User talk:ShadowKatze/Missions

Intro
I've written up my strats to CoP on a number of sites now, but thought I would put all my mission experience here as I get time. As with my other "tips", these should be considered a suppliment to the real guide pages here on wiki. I find that most of the strats there work great, although my style of play requires some alterations to them on occasion and I try to be more inclusive of possible job combos than some of the writers. While obviously some jobs are better on certain fights, I know it's not always possible to get the "ideal" set up. I also try not to assume things about fights, since I've been surprised in fights several times after reading a walk-thru that assume "common knowledge". I probably am still guilty of this, but I try to keep it in mind. I hope this will help at least one person. I will fill them in as I have time after completing each fight. ShadowKatze 15:26, 11 July 2008 (UTC)

Note about CoP and having the level caps removed. I'm leaving my walkthrus as written for level capped parties so that lower level players can have a rough idea of if they can do them or not. Currently with the level cap of 80, people can solo to at least Promy-V and I imagine at 90 they will all be easy solo. I find this sad. ShadowKatze 14:30, July 24, 2010 (UTC)

Bastok Missions
Gate guards in Bastok include the ones at the exits to Mines, Markets, and Port obviously. However the guard by the president's office can also give missions requiring a gate guard to start them.

1-1 The Zeruhn Report
Repeatable. Talk to a gate guard to select mission. Go to Zeruhn Mine and talk to Makarim (H-11) to get key item. Go to Metalworks and talk to Naji (J-8) to finish.

1-2 A Geological Survey
Repeatable. Talk to a gate guard to select mission. Go to Metalworks and talk to Cid (H-8) to get key item. Go to Dangruf Wadi (enter at D9 South Gustaberg). The only aggro here is goblins (sight) if you are very low level. Stay along right wall until you find the geyser at I-8. Stand on Geyser and it will move you to upper ledge and give you a key item. Return to Cid to finish.

1-3 Fetichism
Repeatable. Talk to any gate guard to select mission. Trade him a full set of fetich items (head, torso, arms, legs) to complete the mission. These can be bought on the AH or farmed safely in Palborough Mines at level 25 (+/- a few levels based on job) or on higher jobs in Konschtat Highlands, Pashhow Marshland, or Beadeaux. Rank 2 and 1,000 gil is your reward.

2-1 The Crystal Line
Starting with this mission you must either repeat previous missions or trade crystals to the I.M. by the gate to get enough rank points to do each new mission. Which you do, depends on prices and the time you have to repeat missions. It should be noted that you may also trade crystals to the signet givers in Jeuno. Talk to gate guard to accept the mission. Go to the Metalworks and talk to Cid. He should give you a crystal, but if not any will work. Go to any of the tele-crags (Dem is the closest) and trade a crystal to the telepoint. This should get you a faded crystal. Trade the faded crystal back to Cid for a key item. Talk to Ayame (K-7 Metalworks) to finish.

2-2 Wading Beasts
Repeatable & Can Be Skipped. This is the mission I repeat in Bastok for rank points as lizard eggs tend to be cheaper than crystals for what you get out of them in rank. Talk to any gate gaurd to accept mission. Get a lizard egg. All higher level lizards drop eggs, but the ones in Gustaberg and the lower level ones in Dangruf Wadi do not. Easy to purchase from AH as well. Trade egg to Alois (J-8 Metalworks) to complete mission.

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

3-1 The Four Musketeers
Talk to any gate gaurd to accept mission. Go to Metalworks and talk to Iron Eater (J-8). Go to Beadeaux (Zone in in the southeast corner of Passhow Marshlands). You must kill 20 Copper Quadav and then zone out to Passhow Marshland for a Cut Scene that completes the mission. Quadavs aggro sound and at level 25 it is a slow process to kill 20 coppers solo. A party could easily do this. You can zone inbetween kills if needed. The computer will keep track of your # of kills. The mobs in Passhow will also aggro a lower level character, but you can ride a chocobo up to Beadeaux or use sneak as needed. The Pugils in Beadeaux also aggro sound. Any Quadav Helms you get doing this can be traded for a quest in Bastok. Reward is 900 gil each.

3-2 To the Forsaken Mines
'''Repeatable. Skippable.''' Talk to any gate gaurd to select mission. Go to Bastok Mines and talk to Davyad (K-6). Get a slice of hare meat. AH if you must, but can be easily farmed in Dangruf Wadi or Valkrum Dunes at a level capable of doing this mission. You will need 1 hare meat for each person doing the mission. Go to Gusgen Mines (zone is on east wall of Konschtat Highlands up by the Crag). In mines use sneak if the undead are not TOO WEAK. This can be soloed by most level 30 jobs with sneak, but if the undead link you are in trouble. Find the ??? by the pool at J-7 (Right, Left, Right, Right from enterance). Only do this fight in the Vana'diel daytime, unless you are fairly high level, as there is a NM ghost that pops here at night. Trade hare meat to ??? and kill the fish that pops. Fish drops 1 chunk of ore each time it is killed (Ore is Rare / Exculsive). Trade this ore to any gate gaurd to complete mission.

3-3 Jeuno
Talk to any gate gaurd to select mission. Go to Metalworks and talk to Lucius (I-9) for key item. Go to Ru'Lude Gardens in Jeuno and talk to Goggehn (H-10) at your embassy. If you already have the Delkfutt's Tower key, go directly to the basement thru the door at E-8 on the first floor. Otherwise here is how to reach the top. Either get the map (thru a simple quest - The Antique Collector) or print out copies to follow. A level 50 can solo this on most jobs, but a group of lower levels is fine too. You will need sneak and invisible unless you plan to kill the entire tower. You might also consider doing the ACP climb. It will cap you at level 30, but no XP lost if you are killed. You would have to be on the mission however. F1: exit at E-6, F2: exit at I-9, F3: exit at G-6, F4: exit at I-6, F5: exit at H-9, F6: exit at J-10, F7: exit at F6, F8: exit at I-6, F9: exit at I-9, F8(again): exit at F-9, F9(again): Exit at F-6. Once on F10 head to H-8 and kill the giant black Giga there (name is Porphyrion). The others will link, so if you are low level, you will need to clear them out slowly then pull the NM. When he dies, he drops 6 copies of the key. Everyone needs a copy but since the 4/8/9 update it becomes a key item on use. Trade key to elevator by the NM spawn point and go down. After the long trip down the stairs, go thru the first door and check the door at K-9 (you can skip straight to here if you already had the key) for a cut scene, then return to your embassy (check ambassador's door and with clerk) in Jeuno for your reward. You should get Rank 4 and 5,000 gil.

