Join the millions that use us for their forum communities. Create your own forum today.
InvisionFree - Free Forum Hosting
Welcome to High-Quality. We hope you enjoy your visit.


You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to access member-only sections, and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free.


Join our community!


If you're already a member please log in to your account to access all of our features:

Name:   Password:


 

 Basic COP Guide / Walkthrough / Cutscenes
aocypher
Posted: Sep 8 2005, 05:08 AM


Administrator


Group: Admin
Posts: 4,782
Member No.: 1
Joined: 14-February 05



The following posts are from
From http://www.gamersquare.com/forum/showthread.php?t=55248

Whenever possible, please also check the specific COP tactics for more details.

-------------------
CHAPTER 1-Ancient Flames Beckons

M 1-1(Rites of Life): Enter Delkuft Tower to start Promathia mission. After event, enter Upper Jeuno for a cut-scene. Visit doctor Monberaux at G-10 Infirmary for another cut-scene. You will get a key item.

M 1-2(Below the Arks): Head to Ru Lude Gardens and talk to Rainhard (H-6) who will refer you to Pherimociel at the Armory (G-6). You will be told of the shattered crystals. From here, you can start going to the 3 Promyvion areas at Holla, Dem and Mea. You can start off at any Crag and at each Crag, there will be a 'Shattered Telepoint' where you can enter into the respective Promyvion area. All 3 areas have Level 30 cap, so make sure you have the proper equipment ready.

M 1-3(Mothercrystals): Mission title will change after you've cleared the first Promyvion area. Now go clear the rest of the remaining two areas! You'll get a new title after clearing Chapter 1!


-----------------
-----------------
Check

http://s9.invisionfree.com/HighQuality/ind...hp?showtopic=20

for more crag specifics.


--------------------
Arolek, Elvaan Male from San d'Oria @ Ramuh
Cooking veteran, all other crafts less than 60.
75 BLM, 75 WHM, 75 NIN, 75 BST, all other jobs less than 50.
Top
aocypher
Posted: Sep 8 2005, 05:09 AM


Administrator


Group: Admin
Posts: 4,782
Member No.: 1
Joined: 14-February 05



From http://www.gamersquare.com/forum/showthread.php?t=55248
--------------------

CHAPTER 2 - The Isle of Forgotten Dreams

M 2-1(Invitation West): Right after defeating the last remaining Promyvion boss, you will be teleported directly to Tavnazia Archipelago, in the middle of Lufaise Meadows. You'll watch a cut-scene. You can choose to go back to the mainland, backtrack towards the cave behind and enter 'Swirling Vortex' back to Valkurm Dunes. To continue with the mission, head alllllllll the way westwards across a suspension bridge thru a ravine at either (F-10) or (E-8) towards the underground shelter of the Tavnazian Safehold to get another cut-scene and get a new embarrassing title happy.gif;;

PS: Swirling Vortex at Lufaise Meadows (L-10)-> Valkurm. Swirling Vortex at Misareaux Coast (G-7)-> Qufim.

M 2-2(Lost City): After watching the cut-scene, go up the spiraling stairway to the top floor to speak with the Chief Despachiaire at (K-10). After that go all the way down to the basement level and check on 'Sewer Entrance' at (I-7) to get a cut-scene.

M 2-3(Distant Beliefs): You can now enter the Promiuna Aqueducts which is capped at LV 40. You can change jobs for preps at the nomad moogle at (F-8) 1st floor of Safehold. In the Aqueducts, Stegosaurs have true sight which sees through Sneak/Invis so be sure to stay clear of them as much as you can. Otherwise, cast Sneak or Silent Oil is sufficient in the aqueducts. The boss, Minotaur, is located at (J-2) of the 2nd map (refer to Lonely VanaDiel). Beware that if anyone approaches near J-2, the whole alliance MAY be suddenly teleported to the Minotaur without warning. Useful medicines to bring along: Echo Drops, Holy Water. Alliance fight possible.
After the fight, backtrack towards (G-8) where you will be blocked by an Iron Gate. This gate can be opened either with a EX/RARE Bronze Key or with Thief's picking tools. Bronze Key are rare drops from the Dark Stalker types mobs. Check the Wooden Ladder at (C-8) for a cutscene. You'll reach an area with targetable Oil Lamps. Check what elemental day it is currently and then get to the lamps of that element and its opposing element. Pull them both simultaneously to reveal a hidden door and enter. Check the 2nd Ornate Gate for event. After the event, head back to Tavnazian Safehold and talk to Justinus to end the mission.

M 2-4(Eternal Melody): Check the Walnut Door at 3rd floor Safehold for a cutscene. Talk to Justinus again. Find a Dilapidated Gate at (I-11) of Misareaux Coast and check it. Thereafter return to the Safehold and walk towards the Bridge for a cutscene.

M 2-5(Ancient Vows): Be prepared for LV40 cap area. You'll have to go to the Dilapidated Gate at (F-7) to access a warp point marked 'Spatial Displacement'. This will warp you to another area called "Riverne Site A01". In this area, be careful of mobs called Hippoglyphs which have true sight ability. Navigating thru Riverne-A01 is quite straight forward by going thru the Spatial Displacements at each end of the island. However the 2nd and 3rd Displacements are too small for warping. To activate, you need a Huge Dragon Scale item (EX) which are dropped from Firedrake Wyverns around H-9 to J-9 area. You need 2 scales per PT to get thru the entire Riverne site. Beware of Atomic Cluster bomb mobs at D-9 which are aggro to sight n magic.

Enter the last Displacement which should display a text warning message before you enter. You'll be warped to Monarch Linn which is the BC area. Here you'll fight 3 humanoid bosss called "Mamet-19 Epsilon". You will need to get 2 players to Marathon/Kite the left and right Epsilon, while the rest of the PT fights off the center Epsilon first. Tankers with Ninja sub or RDM are advised for kiting. Most enfeeble do not work on Epsilons except for BIND, followed by GRAVITY. RDMs make sure to bind at proper times the Epsilons when needed and try to survive until the PT kills off the first one.

Epsilons have Physical Damage absorb (Phenomenon-something...dunno eng name) and Magic Damage absorb (Mindwall) abilities at will. They can also change to other several jobs midway! You can check their job types by visually checking their weapons. Usually Warriors (axe) and BLM (staff) are very powerful, while Dragoons (spear) are fairly weak. To stop them from changing jobs, use an item called "Yellow Liquid", which can be bought from AH Medicines or dropped off after killing one Epsilon. Try to have a good judge on which job you want the Epsilon to stop at by using the Liquid in item menu while engaging it.

Advised Medicines to bring: Many hi-potions, especially for Kiters (5 onwards), Yellow Liquid, Yagudo Drinks for mages.

Defeating the 3 Epsilons will end this Chapter.


--------------------
Arolek, Elvaan Male from San d'Oria @ Ramuh
Cooking veteran, all other crafts less than 60.
75 BLM, 75 WHM, 75 NIN, 75 BST, all other jobs less than 50.
Top
aocypher
Posted: Sep 8 2005, 05:13 AM


Administrator


Group: Admin
Posts: 4,782
Member No.: 1
Joined: 14-February 05



From http://www.gamersquare.com/forum/showthread.php?t=55248

-------------------------
CHAPTER 3- A Transient Dream

M 3-1(Call of the Wrymking): Straight after the fight, you'll find yourself just outside Bastok near the Lighthouse. Head to Port Bastok and approach the Airship agency. After cut-scene, proced to Metalworks to talk to Cid.

M 3-2(Vessel Without a Captain): Go to Lower Jeuno's Neptune Spire and check on the door deep inside to get another cutscene. After that go to RuLude Garden Palace and click on the palace door.

M 3-3(Road Forks): After cutscene, the mission divides into 2 parts - SanDoria route and Windurst route. Route details are given below. You are free to go through either route. You can also go through both routes at the same time since there's no need to complete one route to start the next. After completing both routes, head back to Metalworks and talk to Cid.

M 3-3A:SanDoria Route (Emerald Waters)
3-3A1: Enter North Sandoria to start this leg of the mission.

3-3A2(Vicissitudes): Talk to Arnau the priest in the Cathedral. Next talk to Chasalvige in the Manuscript Room on the left.

3-3A3(Descendents of Line Lost): Next go to Carpenter's Guild via the (E-6) Entrance Point in Jugner Forest. Look for a NPC called Guilloud beside a boulder at (H-10). Talking to him will spawn a Malboro mob named Overgrown Ivy. LV75 character with nin or whm sub should be sufficient to defeat it however watch out for it's Hundred Fist ability.

3-3A4(Louverance):After defeating Overgrown Ivy, return to South Sandoria and look for Hinaree at the Manor (B-6). This ends the Sandorian leg.

M 3-3B:Windurst Route (Memories of a Maiden)
3-3B1: Enter Winwaters to start this leg of the mission.

3-3B2(Comedy of Errors): Head to Rhinostery right-hand room (J-9) and talk to Ohbiru-Dohbiru. Next go to Winwalls and talk to Yoran-Moran at his house. Then go back to Winwaters to Timbre Timbers Tavern (F-10) and talk to Kyume-Romeh.

3-3B3(Comedy of Errors): Go to the southern portion of Winwaters to the house of Honoi-Gomoi (E-7). Talk to Honoi-Gomoi to receive a key item Mimeo Mirror. Go back to Winwalls again to talk to Yoran-Oran for the method to repair the mirror.
To repair the mirror, you need to go to Attohwa Chasm to find a point marked "Loose Sand" (K-8). Checking the point will spawn a Antlion mob called Lioumere. Try to fight it away from the Loose Sand spawn, if it returns to the base, its HP will be recovered. Defeat it and check the Loose Sand again to get another key item Mimeo Egg. Next, you'll need to climb the intricate mountain of Parrademo Tor to reach the summit within a time limit of 1 hour before the egg disappears and check a point marked "Cradle of Rebirth" to get 3 Mimeo Feathers as key item. If you can't get to the top in time, you'll have to check the Loose Sand again (without any antlion fights) and try again. The starting point for the climb up is located somewhere to the southeast corner of the Tor near the Loose Sand. The path is very narrow with no natural barriers so one wrong step and u fall down. However along the way there are some smog barriers that are either permanent or temporary. If you encounter a permanent smog barrier, it usually indicates that you needa continue by falling one step down to the path below. Try to work your way up the summit in a anti-clockwise direction. Return to Windurst and talk to Yoran-Oran.

3-3B4(Exit Stage Left): Go to Port Windurst and talk to Yujuju (M-6), then Windwaters northern (G-8) and talk to Tosuka-Porika. After the cutscene, talk to Yoran-Oran for the last time in Winwalls to complete this leg.


---------
QUOTE

you may need to head to bastok and talk to cid 1st

---------------
Jakes, Gwii and I couldn't get a cutscene at the Tenshodo after doing the Windy and Sandy legs, so we ran to Bastok to talk to Cid as suggested. On returning to Jeuno we got a CS on entering Lower Jeuno, then another at the 2nd door of the Tenshodo (the one in the back past the receptionist's desk).

So anybody else who needs these cutscenes, I strongly suggest you save yourself some time by going to Cid first




M 3-4(Tending Aged Wounds): Enter Lower Jeuno for a cutscene. Check Neptune Spire's tenshyodou door for another cutscene.

M 3-5(Darkness Named): Go to Upper Jeuno's Infirmary and talk to Monberaux. Proceed to Lower Jeuno Neptune Spire and go into Tenshyodou and talk to Ghebi Damomohe (I-7). She'll ask you to bring one of the 3 chips that can be obtained from Pso Xja.

