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User talk:ShadowKatze/Missions

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I've written up my strats to CoP on a number of sites now, but thought I would put all my mission experience here as I get time. As with my other "tips", these should be considered a suppliment to the real guide pages here on wiki. I find that most of the strats there work great, although my style of play requires some alterations to them on occasion and I try to be more inclusive of possible job combos than some of the writers. While obviously some jobs are better on certain fights, I know it's not always possible to get the "ideal" set up. I hope this will help at least one person. I will fill them in as I have time. ShadowKatze 15:26, 11 July 2008 (UTC)

Contents

Bastok Missions

Gate gaurds in bastok include the ones at the exits to Mines, Markets, and Port obviously. However the gaurd by the presidents office can also give missions requiring a gate gaurd to start them.

1-1 The Zeruhn Report

Repeatable. Talk to a gate gaurd to select mission. Go to Zeruhn Mine and talk to Makarim (H-11) to get key item. Go to Metalworks and talk to Naji (J-8) to finish.

1-2 A Geological Survey

Repeatable. Talk to a gate gaurd to select mission. Go to Metalworks and talk to Cid (H-8) to get key item. Go to Dangruf Wadi (enter at D9 South Gustaberg). The only aggro here is goblins (sight) if you are very low level. Stay along right wall until you find the geyser at I-8. Stand on Geyser and it will move you to upper ledge and give you a key item. Return to Cid to finish.

1-3 Fetichism

Repeatable. Talk to any gate gaurd to select mission. Trade him a full set of fetich items (head, torso, arms, legs) to complete the mission. These can be bought on the AH or farmed safely in Palborough Mines at level 25 (+/- a few levels based on job) or on higher jobs in Konschtat Highlands, Pashhow Marshland, or Beadeaux. Rank 2 and 1,000 gil is your reward.

2-1 The Crystal Line

Starting with this mission you must either repeat previous missions or trade crystals to the I.M. by the gate to get enough rank points to do each new mission. Which you do, depends on prices and the time you have to repeat missions. It should be noted that you may also trade crystals to the signet givers in Jeuno.
Talk to gate gaurd to accept the mission. Go to the metalworks and talk to Cid. He should give you a crystal, but if not any will work. Go to any of the tele-crags (Dem is the closest) and trade a crystal to the telepoint. This should get you a faded crystal. Trade the faded crystal back to Cid for a key item. Talk to Ayame (K-7 Metalworks) to finish.

2-2 Wading Beasts

Repeatable & Can Be Skipped. This is the mission I repeat in Bastok for rank points as lizard eggs tend to be cheaper than crystals for what you get out of them in rank. Talk to any gate gaurd to accept mission. Get a lizard egg. All higher level lizards drop eggs, but the ones in Gustaberg and the lower level ones in Dangruf Wadi do not. Easy to purchase from AH as well. Trade egg to Alois (J-8 Metalworks) to complete mission.

2-3 The Emissary

Talk to any gate gaurd to accept the mission. Go to Metalworks and Talk to Naji (J-8). At this point you have 2 choice. You must vist both San d'Oria and Windurst, but may do either first. Which you do first will change the mission requirements. Since I find it easier to do Sandy then Windy, that is the path described here.
Go to North Sandy and talk to the people in your embassy there (K-10). Baraka first then Helaku. Go to the Chateau d'Oraguille and talk to Halver (I-9). Go to Ghelsba Outpost (zone from West Ronfaure @ E-4). Climb up to H-7 and kill Warchief Vatgit. You can solo him at level 20, but no real need to do this mission before level 25. Orcs aggro sight so if you are low level be careful to not link a large number. The Warchief will respawn every few minutes if killed. Return to Sandy and talk to Helaku to complete this half of the mission.
Go to Port Windy and talk to Melek in your embassy there (F-6). Go to Windy Walls and enter Heavens Tower. Talk to Kupipi (behind desk thru first door) for key item. Go to Giddeus (zone from West Sarutabaruta @ F-8). Proceed to Balga's Dias (Zone at G-12). Again Yagudo are sight aggro so at level 25 you will need to invisible or kill your way there. Inside the Dias is a BC. Click on it to enter the fight. This fight caps at level 25 and allows 6 people to enter. Al those helping must be on this fight or already rank 3 or higher. You fight an Ahriman and a "Dragon". Any balanced group of 6 can win this fight. Personally, have done it with 3 as BLM, BLU, MNK and if you check the official page you can see how a number of jobs have soloed it. Simple strategy is to sleep the dragon and then kill the eye first. There is no need to 2 hour with 6 people, but it can be fun. The eye can use petrify, but it wears off quickly. If you do not have sleep, then 2 houring can make the fight faster and safer, but should not really be needed. After winning, speak to Melek (you exit the BC close to Port Windy. Just head east and you will see the enterance). Then return and talk to Naji in Bastok to finish the mission. Your reward is Rank 3 and 3,000 gil.

3-1 The Four Musketeers

Talk to any gate gaurd to accept mission. Go to Metalworks and talk to Iron Eater (J-8). Go to Beadeaux (Zone in in the southeast corner of Passhow Marshlands). You must kill 20 Copper Quadav and then zone out to Passhow Marshland for a Cut Scene that completes the mission. Quadavs aggro sound and at level 25 it is a slow process to kill 20 coppers solo. A party could easily do this. You can zone inbetween kills if needed. The computer will keep track of your # of kills. The mobs in Passhow will also aggro a lower level character, but you can ride a chocobo up to Beadeaux or use sneak as needed. The Pugils in Beadeaux also aggro sound. Any Quadav Helms you get doing this can be traded for a quest in Bastok. Reward is 900 gil each.

3-2 To the Forsaken Mines

Repeatable. Skippable. Talk to any gate gaurd to select mission. Go to Bastok Mines and talk to Davyad (K-6). Get a slice of hare meat. AH if you must, but can be easily farmed in Dangruf Wadi or Valkrum Dunes at a level capable of doing this mission. You will need 1 hare meat for each person doing the mission. Go to Gusgen Mines (zone is on east wall of Konschtat Highlands up by the Crag). In mines use sneak if the undead are not TOO WEAK. This can be soloed by most level 30 jobs with sneak, but if the undead link you are in trouble. Find the ??? by the pool at J-7 (Right, Left, Right, Right from enterance). Only do this fight in the Vana'diel daytime, unless you are fairly high level, as there is a NM ghost that pops here at night. Trade hare meat to ??? and kill the fish that pops. Fish drops 1 chunk of ore each time it is killed (Ore is Rare / Exculsive). Trade this ore to any gate gaurd to complete mission.

3-3 Appointment to Jeuno

Talk to any gate gaurd to select mission. Go to Metalworks and talk to Lucius (I-9) for key item. Go to Ru'Lude Gardens in Jeuno and talk to Goggehn (H-10) at your embassy. If you already have the Delkfutt's Tower key, go directly to the basement thru the door at E-8 on the first floor. Otherwise here is how to reach the top. Either get the map (thru a simple quest - The Antique Collector) or print out copies to follow. A level 50 can solo this on most jobs, but a group of lower levels is fine too. You will need sneak and invisible unless you plan to kill the entire tower.
F1: exit at E-6, F2: exit at I-9, F3: exit at G-6, F4: exit at I-6, F5: exit at H-9, F6: exit at J-10, F7: exit at F6, F8: exit at I-6, F9: exit at I-9, F8(again): exit at F-9, F9(again): Exit at F-6.
Once on F10 head to H-8 and kill the giant black Giga there (name is Porphyrion). The others will link, so if you are low level, you will need to clear them out slowly then pull the NM. When he dies, he drops 6 copies of the key. Everyone needs a copy and I would save it for later, since it makes climbing the tower to farm or help others much faster. Use key on elevator by the NM spawn point and go down. You will need the key again for the door at the bottom. Trade the key to the door at K-9 (you can skip straight to here if you already had the key) for a cut scene then return to your embassy (check ambassador's door and with clerk) in Jeuno for your reward. You should get Rank 4 and 5,000 gil.