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

5-1 Darkness Rising
Speak to any gate gaurd. Go to Metalworks and speak to Naji for a cut scene and a key item. THIS FIGHT IS LEVEL 50 CAPPED allowing 6 people to enter so come prepared for that (see suggestions below for jobs). Anyone that is on this mission (from any nation) or has completed it can enter. Head to Fei'Yin. If you have never been there, go to the northeast corner of East Ronfaure (K-4) and zone into Ranguemont Pass (map quest for this area is harder than some The Rescue). You may need sneak and invisible here so be sure to bring some and check the mobs as you go. If you are safe here, you will probably need it later anyway, so bring some. At the first interection go north. You will find a door. Talk to the gaurd at the control device to open it. At the intersections go north, north, east, east and you will eventually zone (L-4) into Beaucedine Glacier (easy quest in sandy for this map Her Majesty's Garden). NOTE: If you have WotG you can bypass this and go thru the batillia flower warp to get to the glacier. If you do not have the map, just go down every ramp you can and never go up. You need to reach the northeast corner of the zone (J-4). Follow path mostly north to first down ramp (you will pass an up ramp). Then head south to next down ramp. Continue north from there to the zone. Once in Fei'Yin (map from a series of windy quests ending with A Smudge on One's Record), head to the door at K-8 to zone into the Qu'Bia Arena. If you have no map, following the right hand wall will get you there eventually. This fight is pretty easy, but looks hard. There is 1 big skeleton and 2 smaller ones in the arena to start with, but when he is attacked lots of smaller ones start rushing in from all around. Only the big one needs to die and the fight ends when he does. He is a mage and can cast some fairly big spells, but can also be silenced. A BLU or a BRD can sleep the skeletons, but really it may be best to have someone tank them while the rest focus on the main fight. 2 MNKs can 2 hour and end this fight fast. MNK is also the best DD for this fight, but any will work. A SMN can 2hour to clear the small skeletons as well as damage the big one. Any balanced party can win this fight though. Just have your main tank (PLD is great for this) get initial aggro on the lich. This will mean the small skeletons will come for him. Try to silence the lich and then just fight him straight up. If your main tank is not comfortable with this plan, have a DD (BLU best) get the inital aggro and then kite the small skeletons. After killing the lich return to speak with Naji to complete mission.

5-2 Xarcabard, Land of Truths
Talk to any gate gaurd to accept the mission. Go to Metalworks and enter the president's office for a cut scene. Now you are off to the Throne Room of Castle Zvahl. THIS FIGHT IS 6 PERSON UNCAPPED. Again you can only enter the fight if you are on or past this mission (any nation). The Shadow Lord is a level 60 mob and I would bring a balanced party of around that level (It seems to be designed for a party of 65s to easily win). Some 75 jobs can solo him and most can duo or trio him. If you have never been to this region, return to Beaucedine Glacier and head north. Take the first up ramp and continue north. Take the next up ramp and continue north to zone into Xarcabard (same map quest as glacier) at E-6. Most things here aggro sound, but demons aggro sight. Head west and slightly north from zone. The Vzahl crystal is at the northwest corner of H-8 and you should grab that while here (if you already had it just tele to get here). Continue west from the crystal and you will come to the castle (easy map quest Northward) at D-7/8. Make sure to check mobs as you go for aggro. Most are sight except for the floating eyes that are for various reasons sound aggro. Once in the castle bailey, head west. At first intersection go south and then down the stairs you will come to. Head north and take the first left (west) to move onto the next map (F-8). Follow the left wall the first stairs then up at the Orc area. Go west to the Yag area then down the stairs. Head east then under the bridge and then north. Go up the stairs at H-8 and take the west path to zone into Keep at E-8. Continue west to main room. From here you may go north or south, but for this I will explain the south route (no real reason as they are the same length). You can just follow either wall and will find the exit after only 1-2 dead ends as well. Go south thru the first 2 doors then take door to the west. From there head south again and take the door on the west (the one furthest south). Go south to exit onto next map at H-10. Go north until you reach the intersection at G-8 and head west onto next map at E-8. Head west to teleporter (these automatically activate every little while so just stand in them until you warp). Head south to next teleporter. Head west to next teleporter. Head north to last teleporter. Head north or south (no difference) then west to zone at G-7. Continue west to reach the BC. If you are not doing this with 75s, it can be a challenging fight. You have to defeat the Shadowlord twice. The first form will use invincible (and will use it a lot once under 50%) so be prepared to do magic damage or have the fight last a long time. Note that if he is not using invincible, he is immune to magic damage so use it wisely. When he dies there is a short cut scene and you immediately are attacked by the second form. This form only has about 4000 HP, but deals a large amount of damage in AoEs so you need to kill him quickly. All DDs should plan on 2houring at this point and the mages should focus on keeping them alive. After defeating the second form, report back the to the president's office to complete the mission. Your reward is Rank 6 and 20,000 gil. You may also now enter Dynamis (if level 65) and start the Zilart Missions.

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

6-2 The Pirate's Cove
Talk to any gate gaurd to select this mission. Again this is an open fight so anyone can assist. You will need one chunk of Adaman Ore for each group of 6 needing this mission. You can mine this or buy from the AH (or get from some BCNMs). The same group that handled the previous mission can easily handle this one. Go to Metalworks and talk to Naji. Head to Norg and check the oak door at K-8. If this is you first trip to Norg, shame on you. From Jeuno take the airship to Kazham and from there chocobo mostly south to the outpost at G-11. Drop into one of the hole to the northwest of the outpost and head west to the tunnels. You will zone into the Sea Serpent Grotto around E-11. Follow the left wall to Norg (there is one semi-hidden door to click on). In Norg talk to Gilgamesh until he talks about this mission (he will talk about Zilart first if you have not been here before). Grab another chocobo in Norg and head west into the Yhoator Jungle (the jungles are a maze so giving directions only). Proceed to the northwest corner of this jungle (I-5) and zone into Ifrit's Cauldron (the tele crystal is at F-9 if for some reason you don't have it). Once in the Cauldron head south at first intersection and north at the second. ??? at H-7 will trigger fight. You can use sneak popping to pull only the bomb and this is recommend for a single party of 60s. Also clear the area of other mobs before the fight. When you trade the adaman ore to the ??? a bomb and a lizard will pop. Only the bomb needs to die. When it does, it will drop 6 Frag Rocks. Each person doing this quest needs 1 so if you have more than 6, you need to fight multiple times. Once you have the Frag Rock, return to Gilgamesh in Norg and trade it to him. Return to Metalworks and speak to Naji to complete mission. Your reward is Rank 7 and 40,000 gil.

7-1 The Final Image
Talk to any gate gaurd to select this mission. Go to Metalworks and talk to Cid (H-8). He will tell you to go to Ro'Maeve. This is in the northwest corner (F-5) of The Sanctuary of Zi'Tah (Northeast corner of Meriphataud Mountains - M-4). Once in Ro'Maeve you must locate a ???. It moves and can be at any of the following locations: D-10, E-9, E-10, E-11, G-9, I/J-8, K-10, K-11, L-10, L-7. Clicking the ??? will pop 2 golem mobs. All mobs in this area will aggro 75s and all aggro magic. Most also aggro sound (bombs are sight). It is therefore best to clear area around ??? before popping (be aware the ??? can move while you are doing this). Sneak popping will work and you may then pull the mobs individually (or allow one to depop while fighting the other). A balanced party of 65+ (one party for each golem best if not sneak popping) can defeat this fight and since it is another open fight, anyone can assist. Obviously being 75 helps though (some 75 jobs can solo this). Once Golems are defeated, you must click the ??? again to recieve a key item. Note that the ??? may have moved during your fight. If so you can complete this part of the mission anytime as long as you do not zone (including tractor) or log out. Talk to Cid again to finish this mission.