(Rare/Ex) Carmine Chip → Snow Lizard or Frost Lizard [Etoh: I got my chip from this, at a no-level-cap psoxja from beaucidine tower (F-7) where Nue spawns. They drop pretty easily...gotten all 6 for my PT in 2 hours. Decent Challenge to LV75]
(Rare/Ex)Gray Chip → Diremite Stalkers (at Tower near Ranguemont), Diremite Assaulters
(Rare/Ex) Cyan Chip → Treasure Chest Mimics

Bring either one of the above chip back to Ghebi Damomohe and trade to her to get a key item and 500g reward. Go to Beaucidine and enter Pso Xja via (H-8) tower (near outpost guards) which has a LV40 cap.

-From entrance, go straight until you reach a circular plaza. Head to the branch northward and you'll see a Red Warp (H-7)
-After the Red warp, turn right and walk straight ahead to Black Warp (I-7)
-Walk westward to the 2nd room, turn left and walk thru a Red Warp (H-7)
-After red warp, turn right and walk straight ahead to Black Warp (I-7)
-Go west to the 2nd room and turn left to reach the Elevator area.
-Head north, turn left and down a flight of stairs to a Stone Gate where you click to use your Key Item gotten earlier on in Jeuno to enter the Shrouded Maw BC holding area.

You might be thinking I may have typo by repeating sentences, but that's the correct way of navigating PsoXja. So its a hint that it could be quite mazy. Mobs like Gazers and Snowballs will aggro at your level so take caution.

Once you've reached the Shrouded Maw, do the necessary preps and click on the 'Memento Circle' to enter boss fight. In here you'll fight the familiar Diabolos in FF series. Diabolos is fairly easy to battle with if your tankers have ninja sub yet again. You should have no problem getting it down to half HP. He has a AOE Sleep attack that even drinking Posion is hard to counter and also have your White Mage cast Ba-Sleepra. Once its HP reaches a certain level, Diabolos will start to remove the flooring tiles away in the battle arena! Now you have to be very careful of this, as if you are standing on the tile that it casts away, you'll drop down to the basement below where a SWARM of Diremites are waiting to gobble you up ( = instant death)! So if you are standing on the wrong tile, it's ADIOS! The layout of the Arena goes like this:

OOBOO
OOOOO
OOOOO
OOOOO
OOOOO ,where 'B' indicates the initial position of Diabolos.

There are 3 patterns that Diabolos will remove the flooring:

OOOXX
OXOOO
OXOXO
OOOXO
XXOOO

OXOXO
OOOOO
OOXOO
XOXOX
XOOOX

XOOOX
OOXOO
XOOOX
OOXOO
XOOOX

So eliminating all possible pitfalls, we are left with the safest spots indicated below:

XXOXX
OXXOO
XXXXX
XOXXX
XXOOX

Diabolos also has a WS that causes knock-back effect, which unfortunately if you are standing on a isolated tile, will cause you to drop down to oblivion. If you can find a wall at the arena sides to face your back on, you can prevent the knockback from pushing you down. Recommended fighting positions for melee (*) and mages (#) are:

XX#XX
OxxOO
XXXXX
XOXXX
XX**X


--------------------
Arolek, Elvaan Male from San d'Oria @ Ramuh
Cooking veteran, all other crafts less than 60.
75 BLM, 75 WHM, 75 NIN, 75 BST, all other jobs less than 50.
Top
aocypher
Posted: Sep 8 2005, 05:16 AM


Administrator


Group: Admin
Posts: 4,782
Member No.: 1
Joined: 14-February 05



QUOTE

CoP capped Diabolos fight (3-5 I think) you need to go get a CS from Monbereaux in Upper Jeuno before going to Tavnazia and getting the CS' there


---------------------

CHAPTER 4: The Cradles of Children Lost

M4-1(Sheltering Doubt): Enter the Tavnazian Safehold for a cutscene. After that go to 3rd floor (K-10) Despachiaire's room for a briefing. After that talk to Justinus. Go to the Dilapidated Gate at (I-11) Misareaux Coast for a cutscene. At the same time, Safehold's AH and Mogpost services are up for use once you have entered Chapter 4 (connects direct to Jeuno).

M4-2(The Savage): Check on another Dilapidated Gate at (F-7) Misareaux Coast for another cutscene and you will be able to access to Riverne Site B01 this time from the Spatial Displacement. B01 has a level cap of LV50 this time so make sure you have the right equipment prepared at Safehold first. The navigation pattern for B01 is more or less the same as A01 in Chapter 2, where you'll need 1 Giant Scales from the Pyrodrake wyverns to pass through the Unstable portal. The final spatial displacement at (E-8) will bring you to the BC holding area of Monarch Linn.
BC fight of LV50 against the great dragon of Ouryu. This dragon has the ability to fly, which makes all close range attacks useless. At the same time, you cannot sleep it while it is in the air.

Techniques against Ouryu
As mentioned, it is a flying dragon. This BC may be a tough one to clear so take note. Tanks bring lots of hipotions and 1 or 2 Au Laits. Paladin, Monks, Rangers are preferred. Ninja tanks are gonna be a bit tough. For mages, BLM is a must. For the first part, fight the dragon as per normal. Only Paralyse and Silence sticks properly as it is a Stone elemental dragon. Stonega is pretty damaging so Silence it when necessary. RDM dispel any Stoneskin if it casts on itself. When the dragon starts to fly, my PT didn't kite it with Gravity as what most pts do. Instead our Paladin stood still and handled the dragon while the mages spam cures on him. We found out that kiting it is very messy and our mages couldn't cure the Paladin in time when he ran too far off. This strategy seemed neater and we won it when we changed to this strategy instead of marathon kiting (died 3 times with kite strategy). Since all close range attacks are null when it is flying, mages nuke it with Aero2 and rangers continue shooting it. Endure until Ouryu comes down to the ground. Once it's on the ground, mages Lullaby/Sleep1 it then -> Sleep2 after a short while. This will polong its sleep period a bit. During sleep, everyone recover HP/MP. If someone has a Curega Earring, that'll be fantastic as it doesn't cost MP! Once Ouryu wakes up, it will start flying again. Rinse and repeat the process...In this match, if someone has a Mistmelt(Rare/Ex) item, it is quite helpful in forcing the dragon down onto the ground if there are any emergencies.
Your job is to bring the Ouryu's HP down to 30% for the battle to end. Therefore, when its HP is brought down to 50% or so, BLM please use manafont+start casting Freeze spell, while everyone else use their 2HR ability on standby. Once Freeze is casted, the damage most likely enough to bring HP down to 30%. Therefore the hard part in this BC is enduring throughout the first 50% of its HP. Once cutscene starts, New title gained. Return to the Safehold and talk to Justinus. Another new title gained.

M4-3(The Secrets of Worship): Check the Walnut Door at 3rd floor Safehold (K-7) for a cutscene. You'll be told that you can access the SACRARIUM cathedral via Misareaux Coast "Iron Gate" at (H-4). The Sacrarium has a LV50 cap. You need to get 2 Coral Crest Keys (Rare/Ex) from Dark Stalker type mobs to clear this mission. This key will disappear from your inventory once used. You'll need another key called the Sealion Crest Key from an NM called 'Keremet' in a large hall at 2nd map (L-8). Hitting the Keremet will aggro 6 additional Azren Kuba and 6 Azren Kugusa skeleton mobs in, so in effect there are 13 mobs rampaging at the same time. Clear these 12 skeletons first (they very damn weak) and the Stegosaurs in the hall first before engaging the Keremet. At this point, you may wish to erase the curse of the Fomors off to faciliate easy navigation further into Sacrarium. More details check FOMOR EXORCISM in appendix quest post below.

After getting hold of the keys, head to (H-7) where there will be a Large Keyhole and Small Keyhole marked. Trade the Coral Crest Key to the Small one first, while the Sealion Crest Key goes to the Large one. This act cannot be done by one person alone, so when hunting for keys, entrust each key to different players in your PT/Alliance. Make sure you trade the Sealion Key shortly right after the Coral key has been traded or else the Coral Key will vanish and lose its effect. Walk straight ahead to the Wooden Gate (G-8) after opening the keyholes for a cutscene.

Next you need to find a key item marked '???' which pops randomly either at one of these locations: F-5, G-5, H-5, F-11, G-11, H-11. Checking the ??? mark will pop a main NM Old Professor Mariselle, and 2 other minions Mariselle's Pupil (Ghost type). Defeat them and check the ??? mark again to get the key item. Return back to the Large & Small keyhole at (H-7) again and do the same opening procedures as above and now you can open the Wooden Gate with the key item.

M4-4(Slanderous Utterings): Return to Safehold and talk to Despachiaire. Go down to the basement and head to SEALION'S DEN. Check on the Iron Gate for a cutscene to complete this chapter. New title gained.


--------------------
Arolek, Elvaan Male from San d'Oria @ Ramuh
Cooking veteran, all other crafts less than 60.
75 BLM, 75 WHM, 75 NIN, 75 BST, all other jobs less than 50.
Top
aocypher
Posted: Sep 8 2005, 05:17 AM


Administrator


Group: Admin
Posts: 4,782
Member No.: 1
Joined: 14-February 05



From http://www.gamersquare.com/forum/showthread.php?t=55248

------------------

CHAPTER 5-The Return Home

M5-1(The Return Home):
Go to North Sandoria Cathedral and talk to Chasalvige (L-6) in the manuscript room.
Go to Port Sandoria Airship departure room and talk to Anoki (H-6).
Next go to Port Bastok and a cutscene with the next chapter's title opening will show. After that, go to Metalworks and talk with Cid.
If you have completed the series of 3 CoP quests from Raibaht, you should be able to see the name of the airship you've given being displayed in the cutscene ^.^
Next go to Beaucidine to prepare to enter Promyvion Vhazl. Enter via the tower where Nue spawns (F-7). Walk straight in until you come to a Stone Door at (H-8). Check the door to activate a trap where a NM Golem 'Nunyunuwi' spawns and attacks. Nunyunuwi has quite low HP of 3500, BUT it posesses an incredible auto-regen ability that heals 100+ HP/sec!! Soloing it is virtually impossible. Store TP to 300% and do a Dark renkei or spam with summoner LV70+ abilities to finish it off in a single blow.
Enter the Stone Door after defeating the golem and take the elevator down. Check the Stone Door there for a cutscene.

M5-2(Enduring Tumult of War):
Promyvion Vhazl. Level cap at LV50.
After going through 2 memory receptacle warps, you have to start looking for Memory Flux points to rescue the 3 NPCs. First one is at (J-8). Check to spawn a Propagator NM. Defeat and look for memory receptacle to warp. Second one at (M-6), check to spawn Solicitor NM. Defeat and warp to next level. Last flux is at (C-6/D-6) inbetween, check to spawn Ponderer NM. Backtrack to (F-6) for BC entry.

BC fight: All 3 bosses (holla,mea,dem) in one BC. Fighting one won't aggro the other 2. Next boss won't move until current boss about 20% HP left. Store Tp or abilities and let it out on 20% to finish it off quickly before the next boss comes. Try to devise ways to take care of the next incoming boss, like Shadow Bind or Avatars etc. Suggested fighting order: Middle->Left->Right.

After defeating all three, head to the tower at (I-7) and talk to the 3 tarus inside. Fly to Bastok's Metalworks to talk with Cid.


--------------------
Arolek, Elvaan Male from San d'Oria @ Ramuh
Cooking veteran, all other crafts less than 60.
75 BLM, 75 WHM, 75 NIN, 75 BST, all other jobs less than 50.
Top
aocypher
Posted: Sep 8 2005, 05:19 AM


Administrator


Group: Admin
Posts: 4,782
Member No.: 1
Joined: 14-February 05



From http://www.gamersquare.com/forum/showthread.php?t=55248

----------------

M 5-3: Three Forks

Similar to chapter 3's double forks, you can progress on the 3 separate forks simultaneously.