4-1 Magacite

Talk to you ambassador in Jeuno to accept mission (remember you will have to trade crystals or repeat previous missions before he will give this mission). Check the Duke's Door at H-6 for another cut scene. Go to Lower Jeuno and talk to Aldo (J-8) inside the Neptune's Spire's back room. This requires Tenshodo Membership, which is easy quest. If you are repeating this mission for a new nation skip straight to retrieving the magicite. If this is your first time, make sure you read this carefully and get all the prep work done before you leave jeuno.
After talking to Aldo, talk to Sattal-Mansal in the main room outside Aldo's Office. Then head down the street to the goblin shop and talk to Muckvix (H-10) in the back room. Next go to Upper Jeuno and talk to Paya-Sabya & Geebeh (I-8). Also talk to Baudin (G-8) while in upper Jeuno. Trade Baudin a piece of Coeurl meat for a key item. You can get the meat for the AH or from coeurls in Sauromugue Champaign or other areas. Return to Lower Jeuno and talk to Muckvix again for another key item. You are now ready to leave Jeuno.
The rest of this mission is soloable at any level with sneak/invisible, however, you must fight 2 level 45 NMs for this part (not at the same time) so plan accordingly. If you are bringing a group of lower levels, be prepared for links. If not high level bring sneak oil and echo drops (casters only). Head for Beadeaux. Enter and head left until you find a tunnel. Take the first 2 rights and you will find a machine called a Mute. Clicking on it will silence you. Head back to the previous intersection and take the other path (south). Take the next right and you will pass a machine called the Afflictor. This will give you the status cursed unless you are already silenced (this is why you brought sneak oils even as a mage). If you have a WHM for Cursna, get everyone else silenced and he can just remove the curse on himself after this room (and the silence on the other casters). At the next intersection go straight (west) and you will be back on the surface. Continue along the west wall. You will past another Mute in case you need to be silenced again and also another Afflictor. After the second Afflictor, you can safely remove silence with the echo drops (or WHM as above) if you are a caster. Shortly after the Afflictor you should see a ramp leading up. Take it and follow the west wall south then east to I-10. Kill De'Vyu Headhunter. If lower level it would be wise to clear others from area first for clean pull. The WHM quadav are particularly annoying because they will heal him if they link. When he dies he drops 1-4 quadav charms. Everyone needs one, so you may have to wait for him to respawn (he comes back in about 15 minutes). I would go kill the other NM while you wait and come back since that one will also have to die several times for a large group. After killing De'Vyu, head north (do not take the path to the east) and follow that wall all the way back to the start at F-6. Kill Go'Bhu Gascon (again may have to clear links). He will drop 1-3 Quadav Augury Shells. Again everyone needs one so alternate killing NMs until you have all that you need. Once you have both items, return to Lower Jeuno and trade them (seperately) to Sattal-Mansal for the last 2 key items needed for this mission. If you are repeating this mission, you can start reading again, because you already had all the key items.
You are now ready to go to the 3 strongholds. You can go in any order, I just have my personal preference. Also if you have the WotG expansion and the recall points a WHM can make this somewhat faster for you. You will need sneak and/or invisible in all 3 areas (or getting there thru the past) unless you are high level (will still need in past). One note is that the cut scenes are long and give a lot of the story. I enjoy them.
Beadeaux: Recall-Passhow and thru the maw is fastest way here. Enter and follow left wall to tunnel. Take first left, zone into Qulun Dome(no aggro once here), and proceed thru door (you must have key items). Continue to back of area and click Magicite for cut scene.
Davoi: Recall-Jugner and thru maw is fast way to get here. Enter and follow right wall to intersection at G-7. Take a left and you should find a wall of dark arts. It is gaurded by 2 orcs (and a bat at night). You must either kill them or wait until they look away to click on wall (you must have key item) and go thru (I hate doors that ask if you want thru). Once thru go down tunnel (only a few steps) to Monastic Cavern (no aggro once here). Proceed to the back of the area and check the Magicite for another cut scene.
Castle Oztroja: Recall-Meriphataud and a brisk jog (they have added chocobo renters now if you like) to the maw is the quickest way to get here. This one is a pain, so I recommend getting a map. Yagudo are sight aggro, but there are some bats as well that are sound for lower levels. Enter and head mostly east (slight jog to the north at first intersection) to door at I-8. Stand between the 2 levers in front of the door (everyone one else stay back). Hit either lever and when it starts to turn, run back from door. If door opens everyone run thru, if the trap door opens, well that is why you ran back. If you fell thru the trap door you can escape, or walk back up to door. Which opens the trap door changes each game day. Once thru door, take the first right, then straight (west) at the next intersection. Continue along path until entering new map at G-7. From here continue north to new map at J-7. After a long walk, take a right (west) at first intersection and follow the right hand wall to door at H-9. 2 Yagudo gaurd it so you need to kill them or wait until they are looking away and click on one of the torches (must have key item) to go thru the door (again it asks you). They can aggro thru the door, so recast invisible immediately when thru the door. If you do get aggro at this point, run for it since you are almost there. From door, head south and take the first right (west). There will be a couple more Yags here and a big door, this door opens normally and the zone to the Altar Room (no aggro once inside) is just behind it. Go to the back of the area and click the Magicite for another cut scene.
After getting all 3 magicite locations, return to Ru'Lude Gardens and check the Duke's Door. You will get a Cut Scene and an Airship pass (or 20,000 gil if you already have the pass). Speak to the clerk in your embassy to complete the mission. Your reward is 10,000 gil and Rank 5. Note that this also starts the next mission.

5-1 Darkness Rising

Speak to any gate gaurd. Go to Metalworks and speak to Naji for a cut scene and a key item. This fight is a 50 cap deal allowing 6 people to enter so come prepared for that (see suggestions below for jobs). Anyone that is on this mission (from any nation) or has completed it can enter. Head to Fei'Yin. If you have never been there, go to the northeast corner of East Ronfaure (K-4) and zone into Ranguemont Pass (map quest for this area is harder than some The Rescue). You may need sneak and invisible here so be sure to bring some and check the mobs as you go. If you are safe here, you will probably need it later anyway, so bring some. At the first interection go north. You will find a door. Talk to the gaurd at the control device to open it. At the intersections go north, north, east, east and you will eventually zone (L-4) into Beaucedine Glacier (easy quest in sandy for this map Her Majesty's Garden). If you do not have the map, just go down every ramp you can and never go up. You need to reach the northeast corner of the zone (J-4). Follow path mostly north to first down ramp (you will pass an up ramp). Then head south to next down ramp. Head back north to find last down ramp and continue north from there to the zone. Once in Fei'Yin (map from a series of windy quests ending with A Smudge on One's Record), head to the door at K-8 to zone into the Qu'Bia Arena. If you have no map, following the right hand wall will get you there eventually.
This fight is pretty easy, but looks hard. There is 1 big skeleton in the arena to start with, but when he is attacked lots of smaller ones start rushing in from all around. Only the big one needs to die and the fight ends when he does. He is a mage and can cast some fairly big spells, but can also be silenced. A BLU or a BRD can sleep the skeletons, but really it may be best to have someone tank them while the rest focus on the main fight. 2 MNKs can 2 hour and end this fight fast. MNK is also the best DD for this fight, but any will work. A SMN can 2hour to clear the small skeletons as well as damage the big one. Any balanced party can win this fight though. Just have your main tank (PLD is great for this) get initial aggro on the lich. This will mean the small skeletons will come for him. Try to silence the lich and then just fight him straight up. If your main tank is not comfortable with this plan, have a DD (BLU best) get the inital aggro and then kite the small skeletons. After killing the lich return to speak with Naji to complete mission.

5-2 Xarcabard, Land of Truths

Talk to any gate gaurd to accept the mission. Go to Metalworks and enter the president's office for a cut scene. Now you are off to the Throne Room of Castle Zvahl. This fight is also a 6 person deal, but is uncapped. Again you can only enter the fight if you are on or past this mission (any nation). The Shadow Lord is a level 60 mob and I would bring a balanced party of around that level (It seems to be designed for a party of 65s to easily win). Some 75 jobs can solo him and most can duo or trio him. If you have never been to this region, return to Beaucedine Glacier and head north. Take the first up ramp and continue north. Take the next up ramp and continue north to zone into Xarcabard (same map quest as glacier) at E-6. Most things here aggro sound, but demons aggro sight. Head west and slightly north from zone. The Vzahl crystal is at the northwest corner of H-8 and you should grab that while here (if you already had it just tele to get here). Continue west from the crystal and you will come to the castle (easy map quest Northward) at D-7/8 . Make sure to check mobs as you go for aggro. Most are sight except for the floating eyes that are for various reasons sound aggro. Once in castle bailey, head west. At first intersection go south and then down the stairs you will come to. Head north and take the first left (west) to zone onto the next map (F-8). Follow the left wall to H-9 and go north under the bridge. Go right (west) and take the first left (north). Go up the stairs at H-8 (not sure of path to be honest, but this is your target) and take the west path to zone into Keep at E-8. Continue west to main room. From here you may go north or south, but for this I will explain the south route (no real reason as they are the same length). You can just follow either wall and will find the exit after only 1-2 dead ends as well. Go south thru the first 2 doors then take door to the west. From there head south again and take the door on the west (the one furthest south). Go south to exit onto next map at H-10. Go north until you reach the intersection at G-8 and head west onto next map at E-8. Head west to teleporter (these automatically activate every little while so just stand in them until you warp). Head south to next teleporter. Head west to next teleporter. Head north to last teleporter. Head north or south (no difference) then west to zone at G-7. Continue west to reach the BC.
If you are not doing this with 75s, it can be a challenging fight. You have to defeat the Shadowlord twice. The first form will use invincible (and will use it a lot once under 50%) so be prepared to do magic damage or have the fight last a long time. Note that if he is not using invincible, he is immune to magic damage so use it wisely. When he dies there is a short cut scene and you immediately are attacked by the second form. This form only has about 4000 HP, but deals a large amount of damage in AoEs so you need to kill him quickly. All DDs should plan on 2houring at this point and the mages should focus on keeping them alive. After defeating the second form, report back the to the president's office to complete the mission. Your reward is Rank 6 and 20,000 gil. You may also now enter Dynamis (if level 65) and start the Zilart Missions.

6-1 Return of the Talekeeper

Talk to any gate gaurd to select the mission. Go to Mines and talk to Medicine Eagle (H-6). Go to Zeruhn Mines and talk to Drake Fang (H-6). Head for Western Altepa Desert (if you have never been here, you need to get out more, but go thru Korroloka Tunnel and then follow the right wall once in Eastern Altepa Desert). This fight will take 2 parties of level 60 jobs or a couple 75s. Find the ??? at G-8. When ready, touch it to pop 2 manitcore type mobs. They are immune to sleep (all variants), but can be pulled solo using sneak and proper positioning. If you do pull only 1, wait until the other depops before killing it to complete the mission. Otherwise kill both to complete the mission. A balanced party of around 60 can handle each mob. After both are dead eveyone needs to check the ??? again to get a key item. Return to mines and talk to Tall Mountain (J-7) to complete the mission. This fight is in an open area and anyone may help regardless of nation or rank.

6-2 The Pirate's Cove

Talk to any gate gaurd to select this mission. Again this is an open fight so anyone can assist. You will need one chunk of Adaman Ore for each group of 6 needing this mission. You can mine this or buy from the AH (or get from some BCNMs). The same group that handled the previous mission can easily handle this one. Go to Metalworks and talk to Naji. Head to Norg and check the oak door at K-8. If this is you first trip to Norg, shame on you. From Jeuno take the airship to Kazham and from there chocobo mostly south to the outpost at G-11. Drop into one of the hole to the northwest of the outpost and head west to the tunnels. You will zone into the Sea Serpent Grotto around E-11. Follow the left wall to Norg (there is one semi-hidden door to click on). In Norg talk to Gilgamesh until he talks about this mission (he will talk about Zilart first if you have not been here before). Grab another chocobo in Norg and head west into the Yhoator Jungle (the jungles are a maze so giving directions only). Proceed to the northwest corner of this jungle (I-5) and zone into Ifrit's Cauldron (the tele crystal is at F-9 if for some reason you don't have it). Once in the Cauldron head south at first intersection and north at the second.  ??? at H-7 will trigger fight. You can use sneak popping to pull only the bomb and this is recommend for a single party of 60s. Also clear the area of other mobs before the fight. When you trade the adaman ore to the ??? a bomb and a lizard will pop. Only the bomb needs to die. When it does, it will drop 6 Frag Rocks. Each person doing this quest needs 1 so if you have more than 6, you need to fight multiple times. Once you have the Frag Rock, return to Gilgamesh in Norg and trade it to him. Return to Metalworks and speak to Naji to complete mission. Your reward is Rank 7 and 40,000 gil.