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

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

8-2 Enter the Talekeeper
Talk to any gate gaurd to select this mission. Go to Zeruhn Mine and talk to Drake Fang (H-6). Head back to Western Altepa and zone into Kuftal Tunnel at H-4. Head North to H-7 and check the ??? there (on top of overlook). Everyone needs to check the ???. Now one person needs to check the ??? at the bottom of the overlook. This will pop 3 Ghost mobs. If you brought a big alliance you can clear the area around the second ??? and fight all 3 ghosts. However, most people sneak pop the ghosts and pull Gordov (he is the only one that needs to die to complete the mission) back to the top area. Puller can zone any aggro while main party grabs the ghost as he runs by. A balanced party of 70+ can handle this fight easily in this manner. If you do this, it is important that the other 2 ghosts despawn before you kill Gordov. Once he is defeated, have everyone sneak and go check the bottom ??? for a key item. There is no time limit to check the ???, but you can not zone or the Ghosts will respawn. Return and talk to Drake Fang to complete mission. Also talk to Iron Eater and Gumbah. Your reward is Rank 9 and 80,000 gil.

9-1 The Salt of the Earth
Talk to any gate gaurd to select this mission. Go to Metalworks and talk to Alois (J-8). This is the same idiot you have been getting eggs for and now he wants salt. Head to Rabao (zone from Western Altepa Desert at L-4) and talk to Dancing Wolf (G-7). Head to Gustav Tunnel. You can get there from Rabao, by going thru Kuftal Tunnel and Cape Teriggan, but I prefer (find safer) going thru Valkrum Dunes (zone at B-8 on secret beach). Entering Gustav from either end, head to the branch at G-9 and take it heading north. Everything here will aggro to 75 so bring invis for the goblins and sneak for everything else. At first intersection continue north (then turns west). At second intesection head east and follow the wall on your right to narrow area at H-7. This should make for a good camp. Remember that undead will blood aggro so if you are getting hit during the fight stay away from the ends of the narrow area. Send one person to the pool at G-6. Checking the ??? there will pop a slime mob. You will need to sneak pop this mob unless you brought a large alliance to clear the area first. Even with sneak pop, the mob will aggro the popper (the sneak is for the many other mobs in the area) so he needs to either run as soon as he hits the ??? (recommended) or sleep the slime and then reapply sneak (can be risky if other mobs too close). A balanced party of 75s can handle this (some have reported duoing this) but most people bring more. The slime itself is not horribly dangerous, but when you kill it, it splits into 2 smaller slimes. Each of these will split on death into 2 smaller slimes as well. These 4 slimes also split when they die for a total of 8 slimes to kill. The safest way (a must with a small group) is to kill one slime at a time all the way to the last split while kepping all the others slept. Having a tank that knows the order and taking auto target off while using an assist macro (similar to dynamis) is a great help here. Order of killing would be as follows: Giga, Macro, Micro, Nano, Nano, Micro, Nano, Nano, Macro, Micro, Nano, Nano, Micro, Nano, Nano. Another option is to manaburn them with a group of BLMs. When all the slimes are dead, everyone needs to sneak and check the ??? to get a key item. Some have reported that there is a time limit on checking the ???, but personally I did not experience this. Just remember that undead aggro sound and blood. Return to Dancing Wolf for a cut scene then to Alios to complete the mission.

9-2 Where Two Paths Converge
Talk to any gate gaurd to select this mission. Go to Metalworks and talk to Iron Eater (J-8). Head back to the Throne Room of Castle Zvahl. This is a 6 person BC and you can only do this fight if you are on this mission or have completed it previously (regardless of current nation). I would recommend a balanced party of 75s, but some people have beaten it with trios (one BLM solo reported). You fight Zeid. The first part of the fight, is just killing him. The second half you get a cut scene and Volker joins you. You have to keep him alive and kill Zeid to win. At this point Zeid also summons 2 shadows to aid him. If they are killed, he will just call more, but they have low HP so it may be worth killing them to prevent him from skill chaining with them. A solid PLD tank can handle tanking all 3. Zeid uses a weaponskill that induces sleep so Poison potions may be of help. DDs should save their 2hours for the second form to end the fight quickly. Without 2hours the fight will last longer, but is still quite winnable. If not using 2hours, have 1 DD focus on killing the shadows while the rest take down Zeid. Have your back up healer focus on curing Volker as needed. After winning report back to Iron Eater to complete the mission. Your reward is Rank 10, 100,000 gil, and a Bastok Flag to hang in your MH.

Windurst Missions
Gate gaurds in Windurst include the obvious ones by the exits in Waters, Woods, and Port, but also include the gaurd by Heavens Tower in Walls.

1-1 The Horutoto Ruins Experiment
Talk to a gate gaurd to select mission. I would guess you could be aggro free on this mission at about level 10. Goblins aggro sight, bat sounds, bomb sight and magic. Head to Port Windurst and talk to Hakkuru-Rinkuru in the Orastery at E-7. After cutscene head to East Sarutabaruta and find Sama Gohjima at the tower at J-7. After talking to him enter the tower and proceed down the stairs to the main room. Once in room circle around to cracked wall at H-9. Go thru cracked wall and head left. Click on Gate (I-10) for another cutscene then return to the main room and search the magical gizmos until you find the cracked mana orb (key item). Orb will be in random gizmo. Report back to Hakkuru-Rinkuru to complete this mission.

1-2 The Heart of the Matter
Talk to any gate gaurd to select mission. Most jobs will be safe on this mission by level 13. No aggro above level 15. Head to Windurst Woods and talk to Apururu in the Manustery at H-9 (you get some key items). Then head to East Sarutabaruta and find the tower at J-11. Talk to Pore-Ohre for another key item then enter the tower. Follow the hall into the main room and then circle the room checking each gizmo. There are 6. 4 are in plain sight and there are 2 behind the cracked walls (1 on the north and 1 on the south). After checking all 6 gizmos (you should place a key item at each) go thru the cracked wall on the east side of the main room and check the Door there. After this cutscene, return to the main room and check all 6 gizmos again (you should recieve a key item from each this time). Once you have all 6 glowing orbs (key items) you can return to Apururu to complete the mission. You may do this by warping directly to her or by walking back. Either will complete the mission successfully, but they will result in different cutscenes. The reward is the same either way and walking back (At least zoning out of the tower), provides more story.

1-3 The Price of Peace
Talk to any gate gaurd to select mission. Aggro ranges are about the same as previous mission. Head to Windurst Water (south) and talk to Leppe-Hoppe (he has a lot of quests so make sure you get the right one) on top of the Rhinostery at J-9. Then proceed to West Sarutabaruta and enter Giddeus at F-8. Once in Giddeus, proceed to H-7 and talk to Laa Mozi then to G-7 and talk to Ghoo Pakya. If you are new to Giddeus, follow the left wall from the start to reach Laa and then return and follow the right wall to reach Ghoo. Return to Leppe-Hoppe then speak to any gate gaurd to complete mission. Reward is Rank 2 and 1000 gil.