M 5-3A: Tenzen Path
M 5-3A1: Visit the ??? spot at (G-6) in Latheine for cutscene.

M 5-3A2: Go to the tower closest to Fei-Yin (J-8) to enter the LV50 capped PsoXja. As you progress in there, checking the Stone Doors may or may not activate the trap which spawns a Gargolye. If the Gargolye pops, you have to kill it to open the door. The path in here is a long and winding one with many stone doors to open. You will be fighting some tonberries, bats and magic pots along the way. At the end point, cast sneak and take the elevator down to the Avatar Gate for a cutscene.

M 5-3A3: Go to Upper Jeuno infirmary and talk to Monberaux (G-10). Then go to the armory room in RuLude Palace, and talk to Monberaux again.

M 5-3A4: Exit through Upper Jeuno to Battalia. Walk out to the stone gates and turn left just beside the gate. You will find a hidden "???" mark on the ground. Check it for a cutscene. After the cutscene, check the ??? mark again to get a Key Item. Next head to Lower Delkuft 1st floor and check the Cermet Gate at (H-5) to spawn an NM. One PT of 75 should be adequate.

M 5-3A5: Next head to Beaucidine again and go to the tower nearest to the Battalia exit (H-10) to enter the LV60 capped PsoXja for a cutscene. After this, report back to Cid to end this route.

M 5-3B: Ulmia Path
M 5-3B1: Go to South Sandoria (A-6) Trader's Manor and talk to Hinaree.

M 5-3B2: Enter Port Sandoria for event.

M 5-3B3: Go to the Cathedral at North Sandoria and talk to Chasalvige inside the manuscript room. Then go to Windurst Waters' Rhinostery and talk to Kerutoto.

Make sure Kerutoto gives you the right quest/mission. You may need to talk with him three times - zoning after each time, be careful. Alot of people mess up on this

Then go to Winwalls and visit Yoran-Oran.

You will be told to go to Attohwa Chasm to find the 3 Tracker Mithras. They are waiting at the Bone Gully BC. This is a LV50 capped BC fight with the 3 Shikaree Mithras. Because of their WS spams, your PT might die to it pretty fast if without organized tactics. Together with a dragon call and a rabbit summon, there is a total of 5 mobs attacking. It will be best if you can sleepga them with BLM or lullaby them with a bard but only Shikaree Z has a higher probability being slept. At the beginning of the battle, have a PLD aim at Shikaree Z first and use Invincible (or get a brave tanker) to get hate and let the Summoner use Astral Flow (use avatar according to the elemental day) on the 5 mobs. This should reduce their HP to more than half. If anyone has a Siredon Grill item, this would be the time to use them. It would stop the Mithra you are fighting with to halt TP regen, so it won't keep spamming WS. As for the Summoner, quickly restore MP with HiEthers or Super Ether and use the 2nd Astral Flow. This should kill off Shikaree Z and the 2 pet summons, leaving Shikaree X and Y. If this works, the battle is half won! Concentrate on Y and then X cautiously. If the Summoner can still use Astral Flow, by all means go ahead happy.gif. Please get a lot of Hi Potions along.

M 5-3B4:
Next you have to go to Ulegerand Range to reach Bearclaw Pinnacle for another BC fight. To go to Bearclaw Pinnacle, go westward thru the first cave and you will reach a wide open area with an upslope with some Buffalo mobs roaming around. Somewhere around (J-10) there is a pithole on the ground. Drop down that hole and walk eastwards initially. You will come to a T-junction and walk Northward.

Bear Pinnacle BC is a LV60 capped fight. This fight involves 1 Snoll Tzar bomb boss. This boss is a bit...well...tricky. You are given 45 seconds (yes...seconds sleep.gif; ) to defeat the bomb, similar to the timb bomb BCNM. The bomb will grow in size 3 times (long time FF fans should find that familiar LOL) before it explodes. And whether you die to that explosion or not, you will be expelled from the BC and the fight fails. Therefore you need to do mucho damage and FAST! When I went, we had a PT config of RNG,SAM,RDM,RDM,RDM,SMN. RNG had a SAM sub, while SAM subbed RNG and both the attackers gained TP to 100% before entering BC, or meditate to 300%. We also brought along Hi-reraiser potion since we don't have a WHM. Once in the BC, do the necessary buffs. At the start, RNG n SAM spams as many Sidewinders as possible, and the 3 RDMs chainspell Fire2, SMN use Ifrit Astral Flow. If anyone has Shu-Meyu Salt item, this would be a good time to use it if you think you can win the battle. The Salt will increase the time limit by 15 seconds.

EDIT: Monks are also suggested by building up attk, and using Chi Blast on the bomb.

If (touch wood) in the event, you failed the BC and survive, you will be booted out of the BC. Also you will have a status effect of Slip where you lose 32HP per 3 seconds. If you have very low HP remaining, you may die off. If you already died, dun reraise yourself too quickly.

After the fight, go back to Cid and report to him.

M 5-3C: Louverance Path
M 5-3C1: Go to Tavnazian Safehold and talk with Despachiaire.

M 5-3C2: Go to WinWoods and talk to Perih Vashai (K-7).

M 5-3C3: Next go to Bibiki Bay and take the ManaClipper to Purgonorgo Isle and go to the south bay (H-11) where you'll find a NPC WarMachine. Check it for a cutscene.

M 5-3C4: Before you proceed further, each individual should go to Movalpolos Newton to get a Gold Key (Rare) item from Goblin Fireman, Goblin Packman (Easy Prey to LV75) to be used later on in the mission.
Next go back to WinWalls and talk with Yoran-Oran. Then go to Movalpolos Oldton to activate another cutscene. Head to (K-10) where you can see the NPC moblins and the Rusty Levers. If you have a Snow Lily (Rare/Ex) item with you, you can trade it to Tarnotik NPC moblin on the left who will warp you directly to the BC entrance. Beware this only applies to the person using it, not the whole PT. If someone doesn't have a Snow Lily, you have to get 3 person to activate the 3 Levers at the same time to raise the bridge to cross to Movalpolos Newton and use at least 3 Firesand items to activate the Furnace to turn the Turnstile Gates for the PT to reach the BC...very troublesome. Snow Lily can be obtained from Ulegerand Tigers or Cwn Awwn dogs at Ulegerand Range.

M 5-3C5:
Shaft 2716 LV60 cap BC.
4 Moblins+ 1 Bugbear
The 4 moblins are mage type, Bugbear is MNK type. Since Sleep is totally ineffective on all 5 mobs, you need to assign members to kite the mobs around and kill them off one by one. The BC fight is more or less on the winning track, if your PT is able to Gravity the Bugbear and kite it successfully. Try to locate the BLM moblin and kill him off first, followed by the other 3 moblins. All the moblins have relatively low HP. The MNK in our own PT has ninja-subbed for utsusemi and manage to solo one moblin at first. Kill off the Bugbear last in the line. If well-organized, this BC is not difficult at all.

I suggest kiting the mobs along the long stretch of path from the startpoint to the open wide area. This path is very long and good enough for stalling for time. Beware of losing hate to passing members though...

M 5-3C6:
After the BC, head straight out to Newton to a deadend with a NPC moblin who will Escape you for 200gil. Or get your BLM in your PT to do it if available. Head back to Bastok Metalworks to talk to Cid for a cutscene.
Once again, you will need to return to the Shaft at Newton Movalpolos again to trade the Gold Key to the Shaft Entrance for the ending cutscene to this mission. (Snow Lily or Firesand needed again to reach).


--------------------
Arolek, Elvaan Male from San d'Oria @ Ramuh
Cooking veteran, all other crafts less than 60.
75 BLM, 75 WHM, 75 NIN, 75 BST, all other jobs less than 50.
Top
aocypher
Posted: Sep 8 2005, 05:21 AM


Administrator


Group: Admin
Posts: 4,782
Member No.: 1
Joined: 14-February 05



From http://www.gamersquare.com/forum/showthread.php?t=55248

may need to wait for JPN rollover and talk to cid again to start it off.

CHAPTER 6

M 6-1:

QUOTE
deleted:- Go to Upper Jeuno Infirmary and talk to the doctor.

- Head to Rulude Garden's and go to the left room armory below the palace and talk to Pherimociel.
- Go back down to Upper Jueno and go to the Marble Bridge's Eatery bar for another cutscene.
- Zone into Rulude Gardens for a cutscene.

M 6-2:
- Approach the Rulude Armory room again.
- You now go to Misareaux Coast and head to the Dilapidated Gate at (I-11). Do NOT check the gate yet! Do the necessary buffs first before checking the gate. 3 Detector-type mobs will spawn and attack you. They are not too hard but they still hurt a great deal if soloed at LV75. Best is go with at least 2 members. After defeating the 3 mobs, check the Dilapidated Gate again for cutscene.
- Return to Rulude Garden to visit the Armory again.
- Go to the Audience Throne room on the second floor of the palace for cutscene.

M 6-3:
- Travel all the way to Selbina and go to the Weaving Guild and speak with the NPC 'Mathilde'.
- Now travel down south to Bastok Metalworks and talk with Cid.

M 6-4:
Cid is now ready to deploy his plan with the rest of the gang. Meet him at Sealion's Den at Tavnazian Safehold basement and prepare for some BC battles.

-Airship BC-
LV capped 60. 3 consecutive boss fights with interval rest in between.
1) Mammet-22zeta x5
2) Omega Weapon
3) Ultima Weapon
Time limit is 45min (including cutscene time).


----------------------
6-4 polymer

There's a quest that allows you to get a rare item (CCB Polymer) which requires 3 different rare/ex chips that drop from various mobs in Pso'Xja.

http://ffxi.somepage.com/questdb/82

Carmine Chip: Snow Lizard & Frost Lizard
Cyan Chip: Treasure Chest & Archaic Chest
Gray Chip: Diremite, Diremite Stalker, Diremite Assaulter, & Diremite Dominator


----------
Please gather polymer in preparation for the airship fight.

some mobs can be found in the uncapped section from the tower @ G-9.
other mobs are through the nue tower entrance ~F-7


--------------------
Arolek, Elvaan Male from San d'Oria @ Ramuh
Cooking veteran, all other crafts less than 60.
75 BLM, 75 WHM, 75 NIN, 75 BST, all other jobs less than 50.
Top
aocypher
Posted: Sep 8 2005, 05:35 AM


Administrator


Group: Admin
Posts: 4,782
Member No.: 1
Joined: 14-February 05



From http://ffxi.allakhazam.com/forum.html?foru...06234528&num=13

-------------
M 6-4: One to be Feared
Cid is now ready to deploy his plan with the rest of the gang. Meet him at Sealion's Den at Tavnazian Safehold basement and prepare for some BC battles.


Ch.6-4 45mins BC vs. 5Mammets, Omega, Ultima
Head over to Sealion's Den in safehold after talking to Cid. You will get a CS, then touch the iron gate for an option to enter the BC "the one to be feared".

You will be greeted with a long cs. After the cs you will be in a "main" room of sorts. Buff here. Touching the airship door will give you 3 options:
"Continue to deck"(enter first part of bc)
"Go back to taznavia"(running away from bc"
"Nothing"
After you're all buffed up, hit continue to deck.
NOTE: If one pt member hits "continue to deck" ALL PT members will be immediatley greeted with the cs and entering the actual bc, even if YOU personally didn't touch the door.
If you think your pt might be crucial on time, exit the bc, and re-enter. You will save 4-5mins since you won't watch the cs again.


QUOTE

---------------
For Mission 6-4 our setup was PLD/WAR(me), DRK/NIN, SAM/RNG, BLM/WHM, WHM/BLM, RDM/BLM. It is a very difficult fight to say the least. Up until this point we had not lost a single BC since we formed a static for the Ouryu fight and this one took us 4 tries. PLDs can tank this BC if you know how to play your job.