7-1 The Final Image

Talk to any gate gaurd to select this mission. Go to Metalworks and talk to Cid (H-8). He will tell you to go to Ro'Maeve. This is in the northwest corner (F-5) of The Sanctuary of Zi'Tah (Northeast corner of Meriphataud Mountains - M-4). Once in Ro'Maeve you must locate a ???. It moves and can be at any of the following locations: D-10, E-9, E-10, E-11, G-9, I/J-8, K-10, K-11, L-10, L-7. Clicking the ??? will pop 2 golem mobs. All mobs in this area will aggro 75s and all aggro magic. Most also aggro sound (bombs are sight). It is therefore best to clear area around ??? before popping (be aware the ??? can move while you are doing this). Sneak popping will work and you may then pull the mobs individually (or allow one to depop while fighting the other). A balanced party of 65+ (one party for each golem best if not sneak popping) can defeat this fight and since it is another open fight, anyone can assist. Obviously being 75 helps though (some 75 jobs can solo this). Once Golems are defeated, you must click the ??? again to recieve a key item. Note that the ??? may have moved during your fight. If so you can complete this part of the mission anytime as long as you do not zone (including tractor) or log out. Talk to Cid again to finish this mission.

7-2 On My Way

Talk to any gate gaurd to select this mission. Go to Metalworks and talk to the President. Go to Port and talk to Hilda (E-6). Go to Palborough Mines and find your way to the upper level. Zone into Waughroon Shrine at H-10. This is a BC fight that only allows 6 people in. They must all be on or past this mission for Bastok (They can currently serve another nation if they completed this mission before switching). A balanced party of 65+ can handle this. There are 4 Quadav. A DRK, a WAR, a RDM, and a WHM. Start the fight with Sleepga and then kill them in the order listed (Slaughter, Graniteskin, Knightslayer, Soulsaver). Reapply sleepga as needed. As long as you are only fighting one at a time you will win. All will use their 2hours at some point, which is why the above order is recommended. Obviously, silencing the mages will also help. Once they are dead, return to Mines (you can take the boat at H-8 if you don't have warp) and talk to Gumbah (J-7). Then go to Metalworks and speak to the president to complete the mission. Your reward is Rank 8 and 60,000 gil.

8-1 The Chains That Bind Us

Talk to any gate gaurd to select this mission. Go to Metalworks and talk to Iron Eater (J-8). Head to the Western Altepa Desert and enter the Quicksand Caves at G-5. You may need sneak here avoid aggro. Head south to intersection and turn right (west). Activate weight door leading south at end of hall. Weight doors requires 1 galka, 3 taru, or any other combination of 2 to open. Continue south to second weight door and go thru it as well. Follow path to room at end with ???. Clear room then check ???. 3 Antica will spawn. A PLD, a BLM, and a WAR. They resist sleep, but repose and lullaby work fine. A balanced party of 70+ can handle these if they can be slept. Each will use their 2hour so killing in the listed order is recommended. (Princeps, Triarius, Centurio). After the win check the ??? and then exit back out to Western Altepa Desert and reenter the Quicksand Caves at D-12 (There is a tunnel at C-11 to get there). Follow path to K-8 and go east (thru weight door?) onto new map. Continue east to G-8 and go thru another weight door. At H-8 you will find a ???. Check it for a cut scene and then return to Metalworks and talk to Iron Eater to complete the mission. Note that castin escape in the Quicksands Caves will put you out close to the Korroloka Tunnel zone and the that casting escape in Korroloka Tunnel will put you out in Zeruhn Mine right by Bastok Mines.

8-2 Enter the Talekeeper

Talk to any gate gaurd to select this mission. Go to Zeruhn Mine and talk to Drake Fang (H-6). Head back to Western Altepa and zone into Kuftal Tunnel at H-4. Head North to H-7 and check the ??? there (on top of overlook). Everyone needs to check the ???. Now one person needs to check the ??? at the bottom of the overlook. This will pop 3 Ghost mobs. If you brought a big alliance you can clear the area around the second ??? and fight all 3 ghosts. However, most people sneak pop the ghosts and pull Gordov (he is the only one that needs to die to complete the mission) back to the top area. Puller can zone any aggro while main party grabs the ghost as he runs by. A balanced party of 70+ can handle this fight easily in this manner. If you do this, it is important that the other 2 ghosts despawn before you kill Gordov. Once he is defeated, have everyone sneak and go check the bottom ??? for a key item. There is no time limit to check the ???, but you can not zone or the Ghosts will respawn. Return and talk to Drake Fang to complete mission. Also talk to Iron Eater and Gumbah. Your reward is Rank 9 and 80,000 gil.

9-1 The Salt of the Earth

Talk to any gate gaurd to select this mission. Go to Metalworks and talk to Alois (J-8). This is the same idiot you have been getting eggs for and now he wants salt. Head to Rabao (zone from Western Altepa Desert at L-4) and talk to Dancing Wolf (G-7). Head to Gustav Tunnel. You can get there from Rabao, by going thru Kuftal Tunnel and Cape Teriggan, but I prefer (find safer) going thru Valkrum Dunes (zone at B-8 on secret beach). Entering Gustav from either end, head to the branch at G-9 and take it heading north. Everything here will aggro to 75 so bring invis for the goblins and sneak for everything else. At first intersection continue north (then turns west). At second intesection head east and follow the wall on your right to narrow area at H-7. This should make for a good camp. Remember that undead will blood aggro so if you are getting hit during the fight stay away from the ends of the narrow area. Send one person to the pool at G-6. Checking the ??? there will pop a slime mob. You will need to sneak pop this mob unless you brought a large alliance to clear the area first. Even with sneak pop, the mob will aggro the popper (the sneak is for the many other mobs in the area) so he needs to either run as soon as he hits the ??? (recommended) or sleep the slime and then reapply sneak (can be risky if other mobs too close).
A balanced party of 75s can handle this (some have reported duoing this) but most people bring more. The slime itself is not horribly dangerous, but when you kill it, it splits into 2 smaller slimes. Each of these will split on death into 2 smaller slimes as well. These 4 slimes also split when they die for a total of 8 slimes to kill. The safest way (a must with a small group) is to kill one slime at a time all the way to the last split while kepping all the others slept. Having a tank that knows the order and taking auto target off while using an assist macro (similar to dynamis) is a great help here. Order of killing would be as follows: Giga, Macro, Micro, Nano, Nano, Micro, Nano, Nano, Macro, Micro, Nano, Nano, Micro, Nano, Nano. Another option is to manaburn them with a group of BLMs.
When all the slimes are dead, everyone needs to sneak and check the ??? to get a key item. Some have reported that there is a time limit on checking the ???, but personally I did not experience this. Just remember that undead aggro sound and blood. Return to Dancing Wolf for a cut scene then to Alios to complete the mission.

9-2 Where Two Paths Converge

Talk to any gate gaurd to select this mission. Go to Metalworks and talk to Iron Eater (J-8). Head back to the Throne Room of Castle Zvahl. This is a 6 person BC and you can only do this fight if you are on this mission or have completed it previously (regardless of current nation). I would recommend a balanced party of 75s, but some people have beaten it with trios (one BLM solo reported). You fight Zeid.
The first part of the fight, is just killing him. The second half you get a cut scene and Volker joins you. You have to keep him alive and kill Zeid to win. At this point Zeid also summons 2 shadows to aid him. If they are killed, he will just call more, but they have low HP so it may be worth killing them to prevent him from skill chaining with them. A solid PLD tank can handle tanking all 3. Zeid uses a weaponskill that induces sleep so Poison potions may be of help. DDs should save their 2hours for the second form to end the fight quickly. Without 2hours the fight will last longer, but is still quite winnable. If not using 2hours, have 1 DD focus on killing the shadows while the rest take down Zeid. Have your back up healer focus on curing Volker as needed.
After winning report back to Iron Eater to complete the mission. Your reward is Rank 10, 100,000 gil, and a Bastok Flag to hang in your MH.

Windurst Missions

San d'Oria Missions

Rise of the Zilart Missions

Personally, I would only number the fights, but it's their game so they number everything so you can feel like you are progressing faster. Not that this mission tree needs help with that. It can be done in one long session (8-10 hours) pretty easily.

1: The New Frontier

Achieve rank 6 in your home nation. Then when you enter Norg, you will get a cutscene and the map to Norg. Congratulations on completing ZM1.

2: Welcome t'Norg

Go to the Oak Door (L-8) in Norg and check it for a cutscene. ZM2 Done.

3: Kazham's Chieftainess

Go to Kazham and talk to Jakoh Wahcondalo (J-9) for a cutscene and a key item. That's 3 done, stop me if I'm going to fast.

4: The Temple of Uggalepih

OK, this one requires you to actually run around some, but the fact the fight can be duoed easily by a number of jobs sort of take away from it for me.
Step 1: Obtain a Paintbrush of Souls (key item). Only 1 person in the party will need this, but it's not a bad idea to have one for other things. Also, it is on your way (although the farming will slow things down probably). Enter Temple of Uggalepih at J-11 from Yhoator Jungle. Head south at first branch, north at second, and south at third. This puts you in a large room. Exit it to the northwest and you will find a door. You must use the Uggalepih Key to pass thru (each person must have key or get tractored thru). Key drops from Tonberry Cutters you will have seen getting here. Once thru door, check each of the 3 worn books in the room to get a rusty key (key item). Then check the old casket for the paintbrush.
Step 2: Obtain at least one Unlit Lantern for your party. They are Rare/Exclusive. If your party has 4 this will be faster, but you can do with 1 if needed. Lanterns drop from Tonberry Jinxers (in Yhoat jungle), Maledicters (in Temple), or Imprecators (in Den of Rancor). These are BLM mobs level 60-70 so be prepared for that. Personally I killed the Maledicters because I wanted the temple coffer key as well, They also drop BLM tests, a few thunder type spells, and are easy to get to. There are several places to find them, but here is one. Enter Temple at same location as step one. At first branch go north and continue north until you zone back into jungle. Head north and zone back into temple. Head east to H-7 and you should find several.
Step 3: After you have the paintbrush and as many lanterns as you feel you need, I recommend reseting your tonberry hate by using the Everyone's Grudge quest. At a bare minimum your tank should do this, but it's a safe idea for everyone. In case you don't know, the tonberry TP move of the same name does 5 damage for each tonberry you have killed. This may or may not be dangerous, but the NM version (such as in the coming fight) does 50 damage for each tonberry you have killed. This is cumulative for the entire game (being reset to 0 each time you do the quest) so that can add up fast. Personally I've seen people hit for 7k and heard about twice that so while it's cool to see that kind of damage, you may want to reset hate, even though it means running to Norg (if you have never done it before) and spending a little cash (you have to buy forgiveness).