2-1 Lost for Words
Starting with this mission you must either repeat previous missions or trade crystals to the W.W. by the gate to get enough rank points to do each new mission. Which you do, depends on prices and the time you have to repeat missions. It should be noted that you may also trade crystals to the signet givers in Jeuno. Talk to any gate gaurd to select mission. You will need some form of sneak/invisible for the Maze of Shakhrami portion of this mission unless you are doing this mission later than normal. Head to Windy Waters (north) and talk to Tosuka-Porika in the Optistery at G-8. You can also start the Glyph Hanger quest here for the Map of Horutoto Ruins if you like. Now head to Windy Woods and talk to Nanaa Mihgo at J-3. Now head to the Maze of Shakhrami. Entrance is at K-5 in Tahrongi Canyon if you have not been here before. You also run right pass Crag Mea so grab that telecrystal if you do not yet have it. Once in maze, head north and east to G-6. Take the northeast tunnel (on right) to second map. Head north to H-5 and you will find some (4) fossil rocks. Check them for a key item. If you are unlucky you will need to continue further into the maze by taking the tunnel to the south east. This will lead back to the first map. Continue south to J-10 and go west back to second map. Follow this tunnel until it leads back into a room at I-8. There are 2 more fossil rocks here if you did not get lucky on the first few. The correct rock is random (There is also a fossil rock at F-8 that will spawn a NM for another quest. NM is level 35 so avoid unless you are higher level). Once you get the key item return to Nanaa Mihgo. At this point you might also consider activating the quest Making Headlines, as it is in same location. Head to East Sarutabaruta and enter the tower at J-7. Once in the main room head west to G-8 and proceed thru the cracked wall there. On new map follow the wall on your right and you will reach a Mahogany Door at G-8. Click it for a cutscene. Return to Windurst and visit the House of the Hero in Windy Walls at G-3. Then return to Tosuka-Porika to finish the mission.

2-2 A Testing Time
'''Repeatable. Can be Skipped.''' Talk to any gate gaurd to select this mission. When ready to do mission head to Windy Waters (north) and talk to Moreno-Toeno in the Aurastery at L-6. You have 24 game hours to complete this mission (and it takes exactly that long) so be ready when you talk to him. Head immediately to Tahrongi Canyon and start killing things. Recommended level is at least 18 for most jobs solo. You must kill a minimum of 30 things (any mobs work) AND return to Moreno-Toeno in 24 game hours. You must speak to him after 23 game hours and before 24 game hours have past to complete this mission. If you talk to him early, he will tell you how much time is left. If you are at all late you fail the mission and must start over (or skip it). There is some debate as to parties being able to count each kill for everyone. I have not tried this, but I think it works if everyone is close enough to get XP (or would get XP if they were lower level) when a mobs is defeated. IF YOU ARE REPEATING THIS MISSION FOR RANK POINTS. The new mission is to kill 30 mobs in Buburimu Peninsula in 48 game hours (recommended level 25). Again he will only complete the quest if you talk to him between hour 47 and 48.

2-3 The Three Kingdoms
Talk to any gate gaurd to accept the mission. Go to Heaven's Tower (H-6 Windy Walls) and talk to Kupipi (in clerical chamber). At this point you have 2 choices. You must visit both San d'Oria and Bastok, but may do either first. Which you do first will change the mission requirements. Since I find it easier to do Sandy then Bastok, that is the path described here. Go to North Sandy and talk to the people in your embassy there (H-9). Heruze-Moruze first then Kasaroro. Go to the Chateau d'Oraguille and talk to Halver (I-9). Go to Ghelsba Outpost (zone from West Ronfaure @ E-4). Climb up to H-7 and kill Warchief Vatgit. You can solo him at level 20, but no real need to do this mission before level 25. Orcs aggro sight so if you are low level be careful to not link a large number. The Warchief will respawn every few minutes if killed. Return to Sandy and talk to Kasaroro to complete this half of the mission. Go to Bastok Metalworks and talk to Patt-Pott in your embassy there (I-7). Then talk to Pius at J-8 in the president's office. You then need to talk to Grohm at H-9 in the eatery (this is step people often forget). Proceed to Palborough Mines (K-3 North Gustaberg). Enter and head north to G-6 and go up. On second floor follow the wall on your left. It will curve around and eventually lead up at I-7. On third floor head west to G-7 then south until you reach the Waughroon Shrine (H-10). Quadav are sound aggro so at level 25 you will need to sneak or kill your way there. Inside the Shrine is a BC. Click on it to enter the fight. THIS FIGHT IS LEVEL 25 CAPPED and allows 6 people to enter. All those helping must be on this fight or already rank 3 or higher. You fight an Ahriman and a "Dragon". Any balanced group of 6 can win this fight. Personally, have done it with 4 as BLM, SMN, WAR, MNK and if you check the official page you can see how a number of jobs have soloed it. Simple strategy is to sleep the dragon and then kill the eye first. There is no need to 2 hour with 6 people, but it can be fun. The eye can use petrify, but it wears off quickly. If you do not have sleep, then 2 houring can make the fight faster and safer, but should not really be needed. After winning, head north to the elevator at I-8. Ignore elevator and go west then south to the boat at H-8. Use the boat to return to Zeruhn Mines. Go south then east and you will be back in Bastok Mines. Head back to Metalworks and speak to Patt-Pott. Then return and talk to Kupipi in Windy to finish the mission. Your reward is Rank 3 and 3,000 gil.

3-1 To Each His Own Right
Talk to any gate gaurd to accept mission. Then head to heavens tower and talk to Kupipi. She will give you the key item to access the door beside her. Head thru and climb the stairs to the top. Talk to Rhy Epocan for a cut scene. You can use the transporter you see before the last stair to warp to the bottom of the tower if you wish. Head to the Orastery in Port Windurst and talk to Hakkuru-Rinkuru for additional story (not required). Now head to Castle Oztroja (you can do the quest Onion Rings now as well if you are on it). If you have never been there it is accessed at L-8 in the Meriphataud Mountains (area north of Tahrongi Canyon). The fastest way to get there is to use Recall-Meriph if you have WotG or use Teleport-Mea if not. A level 30 will get aggro in the first part of the castle where you need to go. A level 50 would get aggro if you choose to walk out (warping is fine). Therefore you should plan to bring sneak (bats) and invisible (yagudo). Once in castle, take first left then right into a large room. Continue straight thru room and take first left. You should find a door with 2 levers. You must stand in front of door and hit one of the levers. There are a couple yagudo here so if you are lower level you will need to fight them or be careful about dropping invisible. One lever will open the door. The other will open a trap door that drops you down to another area. Which is which changes each game day. For this mission, you want the trap door. You must open the trap door yourself to get the cut scene here. Once you have the cut scene return to Windurst and speak to Rhy Epocan to complete this mission.