We had a sh*t load of meds, all of us had our weapons/armor and the rest of our inventories were nothing but meds. I personally used about 45 Hi-Pots(half of them carried into the fight by my PT members), 3 stacks of Mulsum, and a Vile Elixer. Everyone used some form of Reraise.

Mammets:
These guys are a joke. We went in, Buffed, used food, etc...
BLM and RDM each ES > Bind a Mammet, me, the DRK and the SAM each pulled and soloed a Mammet (any Meelee job that can't solo a Mammet should not have made it this far in CoP). DRK and SAM, for obvious reasons, killed their Mammets faster then I killed mine so they assisted the BLM and RDM with theirs. Mammets are dead and we have 36 mins left in the BC.

Omega:
Omega's Added Effect: Stun hurts but it's not the worst thing you'll fave in this BC (we'll get to that later). This fight is just endurance, who can last longer. We did Guillotine > Sidewinder for Fragmentation. When we got Omega down to about 25% he went nuts at which point he has Hundred Fists and spams any of his WS at will. He used Pile Pitch on me, I tried to counter with Invincible but got paralyzed (15 seconds seems like a long time while you're watching a mob like that wack away at your PT. 3 people died before I was able to use Invincible. They reraised and we finished off Omega, but not without using a couple more 2hrs ; ;. 21 mins left, 2 CCB Polymers used, 4 left.

Ultima:
Ultima is easy compared to Omega. for the first 50-60% of Ultima, the only thing you need to do is have one mage dedicated to casting Paralyna on the PLD, in our case it was the BLM. Once again it's an endurance fight. We wore him down to about 40% and he started to go crazy. We ended up using all 4 CCB Polymers getting him down to a sliver of life left at which point he spammed equalizer killing everyone but the BLM. Now if you've never seen a taru BLM kite something this big, you're in for a good laugh. We all Reraised and I spammed Mulsums until I had enough MP to Cure the BLM, I spamed a few Hi Pots and Provoke, Sentenel, Defender and Flash. Ultima stayed in range for me to get off a 300%tp Sunburst for 372 damage and after a couple more hits, he was dead.
---------------


Our PT setup:
RNG/NIN
RNG/NIN
BLM/WHM
NIN/WAR
WHM/SMN
RDM/BLM
Starting the bc:
After clicking "continue to deck", you will be given a cs, and the time left in the bc will also be given(usually around 40mins if you watched the cs)

Part1: Mammetx5
Yellow liquid has NO effect in this bc. The mammets seem to be just a little higher than they were in 2-5. The battlefield is small this time, so kiting doesn't exactly work as well. Shadowbind and Bind are great however. Silence lands easily. The NIN just took one, rng focused one one, rng bounded 2, and blm bounded the final one. Stun is nice as well if it changes to blm and it starts casting -ga. Barrage>WSx2 and a couple of range attacks killed one easily. It got a little messy for us though, since everyone attacked different mobs, but they're MUCH weaker than in 2-5. If you can beat earlier cop missions (like the 3mithra bc or ouryu), you should be able to beat this. Just bind/silence etc.

After you win, you will be greeted with a cs. If you're worried about time, just skip reading. After CS, you will be back in the main room. All of your HP and MP will be full, so need to rest. Buff with blink/stoneskin etc if necessary. When you're ready, click the door to head into part2.

Part 2: Omega
1 Mob. He has no aoe attacks. Do NOT stand behind the tank however, as he has directional moves. He hits hard, making it tough for PLD to tank him, but it is possible. He has a hate reset move which is a pain. Stun is your friend, try and stop his ws. He had an attack which took off all NIN shadows, but i forgot the name. Just like most COP bosses, he goes crazy at 20%-. he will start spamming hate reset moves, etc. Save Barrage and Sidewinder(or whatever your dd have) here. Overall, not too hard, just kill him ASAP at 20%-. CCB Polymer also stuns him for 30 secs, but it is not needed. We didn't use one.

Part3: Ultima
After omega and a cs, you will be once again, in the main room. Recast Protect and Shell, stoneskin/blink use food or whatever you need to use. When you're ready, enter the final part. After a CS, you will see Ultima. For this fight YOU NEED A WHM. YOU CANNOT WIN WITHOUT A WHM. He spams paralyze/slow and PETRIFICATION. If you don't have a whm it's pretty much death.
His slow is EXTREMELY powerful, and can only be canceled with erase. it made Utsusemi ichi recast 1:40 i believe. His Paralyze his annoying too. Stun, once again is your friend. If you're tank gets into trouble, bind/stun it. His hate reset moves are worse than omega as well. Try to keep hate off the whm as much as possible, because if he gets petrified...
At 20%, use 2hr abilities, and job abilities to finish it quickly. We used EES/Barrage/Sidewinder and bursted Water 3x2. The RDM just used chainspell but only used 1 blizzard2 before he died.

After you win, you'll be treated with a great CS, and you'll be in Lufaise Meadows, and you'll start ch.7! Pick the option to "check what the tarus have" to get the Ducal Ring. This warps you to Ru'Lude Gardens. Downside? 5 uses only. It's mainly to get you from Safehold to your next cs quickly.

We cleared the fight in 29mins, and very easily at that too. The key is not to let anyone die, because then you have to waste time waiting for raise, and they won't be at full HP/MP after each part. Ouryu was harder for us than this.

~~RESPONSE TO TSOLOMOGOLA'S STRATEGY~~
Might I point out that your frontline was all Utsusemi-capable? His AOE doesn't hit the whole battlefield but it does hit people near him. So it won't hit the mages if they're far enough away, but it *will* hit any nearby melees. From your statements, I assume utsusemi blocks it reliably (unlike some other AOEs).

Besides, it sounds like you beat these guys on the first try. I've had four encounters with Omega so far, I've personally been hit by his AOEs (which were not directly targeted at me), I've been healing the melees who've been hit by them, so forgive me for saying that I think I know a bit better than you do, that he does in fact have an AOE damage attack.

Same applies to Ultima's AOE. It'll hit anyone near him. You tend to notice damaging AOEs a bit more if they actually damage you - try taking these guys on with a party that has some non-Utsusemi frontliners (a reasonable expectation, any melee job other than NIN of course, or sub for WAR, RNG, or THF, generally won't have Utsusemi), and then going on about how they don't have damaging AOEs or how they're so easy.

I agree that Erase would be very important for a NIN tank. For a PLD, cure recasts aren't so bad to begin with, so even with a big slow, they'll still be manageable. Flash would have a lousy recast true, and job abilities like Provoke and Defender would be unaffected. Besides, due to the en-stun (and just getting hit in general), a PLD isn't really able to self-sufficiently keep him/herself alive on these guys, the way they can for most things. So either way, mages are gonna need to heal the PLD.

Might I point out that you had not just *one* but *two* RNGs, *and* a BLM, *and* a RDM (Chainspell), so your damage output was unusually high to begin with. Plus your frontline was, as I mentioned before, all utsusemi-capable, so the healing burden was, by the same logic, rather low. As a result of this, the WHM could totally handle the healing (with maybe a little but not much help needed from the RDM), and the BLM and the RDM could concentrate nicely on damage. It's a nice ideal.

Of course with a setup like that, the battle would be easier. But don't be so arrogant as to assume it's easy for every setup, *or* to assume that it can only be beaten with jobs X Y and Z. Not every CoP static has a pile of RNGs, has every melee capable of using Utsusemi, or can have every last mage main or sub SMN to make up for lack of Utsusemi.

Almost all party setups *aren't* able to take him from 20% to 0% instantly, and thus will actually see, and need to deal with, the WS spam that I talked about - you didn't ever have to deal with it. So don't say he doesn't get meaner, when you never had to deal with him when he was mean because you were fortunate enough with your job options that you could just one-shot him through that stage.

What I've really learned by doing CoP missions, is that you can accomplish these with *any* reasonably balanced party, but the important thing is that you actually have to have the ability to customize your strategy to fit your party. Yes, if I were going in with the exact same party you have, I could use the exact same strategy you gave.

However, most people will not. Except for random sheep who say to themselves from the beginning, "ok, we have to get together a CoP static of RNG RNG RDM BLM NIN WHM, because otherwise we'll never win - and screw the rest of you suckers in other jobs, you're never getting to Al'Taieu". So for the rest of us, who might have one or two of those "optimal jobs" in our group but certainly not a party full of them ... you have to adapt.

And because you have to adapt, it's more useful to know what the enemies can do to *you*, and what you can (regardless of job) do to *them*, and what to expect in general. Beyond that, it's a matter of making it work for your party.

Got a bunch of non-Utsusemi frontliners? Have them carry a bunch of Hi-Potions, and when the boss gets really mean at low health, move out of range and kill it with distance attacks. Something you don't need to bother with, if you blink everything anyway, but it's a strategy you need to come up with if you can't.

Sure, if everyone can blink away all the attacks, and then rapidly own him before he ever gets a chance to be mean, you can just sit there and fight it quite normally and then go on about how it was so uber easy. But that's not going to be an option for everyone, and no good guide will assume that it is.
---------------


~~BC STRATEGY~~
Mammets:
Yellow Liquid does too work. Except right after CoP release, it never held a mammet in a job *forever*. But it'll keep one in its job for a good minute or so. Each mammet you kill drops 2-3 Yellow Liquids, so just put on Quartermaster to someone and have them be on Yellow Liquid duty.

Hand-to-hand form (MNK) misses a lot. Polearm form (DRG) hits very slowly. Either of those two is good. Staff form (BLM), obviously, you don't want it to be in. Sword form (PLD) hits kinda hard and kinda fast, so this is next worst. When you get down to a few mammets, just keep them all silenced whether they're currently BLMs or not.

Agreed on Bind's usefulness. Gravity doesn't work (and of course Sleep and Lullaby don't work), but they run slowly to begin with so that's not too much of an issue. Your goal is to get past this stage of battle without anyone dying or needing any items (or certainly needing 2-hours). If you have trouble with Omega and Ultima you'll be getting LOTS of practice at mammet-killing.

Just like in 2-5, they still have Transmogrify. Keep an eye out for this and immediately stop doing any physical damage if the current mammet uses it, otherwise you may end up Sidewindering the mammet to full health instead of to death.

Omega:
Ignore the previous poster's comment on AOE, he has AOE (which is probably what was stripping the NIN's shadows) and will use it. (It is, in fact, his most frequent WS.) Around 200 damage or so. He also has a frontal AOE for a lot more damage, so keep him pointed away from mages. He has a rear attack that petrifies, so try not to have the person standing behind him steal hate. Petrification is a little annoying, but wears off in 10-20 seconds so life without a WHM is quite tolerable.

He has En-stun on his normal attacks. Don't rely *too* heavily on your tank to be self-sufficient, because they can be stunned out of their spells or potions or what have you.

He has an AOE that will drain 3-4 stats from anyone nearby (so with 3 people nearby and 3 stats per person, he's draining stats 9 times). This is like DRK absorbs - causes a stat-down to the victim (Erase curable, if you have WHM and if they have time), and a stat-up to Omega (Dispel/Finale). Only problem is that for so many stats - especially for multiple people - you really can't keep up with it.

When he gets closer to death, he'll use his AOE damage move a lot more, and will also start using a move called Pile Pitch. This is, for all intents and purposes, the same as a Tonberry's Throat Stab. Doesn't kill the target, but leaves them with red HP, and removes almost but not quite all hate from them. Like Throat Stab, it has a chargeup time so it's possible (but harder than Throat Stab) to run out of range. If you choose to marathon rather than tank in one spot, you'll usually outrun this.