Chains of Promathia Missions

These "missions" are numbered screwy to me. I find the 1-1, 1-2, etc. to be pointless and confusing to the average player. I see people confused on what they need all the time on shouts. That said, CoP is by far my favorite mission set for challenge (It's good story too, but not my favorite). It's long. It's hard. It requires an actual commitment and you can't leech all the fights (which you can with pretty much every other mission set). I credit the level caps for this and I think all missions should have them (yeah I know lynch me now).

1-1 The Rites of Life

Enter Delkfutts Tower to get opening cut scene. Enter Upper Jeuno for next cut scene. While there talk to Monberaux (G-10) to complete step one.

1-2 Below the Arks

Head to Ru'Lude Gardens and talk to Pherimociel (G-6). Talk to Harith at H-5 (he doesn't say much). Go to any of the 3 crags (Mea, Dem, Holla) and check the shattered telepoint. This lets you into the Hall of Transference. Check the Machine on the left to enter the Promy area. These areas are 30 cap so dress accordingly. While there, you can farm Recollections. The ones you want are Pain, Fear, and Guilt. You can also buy these on the AH if you are lazy (or buy the finished product as well). When you exit the promy area, you can erase your memory of it by using one of the machines there. You must do this if you wish to enter a different promy before defeating this one. DO NOT erase your memory yet though. Return and talk to Harith again. He will now convert your recollections into anima (but not if your memory was erased). He charges 2,000 gil for this, but it is well worth it. After he offers to make anima you are free to erase you memory as needed. Anima is rare and if you trade a recollection for which you already have the anima, he will make the anima, but you will be unable to take it (or make any other trades) until you use/sell the one you have. I will discuss the use of these in the next section, but having a full set (1 of each) is never a bad thing. I recommend farming in Promy Holla since the majority of F1 drops are Pain and Fear, which are the 2 preferred anima.

1-3 The Mother Crystals

Commonly called Promys. This mission requires that you defeat each fo the 3 bosses inside the crags. These fights (and the areas leading to them) are all 30 cap. The fights themselves allow 6 people to enter. I recommend the following order: Dem, Mea, Holla. This is because I find Dem to be by far the easiest and Holla the most dangerous to an inexperienced group. You get a CS everytime you enter a unbeaten promy and a CS after each win. On the third win you will get a CS putting you on mission 2-1. I will talk about each boss separately, but first let review what to bring.
Amina: Everyone should bring Hysteroanima and Psychoanima. Terroanima is optional, but not a bad idea if your main DDs are RNGs. Establish and order of use and stick to it. If you use a second anima of the same type before the first one wears it is wasted. However the mob can be affected by all 3 types at once. If everyone brought anima, then start the fight out by using it and go from there. If you are short some, then start out using Psycho and then start on hystero at about 60% since TP spam mode begins around 50% most fights (it gets really bad under 20%). Terro is for emergency use only.
Psychoanima blocks all normal attacks from the mob for around 30 seconds.
Hysteroanima blocks all TP moves from the mob for around 30 seconds. The mob will still ready these moves, but they will no be completed.
Terroanima forces the mob to flee from the person that has hate for around 30 seconds. It can still attack if it get close to someone.
Food/Meds: Hi-pots for the tank especially a PLD. Not bad for DDs either depending on healing.
Ethers of some sort for SMNs to make sure you can astral 3 times if needed.
Juice of some sort for all mages.
MP+ Food for mages. ATT+ for DDs. DEF+ for PLD. However on Holla Melees should not eat food at all
Climbing: Step one is to pick a promy. After you enter, each floor has increasingly dangerous enemies. It is generally wise to not fight more than you need to. Since they weakened the enemies and number present, it is now fine to fight as needed even on floor 4, but I would not suggest fighting more than 1 enemy at a time. Also note that on floor 3 there can be a NM that should be avoided by most 6 person parties. On each floor there are Memory Receptacle that you must fight to unlock the warp to the next floor. These are gaurded by weak mobs that spawn from the receptacle. You should kill all of these first then attack when everyone is ready (MRs do not aggro). During the fight DDs should use AoE Weeaponskills to kill any spawns or have a RNG pick them off. MRs do a heavy AoE knockback move, so melees should stand with their back to a pillar for the fight. Mages can stay out fo the AoE and then run in to heal after it goes off. Having stoneskin up not a bad idea either. Floor 1 has only one MR. Floors 2 & 3 each have 3 to choose from. The correct one is random. After you kill the MR the warp will only stay open a few minutes (if none appear move to another site), so raise (if needed) and go thru before resting. Mages should go thru first with DDs gaurding against the smaller mobs that may have spawned during the fight. Floor 4 just has an exit into the spire where you prepare for the real fight. Most people just have a NIN or /NIN (SMN can as well) train the mobs from the starting point to the spire. This relies on that person knowing the way (at least one of you should check out the maps online). You can just follow the wall (left or right works) to get to the MR/Spire, but if you do this be sure to go slow and safe and kill any aggros.
Party: The ideal Party is SMNx6 or RNGx6 (2hour and done). However normal people can beat these easily with a balanced party. I would recommend the following: 2 Tank - WAR/NINx2, 1 Healer - WHM, 3 DDs - SMNs, RNGs, or WARs. Honestly, any combination will work as long as you have tank, healer, DDs. I'm just stating ideals. I think I have done Promy with people on all the jobs except DNC and SCH and I see both of them as being great for it. Everyone should be ready to 2hour, but you can do these fights easily without 2hours if everyone has anima.
Bosses: DEM - This boss has high DEF, but really doesn't fight back much. He can do an AoE Para move, an AoE damage move, and a 200 HP drain (ignores shadows). However, his special move is called Fission. He can make up to 6 little copies of himself (1 at a time) to help fight. These can eat thru a blink tank quickly, but they have low HP. If you have a SMN (the more the better), they can kill all offspring with 1 Astral Flow (this also does 10-20% of the boss health). For this reason SMN is the best DD here. If you don't have one, assign another DD to engage them if they come. If anima use is consistant, they will never appear.
MEA - This boss has high EVA and can hit fairly hard. I would definitely recommend a blink tank(and any melee DD should /NIN if they can). He can do a high damage/knockback AoE called carousel that is absorbed by shadows. He also has an AoE poison, an AoE slow/gravity, and a throatstab type move (reduce target to 5% HP and resets hate). SMN is still a great DD with Astral Flow, but a RNG using holy bolt and Eagle Eye Shot (does 20-30%) is nice too. If Anima not used correctly he will spam carousel toward the end and wipe your party.
HOLLA - This boss can steal your buffs. Do not use protect/shell or DEF food on your tanks. His steal move will even steal shadows, so a PLD or maybe a WAR/MNK tank is best. If there are no buffs to steal the move drains 200 HP and he spams it if anima not properly used. He also can erase himself, do AoE Plague, and AoE damage. His worst move is AoE sleep/curse so bring poison potions for everyone. RNG is best DD here. If you are a SMN, you must unsummon your avatar if it is slept or any bloodpact used (including astral ones) will be lost. Also, it is best to cast an ~ga spell before Eagle Eye Shot or Astral Flow if the boss has absorb any shadows.
Fight: The general idea is to plan to 2hour. As I said, with anima this is not needed, but makes for much safer and faster fights. If you really want to blitz all 3 quickly though, bring and apply anima (everyone) and just chip them down. Anima can buy you 3+ minutes of the mob not fighting back so go nuts on it and save you 2hours for holla (the most dangerous). If you use WAR/NINs, they can Mighty Strikes to start the fight, since this helps them hold hate and does damage. MNKs (and other melee DDs) should wait until hate is established before they 2hour. They should also wait for the first hysteroanima to be used since they may generate a lot of TP in the mob (especialy MNK) and their 2hour is wasted if they get slept (holla) or die from hate (mea). As stated above, SMN can do 10-20% per astral flow pact. I generally astral around 50%, but if you have SMNx2 (or more, do it as soon as hate is established and repeat every minute. Fight should end before (or on) your 3rd one. Notes for SMNs: Use the avatar strong on the day you are fighting, Make sure avatar is awake (holla), Make sure hate is steady so the target will not move, and Make sure you have at least 60MP. Obviously Terroanima is very bad for SMNs. I also would prefer not to fight on light or dark day, but if you do use an elemental avatar (Carby is weak attacker, Some people like Fenrir for howling moon - I don't, Diabolos should never be used for astral pacts due to the nature of Ruinous Omen). If you are using RNGs as your main DD, as stated above Eagle Eye Shot does 20-30%. This is great as a finish move, but obvious generates a lot of hate. RNG should always bring a terroanima for use if EES fails to kill the mob. Obviously, if you have both RNG and SMN DDs, you would be better served to let the SMNs astral flow early in the fight and have the RNGs finish the damage at the end. If using BLM as DD, they should apply a terroanima and then manafont when they think they can finish the fight. I recommend using the element of the day for this as a SMN would. Again, they should go after the SMN since they are using terroanima and this will render the SMN useless. WHM should always bring reraise in case of a wipe prior to use of the 2hours and a Terroanima to use in case benediction is needed.
The main thing about the fight (and this is always true of any situation) is to not panic. Bad things can happen, mistakes can be made, mobs can get in lucky hits, and if you all stay focused you can still win. Also I can't say this enough, bring anima. It's cheap (especially if you farm it) and highly effective.

2-1 An Invitation West

After defeating all three Promy areas, you will recieve a cut scene that ends with you in Lufaise Meadows. You may now access this area thru the Swirling Vortex at I-9 in Valkrum Dunes. You may also use the Swirling Vortex at E-6 in Qufim Island (it's way back in the cave by the tower) to acess Misareaux Coast. The Coast is a higher aggro area, so if crossing with a mid level job you may get aggro. Meadows should stop aggro by level 50. Orc & Giga are sight, Bugards are sound, Bombs are sight and magic (they only spawn during fog). Fomor are sound and blood (they only spawn at night). If you have not killed any fomor they are not aggressive at all.