3-2 Written in the Stars
Repeatable & Can be skipped Talk to any gate gaurd to accept this mission. Then head to Heaven's Tower and go up to the second floor. Talk to Zubaba to get the key item for this mission. To complete this mission you will need to get passed the 3-mage gate. There are 3 ways to do this. If you have a friend that has already completed this mission, they can open it for you. If you are higher level you can complete the quest line ending with Toraimarai Turmoil and access the area from that side. If you are doing this with a group for the first time, you will need a WHM, a BLM, and a RDM to open the gate. 1) IF going thru gate, enter the tower at J-7 in East Earutabaruta. Once inside follow the wall on your right to G-8 and go thru the cracked wall.  Head south and west to E-10 and go thru the gate there.  Continue to D-10 and go thru the cracked wall there.  Continue to the large room at H-9 and you will fine the 3-mage gate.  If using a friend, they can open it.  If you have 3 mages, have them stand on the circle colored to match their job (circles are very obvious in front of gate) and the gate will open.  NOTE: Gate can not be opened from the inside.  You may need sneak if you are lower level here.  May need invisible to get to gate if you are lower than most people doing this.  Once inside follow the path to the dead end.  Walk thru the wall as it is fake.  2) IF going thru the canal enter it thru Windurst Walls and take first right and go down the stairs and continue straight to the intersection (even a 75 will need sneak for this first part). Go left then take the next right and go up the stairs. Go left and cross the first bridge you come to. Go right and follow path past the next bridge and the next set of stairs. You will need to cross the first bridge past the stairs and go left. Then just follow path until you zone into the Ruins. Either way, you will be in a large room with bats and skeletons (thus the sneak). There are short halls leading from each corner leading to elemental gates. Check the gate of light (Northwest corner) for a cutscene. Head back to Windurst and talk to Zubaba to complete the mission. IMPORTANT NOTE FOR REPEATING: If you are repeating this mission for points or have skipped it and come back, you only need to trade Zubaba 3 rusty daggers for credit. Daggers drop from the skeletons in the big room by the elemental gates (also on AH, but rarely). The skeletons also drop the item needed for the Aspir spell quest (Making the Grade). Once you have completed this quest, trade a rolanberry to Kupipi in Heaven's Tower and she will give you a Portal Charm so you can open the 3-Mage gate by yourself. This is a great reason to do this mission even though it can be skipped. Everyone should get this charm if possible. As a note you must be a Windurst Citizen to get this charm, but you retain it even if you later change nations.

3-3 A New Journey
Talk to any gate gaurd to select mission. Go to Heaven's Tower and check the door at the top for key item. Go to Ru'Lude Gardens in Jeuno and talk to Pakh Jatalfih (I-9) at your embassy. If you already have the Delkfutt's Tower key, go directly to the basement thru the door at E-8 on the first floor. Otherwise here is how to reach the top. Either get the map (thru a simple quest - The Antique Collector) or print out copies to follow. A level 50 can solo this on most jobs, but a group of lower levels is fine too. You will need sneak and invisible unless you plan to kill the entire tower. You might also consider doing the ACP climb at the same time. You would be capped at level 30, but would not lose XP if killed. You would need to be on that mission however. F1: exit at E-6, F2: exit at I-9, F3: exit at G-6, F4: exit at I-6, F5: exit at H-9, F6: exit at J-10, F7: exit at F6, F8: exit at I-6, F9: exit at I-9, F8(again): exit at F-9, F9(again): Exit at F-6. Once on F10 head to H-8 and kill the giant black Giga there (name is Porphyrion). The others will link, so if you are low level, you will need to clear them out slowly then pull the NM. When he dies, he drops 6 copies of the key. Everyone needs a copy but since the 4/8/9 update it is a key item once used, so that is nice. Trade key to elevator by the NM spawn point and go down. After the long trip down the stairs, go thru the first door and then check the door at M-7 (you can skip straight to here if you already had the key) for a cut scene then return to your embassy (check ambassador's door and with clerk) in Jeuno for your reward. You should get Rank 4 and 5,000 gil.

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

5-1 The Final Seal
Speak to any gate gaurd. Go to Heaven's Tower and check the door at hte top for a cut scene and a key item. THIS FIGHT IS LEVEL 50 CAPPED allowing 6 people to enter so come prepared for that (see suggestions below for jobs). Anyone that is on this mission (from any nation) or has completed it can enter. Head to Fei'Yin. If you have never been there, go to the northeast corner of East Ronfaure (K-4) and zone into Ranguemont Pass (map quest for this area is harder than some The Rescue). NOTE: if you have WotG you can also rach the Glacier by using hte flower warp in Batillia Downs. You may need sneak and invisible in the Pass so be sure to bring some and check the mobs as you go. If you are safe here, you will probably need it later anyway, so bring some. At the first interection go north. You will find a door. Talk to the gaurd at the control device to open it. At the intersections go north, north, east, east and you will eventually zone (L-4) into Beaucedine Glacier (easy quest in sandy for this map Her Majesty's Garden). If you do not have the map, just go down every ramp you can and never go up. You need to reach the northeast corner of the zone (J-4). Follow path mostly north to first down ramp (you will pass an up ramp). Then head south to next down ramp. Continue north from there to the zone. Once in Fei'Yin (map from a series of windy quests ending with A Smudge on One's Record), head to the door at K-8 to zone into the Qu'Bia Arena. If you have no map, following the right hand wall will get you there eventually. This fight is pretty easy, but looks hard. There is 1 big skeleton and 2 smaller ones in the arena to start with, but when he is attacked lots of smaller ones start rushing in from all around. Only the big one needs to die and the fight ends when he does. He is a mage and can cast some fairly big spells, but can also be silenced. A BLU or a BRD can sleep the skeletons, but really it may be best to have someone tank them while the rest focus on the main fight. 2 MNKs can 2hour and end this fight fast. MNK is also the best DD for this fight, but any will work. A SMN can 2hour to clear the small skeletons as well as damage the big one. Any balanced party can win this fight though. Just have your main tank (PLD is great for this) get initial aggro on the lich. This will mean the small skeletons will come for him. Try to silence the lich and then just fight him straight up. If your main tank is not comfortable with this plan, have a DD (BLU best) get the inital aggro and then kite the small skeletons. After killing the lich return to check the door at the top of Heaven's tower to complete mission.

5-2 The Shadow Awaits
Talk to any gate gaurd to accept the mission. Go to Heaven's Tower and check door at the top for a cut scene. Now you are off to the Throne Room of Castle Zvahl. THIS FIGHT IS 6 PERSON UNCAPPED. Again you can only enter the fight if you are on or past this mission (any nation). The Shadow Lord is a level 60 mob and I would bring a balanced party of around that level (It seems to be designed for a party of 65s to easily win). Some 75 jobs can solo him and most can duo or trio him. If you have never been to this region, return to Beaucedine Glacier and head north. Take the first up ramp and continue north. Take the next up ramp and continue north to zone into Xarcabard (same map quest as glacier) at E-6. Most things here aggro sound, but demons aggro sight. Head west and slightly north from zone. The Vzahl crystal is at the northwest corner of H-8 and you should grab that while here (if you already had it just tele to get here). Continue west from the crystal and you will come to the castle (easy map quest Northward) at D-7/8. Make sure to check mobs as you go for aggro. Most are sight except for the floating eyes that are for various reasons sound aggro. Once in Castle bailey, head west. At first intersection go south and then down the stairs you will come to. Head north and take the first left (west) to exit onto the next map (F-8). Follow the left wall to H-9 and go up the stairs at the Orc area. Go west to the Yag area then east. Go under the bridge and then north. Go up the stairs at H-8 and take the west path to zone into Keep at E-8. Continue west to main room. From here you may go north or south, but for this I will explain the south route (no real reason as they are the same length). You can just follow either wall and will find the exit after only 1-2 dead ends as well. Go south thru the first 2 doors then take door to the west. From there head south again and take the door on the west (the one furthest south). Go south to exit onto next map at H-10. Go north until you reach the intersection at G-8 and head west onto next map at E-8. Head west to teleporter (these automatically activate every little while so just stand in them until you warp). Head south to next teleporter. Head west to next teleporter. Head north to last teleporter. Head north or south (no difference) then west to zone at G-7. Continue west to reach the BC. If you are not doing this with 75s, it can be a challenging fight. You have to defeat the Shadowlord twice. The first form will use invincible (and will use it a lot once under 50%) so be prepared to do magic damage or have the fight last a long time. Note that if he is not using invincible, he is immune to magic damage so use it wisely. When he dies there is a short cut scene and you immediately are attacked by the second form. This form only has about 4000 HP, but deals a large amount of damage in AoEs so you need to kill him quickly. All DDs should plan on 2houring at this point and the mages should focus on keeping them alive. After defeating the second form, report back the to the top door in Heaven's Tower to complete the mission. Your reward is Rank 6 and 20,000 gil. You may also now enter Dynamis (if level 65) and start the Zilart Missions.