He also has a move (only at low HP as far as I've seen) that can give him the status Magic Shield. If you've ever seen this on a magic pot, you're familiar with how aggravating it is. No magic will land on him at all, not even Dispel or Finale to remove the status effect. Rather unpleasant when he uses it right before a BLM finishes casting Ancient Magic that would otherwise kill him. tongue.gif

CCB Polymer is not as powerful as an anima - it won't freeze him up totally. But for a while (it seemed like longer than 30 seconds, maybe it's 60 or even longer), it'll *slow down* his WS spam. Won't stop it, but it'll make it come at a more reasonable pace that's a little more possible to keep up with.

Note that CCB Polymer, like most items, prevents you from doing anything (like using an ability or casting a spell or probably even whacking with melee) for a few seconds after you finish using it. Actual usage time is very quick though.

Ultima:
Has a large selection of attacks, that I have unfortunately not seen too frequently since I've spent more time on Omega than on Ultima. He really likes to use some move called "Nuclear Waste" or something, which hits the whole battlefield and doesn't seem to do any damage or cause any status. Before you think that, check your equipment screen and look at your resistances. It's like an uber threnody, big resistance down to all elements (we're talking down to like -50 here). All the same, if he uses it, he's not actually *hurting* you, so this is actually his most preferable attack.

He too has En-Stun, and CCB Polymers work the same on him as on Omega. (So see above for notes on both of those.)

For the first part of the battle, when not lowering your resistance, he'll use a variety of other attacks. These can include some elemental frontal AOEs (I assume so anyway, they look like breath attacks) - his Nuclear Waste will ensure these hit for full damage. Not sure whether these actually cause status themselves or not, but he *also* likes to cause status ailments.

Most notable are petrification (like Omega's, this one really doesn't last very long if you just leave it) and a truly nasty slow effect that majorly drop-kicks both attack speed and recast. Naturally, it beats Haste, so the only way to get rid of it is with Erase. While I acknowledge that because of this (and to a far lesser degree of importance, the petrification), WHM is *VERY* highly desirable for this battle, I'm confident that it's possible to win the battle without a WHM.

I didn't observe any hate reset moves from Ultima. Doesn't mean he doesn't have them, but they're not blatantly obvious like Omega's Pile Pitch.

When he gets low on health, he'll switch attack strategies. At this point he'll really only use two moves. One is called Equalizer, and is very big AOE damage mitigated by defense (meaning it's like 300-400 on a PLD, and you're not gonna find better defense elsewhere). We're talking something that can one-shot mages without Stoneskin, and possibly one-shot them *with* Stoneskin (esp. if they're tarus). Because of this, anyone who can attack from a distance (even if it's just with marksmanship and bolts) should move to a safe distance and do just that.

The other is called Antimatter, and is a ranged single target attack. As such, it's blinkable, but don't expect Blink to block it (Utsusemi always will of course). It's a lot less damage than Equalizer though (easily survivable even by a mage, it's only ~300), only hits one person, and he'll just fire Antimatter from across the arena rather than going over to someone to use it on them. (Of course, then he may go over to Equalizer that person and anyone else nearby ...) Antimatter is preferable to Equalizer, be happy when you see him use it.

General tips:
You should be able to handle mammets with ease. Practice on them until you can do so - before the mammets, before Omega, and before Ultima, you're back on your "base" ship and can choose to leave the BC if you so desire.

Omega, try to avoid using 2-hours, but if you're not gonna beat him without some, use a few. Until he gets down to 10% HP (and goes nuts) you should be able to handle him just fine with any tactics you've learned by getting this far in the missions. At 10% HP, your main concerns are gonna be hate flying around (due to Pile Pitch resetting hate), and people in the red getting hit by his AOE.

Ultima, like Omega, get him down to 10% or so with normal tactics and items. Then go nuts with 2-hours and polish him off. He's more outright *damaging* at low HP than Omega is. (Equalizer is truly nasty.)

Save your CCB Polymers for when Omega goes nuts and Ultima goes nuts. It won't stop their WS spam but it'll cut it down to a much more manageable level. These guys basically go from a comfortable-if-challenging battle when going from 100% to 10%, to a slaughterfest (either on your part or, if you're not quick enough to do so, on the boss's) from 10% to 0%. They get really mean really fast.

Like I said above, while WHM is very desirable for a number of reasons (healing power - Curaga II and III and Benediction in particular - and Erase and Stona), the battle can be won without one. By this point in the CoP missions, anyone should realize that "you must bring X job to Y BC" is bull.

It was bull back in the first three promyvions and it's still bull for Omega and Ultima. Some jobs do make it easier, this is undeniable. But a balanced party can handle any of these, just a matter of whether they have an easy time about it or a challenging time.

Beat Omega/Ultima. PLD RNG THF RDM BLM BRD. To everyone who says it isn't doable without a WHM ... {lie}. Though I admit that with Ultima's nasty slow, it'd be horrible for a NIN with no WHM. PLDs aren't affected nearly as much.

No deaths. Clear time approximately 32 minutes. It's all a matter of strategy - have other melees back off and snipe from a distance when boss goes AOE happy, so only tank takes the hits (and thus only tank needs to be healed, *and* your damage output isn't getting killed off by AOEs). And stuff the PLD full of about three dozen Hi-Potions (and yes, that's an accurate number).

CCB Polymers do cut down tremendously on rate of WS spam. PLDs don't take all that much damage from Equalizer (only 300 or so), but it's a lot deadlier to anyone else. Hardest part of the battle is actually the end of *Omega*. When he uses Pile Pitch - and thus removes the tank's hate - you need to be able to blast with a few big attacks, and marathon him around in the meantime.

Ultima strategy:

My CoP PT is 1/4 on Ultima and Omega. The first time we all died, the second and third time were marred by disconnects. Our PT setup was NIN RNG RNG BLM WHM RDM. While this may seem like the "perfect" setup, it isn't foolproof and indeed it takes a good strategy to win this BC.

MELEE JOBS: Sub NIN. Many of Omega's and Ultima's attacks are blinkable, and a NIN SJ has the added bonus of Subtle Blow which reduces, however small it may be, their TP gain. STAY AWAY FROM ULTIMA AND OMEGA. Omega has AoE stat absorb, and Ultima has Equalizer. Every melee job, with the exception of Dragoon, has some sort of ranged attack skill. Eat Sushi, used ranged attack to gain TP, and go in and WS. Monks, get MND gear, Boost, and Chi Blast. Beastmasters can, of course, send in their pets.

WHITE MAGES: Stay on your toes and watch for status effects. Ultima's Slow especially sucks, if you don't have Erase, BUY IT. Get a Vile Elixir and Vile +1 for this fight, you'll need the HP and MP after taking Equalizer.

BLACK MAGES: Save your damaging spells for the last 20% or so HP. Until then, STUN STUN STUN. Omega may use Discharger and gain complete magic immunity, so watch out for that.

RED MAGES: Gravity Omega when he gets to 20% or when he uses Pile Pitch. Other than that, enfeeble as normal. Bring Vile Elixir and Vile+1 for MP for Chainspell. Haste the WHM, they're going to need that recast timer on Erase lowered. Barthundra may help, but we won the fight without ever using it.

Positioning on this battlefield is important. Your PT should be positioned like so.



----------------
*Tank **Melees
^MOB |
| |
| |
-----Mages------|


This positioning offers several advantages. First, only the tank eats directional AoE, and second, if the melees gain hate (or when the mob uses hate reset), only they will be hit by the AoE.

Omega: Around 12,000 HP. Can be bound and gravitied. Cannot be slept.

Ion Efflux - Paralysis that's so effective it's almost like Stop from previous FF games.
Discharger - Magic Shield, cannot Dispel or Finale
Shock Spikes
Target Analysis - AoE, Drains a certain amount of stats from the targets. This can drain multiple shadows from NIN.
Pile Pitch - Hate reset, target is knocked to 5% HP
Guided Missile - Directional AoE physical attack.

Ultima: Around 12,000 HP. Can be bound and gravitied. Cannot be slept.

Nuclear Waste - -50 to all elemental resistances. Unknown if bar-spell counters this, but don't waste MP trying, he'll just spam it.
Chemical Bomb - Spider Web, Sticky Thread, Hojo: San all into one . Doubles recast timers. If multiple people are hit with it, Divine Seal+Erase.
Hydro Canon (yes, it's spelled with one "n".) Water attack.
Turbofan - Wind attack
Equalizer - AoE death. Does about 600 damage to those in range; mages without blink and stoneskin are going to be oneshotted. A SMN friend of mine said that this move was hate reset; he said that shortly before this move the PLD used Invincible and was basically ignored. Used at low HP.
Antimatter - Directional death. Can be blinked. Used at low HP.

Ultima also Spams wirecutter which does 200 to 300 on a pld. This probably was what killed us as it kept the pld in the 900 range, where it then proceded to do back to back water elemental attacks for 480 each.

Just a note, Omega has additional effect: Stun with his normal attacks, and Ultima has additional effect: Paralyze with his attacks. Ultima's paralyze took out my paladin's two hour >_<. Lost the fight at 1% health -.-

It's noted in a couple of the links, but most of Ultima's specials have additional status effects associated with them, but those effects weren't listed with the attack names (information I was looking for as a WHM). They're kind of common sense now, after the battle, but I think it's useful in this case to know specifically what to look out for, seeing as getting to Ultima is a pain in itself...

A post by Samskeyti in one of the threads recommended that the WHM Haste themselves (in addition to the tank). This is a REALLY GOOD idea, because you'll be casting Erase and various -na quite a bit.

Ultima's specials:

Chemical Bomb - Slow AND Elegy; you'll have to Erase your tank twice. If you're lucky, Erase will get Slow off first and you can recast Haste while waiting to Erase Elegy.

Cryo Jet - Paralysis

Turbofan - Silence

Smoke Discharger - Petrification

Hydro Cannon - Poison

Flame Thrower - Plague

I couldn't tell any status with Wirecutter and Equalizer...Ultima actually used Equalizer only once during our fight and 2 of our tank's shadows absorbed it.

Our makeup was: (Myself, Maccy) BLM (Stickyfinger) BLM (Demetrios) NIN (Ramsey) RDM (Goutan) RNG and (Piers) WHM. (Props to you guys, the fight was so much fun you guys rock!)

So anyway, first run, we decided to try the BLMs and RDM and the RNG all ES Bind/Shadowbind a Mammet each, then we all pile on one Mammet, then continue to work the rest of them out. Reading other strats we figured this would be the 'sure' way to go about this BC. This attempt failed, 2 died. PT wiped, RR'd took a 3rd down, 2 left, we wiped again. Exit BC.

Ok something went horribly wrong that time but we go in, and try again, same strat, except this time the NIN will solo one, and the 2 BLMs will focus on one and the RDM and RNG will take another. This ends up failing again, this time only 2 of the Mammets die.

We wework our strat, and figure as our NIN has his AF Boots, why not use them. Night comes and we go in, the NIN kites them ALL. Now, if you have ever seen a NIN kite 5 mobs in such a small space, my lord your in for a laugh, (i'd suggest even going back to do this BC JUST to see a NIN kite them) So Deme runs in, vokes one of the Mammets and they all follow suite, RNG fires on the one Deme voked and we lay waste to that Mammet, and continue takeing them out one by one. As the Mammets were never actully engagued, there is no hate to be thrown around, and that is why the 5 of us never got hit by the other Mammets. We succeed with this strat and move on to Omega.

Omega, Deme goes forward before i had the change to Stoneskin (it wore when Deme touched the door for enter for Omega) and Omega does his Guided Missle, which 1 shots my poor Taru HP /cry and decimates the rest of the PT, WHM throws off a Curaga 2 and everyone runs to their positions, i get raised and run to my position. Omega goes down without a hitch. A fairl easy fight than what it was made out to be.