2-2 The Lost City

After the previous cut scene head for the Tavnazian Safehold. The fast route is to head west at every chance. The zone is at F-10 in Meadows. Once you are in the Safehold, head south to the main room with the bridge across it. While you are here you should take the time to do the quest Unforgiven for the map to the Safehold, Meadows, and Coast. It is on the way to the CoP cut scenes anyway. The Nomad Moggles are thru the hall to the West before you cross the bridge (the map quest starts in the hall to the west after you cross the bridge). Cross the bridge and you will see a ramp heading up on the east. On the second floor, head east and south to the walnut door at K-10 (this one will open, the other one wiil not). If you are doing the map quest, the ??? for that is right here as well. Once you go thru the door, talk to Despachiaire, then return to the ground floor (and finish your map quest). If you head west from the ramp when you reach the groud level you will see a ramp leading down. Go down this and head North to the Sewer Entrance and check it for a cut scene. You can either enter or not as you choose. If you do enter, you can exit with nothing negative happening.

2-3 Distant Beliefs

THIS AREA IS 40 CAP.
Once you have a party organized, enter the the aqueducts to find the minotaur. 2 BSTs can use familar on the larger slimes in this area to kill him although Mortal Ray can cause problems. A normal party should include a WHM (for cursna), a NIN (who can tank facing away from the mob) and then as many DDs as you feel you need for the fight. A couple MNKs, SMNs, WARs, etc. that can spike damage with 2hours round this out nicely. You can bring an entire alliance, so no need to skimp on DDs. Just remember to bring healers for them. Personally, I do not like having Range DDs for this fight, since hate outside of melee generally results in a draw-in followed by a TP move. If you have a fairly good party, you can kill your way to the fight. In this area, only slimes (sound) and Taurus (true-sight) will aggro unless you have fomor hate. If you have killed any fomor in the tavazian regions, I would strongly recommend clearing this hate by killing beastmen &/or Taurus before doing this mission. If you do not have a THF, you will need to kill fomor for a key for this mission, so after obtaining the key, reset hate. If you do have hate fomor will aggro to sound and blood with the range increasing based on your hate level. The easiest way to do this mission is to have the main group wait at the start and have 1 person (who knows the way) go to where the minotaur lives. This person should have reraise as they will need to pass thru several rooms with taurus mobs (this is why some people prefer killing their way thru). One thing to note about this ara is that it contains ladders which you have to click on AND say yes I want to climb up (you can just drop off coming down). Taurus mobs can "see" up these ladders so be careful near the tops. The actual climb is in cut scene, but it will not drop hate if you are being chased.
The path: From the start, sneak (slimes) and take the first right then the first left (wrong way quickly dead-ends). You will come to a room with 3 taurus and a ladder on the far side. People farm these a lot so you may have a clear path. Once up the ladder on the far side take the next right. You will come to another taurus room. When safe, drop into it and head north into a hall there. This hall leads to another large room with Taurus and at least 1 slime (need sneak again). Also some fomor here. You need to exit this room by the ladder in the northwest corner (this is the trickiest part if you send one guy). Once up that ladder, take the first right (may need sneak) and follow the hallways to another drop into a taurus room (fomor also). When safe drop down and head north. A NM taurus can pop in this room and if the minotaur fight goes well you can kill it after. Once in this hallway, stop and make sure everyone is ready. Buffs, food, not AFK, NOT FIGHTING, etc. Then go north to the end of the hall (short hall) and west until the hall goes north again. Looking north you should see the minotaur. At this point feel free to write SE and describe your deep disappointment that they have no idea what a minotaur looks like. As you approach the Minotaur, he will use draw-in on EVERYONE in your alliance who is anywhere in the aqueducts. Also anything you are currently fighting will be drawn-in with you. Minotaur is a taurus mob and uses all the normal moves. The 2 most dangerous ones are Mow (AoE damage and poison, both fairly strong) and Mortal Ray (single target death). Mortal Ray only works if you face the taurus, so always unlock targeting and be ready to turn away. Also, it has a timer once you are hit so it is possible to recover. You need to have cursna or holy water used on you. Both can be resisted though, so WHM should cast as many times as he can and spamming holy waters is not a bad idea (although costly). They say the removal rate is about 1/3-1/4, however personally, it seems more like 1/10 based on what I have seen and done. Once the minotaur is dead, get EVERYONE out of the room. Anyone dead needs to be raised, tractored, or home point (you can still complete if you homepoint AFTER he dies). Rest in the hall out of sight of the minotuar room. He respawns fairly fast (under 5 minutes easily) and if he can still see anyone, everyone will get drawn-in again for a new fight (if you die and have to home point, the first win still counts), which will generate good feeling amoung the rest of the party I'm sure (I know it has the 2 times I've seen it happen). After resting to full, you are ready for the second half of the this mission.
Head back across the the taurus room and up the ladder. Follow hall back to the branch at H5 (this is where you need to come back to if you had to homepoint, so see above for instructions from start) and continue West. After a bend to the south you will come to another ladder into a big room. There are Taurus here so be careful dropping down. From ladder head south into the next hall. Follow that to a gate. Make sure you do NOT drop off the ledge by the gate or you will have to run back around a long way to get back up. Open the gate using the bronze key that you farmed or a THF with tools. A THF does not have to be 40 to pick this gate, but usually uses more tools if he is not. The lowest I have seen trying this was 37, but I'm sure lower than that could given time and tools or luck. When gate opens go thru fast. If not everyone gets thru, it will open from the inside. There will be a Taurus mob in this hall. You can kill it with a balanced party (assuming tank is watching mortal ray closely, but if you prefer to not risk it, have a SMN call Garuda, use aeriel armour, and sick her on it. The party can run by to the ladder at the end of the hall. Going up the ladder will break aggro. There are 3 fomor at the ladder so use sneak if you have hate. They aggro as a party, so tricky to fight depending on your numbers. You should get a brief Cut Scene at the ladder. Once up the ladder, head north. There will be 2 Taurus mobs in this hall. It's easiest to kill them, but if for some reason you are doing the low numbers approach, have the SMN use garuda again (PLD or THF can do this with their 2hr or a BST with a pet). The person drawing the taurus mobs off will die this time (except maybe the BST), so see below for where to run. At the end of the hall is a door leading into a room full of fomor, so have sneak if you have hate. The fomor here are all in a party, so I advise against fighting unless you have a lot of people. In this room go straight forward to the opposite wall then right and back to the west wall (you entered from the west). There is a ??? in the bookshelf here that opens a hidden door in the south wall. Run into the hidden hallway and wait there. If the person doing the sac pull needs the mission this is where they should die. In this hall you will find 10 oil lamps. The farthest on each end opens the hidden door on that end. The other 8 each have an element written on them when you click on them. You have to click on the correct 2 to open the hidden door in the middle of the hallway leading west. If anyone gets thru the door, if can be easily opened from the inside. The correct 2 depend on the day. Have everyone stand still and don't touch anything. Then have 2 people hit the switches. They need to be hit almost exactly at the same time, so using the in-game clock can help. You must hit the element matching the current day AND the element which is weak on the current day. Order is Fire>Ice>Wind>Earth>Thunder>Water>Fire>Etc. On Light or Dark day you must hit the Light and Dark lamps. Some people claim this can be soloed, but I have not seen it successfully done, so always bring at least 2 people (You probably had more than that to kill the minotaur anyway right?). At the end of this hall is another gate. Touch it for a cut scene then head back to the safehold. Most people will tele/warp/escape out, but if you want to walk, here is the path. First while you are here, check the 2 rooms on either end of the hall for random ???s. If you get lucky you will get the map of this area. Note the the door to the south is one-way, so leave a person to let you back in. Also both rooms have fomor so sneak if you have hate. Once you get the map (or decide it's not there) go into the north room and click the ??? in the shelf by the east wall. This opens a door in the east wall. Enter. Sneak (undead) and then drop down hole. Head south past first turn and then east at H9. North at next turn will bring you to a gate. it opens from this side so go thru and head east. There are taurus here so watch out. Once in hall, follow it to the next room. There are taurus here and a ladder to go up (directly south of hall). Once up ladder head west to first branch and go south. Follow this hall to another drop in to a room with 3 taurus (this is the one people farm). Once past this room, sneak (slimes), and take a right then a left. Following this will bring you back to the exit. Once in the safehold, head to the second floor and talk to Justinus at J-6 to complete this mission.

2-4 An Eternal Melody

Once you talk to Justinus check the Walnut Door up the ramp from him at K-7. There are 2 walnut doors so make sure you get the right one. The one for cut scenes does not open and is the closer of the 2. The other one lead into Despachiaire quarters (K-9/10). After this cut scene head the Misareaux Coast (the G-6 exit is the fastest from safehold). Go to the gate at I-11 and check it for a cut scene. Then return to the safehold and cross the bridge in the main area of the first floor for another cut scene that will end this mission.

