map, take the north corridor.
    • The southern room/path has no true exit, and only has one-way access from the corridor.
    • There are two Stegotaurs in the corridor (with true sight), which are impossible to pass without catching agro.
  • Make your way to the ??? in the south west corner of the room at F-7. Click the ??? to open a hidden door at the south wall.
    • Make sure to click the correct ???. There is another one-way door in the east wall, which leads to a dead end. The only exit from this room is via a trapdoor in the floor, unless someone opens the door and lets you back out.
  • Behind the southern door is a passage(F-8) where you must solve a puzzle.
    • The puzzle varies based on the current Vana'diel day.
    • Push the torches simultaneously that correspond to the following:
      • To open the door, simply pick an in-game time and have both players click their torch at the designated time.
Firesday: Fire and Ice
Icesday: Ice and Wind
Windsday: Wind and Earth
Earthsday: Earth and Thunder
Lightningsday: Thunder and Water
Watersday: Water and Fire
Lightsday: Light and Dark
Darksday: Dark and Light
  • After completing the puzzle, go through the hidden door at the western wall.
  • It can be opened from the other side by someone that has already passed through.
  • Go to the second Ornate Gate and receive the final cutscene.
  • Go back to Tavnazian Safehold and talk to Justinius (J-6 on the upper level).

Mobs in the Aqueducts

  • Taurus mobs have a particularly nasty special ability called Mortal Ray. It is a vision-based attack, so exposure can be prevented by using Blinding Potions or facing away from the Taurus mob (the latter to a lesser extent, since hate tends to bounce around in Taurus fights). If Mortal Ray manages to land, the target receives a Doom status effect which will kill the player if not removed before the countdown ends.
  • This effect can be removed with either Holy Water or the White Mage spell Cursna. Be aware, however, that multiple attempts may be needed to remove a single party member's Doom effect.

Notes

  • It is highly recommended that players do not lock onto the Minotaur and taurus type mobs while fighting. This helps to quickly spot and avoid Mortal Ray by turning around.
  • This can be soloed, you just have to be very, very, very fast with selecting the proper torches. I do recommend a party of at least 2, because this is a pain. To solo this I went THF used Flee to the room, Reraise and then did the torches.
  • If any of your party members die, but the living party members kill the Minotaur, the dead party members will still receive credit for killing the Minotaur, even if they Home Point. (Don't try to Raise in the Minotaur room.)

Strategies

  • You can create an Alliance to complete this mission, but a skilled party of 6 can complete it without help. It is recommended that you invest in Silent Oils and Holy Waters.
  • Recommended that you have one dedicated healer, who will **Face the wall** at all times. This will prevent the healer from becoming Doomed, allowing them to keep their attention on the party's health.
  • The Draw-In is very disorienting, and you come upon the minotaur all of a sudden. When you enter the water for the last time, you should already be prepared for battle.
  • 2 BST with 2hr can easily Beat this mission as long as they manage to avoid Mortal Ray 1 Oil Spill can easily solo the Minotaur if Mortal Ray is avoided, to avoid Mortal Ray simply stand behind the Minotaur or far back of your pet and Heel it to make it look away.

See Also


Game Script and cutscene video


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