6-1 Full Moon Fountain
Talk to any Gate Gaurd to accept this mission. Then head to Port Windurst and talk to Hakkuru-Rinkuru at E-7 in the Orastery. Next head to West Sarutabaruta and enter the Tower at F-11. Once inside, proceed to the Magical Gizmo at J-8. Clicking it will spawn 4 Jack Cardians (level 62) so be careful. If doing with a group of lower levels (or to speed things along solo) it is possible to have sneak active when popping the NMs to avoid aggro. Then use a pet to pull any one of them and kill it while the others despawn (this take 2-3 minutes). As long as you kill it after the other despawn, clicking the Gizmon again, will get a cutscene and count as completing the fight. For reference Cardians have jobs based on their suit. Batons=BLM, Cups=WHM, Coins=RDM, Swords=PLD. Head back to the Orastery and speak to Hakkuru-Rinkuru for optional dialogue. Then head to Full Moon Fountain. If you have not been here (then you must not be a SMN), there are 2 paths. If you completed the earlier mission for the portal charm (or have a RDM,WHM,&BLM in your group) you can go thru the 3 mage gate to enter Toraimarai Canal. If you have completed the quest line ending with Toraimarai Turmoil you may enter the canal thru the gate in Windurst Walls. All aggro on either path is sound so have sneak ready and check all mobs. If entering from 3 mage side, follow only path until the first bridge. Cross bridge and continue along until first stairs. Go down and head south. Take first right (west) and go up the next stairs. Turn left (north) and follow the wall to your right until you come to the fountain (you will make one turn and pass thru a large room). If you enter from the Wall entrance, take the first right (west) and go down the stair (even 75s will need sneak until down stairs). Take the next left (south) and then the next right (west) to the stairs. Go up and head left (west). Cross the first bridge and go left (south). Follow the wall on your right until you come the to fountain (you will pass one set of stairs make one turn and pass thru a large room). You will get a Cutscene and the mission is complete.

6-2 Saintly Invitation
Talk to any gate gaurd to accept this mission. Then head to Heaven's Tower and check the door at the top for a cut scene and a key item. Next head out to Giddeus and the Burning Circle there. If you have not been to the cirle, just follow the right hand wall when you enter Giddeus and you will get there eventually. Fight is UNCAPPED & allows SIX to enter so prepare accordingly. You fight 4 Yags (level 64). A SMN (Profound), a NIN (Poisonmist), a SAM (Bloodfaced), and a WHM (Gentle). All can 2hour so the above order is recommended to get rid of the damaging 2hours first and prevent Benediction from waking everyone up. All mobs can be slept so any balanced party of 65+ can easily defeat them using sleepga and killing 1 at a time. Once you win, you get a key item. Head to Castle Oztroja and head up to the top floor. If you have not been here, then you are not above level 60, since this is where the level break quest is at. But I'll go over it anyway. Go thru the 2 lever door, but instead of heading north afterwords like the Magicite mission or dropping thru like the earlier one, head south. At turns head, South, West, West, East, West. This should take you across a large open area above the inner courtyard and bring you to a door with 4 levers on the wall by it. There are several yags here that will aggro to level 60 (and probably a little higher), so if not 75, you will need to kill them before you can open the door. To open the door you must get the right combo on the levers (either up or down on each). Combo changes daily. There is a room on the way here you can get the combo from, but I've never had a problem guessing it since there is no penalty. Once thru the door follow the only path until you find Yagudo Flagellants. These mobs (and those with them) will aggro to 75s so be prepared. If you are not 75, be sure to check all the mobs leading here and apply invis as needed. You must now kill Flagellants until you get a Judgment Key. You only need one for the party so if someone has one you are good. From the top of the stairs where you find the first flagellant, go straight to the next door. This room is "H" shaped. There is a torch in each "corner". Light any one torch to open the door. Door can also be opened from the inside so leave at least one person to go in. It may be safer to kill the yags around on torch if you have a group, but if solo it is possible to hit the torch, invis, and reach the door if you have good Mov+ (Flee for example). 2 can easily do it with one doing torch while one waits by door. I would recommend Reraise for the person hitting the switch, although sleepga then logout can work as well if you get caught. Once thru the door is the final puzzle. One person (multiple people just get in the way) should check the statue there. It will ask for 3 passwords. One at a time. In order. These change daily. They can be found in rooms through out the castle, but again I find guessing is faster than finding them all and hoping to reach the top in time. The passwords are from the following list. Simple enter them until you find the first one. Then repeat that one and cycle the remaining ones until you get the second word, then repeat process for word 3. The longest this has ever taken me is 10 minutes and I type slow. Words: Buxu, Deggi, Domi, Duxo, Duzu, Gadu, Haqa, Misu, Mjuu, Mong, Ouzi, Ovzi, Puqu, Quu, Xalmo, Xicu, Zhuu. Words are case sensitive and you probably recognize them as the yag NMs in the game. When 3 words entered correctly the trap door in front of statue opens and you drop thru. Proceed forward and up ramp and across circle. High Priest is Truesight, so may be easier to kill the yags if you have he people to do it. Once everyone is past High Priest, trade Key to door there. The door will not be open long and cannot be openned from the inside so make sure everyone is ready (tractor can work to bypass this, but why die). Once inside talk the Yag NPC for a key item and a necklace. Return to Heaven's Tower (you can drop back into main castle past the NPC) and check the door at the top. You will get 40,000 gil and RANK 7.

7-1 The Sixth Ministry
Talk to any gate gaurd to select this mission. Head to Windurst Waters (north map) and talk to Tosuka-Porika in the Optistery at G-8 for a key item. Head down into the Toraimarai Canal again. It will be easiest to enter thru Windurst Walls, but either way will work. Proceed to the large room at G-8 on the second map (map you are on when entering from Windurst). There you will find 4 Hinge Oils (slime mobs) you must kill all 4 to proceed thru the door on the far side of the room. They will link and have a high damage AoE TP move. The respawn on them is about 15 minutes and none can be present or the door remains locked. This means you must have a way to kill them somewhat efficiently (most 75s can). Once all are dead, proceed thru the door and check the stacks of books inside for a cut scene (There are multiple stacks. Correct one is on floor to left of enterance). Once you complete the Cutscene return to Tosuka-Porika to finish this mission.