2-5 Ancient Vows

Commonly called the Mammet fight. BOTH the fight AND the area to get to the fight are 40 CAP. Head to F-7 in Misareaux Coast and check the dilapidated gate. Once inside, head to the Spatial displacement and enter Riverne Site A01. At this point you will be capped at level 40 so plan accordingly. Head North to the the first spatial displacement and enter. From there head west and south. It is important to remember that Hippogryphs are True sight mobs and that drakes are sight. Avoid the hippogryphs (although if you aggro some and they drop tailfeathers, save those for later). When you come to the area with the drakes, you will need to farm 2 Giant Scales. They drop about 50%. The only real concern is not linking extra Drakes or Aggroing hippogryphs, since the drakes can be dangerous on their own. Make sure you keep the tanks and mages unsilenced and you should do fine though. The first group of drakes is the lowest level so easier to farm. Scales are not rare, so having 1 person hold them is fine. After you have the scales proceed west. Follow the wall on your right to G-10. You will go pass on Unstable Displacemt before reaching the correct one. When everyone is ready, trade 1 scale to the unstable displacement at G-10. Once traded, everyone has about 30-45 seconds to enter before it closes, so be ready. Once thru, invis. This isle has bomb clusters so remember they aggro sight AND magic. Head west along the north side of the island. You will pass one spatial displacement before reaching the correct one at E-10. If invis is wearing it should be safe to recast it by the first displacement. At E-10 trade one giant scale to the unstable displacement and enter. Again remember there is a time limit so make sure everyone is ready. The next island has a bunch of hippogryphs on it. You can fight them if you want, but it is really better to avoid them. The spatial displacement you want is on the northeast corner of the island (the one on the northwest is for a quest if you are helping someone else repeat this - Confessions of a Bellmaker). Once thru the displacement head forward to the last displacement and enter Monarch Linn. This area is uncapped so you can use potion/ether tanks, etc. You will be capped again when you enter the fight and have all buff except food removed. Enter the fight and get the cut scene. It's one of the best in my opinion so enjoy it and then exit the fight so it won't count against your timer.
The fight itself is against 3 Mammet mobs. They can shift jobs during combat so I will review each jobs they have. If you bring yellow liquids, using one will lock that mammet in it's current form for roughly 30 seconds. They sell cheap so bringing some doesn't hurt and you get more back during the fight since they drop from the mammets themselves. Other than that, Hi-potions are nice, as are Jackolanterns for NINs, Juice for casters, and tacos for PLDs. Mammets' job and moves are determined by their current weapon. Polearm: This is a good form to lock them in. It hits fairly hard, but is slower and does not do any nasty AoE TP moves. Staff: This is not a bad form either IF you silence it. Otherwise it will cast a lot of ~ga spells that are a pain for NINs and healers. Still no really nasty TP moves, but if you have a BLM as DD be warned that PSYCHOMANCY is AoE Aspir (healers beware too) and MIND WALL makes all spells heal the mammet. Sword: Never lock it in sword on purpose. It will be constantly using hi damage AoE TP moves that will mess you up. Hands: This form is not bad fighting, but never lock it in this form because of one move. TRANSMOGRIFICATION converts all physical damage into healing. If you see it use this move, everyone must disengage or you will heal it to full fairly fast. Remember, the only way for a mammet to gain HP is for you to heal it, so if you see it's HP going up, STOP HIITTING IT. The effect lasts about 30 seconds.
The typical set up is 3 NIN tanks (1 for each Mammet) and 3 WHM healers (1 for each NIN). Fight spread out and just slowly kill them all. You can use a PLD to replace a NIN if needed and you can also replace a WHM with RDM, SCH, BLM, or SMN. I have not tried DNC on this fight, but it might work as well. If you are using a tank other than NIN (or maybe PLD) make sure they bring lots of Hi-potions. Another great way to do this fight if you can't find 3 tanks is to kite 1-2 mammets while you kill them 1 at a time. The best kiter for this fight is BST. Just sic your pet on one then recall and you can kite it long enough for the rest of the party to kill 1 mammet easily. I really good BST can kite 2 mammets if needed, but it's not easy. If using the kite method, have the tank get first aggro and then let he kiters pull off of him. The final method is the super tank method. A well geared PLD can probably run in and get sight aggro on all of them. Then stand there and get beat on while the mages keep him alive until the melees can kill the mammets 1 at a time. I have never tried this as I prefer the kiting method, but I would suggest the melees 2hour the first mammet to make this easier. This fight does not require 2hours to win, but as long as you watch out for trasnmogrify they make it go much faster. The first time you win this fight, you will appear in South Gustaberg (repeats appear in Monarch Linn). You also get 1000 XP for being alive when the fight is won (repeats get this also). Head to Bastok for the next Mission.

3-1 The Call of the Wyrm King

After last fight, you arrive in South Gustaberg (out towards the light house). Head North and you should come to Bastok (Mines). Once in the city, head to Port and approach the Airship Building. A cutscene will trigger as you walk up to the building if you come from the Markets side. If you come from the MH side it will trigger as walk away towards the Markets zone. Once you get the cutscene, head thru Markets to the Metalworks and talk to Cid (H-8 upper level) for another cutscene.

3-2 A Vessel Without a Captain

After talking to Cid, head to Jeuno. Click on the door to the Tenshodo for a cutscene. For those that don't know the Tenshodo is in the back of the Neptune's Spire in Lower Jeuno (I-7). Then head to Ru'Lude Gardens and approach the Audience Chamber (H-7) for another cutscene.

3-3 The Road Forks

This part of the Mission contains 2 Paths. You may do either path first or can be working on both paths at once, but the steps in each path must be done in order within that path. There is no real advantage to doing both paths at the same time and which is easier depends on where your home nation is. I will therefore describe each path separately randomly selecting the Sandy path first. On both paths make sure you get the right conversations from the NPCs as they are also involved in quests. I would talk to each several times to be safe.
SANDY PATH: Zone into Northern San d'Oria for a cutscene. Go to the Catherdral there and talk to Arnau (giving the sermon in main room). Then talk to Chasalvige in the Manuscript Room (room on left as you enter cathedral). From there head to Jugner and enter Carpenter's Landing from the cave at E-6. Proceed to H-10 and find Guilloud. Talking to him will trigger a fight, so be ready before you do (Some people have reported him giving other conversation first, but I never have seen this). Fight is against a Morbol NM. Easy Duo at 75 (most jobs could solo as /NIN or /WHM), however if doing this at 40, you will want a full party minimum since Morbol are nasty. After fight, Talk to Guillond again and then head to Southern San d'Oria. Talk to Hinaree (B-6) to finish this path.
WINDY PATH: (or as I call it "Why I hate taru") Zone into Windurst Waters for cutscene. Head to the south map and talk to Ohbiru-Dohbiru (J-9) in the Rhinostery. Go to Windurst Walls and talk to Yoran-Oran (E-5) for a cutscene. Go to Windurst Waters Tavern and talk to Kyume-Romeh (F-10) for another cutscene. Go to south map of Windurst Waters and talk to Honoi-Gomoi (E-7 upper floor) for a key item. Talk to Yoran-Oran again. Head to Tahrongi Canyon and enter the Maze of Shakhrami at K-5. Go north thru Maze to Attohwa Chasm at F-5. Talk to Jakaka by enterance to get a Flaxen Pouch (this is optional for doing ENM here later). Head East thru caves into the open area on the eastern side of the chasm. From there head north and circle around the area (avoiding caves) until you reach K-8. You will find "loose sand". Kill any Antlion mobs in the area. Again most 75s can easily solo this (they need a quick way to get hate though), but if you are level 40 you will need at least a full party. Click the sand to spawn a NM antlion. The fight is pretty straight forward except for one minor detail. Everytime the antlion does a TP move it resets all hate, deaggros, and heads back for the sand. If allowed to touch the sand, he is instantly back to full HP. Therefore, it is best to pull him away from the sand as much as possible (thus clearing the other antlions before fighting). He runs back to the sand very quickly, so someone must be able to get hate on him quickly every time he uses a TP move. Fight can turn into a long frustrating exercise (but it's not the worst part of this path). Once he dies, check sand again for key item. You now have 1 hour to reach the top of the mountain. If you fail, you lose the key item and must check sand again (you also lose item if you logoff, which allows you to reset the hour if you are feeling slow). If you return later you can get the key item without the fight as long as no one in your party need the fight. Level 75s will not get aggro during this, but lower levels will want to sneak for the antlions and scorpions. From sand head right around the corner there to K-9. You will be at the base of a trail leading up the mountain. You can fall off the trail easily and if you do, you will have to restart most likely. Climb takes about 15 minutes if you are somewhat familiar with it, but can take a lot longer if unguided on a first run. There are Miasma Vents that will block your path from time to time. Some are permanent. Some are temporary. At each vent wait for about a minute. If it goes away, continue on that path. If it is permanent, drop off the edge at that point. Be very careful to land on the ledge below rather than falling to the ground. From the new ledge continue on. Here is the quick version of the climbing guide (see link on main page for full version). First 3 forks go up, then straight (north) to temp vent. Continue past vent across bridge to permanent vent. Drop down, go forward, and drop off end. Go North at first fork to permanent vent and drop again. Head up bone path and take the right forks to what looks like a dead end. Walk as far up and over on the cliff as you can (must get past rock before dropping) and continue to temp vent. Continue west and again drop past a large rock. Continue west and cross another bone path to a permanent vent. Drop down (this is trickest) and hug mountain until you can go up (this is where most people fall). Go up until you find another temp vent. Once past it, cross more bones. At the end of the bones carefully drop off end (last drop). You will come to one more temp vent, but just continue to the right until you find the cradle of rebirth. Check it for 3 key items (if you brought the flaxen pouch trade it to the cradle an then return the item you get to Jakaka). Return to Windurst Walls and talk to Yoran-Oran. Go to Port Windurst and talk to Yujuju (M-6) by Airship Building. Go to Windurst Waters north map and talk to Tosuka-Porika (G-8) at the Optistery. Go back to Windurst Walls and talk to Yoran-Oran to finish this path.
Once BOTH paths are complete, head back to Bastok and talk to Cid for final cutscene.

3-4 Tending Aged Wounds

After talking to Cid, head to Lower Jeuno for a cutscene. Then check the Tenshodo Door there for a second cutscene.

