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| aocypher |
Posted: Sep 8 2005, 05:08 AM
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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. |
| aocypher |
Posted: Sep 8 2005, 05:09 AM
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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 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. |
| aocypher |
Posted: Sep 8 2005, 05:13 AM
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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. ---------
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. |
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| aocypher |
Posted: Sep 8 2005, 05:16 AM
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Administrator Group: Admin Posts: 4,782 Member No.: 1 Joined: 14-February 05 |
--------------------- 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. |
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| aocypher |
Posted: Sep 8 2005, 05:17 AM
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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. |
| aocypher |
Posted: Sep 8 2005, 05:19 AM
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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 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 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. |
| aocypher |
Posted: Sep 8 2005, 05:21 AM
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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:
- 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. |
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| aocypher |
Posted: Sep 8 2005, 05:35 AM
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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.
-------------------- 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. |
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| aocypher |
Posted: Sep 8 2005, 05:40 AM
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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. 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. |
| aocypher |
Posted: Sep 8 2005, 05:41 AM
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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 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. |
| Blastfurnace |
Posted: Apr 23 2007, 08:25 PM
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![]() 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 -------------------- ![]() PSN - Blastfurnace2k Now playing SFIV, FFIX, CivRev, COD: W@W Will be playing Cross Edge! *DRK75* Retired |
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