7-2 Awakening of the Gods
Talk to any gate gaurd to select this mission. Head Windurst Waters (south map) and talk to Leppe-Hoppe on top of the Rhinostery (J-9). Then talk to Kerutoto inside the building (left hand side). Both have other quests they are involved in, so make sure you speak to them several times and confirm they are talking about this mission. Go to Kazham and speak to Romaa Mihgo (H-11) and then Vanono (G-7). Again make sure you are getting the dialogue for this mission not another quest. You will need a cursed key for each person doing the mission. Since this requires you to kill a Tonberry NM, you should all (the tank at a minimum) reset your tonberry hate thru the Everyone's Grudge quest. Next head to the Temple of Uggalepih using the entrance at J-11 in Yhoator Jungle. At the J7 intersection go North and pass thru the stone door. Contiune North and zone back into the jungle. Follow the wall to your right until you zone back into the temple. At this point you will need invisible or be ready to fight tonberries. If you do fight, call for help will keep you from getting tonberry hate. Follow the wall to your left until you come to a door (this is at the end of a hallway, not the small doors along the hall). Bonze Marberry is inside with several other regular tonberries and a hovertank. You only need to kill Bonze for the keys, but it will be safer if you can clear the room first. A balanced party of 65s should be able to handle this if they have no hate. Each time he is killed, Bonze will drop 2 cursed keys. His respawn is about 15 minutes. If you need something to do while waiting, this is also the area you get the Uggalepih Offering for the Carby Mitts NM spawn. After everyone has a key, exit Bonze's room to the north and proceed to the granite door at J6. Trade the key to the door for a cutscene. Note that this room has other functions so you will be allowed to trade your key (and will lose it) regardless of if you have the mission completed up to this point. If this happens you will need to go back and get any cutscenes you missed then farm a new key. Once you have this cut scene, return to Leppe-Hoppe for a final cut scene. You get 60,000 gil and RANK 8 for completing this mission.

8-1 Vain
Talk to any gate gaurd to select this mission. Then head to Windy Waters and talk to Moreno-Toeno for a cutscene and a key item. Next head to Ro'Maeve and check the spring at the top. If you have not been to Ro'Maeve, it is at the northwest corner of The Sanctuary of Zi'Tah. Also you will need sneak to reach the top unaggroed and nearly all mobs in this zone aggro casting as well as sound and will aggro 75s. Once you make this pointless trip, head to Davoi and enter the Monastic Cavern at H-11. Proceed thru the cavern and back into Davoi at I-8 (just follow the right hand wall if you don't have map). You will need invisible in cavern even at 75. Once back in Davoi you will see a house on a hill in front of you. Check mission page above to see how various jobs and job combos have soloed/duoed/trioed this NM. He is a level 71 BLM and casts some pretty nasty ga spells. I would recommend a full party of 65+ for this (prefferably 75s to make is safer). It's not that he's dangerous (although he can be), it's the larger number of other orcs around that will link. The elevator up to the house is on the far side of the hill (go left from zone). Kill any orcs needed to get to it and go up. Camp in front of the house and kill any orcs that are potential aggro. Then open the doors (there are 2) and try to pull the orcs inside our one at a time. It will be hard, so be ready to sleepga and fight the NM. Everytime Dirtyhanded Gochakzuk is killed he drops 2 cursed wands. Everyone on the mission will need one. His respawn is 15-30 minutes so just keep area clear while you wait. Once it is cleared the first time, the fight should go pretty smooth. Have reraise up anyway though and watch out for sleepga followed by a series of ga3s. Once everyone has the wand, proceed east across the bridge and then north across another bridge (will need invisible unless you want to fight some more). When you reach the platform across the second bridge talk to Sedal-Godjal. He will ask for the cursed wand (you can talk to him before killing NM if you want). Trade him the wand for a cut scene, then return to Moreno-Toeno to finish this mission.

8-2 The Jester Who'd Be King
Talk to any gate gaurd to select this mission. Head to Windurst Woods and talk to Apururu in the Manustery at H-9. You must then talk to the other Ministers. You will find Tosuka-Porika in the Optistery in Windurst Water (north map) at G-8. Then you must travel to Fei'Yin and speak to Rukususu at F-6 in the basement (see previous mission for directions). Final return to Davoi and speak to Sedal-Godjal at J-8 (see previous mission for directions). These 3 may be spoken to in any order. Then return and speak to Apururu, then Kupipi (in Heaven's Tower). Next head to West Sarutabaruta and enter the tower at F-4. Proceed to I-6 and go thru the cracked wall. On the second map, go to G-8 to find another cracked wall. This fight can be tricky, but is easily handled by a balanced party of 70+. A healer and a tank can easily do this fight at 75 if using the sneak pop method. Everyone should buff and then someone with sneak should check the wall. There are skeletons in the area that can aggro, but are not much of a threat. When wall checked 2 Queen Cardians will pop. Remember that Coins are RDMs and Swords are PLDs. Pull one (probably the PLD) and fight it. If the other depops during the fight, check the wall again for a cutscene. If the first one dies too fast, pull the second or you will have to zone and repeat. Both will 2 hour so be careful of chainspell. After cut scene, return and talk to Apururu. Then Go to Windurst Walls and talk to Shantotto at K-7 for a key item. Then back to Apururu. You must now head to elemental gates beind the 3 mage gate. Again, I go thru the Toraimarai Canal, but you can go thru the 3 mage gate if needed. Once in room, check the Gate of Darkness (SE corner) for a cut scene. Return to Apururu to complete this mission. You get 80,000 gil and RANK 9. If you wish, you can speak to Shantotto for some final words.

9-1 Doll of the Dead
Talk to any gate gaurd to select this mission. Then head to Windurst Woods and talk to Apururu, then to Heaven's Tower to check the door at the top (will get a cutscene when zoning in and at door). Then back to Apururu and then to Windurst Walls to talk to Yoran-Oran (E-5), if you want optional dialogue. Now head to the The Boyahda Tree. If you have not been here, it can be entered from the southeast corner of The Sanctuary of Zi'Tah. Once inside the tree, proceed to the upper level and kill Elder or Old Goobues. Several jobs can solo these at 75, but I would at least a healer and a melee at 75 for this. A THF for TH can help a lot too and these mobs drop items for money as well. Since they are farmed, it might be possible to request the required item from people farming there if you are alone. It is R/E and only used for this mission, so they probably will not need it. Once everyone needing the mission has the Goobue Humus, proceed back to the first map and go to the E-4 area. This area map is from the coffer, so if you do not have it, a print out can be very helpful. Once there, talk to the NPC Mandies (Mandragora Wardens) until you get one that "wants something". Trade him the Humus for a cut scene an a key item. Then return to Apururu. Finally, revisit Full Moon Fountain to get the cut scene concluding this mission (see above for route to Fountain).