3-5 Darkness Named

After cutscenes go to Upper Jeuno and talk to Monberaux (G-10). Then back to Tenshodo and talk to Ghebi Damomohe (the clerk in the front). You need to trade her a chip from Pso'Xja. Chips are Ex so you have ot farm your own. If you are not 75, the easiest place to farm is the tower at F-7 in Glacier. The Diremites close to the enterance drop a chip and they are midlevel. At 40 probably need a full party though. At 75 I prefer the tower at G-9. Killing mimics is easy and has the highest drop rate. Also check the quest A Reputation in Ruins before heading there (need jeuno cutscene). If you get a florid stone from the diremites, trade that to the same person as the chip. It if for ENM access here. After trading the chip (Carmine, Gray, or Cyan), you get 500 gil and a key item.
THIS AREA AND FIGHT ARE LEVEL 40 CAP
After gearing as needed, head back to the glacier and enter the tower at H-8 (right by the outpost if you warp out). If you know the way you can just run thru here without sneak or invisible as you will "zone" at intervals to shed aggro (if you are unsure use both at the start). You must walk thru red & black shimmering walls to "warp" to different areas in this tower. Each time will remove sneak and invisible so don't waste oil/powder after the first one (the first warp is the only really long run). The order of the warps is red, black, red, black. After the last one, sneak and go down the elevator. During ice weather it doesn't hurt to invis as well (bombs). From elevator run forward to the "T" and go left to door. Go thru and enter the uncapped rest area before the fight (fight is capped still). Once everyone is ready, enter the fight (6 people only). Once inside, buff, rest MP, then run down hall to actual arena. You will be above Diabolos and he will not aggro until you attack or drop down. The key to this fight is not to panic. He has some annoying moves, but the capped version isn't a big deal (Prime fight sucks, but that's a different topic). Best set up is Tank (I prefer NIN, but PLD is fine), WHM (almost a must for this fight), Stunner (DRK only for me. BLU is not reliable enough), and then any other 3 (mainly DDs, but buffer or assisting healer good too). On main page there is a map of the tiles that are safe to stand on. I say safe because random tiles will fall away during the fight and if you fall you will be killed by uncapped diremites under the arena. I prefer tanking Diabolos where he starts with the mages opposite there and any range DD to the side. Let the tank go in first and establish hate (Diabolos will use Draw-In at the startof the fight). DDs should go easy on the damage until hate is set. WHM needs to stay alert for sleepga and cast curaga immediately (DDs using poison potions is not a bad idea). Stunner has 1 job and only 1 job. As DRK you may want to do more DD, but you are only there to stun Nightmare. Nightmare will sleep the party and inflict heavy Bio damage per tick. Poison potions will not wake you up either. Only being hit or cured will. All DDs and especially the tank should bring a few Hi-potions to help keep hate off the main healer. If positioned correctly, the WHM will not be slept with nightmare, if the stunner misses, and can curaga just like a regular sleepga. Benediction should be used if to full heal (and remove the bio) only when needed to save a life. I've never lost this fight (yet) and have survived fights where nightmare landed 3 times. I think most loses are due to panic over nightmare or fear of using Benediction. Benediction usually doesn't get hate either since the DRK or the tank will have really pissed diabolos off by then. My perfect set up would be NIN, WHM, DRK, DRK, RNG, RDM. RDM would spam Dispel to get rid of phalanx (spam because diabolos has absorb all). Perfect set up aside, any tank, heal, stun, 3dd set up will work. Mages should of course bring refresh drinks. After fight you get 1000 XP (if alive) and a cutscene. (If helping more than 6, you will need to exit the tower and run back thru to get to the fight again.) Return to Monberaux to finish this mission. You now also have access to Dreamworld Dynamis and the Diabolos Prime Quest.

4-1 Sheltering Doubt

Go to Tavnazian Safehold for a cutscene. At this point the Auction House there will be available. It is in the same section as the nomad moogles on floor 1, just on other end of the hallway. You may also now do the supply quest for this area when you country owns it. Having the outpost warp to here will be helpful for the rest of the missions. After entering the safehold go to the top and talk to Despachiaire (K-10). Then Justinus (J-6). After the talking head out to Misareaux Coast (first right is best exit) and check the gate at I-11 for cutscene ending this mission.

4-2 The Savage

THIS AREA AND FIGHT ARE BOTH LEVEL 50 CAP
Return and talk to Justinus again (optional for story). Then gear up and head to the Riverne at F-7 Misareaux Coast. You can now enter either site A or site B. Enter Site B for a cutscene and to continue this mission. (You can also now do the quest Go! Go! Gobmuffin! if you want the map to Riverne areas.) For this mission you need to have 1 giant scale from the drakes here or in site A. Once you enter proceed forward and use the spatial displacement. Once thru you should find a group of drakes in front of you. Kill them until you have a scale. If you proceed past the drakes you will find some hippogryphs. The item used in this fight is called a Mistmelt. You can buy them on the AH under goldsmithing, but if none are up (or you prefer to farm like I do) you must kill hippogryphs (either riverne site works as will Grauberg [S]) for their tailfeathers (you can also check to see if any feathers are up for sale under clothcraft). To turn feathers into melts you must trade 2 tailfeathers to Ferchinne at G-9 on floor 1 of Tavnazian Safehold. Melts are not rare or exclusive so take as many was you like. I would recommend at least 3 for my strategy, but since they are easily sold back after the fight, I would take as many as you can farm or buy feathers for (good profit buying feathers and selling melts). Having 6 is a good plan and allows for accidents. Once you have the melts and the giant scale enter Riverne Site B (assuming you farmed melts and had to come back) and proceed back to where you were killing the drakes. Use invisible (for drakes & bombs) and sneak (for morbols) as needed (remember hippogryphs are truesight and bombs aggro magic). Proceed west then north to the displacement at J-7. Once thru the first displacement continue northwest to next displacement (ignore displacement to northeast). Continue northwest to next displacement. It is unstable and will require the giant scale, so make sure everyone is ready before trading. Once thru, head west to next displacement at F-6. From there head south along hte edge to first displacement you come to. Once thru that one, continue south to entrance of Monarch Linn. This is the uncapped resting area before the fight. Enter the arena and enjoy the cutscene. Once it ends exit and get ready for the fight. All buffs will be removed on entering as usual. Fight is 6 person only.
Enter. Buff. Fight. Enemy for this fight is a great wyrm Ouryu. He is earth element, so do not fight on earthday (windday is best). There are 2 preferred strategies for this fight, but a "normal" party set up can win with enough melts. The hard part is when he flies up no melee can hit him and all of his attacks do more damage. Also when he lands he does damage to those around him. Mistmelts force him to land immediately and negate all landing damage. You only have to get him to about 30% before he will quit so plan accordingly. He also uses invincible at some point so melees need to watch for that so weaponskills and or 2hours are not wasted on it. A lot of his moves are blocked by shadows, but I would still prefer a PLD tank because of his high damage output. My ideal set up would be SMNx6. One Windday, Garuda can easily tank him even if only one SMN in the group. Astral Flow then Aerial Blast does 700-800 easily and in a party with 2 or more SMNs the fight is resolved quickly. The other main strategy is to use BLMx6 and alternate using Freeze and Sleep2 until his dies. This is also highly effective. Throwing a WHM in to alternate repose with sleep makes it even better because resists build slower. For those of you without acces to 6 SMNs or 6 BLMs, just bring a lot of mistmelts and chip him down slowly (or in chunks with your 2hours). As I said, if given the choice of BLM or SMN I take SMN. Only need 1 in the party and you will win if you have 3-4 melts. SMN should have at least 1 MP recovery item and a refresh, so he can aerial blast all 3 times (use elemental siphon as well). Having dispel helps as well, becaue the Wyrm will start the fight fully buffed (inculding protect, shell, and stoneskin).
Important notes about his attacks. Most are forward facing cones so melee him from the sides. Mages can easily be one hit by his breath attack. Wyrms really hate being attacked from behind so don't. If someone behind the wyrm gets hate he will likely use spike flail. This is absorbed by shadows (take 3 I think), but everyone else will be dead. It will do over 1000 damage (easily over) to everyone in the arena. At 50 cap only galkas have a chance to survive that most times. He also has a dispel all move that removes food as well as buffs.
Once you win you will exit the far side of Monarch Linn (you can return to the start if you are helping more than 6 do this). Everyone surviving will get 1500 XP for the win. Return to Tavnazian Safehold and talk to Justinus to finish this mission.

4-3 The Secrets of Worship

THIS AREA IS LEVEL 50 CAP
Talk to Justinus (until he quits saying new things) then check the walnut door above him for a cutscene. After the cutscene gear up for 50 cap again and head back to Misareaux Coast (second exit faster this time) and go to the gate at G-4. You will get another cutscene when you enter Sacarium thru the gate. (You may start the quest Paradise, Salvation, and Maps now also if you want the map here.) Someone should have a printout (or be able to check online) for the map here, because it has a maze section that changes based on the day. All mobs here aggro sound except the Taurus (truesight) and most also aggro blood, so plan accordingly. Once you exit the south part of the maze follow the hall to the first branch and set up camp in the short hallway to the room there. You will be killing fomor here for a coral crest key. If you also want to farm subligar you can (any of the fomor in sacarium will drop the key), but make sure everyone knows you are farming subligar before you start as that can take a lot longer. Access to the Sacarium also means you can do Swift Belt runs so if you do that, get a key then. You should plan to get 2 keys (mission can be done with one, but easier with 2). Once you get the 2 keys leave the area and start killing orcs and gigas in the tavnazian areas. You are doing this to resest fomor hate. This is optional, but makes this horrible mission much easier. The swift belt fight requires capped fomor hate, so doing that first (it also resets hate) might benefit some. Also killing Taurus mobs helps with fomor hate (and they drop the pop item for the swift belt). To check hate level talk to Resauchamet in the safehold (K-6 above Justinus). All kills by party count both for and against hate. Once everyone (no point in doing this if you don't all reset hate) has no hate (Resauchamet will say you have "a fairly good head start" in addition to his normal doom and gloom stuff), return to Sacarium and exit maze to the south again. Fomor will now only aggro if attacked so sneak only needed for skeletons and gazers in the maze (unless you get lost). Head east until you come to the corner gaurded by a Taurus. You can kill (risky because of doom from Mortal Ray) or just wait until he turns to run past. Head north from Taurus. You will come to 2 hallways leading east. Each will have 6 really weak skeletons in it that will not aggro. Kill all 12 (if you don't they link with the NM and just cause problems). At the end of the hall is a large room with some bats, Taurus, and a NM Corse (giant skeleton in case you have not met one before) named Kermet. Camp in either hall and pull the NM. It's a pretty normal fight (if you killed the skeletons first), but watch out for charm. Should be no need to 2hour on this. MNKs, of course, easily beat up this mob. He drops a Sea Lion Crest Key. Make sure a different person gets this than the 2 coral keys. This is a permanent item (unlike the coral keys), so if you know someone with one, you can skip this fight. Once you have the 2 coral keys and the sea lion key, continue north to the next Taurus corner. Head west there to the door at H-7. Have one person with a coral key and the person with the sea lion key stand by the door and everyone else stand back. Have the person with the coral key trade it to the SMALL keyhole and the person with the Sea Lion key trade to the LARGE keyhole. This must be done in order and within a few seconds of each other. If done corrctly, the door opens and everyone can run thru (it can be opened from the inside so only one has to get thru. The person holding the coral key will be frozen for a short time and the key will break (so don't panic). Note that the key will break either way so be sure to do it right. Once everyone one is thru the door take the first right (west) and check the gate at the end of the hallway for a cutscene. If you have extra people (and no extra key) you can leave a person here to open the door after the fight (they can get the key item once the other people are there to trade off on door duty), but if you had 2 keys take everyone for the fight. Each room that comes off the east/west running hallways contains a ??? at the teacher's desk. Which one triggers the fight moves randomly, so you just have to check them until you get it (note that if you drop off the ledge in the northern hall you have to go thru the maze to get back to the room in the south and the door to finish the mission). All the rooms contain multiple fomor, so if you didn't rest hate you will have to either clear the room (takes a large group because of repop times) or pull the mobs into the hall (and be very careful not to get into aggro range during fight). Overall it's just much eaiser to have no hate. Note that using Area effect attacks in the room full of non aggro fomors will result in them attacking you so don't. The mob that pops is a ghost (the Professor) and 2 small ghosts (pupils). Only the professor needs to die (and the other 2 just resummon anyway). Best set up is to have 2 tanks. One for the professor and one for the pupils (I prefer PLD as main and NIN for the pupils). 1 Healer and then the rest DDs to kill the professor. WHM is good for banish on ghosts. The only hard part of this fight is that they can randomly teleport around the room (which breaks target lock), but just keep fighting and you will be fine. Also healer(s) should stay away from main fight to avoid sleepga from the professor (use posion potions if this really bothers you). If fighting the professor in the hallway, use the same stategy except do not follow him into the room when he teleports. Just wait for him to return to fight you. Using the dual tank method a party of 6 can win this fight reliably without 2hours. However, if you have a BST (2 can duo this), grab one of the blubbereyes (past the taurus mobs) and Familiar it for great damage. Once professor dies examine the ??? again for a key item. You can get this item as long as you do not zone after the fight (tractor counts as zoning, which is another reason to reset hate). Return to the coral/sealion door and use your second coral key to enter in the same manner as th first time. Check the same gate for another cutscene to end the mission. Once everyone is thru the cutscene you can walk out (or teleport, escape, etc.) or farm subligar.