Finally get to Ultima, with not much time left, Suffice to say, we got himt to 34% and we ran out of time.

4th try, we all wipe on Mammets because the WHM was resting and drew the hate of all the Mammets that Deme was kiting.

5th try, Mammets were once again a really messy fight, but we won without a death, but by god we came close to dieing so many times.
Omega and Ultima go off with i believe 2 or 3 deaths in total.

Overall i cannot understand why people say the Mammets are the easy part of this BC, is it because of the lack of melee we had? I'm not so sure. But for us, Mammets were the difficult part, and Omega and Ultima were the easy sections. I know i died about 10 times total, 8 of which were from the Mammets.

Editor's Note: Ultima Battle Tactics

More Help with Ultima

Long and very interesting cutscene (with a shot of Al'Taieu), and chapter 7 starts. Receive "Ducal Guard's Ring" at end of cutscene. Has an enchantment (5 charges, not rechargable) that teleports you to Ru'Lude. You end up in Lufaise, near the vortex that goes to Valkurm. Three titles gained - one from Omega, one from Ultima, one from finishing chapter 6.

--------------------------.



--------------------
Arolek, Elvaan Male from San d'Oria @ Ramuh
Cooking veteran, all other crafts less than 60.
75 BLM, 75 WHM, 75 NIN, 75 BST, all other jobs less than 50.
Top
aocypher
Posted: Sep 8 2005, 05:40 AM


Administrator


Group: Admin
Posts: 4,782
Member No.: 1
Joined: 14-February 05



From http://ffxi.allakhazam.com/forum.html?foru...06234528&num=13

Chapter 7-In the Light of the Crystal

M 7-1: Chains and Bonds Zone into safehold. Cutscene. Zone into Sealion's Den. Cutscene. Go back to safehold, and check door to Phomiuna Aquaducts. Cutscene. Check door to Prishe's room (NE walnut door - 3rd floor). Cutscene.

M 7-2: Flames in the Darkness Go to Misareaux, and check the gate that leads to Riverne. Cutscene. Go to Sealion's Den, and talk to the NPC there. Quick cutscene. Go to Jeuno, to Ru'Lude, and approach the palace. Cutscene. Go to Upper Jeuno, and check door to the tavern there. Cutscene. New title gained.

M 7-3: Fire in the Eyes of Men Go to Mine Shaft #2716 (snow lillies will not work, but ahriman tears do). Check BC entrance for, you guessed it, a cutscene. (Note that after this cutscene you pop out at the BC *exit* area of Mine Shaft #2716, rather than the BC *entrance* area where you started the cutscene.) Go to Bastok's Metalworks and talk to Cid. Cutscene, new title gained.

One thing to note that between talking to Cid to end 7-3, and to start 7-4, you must wait 1 vana'diel day. If you go back to back, you'll get a little 2 line cutscene from him (something about how he's glad he ran into Prishe again), but thats not what you want. Wait until he says something about going to the different places to find people.

M 7-4:(Calm Before the Storm) Talk to Cid. Cutscene. Three things to do here, hit 'em up in any order you please.

Misareaux Coast: go check "Storage Compartment" on the broken down shed near the gate to Riverne. NM bugard will spawn. Hits hard but very slowly. Long battle, but if you can blink his attacks (and have someone to heal you if utsusemi drops), not hard. Has a special that removes your food effect. tongue.gif

Bibiki Bay: go check ??? in that little cave in the far northwest corner of the normal (not Purgonorgo) Bibiki map. NM sea monk will spawn. Hits fast but misses very consistently. Eventually uses Hundred Fists, where it misses even faster. Has sea monk attacks for AOE water damage and stat-downs. Again, long but not very hard battle.

Carpenter's Landing: go check ??? at northern corner of *eastern* CL entrance (i.e. the entrance for South Landing). NM cryptonberry (NIN) will spawn, and will promptly summon three more NM cryptonberries (BLM, SMN, and THF, and an elemental for the SMN). All have 2-hours. None of them have all that much HP, so they die pretty quickly. Cryptonberries are sleepable with Sleepga, but not very easily.

A note on the Cryptonberry NMs in Carpenter's Landing: the Cryptonberry Executor (the NIN) can use Mijin Gakure whenever it feels like it. We'd dealt 0 damage to it so far and had only slept it, when it woke up and Mijin Gakure'd us for 3125 damage (the Barfira I'd cast earlier helped a couple of us resist it for a more modest 1562 damage). So, yeah, be careful with this one.

After each fight, of course, check the respective spot again. When you've seen all three cutscenes (the one in CL is mighty confusing), return to Cid for another cutscene.

M 7-5:(The Warrior's Path) Go to Sealion's Den and talk to Sueleen. Then you're ready for the next BC fight (which I have yet to win), by checking the locked gate in Sealion's Den. It's on the same airship arena as the 6-4 BC. And your opponent is ... Tenzen. (Editor's Note: Yes I spoiled it because it will happen eventually just like everyone knows the previously final BC was against the weapons)

Suffice it to say he has three helpers (BLM or RDM, WHM, and RNG or SAM I think, they're the Chebukki(sp?) brothers), whom you can't hurt or disable by any means. And he can Meikyo Shisui and make what I guess could only be a level *four* skillchain called Cosmic Elucidation (for 1000+ *AOE* damage). Which is why we have yet to win that BC. Will give more detailed strategies and info when we actually win this one.

Oh yeah, and no level cap.

key to winning this battle is speed. skillchains and magic bursts. Team of WHM BLM RDM MNK RNG WAR (all 75 except blm at 69), beat in under 3 minutes


Alternative key to winning the 7-5 battle is to incapacitate him when he tries to self-skillchain. Bind, Stun, Gravity, and even Lullaby, all work on him and quite reliably too.


--------------------
Arolek, Elvaan Male from San d'Oria @ Ramuh
Cooking veteran, all other crafts less than 60.
75 BLM, 75 WHM, 75 NIN, 75 BST, all other jobs less than 50.
Top
aocypher
Posted: Sep 8 2005, 05:41 AM


Administrator


Group: Admin
Posts: 4,782
Member No.: 1
Joined: 14-February 05



Chapter 8-Emptiness Bleeds
M 8-1:(Garden of Antiquity)
Head to H-11 and click on Crystalline Field. It will be locked. You need to head to 3 towers to unlock it. Head directly south to tower at H-13. Click on Rubious Crystal to spawn 3 NMs. Kill them and click on Rubious Crystal again. Head to tower at D-10. Click on Rubious Crystal to spawn 3 NMs. Kill them and click on Rubious Crystal again. Head to tower at L-10. Click on Rubious Crystal to spawn 3 NMs. Kill them, click on Rubious Crystal, and then head back to Crystalline Field at H-11. Click Crystalline Field. You will be ported in Grand Palace of Hu'Zxoi. Inside, head north and click on Gate of the God. You will receive Taznavian Ring.

Additional info on the NMs.
The NMs are all called Ru'aern. They are similar to beastman in regards that they each have a job and each uses two hour. Each tower has a specifc set of jobs, but I didn't write that down. Jobs for the Ru'aern include MNK, WHM, BLM, RDM, RNG, PLD, DRK, and WAR. I don't recall the ninth job. It may have been THF. There are 2 more inaccessible towers on the map, and they probably spawn the other 6 jobs.

Ru'aern job details:

South tower: WHM, WAR, SAM
East tower: BLM, PLD, MNK
West tower: RDM, RNG, DRK

All fight like your standard NM beastman of the respective job, complete with 2-hours. Along with Aern abilities thrown into the mix, of course. Play with a few of the local Ul'aerns and Om'aerns to learn what they're capable of before spawning the NMs.

They're basically immune to Lullaby, but can be slept (with some difficulty) with BLM Sleepga. Elemental Seal + Sleep(ga) II is advised.

If you get the map you can see that there are two more towers (northeast and northwest) in the inaccessible northern half of the map. If it's possible to get there in a future patch (it's not possible to get there now), and if there *are* fights at those two towers, they would presumably have the remaining six jobs: THF, SMN, NIN, BRD, BST, and DRG.

Just like in Dynamis, the only 2-hours you should seriously be concerned with are Hundred Fists, Mijin Gakure, and Astral Flow (with honorable mention going to Eagle Eye Shot). And since NIN and SMN aren't among the job types you fight for this mission, that just leaves the MNK and the RNG to watch out for.



M 8-2(A Fate Decided): Check eastern portal in Hu'Xzoi lobby hall for cutscene. Check it again to pass through. You're now in Hu'Xzoi itself ... and the entire mission is simply to make it all the way through Hu'Xzoi to a Cermet Portal at the end (north-center, lower floor, approaching from the north).

This basically involves hassling avoiding enemies and escorting Quasilumins. It's not *difficult* (for a party), and it's usually pretty straightforward where you want to go. But it is very time-consuming.

Aerns are non-aggro still. Euvhis aggro true sight (maybe true sound) when they're "open", and also link (with what, exactly, I'm not sure) even if they're closed. If they're standing around open they stay open, if closed they stay closed. They don't transform like the ghrahs.

Ghrahs are those crystalline things, and they periodically transform from a round ball (which is non aggro) to a something-else (which is true sound aggro). As soon as it starts its transformation animation the aggro rule changes, so if you run past a ball and it transforms into a bird as you go by, you've got aggro. Be warned. They're like Empty in that they have a visible elemental core which determines what element attacks they use, and what elements they're strong and weak to.

Zdeis are like a cross between a pot and a mask, and are basically brown things that (usually) stay in one spot and spin around. They have a small blue "eye" on one side and a larger, more decorated blue "eye" on the opposite side. They are true sight, and their sight side is the larger of the two eyes.

Some zdeis do not spin, and their large eye is permanently facing in some inconvenient direction, so it's impossible to avoid aggroing them. The rest, unless they're spinning *fast*, you can simply walk up to their "back" and circle around them, staying "behind" the whole time, and not get aggro. If they spin too fast you can't move fast enough.

A few warnings:
When your travels get around to the southwest part of the upper floor, you'll find a portal leading east, that asks for confirmation before going through. Do *not* go through it. This leads back to the lobby and is one-way (you may recall checking the west door in the lobby to find out that it can't be opened from that side), and if you go through, you lose all your progress trudging through Hu'Xzoi.
???'s are traps and will warp you out. If you find one, don't check it.
Similarly, don't Escape unless you absolutely have to, because you will, again, have to repeat the entire trip if you leave.

When you get to the final Cermet Portal, buff up and check it to spawn an Ix'ghrah. This is stronger than the normal Eo'ghrah enemies around Hu'Xzoi, but not massively so. Party of 75's should have no difficulty whatsoever. Watch out for its attacks (it has some that the normal ghrahs do not), and note that this one can morph into human form, not just bird or spider.

More Info On The Final NM In “A Fate Decided”. (It takes about 3 hours of walking to get to this battle)


1) Ix’Ghrah has 4 forms, Sphere, Spider, Bird, Human. He will always start as a Sphere then randomly select new forms at various times within the battle.
2) Ix’Ghrah’s 2 Hour is tied directly to what form is he in. From various runs we know if he is in Sphere form he will use Manafront and use spam casting –ga III spells. As a Spider he will use Mighty Strikes. If the nm is in human form his 2hr is invincible.
3) Ix’Ghrah’s Bird form has High Evasion, Spider form has High Attack, Human form has High Defense, and the Sphere has High Magical Abilities.
4) Ix’Ghrah will Regen HP once his total HP falls below 10%. It’s about 30 Hp/Tick
5) A party of 5 (Red Mage, Summoner, Dark Knight, Sam, White Mage) was able to complete the battle, Ix’Ghrah seems only slightly harder then normal other Ghrah.