4-4 Slanderous Utterings

Return to Tavnazian Safehold and talk to Despachiaire (K-10 top floor). Go the basement and zone into the Sea Lion Den. Check gate there for cutscene. Talk to Despachiaire again. This ends the required part of the mission, but for more story, talk to Parelbriaux (K-7) then head to Northern San d'Oria and talk to Chasalvige (L-6) then Port San d'Oria and talk to Anoki (H-6). The entire sandy thing is a wild goose chase, but I like to get all the story.

5-1 The Enduring Tumult of War

Zone into Port Bastok to start Chapter 5. Head to Metalworks and talk to Cid again. Head to Beaucedine Glacier and enter the tower at F-7 (commonly called the Nue Tower) for a cutscene. Follow the hall to the first room and go straight across to the stone door. Checking the door will trigger a NM golem. He does not have a huge amount of HP, but does regen at 100 per tick. Most 75 DDs can solo him using spike damage, but a full party of 50s (maybe more) will be needed if you are doing this at the earliest level (next fight is 50 cap). Once the golem dies, you can pass thru the door at anytime by clicking on it. Once thru the door you will find an elevator. It is safer to use sneak before riding the elevator as you will pass mobs that aggro sound and magic on the way down. However, often you can ride with no aggro so your choice. At bottom is a short hallway to another stone door. Click it to get a cutscene and enter Promyvion - Vahzl and finish this mission. Note the Promyvion- Vahzl will be level 50 cap so you should be prepared for that.

5-2 Desires of Emptiness

THIS AREA AND FIGHT ARE LEVEL CAP 50.
As with the other Promy climbs having a map accessible helps, but is not required. The basic climb strategy is the same. Stay together, try not to fight unless forced (and never link), follow the outer wall to find targets (only if no map). You still have to kill Memory Receptacles to unlock the warps up. They are still random as to if they are real or fake. Review the other promy notes for strategy. Here I will go over the new features.
Floor 1: No change.
Floor 2: No change.
Floor 3: Before finding the receptacle, you need to find the Memory Flux (J-8). The Flux is always at a fixed location. Checking it will pop a NM. It is a larger version of the boss from Promy Dem. Use the same stategy to defeat it without anima or 2hours. Your DDs might want to store TP on a smaller mob in the area to start the fight. With 6 this can be a challenge, but doable. An alliance should have little trouble. The main concern as always is the smaller mobs that it can spawn. These should be killed quickly if the main mob is at high HP (they will die with it). BLU is again a good job for this because of the stun spam. Also a COR for Monk's Roll is very nice. Everyone should have reraise in case fight goes poorly though. After NM dies EVERYONE CHECK THE FLUX. You will get a cutscene required for the final fight. If you zone, before checking the flux, you will have to fight the NM again and your party will hate you. Zoning (aside from the obvious) includes being tractored and going to a different floor inside Promy V. If you are dead when the NM dies, that's fine. There is now time limit on getting the cutscene. You just can't zone. Once you get the cutscene you can warp directly to this flux from the door if you return. Once everyone has the cutscene seek out the receptacle as normal and continue up.
Floor 4: Again you must first find a Flux (M-6). Checking the flux pops a NM again. This is a larger version of the Mea Boss. As with that fight Carousel is the worst move (but asorbed by shadows). He can also do impalement (drops HP to 5% and hate reset). He also does a poison and gravity move. Again everyone should have reraise, but the fight should go smoothly even with 6 (more still better). Again BLU and COR are nice to have. After NM dies EVERYONE CHECK THE FLUX. Again these cutscenes are required and if you zone you have to fight again and your party will really hate you. After getting this cutscene you can warp to this flux from the entrance door. Once everyone has the cutscene seek out the receptacle and head up.
Floor 5: Find the Flux at D-6. The NM from this one is a version of the Holla boss (which is no surprise if you were paying attention). Remember that he has that nasty AoE sleep (so poison potions help) and can steal buffs (so don't over buff the tank). Try to keep at least 1 buff on everyone though so he steals that rather than HP. Again I recommend Reraise for all and an alliance, but 6 can do. BLU & COR always help. After NM dies EVERYONE CHECK THE FLUX. Seriously, these are required and if you miss this one your party will want to see you flayed alive. Same as with other 2, you can not zone, but other than that there is no time limit. Also after the cutscene you can warp back to the flux from the entrance door. After everyone has the cutscene head to G-8 and enter the spire. As with the other promy fights, this is an uncapped area to rest and talk strategy in. If you did not get all 3 cutscenes from the fluxes you will not be able to enter (note attempting to enter counts as zoning if you are missing the last cutscene) and you will have to explain to your party why they have to refight one (or more) of the NMs.
For this fight, EVERYONE should bring ALL 3 anima. The odds are you will not use all of them, but so much better to have and not need than need and not have. Also they sell fairly well, so if unused you get the money back (or make money if you farmed them). The only good part is that if you need to resupply you can warp right back to that floor 5 flux (this also lets friends come help if you lose party members at some point). Other than the anima, you should consider the following supplies. Mages should bring refresh drinks (ethers if you are really worried) and MP+ food. Melee (maybe others) should have a supply of poison potions. DDs should have their best party food. Tank may want to skip food because of the drain ability of the holla boss, but should at least have a supply of hi-potions (PLD will want refresh drink and maybe ethers). Everyone should have reraise. This fight is 6 person only, so if you came as an alliance you will need to break up now. Once you complete the fight, you can choose to return here, so some people can go twice is numbers are not evenly divided into balanced parties.
The actual fight is against harder versions of all 3 bosses from the first promys. Don't panic though, you fight them one at a time for the most part. Note that if you attack all 3 they will all attack you. When you enter, buff and rest MP. Before you will be the 3 NMs in the middle of the promy circle. From right to left it will be Holla, Mea, Dem. You can pull any one you want as they do not link. When the one you are fighting reaches 20% the next one to the left will aggro. When the second one reaches 20% the final one will aggro. This means that if you pull Holla, your order will be Holla-Mea-Dem. If you pull Mea, your order will be Mea-Dem-Holla. And if you pull Dem, your order will be Dem-Holla-Mea. Which order you do this fight in depends on party set up and personal preference. Most people prefer, Mea-Dem-Holla. Personally I think I like Holla-Mea-Dem may better, but either is fine. I see no reason to pull Dem first ever. If you have 6 SMNs you can just have all astral flow and clear all mobs at once (and I would love to try that), but for normal people I will discuss a few of the strategies commonly used (or that I use). Keep in mind that as with the other promy mobs, these also have an elemental core that affects there resist rates to elemental attacks.
Strat 1: Tank, PLD or NIN is fine although I probably prefer NIN. Healer, WHM would definitely be my choice here, in case benediction is needed. Buffer, COR is much better than BRD for this because of MNKs roll. DDs, MNK (to add to MNKs roll) and any spike damage DD will work. Back up healer, SMN. DDs should all /nin because a lot of the TP moves from the bosses can be absorbed by shadows. Pull Mea. Straight tank it to about 25%. If it uses impalement and kills your tank just exit and restart. At 25% have the tank use Hystreoanima and one DD use Psychoanima. The other DD should be able to 2hour at this point and kill it. The anima lasts about 30 seconds so if it wears have the tank use psycho and the DD use hystero. Dem will aggro at 20% so the buffer should hit him with a terroanima when he does. If it wears before the first mob is dead, the back up healer can use another one on him. When Mea dies, Commence the fight with Dem. If needed, the tank should be able to kite the Dem mob while the party rests. At 50% have the second DD use hystreo and then psycho anima on the mob. This should limit the number of babies it makes. If babies (more than one) are out before this SMN should astral flow and kill them all. When anima wears (wait until 25% if possible the buffer should reapply both anima (hystero first). This should last until mob is dead. When Holla aggros, the DD should use anima on it. If more than 2 are needed then it should go DD, DD, Tank, Healer. Once Dem is dead target Holla. Again Tank can kite if rest is needed. Fight this mob straight up, but remember the sleep and the triple drain moves it has. At 50% backup healer should use hystero and then psycho. If others still have anima they should plan to use it when this wears. The main healer should save their anima for 20%. At that point use both (hystero first) and have the last DD 2hour (and SMN is they didn't earlier). Should be an easy win as long as you have that last set of anima to finish him with.
Strat 2: Tank, again either is fine but PLD may be better. Healer, again WHM. Buffer, eithe