* Make sure you have reraise up, if you fail and give up it's another 3 hour walk to get back to the NM.

After smiting, check portal again for cutscene. Now, unless you want to walk all the way back to that one-way door, you *do* want to use Escape or something to get out magically.

Map for 8-2


M 8-3(When Angels Fall): Back in the lobby of Hu'Xzoi, check Gate of the Gods (dead ahead, you checked in 8-1), and now you can go through there to Ru'Hmet. You'll get a cutscene upon zoning in. You now have two objectives:

1. Reclaim your lost Light. This is Light of Vahzl for Humes, Light of Holla for Tarutarus, and ... I actually don't recall which was which for the other races. I'm gonna go out on a limb and say that Dem is Elvaan, Mea is Mithra, and Al'Taieu is Galka. Someone please pop in and correct me if I'm wrong.

Tarutaru loses Light of Holla, reclaim from southwest tower.
Mithra loses Light of Dem, reclaim from northwest tower.
Hume loses Light of Vahzl, reclaim from north tower.
Elvaan loses Light of Mea, reclaim from northeast tower.
Galka loses Light of Al'Taieu, reclaim from southeast tower.

2. Get Brand of Dawn and Brand of Twilight to make the central elevator able to take you to the third floor.

You can do these in either order, you are (for the moment) stuck at an unresponsive door at the top of the elevator even if you do both.

Objective #1: There are five towers around the outside of Ru'Hmet. Each tower corresponds to one Light and thus to one race. You only have to climb the tower(s) that correspond to the Light(s) you need. So if your entire group is Hume, you only have to climb the tower that gives you Light of Vahzl. If you have three Humes, two Tarutarus, and a Mithra, then you have to climb those three towers (one for the three Humes to get it done, one for the two Tarutarus, and one for the Mithra).

Unhelpful lout that I am, I only know that the northmost tower is the one that worked for me, giving Light of Vahzl for Humes.

Hume: Vahzl
Elvaan: Mea
Tarutaru: Holla
Mithra: Dem
Galka: ?

Each tower has four floors, and sneaking around rules are basically the same as in Hu'Xzoi, except it's generally speaking a shorter (and consequently easier) trip. Enemies are a level or two higher though, they give exp in the low 100's to a party of 75's, rather than exp around 40-50.

Also, in the towers, it may well be practical to just sleep anything that aggros and bolt for the teleporter to the next level up to reset hate. The towers aren't large so the teleporters aren't far apart. Fourth floor of each tower has no enemies, just an Ebon Panel.

First time you check an Ebon Panel (whether it's from your correct tower or not) you'll get a cutscene. Check it again and it'll either be unresponsive (wrong tower) or you'll get the option to use your mysterious amulet - do so, and you'll get your Light, and the title "Warrior of the Crystal".

Repeat process in varying towers (hopefully someone else can contribute which Light corresponds to which race and which tower to which Light), until your whole group has reclaimed their lost Light, and you now each have all five.

Objective #2: Approach the center of the map from either the east, the west, or the north. (There's a one-way door - going the wrong way of course - blocking your approach from the south.) In doing so, you will have to pass a "gauntlet" of Qn'zdeis in the last room before the center. This consists of four Qn'zdeis (NM) that are sitting on four pedestals around the outside of the room.

In order for the exit door (leading to the central chamber) to be open, all the Qn'zdeis must a. be alive and b. be on their pedestals (i.e. not aggroing anyone). So you have to somehow get your party across to the exit door and end up with the Qn'zdeis alive. Three methods:

1. Kill them (this is a tad tricky since they'll all link as soon as you attack one, and they're basically unsleepable). Go over to exit door. Wait for repop - it's quick, only about 5 minutes. This is the suggested method if you take an alliance or a confident powerhouse group.

2. (Best done with a WHM along, or at least a BRD.) Run across, die near the exit door, Reraise and Raise once the Qn'zdeis move back to their positions upon killing everyone, and proceed. For purposes of avoiding exp loss, RR3/R3 > RR2/R2 > Hymnus > RR1/R1. Note that Reraise (even RR1) trumps Hymnus in priority, so if you're going with Hymnus, be sure to cancel normal Reraise before dying. With some clever control over who has hate, and having someone die in the middle of the room and getting Tractored, it's probably possible to have one person get their attention while the rest bolt across, then Tractor and Raise the sacrifice.

3. Qn'zdeis aggro like any other zdei, and only see with their "big eye". Like other zdeis, they spin around. I'm pretty sure that in each room there is one that spins fast and three that spin slowly. It's conceivably possible to get across the room by hugging the side that has the slow-spinning zdeis, and moving only when they're not looking. Personally, I don't have the skill to do that, and I doubt most people do. Still, if someone's up for a test of their stealth skills, feel free to see if you can pull this off.

A small suggestion for dealing with the Qn'zdeis on 8-3, if you decide to suicide to open the door, not everyone has to die. Have your puller head to the middle of the closed door taking a beating while everyone else squeezes themselves into one of the corners near the door. I've done this before and they didn't see us. Not ground-breaking information but it can save you a tractor or two.

However you do it, eventually you make it into the central room. Here, there is an elevator. Take it on up. As a quasilumin here will tell you, you need Brand of Dawn/Twilight to get access to the third floor. So, go get them. Brand of Dawn is due north of the elevator. Brand of Twilight is due south. All you have to do is check the relevant Cermet Portal, say Yes, and get a quick cutscene with no fight. Simple, right?

Nah. See, there are these little teleporting vortexes blocking most of your east-west progress. Step into one and you're in the equivalent one on the opposite (east or west) side of the tower. Step into that and you're back where you started. And where you don't have vortexes blocking your way, you have piles of rubble, and where you don't, you don't have any direct path - you may find yourself *overlooking* a room you want to be in, by being on an upper ledge in it, but that doesn't do any good.

So, it's a nuisance. To get to Brand of Dawn, you do in fact go straight north from the starting point. Only minor detail - another gauntlet of Qn'zdeis in the way. In this case, the "exit" door that closes on you is the door to the elevator room you just came from, so you can run past them, through the still-usable "entrance" door, and continue on to the Cermet Portal. Assuming they don't kill you on the way. Then you have to get back past them to get back to the elevator area so you can start going for Brand of Twilight. Deal with Qn'zdeis however works best for your group.

Brand of Twilight is more complicated, but a lot safer. No stupid Qn'zdei gauntlets to pass. Make your way to the room south of the elevator (you can't go directly, so go east or west a room, then south, then back), then observe some oh-so-helpful piles of rubble blocking your way to the Cermet Portal at the south end of the room. Take one of the eastern exits from this room and make your way to the outside edge at the southeast corner.

Proceed north along the eastern edge of the central tower to the northeast corner, and then use the portals in either of the western exits to warp to the northwest corner. Go back south to the southwest corner, and take the unblocked exit here and proceed east, to find yourself back in the room with the Cermet Portal - but now you're south of all the piles of rubble, and can get at the portal to get your Brand of Twilight. Reverse steps to get back to the elevator.

Now the elevator will let you go to the third floor of the central tower, where you can do ... absolutely nothing at the moment. There's a door here, which will probably *eventually* be responsive (probably also assuming you got your Light), but at the moment it's inactive, just like the eastern portal in the lobby of Hu'Xzoi was inactive in the previous update.

Door at the top of the elevator that was previously inactive, is now usable. Check for a cutscene. Check again to enter a BC. Four pots - Ix'zdei. Two RDM (the bigger ones, which start closer to you), two BLM (the smaller ones, which start further from you). The BLMs are by far more threatening (they have -ga III), take them out first.

Sleep/Lullaby *do* work on all four, but with a horrible horrible success rate unless Elemental Seal is used. ES Sleepga II preferable. BLMs in general are good for this BC. If you're *able* to get at least one, try to do so. It's manageable without one but will require more player skill (and you might have to go back to the CoP standby of using 2-hours and medicine, the horror) since all the pots will likely always be awake and you'll need to be able to handle that.

Note that you start at the north end of the room and the BC exit is at the south end (past all the pots). Keep that in mind if you decide to run for it. You do not lose buffs or TP when entering the BC, and since it's still in Ru'Hmet, you can build TP on some ghrah or aern or something on the next floor down.

They do not regenerate health while you're lying around dead, so zombie tactics can work (though you have a 30 min time limit which makes waiting for weakness a worry). When we did it, we ES Sleepga II'd, killed one BLM, the rest woke up, killed the other BLM while the RDMs were being a nuisance, then wiped, got up again, and killed the RDMs (ES Sleep II on the one not being killed).

The BLMs (and maybe the RDMs though I've never seen it happen) *do* have the ability to full-heal themselves. When at low health they will make a beeline for their starting pedestal. If they get there, if they're not killed within the next 5-10 seconds or so, they will do a little 2-hour-like animation (big dust swirl thing) and be fully healed. Advisable to save TP starting when they're around 30%-50% health, for killing them quickly when they get low.

One last note on -ga III spells: the room is too small to outrun them. Stun (and Shield Bash and stunning WS and so on) does work. However, barring Stun, it is highly advisable to minimize the (potential) damage by having the -ga III target (presumably the tank, at least for the BLM currently being killed) run off to a corner by themselves. If a -ga III lands, better that it hit only one person.

And, of course, these *are* Zdeis, and have all the standard Zdei attacks as well. Optic Induration is capable of over 2000 if you're unlucky, btw, but can also do a mere few hundred. Frontal AOE. It also petrifies. Reactor Cool gives it *two* buffs - Ice Spikes and Defense Bonus - so dispel/finale twice. Reactor Overheat (?) is an AOE that causes silence, bring Echo Drops. I think they have one or two more specials besides those.

Would probably be good practice to fight the Qn'zdeis on the way to the elevator. They're basically Ix'zdeis without spells, and with weaker attacks and less HP.

We had tried this BC before but not having a lot of sleeping power, we ended up wipeing right after eating a dispelga which took all 6 RRs. This time we went in prepared for a dispelga, with a secondary form of RR (Reraiser, Hi Reraiser, instant Reraise) in case they dispeled our RR from our gorgets. I also made sure I had MP equipment so I could raise people while I was weakened should we need it. Neither were needed this time though.

We gathered 300tp first did all the necessary buffs and everything. We went in but screwed up the pull so we ran away and restarted. When you do the pull, select a pot on the far end (BLM pot) and start in the opposite corner and make a mad sprint for the pot you and everyone else is already locked on. In our case I used a blink band before hand so I could eat a few hits on my way to the target without taking damage. I nailed the first one with a full Spirits Within and our BLM hit all the pots with sleepga II. A couple of Skillchains and the first pot was dead. We took out the other BLM pot next. The SAM's 2hr took out about 75% of the second pot's life and then the others woke up. They got put back to sleep but it didn't last too long. We defeated the second pot then ran into the corner far away from the pots spawn points and wiped. We reraised and all melees slept TP while we waited for weakness to wear off. Once weakness wore off we started again just like at the start...Selected a pot and I ran up and gave it a full Spirits Within. A couple quick SCs and we're down to one pot. Somehow at the end, our BLM and WHM got petrified but it was too late for that poor pot. The only meds I used during this fight were some Mulsums and a couple yag drinks. After a couple awesum cutscenes, we returned to the tavnazian safehold and geared up for the final fight.

Anyway, after the BC, move ahead and check the targetable "Luminous Convergence" for a particularly awesome cutscene.

Brought my WHM up to top floor of Ru Humet using Reraise 3
after the update.

Got a CS at the prevoriously inactive door and could enter a BC. The BC is against 4 of those pot things. There is a Door at the other side of the room - not sure if you have to kill them.


One of the Pot things dispelled my Reraise 3 - welcome back 74 biggrin.gif Had no manpower for the BC avaiable - gonna try sunday

beat bc with 4 pots, 3 blm whm rdm nin, killed 2, had to RR and kill last, 19mins, easy other than the xp loss


M 8-4(Dawn): 8-4 is a multipart BCNM. After you defeat the mob the first time, he then takes a second form much cooler looking than then first.

He has a TP moved called Chains of <X>, where X is the weakness of a race (Apathy, Pride, Cowardice, etc) which only effect people of that race. Not sure what it does. He also has a move called Comet, which is like Meteor, but single target. In the second form, it can just plain cast Meteor.

There are 2 NPCs in the battle that can assist. Prishe. once you egnage the mob, Prishe will attack as a monk, but is also a WHM. Prishe can cast Cure V on you, Banishga III on the mob, and does monk moves including moves of here own. The second NPC is Seltpanus however you spell his name. He has a move which can stun the mob for like 10 seconds.

I only made it to the second form duoing with someone.

Tried this once with 3... NIN, BLM, WHM...

We defeated his first for very easily. The second form didn't seem incredibly hard either, although he does an AoE Cursna and Meteor, which hurts very much.

First form is very simple. He does a fair amount of physical damage, but can be easily blinked or straight tanked with no problem.

1st form attacks:

Comet (spell, not stunnable): ~500-900 damage (depends on if Shell IV is up) single target. Not enough time to run out of range unless you're already on the move, I'd guess.

Some sort of AoE Plague attack, very short radius. Does about 250 damage.

Some sort of Curse attack, adds about 200-400 damage.

AoE Stun/Knockback attack, similar to Behemoth's Thunderbolt, but with the additional knockback effect. Stun duration is fairly long, recommend using Barthundra to counteract it.

He also used some sort of weird status attack that had no effect. Not sure what it was supposed to do, if anything.

Some sort of AoE that acts as a Dispel against anyone hit. Damage was around 150 or so if I recall. Short radius, easily avoided if you're not tanking or meleeing.


2nd form attacks:

All of the above attacks, plus:

Meteor. Similar in to King Behemoth's spell attack. Not stunnable. Damage is around 600 AoE, large radius. Does not seem to increase damage with fewer targets.

Quiescence. Nasty. Huge area effect Silence. CANNOT BE REMOVED. Echo drops will not work, and neither will Silena. Barsilence may or may not work, we did this fight twice to get people through, and it seemed to reduce duration slightly, but only slightly. Recommend kiting him for the duration of this status attack, as your mages will not be able to cure you.

Some sort of AoE status attack that nullifies ALL JOB ABILITIES (you cannot use any /ja while affected). Similar huge range as Quiescence above. Cannot be Erased or otherwise removed. Be warned that your tank will not be able to Provoke during this effect, so watch your aggro levels.

EXTRAS:

Prishe will cast the following spells:

Holy
Banishga III
Banish III
Cure 5 on both herself AS WELL AS your party if you have severely damaged members.

She is WHM/MNK and can use both Benediction and Hundred Fists. We saw her activate Benediction against the first form, and again on the second form, as well as Hundred Fists (all in the same fight).

Selhteus has only one attack, some sort of light spear attack that does tons of damage, but is very very slow.

He also has a 2hr ability called Redemption. It affects your party as well if you are in range, and restores all HP, MP, AND gives you 300% TP, so if you see him getting low on life, try to get close to him so you can get boosted when he uses this!

Bastion of Twilight - Magic Shield. After he used this, he outright resisted our BLM's Thunder IV two seconds later.
Empty Salvation - damage
Infernal Deliverance - damage, knockback, area Stun (distance and length varies)
Malevolent Blessing - damage and Curse effect for targets in range
Pestilent Penance - damage and Plague
Wheel of Impregnability - nullifies physical damage, cannot be Dispelled
Winds of Oblivion - area Amnesia and Dispelga. Amnesia makes you unable to access job abilities or weaponskills.
Seal of Quiescence - a silence effect that Silena/Echo Drops cannot remove. This *can* silence Prishe, too. You can be out of range of this, but you have to be quite far away.

Comet, Meteor - same as King Behemoth, but a lot weaker. Promathia resists Stun, so just {Run Away!} if you can. The difference between the two is that Meteor is an area effect, while Comet is a single target.

Chains of Apathy/Arrogance - Promathia only used these two against us, and at no point did they have any effect. Our group was 5 Humes and an Elvaan, so I assume that he may run the gamut of Chains of Envy/Cowardice/Rage with more diverse groups...but the effect is beyond me. Perhaps it's like Genbu's Tortoise Song?

Prishe's abilities:

Auroral Uppercut - damage
Nullifying Dropkick - used to break Wheel of Impregnability's damage shield
Banish III, Banishga III, Holy, Cure V
Hundred Fists, Benediction

Prishe also uses various items during the battle: Ambrosia, Carnal incense (temporary invincible), Daedalus wing (TP restore)

Selh'teus' abilities:

Revelation - damage
Luminous Lance - damage and stuns Promathia for a good 5-8 seconds
Redemption - HP/MP/TP restore

Promathia has a lot of life, but this is a FUN battle. Try not to get caught up too much in the arena though (it reminded me of the battle with Zeromus) and make sure you keep an eye on Prishe's HP occasionally...though she can take pretty good care of herself (and you, if you're lucky).

First two the set up was: NIN, NIN, RNG, DRG, RDM, BLM. The first form was simple but the second form was difficult and we got him to 15-20% each time and then wiped. The first fight we tried to tank it straight up but that was totally wrong. The second time we kited but didn't have enough healing for the NINs.

We exchanged the DRG with a WHM and tried to let Prishe fight Promathia through the second form, as most people suggest, but both our NIN died and the WHM died. The RNG, BLM, and RDM got Promathia down to 10% this time.

Finally we decided to do it Kirin style. The NIN kited Promathia in circles while Prishe did DD and the RNG and BLM did small DD. BLM had to heal Prishe because the RDM and WHM were healing the NIN as they were kiting. When Bird Boy did his stun thing we all went full out on Promathia and then ran away til the ninjas and Prishe had hate back.

Our fourth run was flawless. No one died and no one was in yellow health for very long. I bet I could do this fight fairly easily now.

One more important note for the summoners, if Promathia switches to magic imune durring your 2hr, go ahead and do a lvl 70 physical BP instead of a special 2hr pact. It will be MP free and do great damage instead of wasting the pact/time on magic while Promathia is imune.

Promathia has 2 forms as said a few posts up. You're joined by Prishe and Shel'uthes(sp). The bird boy is the only one who can stun Promathia....but his stun lasts for a long time.
First form: We went in and buffed and tried to rest to full but Prishe got impatient and ran in so we had to cut our rest time short. The first form is easy, just run up, strait tank and let the DD do their thing. He hits hard (about 200 damage with 121 VIT and -20 Physical damage) but goes down pretty quickly.

Second form: Prishe was able to maintain her patience this time allowing us time to med to full. If you have experience fighting Kirin, this will be a very easy fight. 4 of us (SAM, PLD, DRG, and BLM) are in the same LS and have fought Kirin together before so it was easy for us. The other 2 are in different LS but also had experience with Kirin so we didn't have to waste too much time with our kiteing strategy. For those who haven't fought Kirin before (and even those who have without using normal melee DDs), as a PLD you will just Provoke, Flash and normal JAs. Don't waste time with Cureing yourself, you'll take twice the damage you'll be able to cure if you stop for that long. As melee DDs, you chase after and use your WS and abilities when he stops to cast and use JAs. BLM and WHM do their normal thing. The supposed uncurable silence is in fact curable but not 100% of the time. It's more like the doom you faced in mission 2-3 where you spam holy waters until you cure it. In this case you spam echo drops/silena until you cure it and I'm told that Leviathan's Spring Water ability cures it 100%. I cured the silence myself by spamming echo drops. The weird boy's stun did more harm then it helped as it lasted too long and ran out of aggro range...our BLM and DRK ended up taking naps when it was at about 10%. Witb our 2hrs still not up from the pot fight, me and the WHM low on MP, and my HP dropping pretty quickly, I turned to my last resort and thanked Altana that I remembered the Vile Elixer+1. After a couple more laps, Shel'uthes used his stun attack again and our SAM hit a SA-WS for the kill shot. Once Promathia's dead, enjoy the cutscene and wait until midnight JP time to get the rest...and hope that you don't get POL errors when you try to log back on to do them ><;;.

Notes about Promathia:
-Promathia did not use his move that keeps you from using JAs or WS so we got lucky about that.
-He did use his AoE "uncurable" silence that we were able to cure by spamming Echo Drops similar to the way you spam Holy Waters for Doom.
-Strait tanking Promathia's second form is like trying to tank Vrtra as a BRD. He hit me for 300~500 a hit with Earth Staff and a over 120 VIT total and over 800 DEF.
-If you've fought Kirin, this fight should be very familiar to you.
-While kiteing, 9 times out of 10 you will outrun Comet (single target) but it seems Meteor (aoe) can hit you no matter where you are in the battlefield.
-MOST IMPORTANT: Like all other CoP missions, you do not need the "ideal" jobs for the mission. RNGs, SMNs, NINs are NOT REQUIRED!!! Every job is useful as long as the person playing it knows what they are doing.

There are two sequences and a handful of solo cut scenes
that need to be done to get your ring and view the last cut scene.

Sequence #1 (San D'oria)
South Sandy Manor B-6 talk to hinaree for cs
Uleguerand range zone in for cs
South Sandy Manor B-6 to hinaree for cs

Sequence #2 (Windurst)
Port Windurst @ fishing guild talk to Chimpy-Popmy
Bibiki Bay, Purgonorgo Isle, talk to ??? Warmachine (ooooh, candy!)

Solo Cut Scenes (any order)
Zone into Mhaura for CS
Zone into Oldton Movalpolos for cs
Zone into Metalworks, talk to Cid for CS

Final Sequence (all of the above must be done to get these CS)
Zone into castle @ Ru'Lude gardens
Upper Jeuno Marble Inn for CS (ring acquired!)
Tavnazia -- Prishe's Room
Lufaise Meadows -- Bluebade Fell (once you've seen this one, you will know you're done with CoP and will get the title 'Banisher of Emptiness')


--------------------
Arolek, Elvaan Male from San d'Oria @ Ramuh
Cooking veteran, all other crafts less than 60.
75 BLM, 75 WHM, 75 NIN, 75 BST, all other jobs less than 50.
Top
Blastfurnace
Posted: Apr 23 2007, 08:25 PM


Intermediate Abel


Group: Members
Posts: 1,305
Member No.: 134
Joined: 5-August 05



M 5-3A5: Next head to Beaucidine again and go to the tower nearest to the Battalia exit (H-10) to enter the LV60 capped PsoXja for a cutscene. After this, report back to Cid to end this route.

Maybe common knowledge to others, but there's more to this than just zoning in...maybe update walkthrough? ^^;

*edit* I only mention in case anyone gets the random "see forums" for cs's etc. and then ends up bereft of the avatar gate cs. Think more is missing from walkthrough than this, but this is only one to directly affect me/catch my eye thus far.

This post has been edited by Blastfurnace on Apr 23 2007, 08:36 PM


--------------------
user posted image

PSN - Blastfurnace2k
Now playing SFIV, FFIX, CivRev, COD: W@W
Will be playing Cross Edge!
*DRK75* Retired
Top
« Next Oldest | COP Tactics | Next Newest »
DealsFor.me - The best sales, coupons, and discounts for you

Topic Options



Hosted for free by InvisionFree* (Terms of Use: Updated 2/10/2010) | Powered by Invision Power Board v1.3 Final © 2003 IPS, Inc.
Page creation time: 0.2175 seconds | Archive