9-2 Moon Reading
Talk to any gate gaurd to select this mission. Then head to Heaven's Tower and check the door at the top. Next you must visit 3 places to recover key items. A WHM for teleports will make this much faster. The 3 places may be done in any order. Head to Ro'Maeve and check the spring at the top for a cutscene and key item. Remember that almost everything here is sound and magic aggro and will aggro 75s. Unless you are a Galka this will take at least 2 people (3 if all taru). Head to Western Altep and enter the Quicksand Caves at D-12. Mobs here can aggro 75s so sneak is advised to reduce fighting. Follow path to weight door at I-9 and go thru (door requires 1 galka, 3 taru, or any other combination of 2 to open). Once thru, head to H-7 and pass thru a second weight door (both can be opened from the inside). After second door, you will find a pit to drop into. Once down, follow the left wall until you zone into the Chamber of Oracles and get a cutscene and key item. Head back to the Temple of Uggalepih (same enterance as previous mission). You will need the Uggalepih Key that drops from Tonberry Cutters. One key will work for any sized group, but if you have a lot of tonberry hate you should be careful. Kill any Cutters on route for the key. Once inside, follow left wall until you zone into jungle. Then follow right wall until you zone back to temple. If you are not 75, invisible may be needed, so check mobs as you go. Once back in temple, head left and go to the door at E-8. Trade the key to the door and enter. You will lose the key and the door does not stay open long so make sure people are ready. If need be, the door will open from the inside. Check the ??? across the room from the door for a cutscene and a key item. Once you have all 3 key items, return to Heaven's Tower and check the door at the top again. After this cutscene proceed to Full Moon Fountain for the final fight FIGHT IS SIX PERSON AND UNCAPPED. Check mission page above for job combos that can duo/trio this fight. Personally, a balanced party of 70-75 should be pretty safe if they have a sleepga and a plan. Fight starts against the 4 Cardian Aces. Sleepga and kill one at a time. Recommended order would be BLM(batons), RDM(coins), PLD(swords), WHM(cups). This lets you rest MP while holding the least dangerous mob as this is only 1/2 the fight. Once the 4th Ace goes down, you will get a Cutscene and a Manticore and a Wyvern will spawn. You also get a NPC that must be kept alive to win. He's a BLM (based on his spells) and likes to heavy nuke (and uses chainspell) to be sure to keep hate off him. The reason you want to rest to full while holding the final Ace is that after about 2 minutes the NPC will get bored and attack. If you attack first he will follow your lead on target, but if he attacks first he doesn't have much HP. You should bring echo drops for the wyvern, but other than that the fight is pretty simple. Neither mob can be slept, so have everyon attack the Manticore while one person kites the Wyvern (BST is amazing for this fight). Once Manticore dies, focus on the wyvern. As long as your healers keep an eye on the NPC, you should be fine. Once everything is dead, return to Heaven's Tower and check the door twice, then talk to Kupipi at the enterance desk. You reward is 100,000 gil, RANK 10, and a Windurstian Flag for your MH.

San d'Oria Missions
Gate gaurds in San d'Oria are the ones at the exits to North and South Sandy. Unlike the other nations, there are none listed elsewhere in the city center.

1-1 Smash the Orcish Scouts
Repeatable. Talk to a gate gaurd to select mission. Go to West Ronfaure (or Ghelsba Outpost) by exiting thru the west gate in south sandy or the only gate in north sandy and kill Orcish Fodders until you get an Orcish Axe. This is safely done by most jobs by level 5. Trade axe to gate gaurd to finish. Axe is rare/exclusive so cannot be purchased and can be a pain to repeat.

1-2 Bat Hunt
Repeatable. Talk to a gate gaurd to select mission. You can also do the quest Grave Concerns at the same time. Most jobs should be safe doing this mission at level 8, but expect some aggro. Go to East Ronfaure by exiting the east gate in south sandy. Head south to H-11 and zone into King Ranperre's Tomb. Once in tomb head to I-10 killing any Ding Bats you find on the way (they will only be preset between 18:00 and 6:00 game time). If you do not have the map follow the right wall upon entry and you should reach the gravestone (you will have to leave wall to enter the underground tunnel, but then stay on right wall). Check gravestone for a cutscene. If the bats have not dropped any Orcish Mail Scales yet, continue to kill bats until they do and then check tombstone again. Return to San d'Oria and trade Orcish Mail Scales to gate gaurd to finish. NOTE: This mission is the easiest way to gain rank points due to the repeat being only accepting the mission then trading a single bat fang to the gate gaurd to complete. Bat fangs are considerable cheaper than crystals, especially since 1 fang equals about 1 stack of crystals for rank purposes.

1-3 Save the Children
Repeatable. Talk to a gate gaurd to select mission. Head to the Cathedral in North San d'Oria and talk to Arnau (M-6). He is the head priest in the chapel. Exit into West Ronfaure and follow the north wall until you zone into Ghelsba Outpost. Proceed to the hut at G-10. If you do not have the map, follow the right wall thru the first open area and then head southwest in the second open area. Most jobs can reach and complete this fight around level 10, but use your own judgment. Once at hut, check the door and choose to enter the BC when ready. Fight is against a level 8 WAR (300HP) and 2 level 6 RNG (150 HP). A full party of 6 can enter if desired (and might be more fun if all were under level 8), but all must be on or past this mission for San d'Oria. Kill the 3 Orcs to win the fight. After the Exit cutscene, check the door again for a final cutscene. After this cutscene return and report to a gate gaurd to complete this mission. Then speak to Arnau for an additional cutscene for plot. Reward is 1,000 gil and RANK 2. If repeating this mission, simply talk to the gate gaurd, do fight, and report back.

2-1 The Rescue Drill
Starting with this mission you must either repeat previous missions or trade crystals to the R.K. by the gate to get enough rank points to do each new mission. Which you do, depends on prices and the time you have to repeat missions, although as stated above, repeating Bat Hunt is both faster and cheaper unless something drastically changes in the economy. It should be noted that you may also trade crystals to the signet givers in Jeuno. There is no fight in this mission so you may do at any level, however, you will need sneak or possibly invisible if attempting at a lower level than 15 (may still aggro at 15). Since to obtain the next rank requires a 25 cap fight, I see no real reason to do this prior to that level if aggro is a concern. Also, if you have the quest A Timely Visit active, it may block completion of this mission due to sharing NPCs. Talk to gate gaurd to accept the mission. Exit into West Ronfaure and head south (can follow the road) to zone into La Theine Plateau at F-12. Head to E-6 (can follow road) and talk to Galaihaurat. Then head east to F-6 and talk to Equesobillot. From him, follow the path down into the canyon and talk to each NPC along the way until you reach the cave. Enter the cave to zone into Ordelle's Caves. Follow the left wall to find Ruillont. Talk to him and them return to La Theine Plateau and talk to each NPC there again until one gives you a sword. Trade sword to Ruillont (must be the one from this mission not a random bronze sword) then return to canyon and speak to Vicorpasse for key item. Speak to any gate gaurd to complete this mission.

2-2 The Davoi Report
Repeatable & Can Be Skipped. As with the previous mission, no fighting is required, but even at level 25 you can get aggro (shouldn't be a problem to most jobs barring links) so invisible is advised (and sneak at lower levels at night). Talk to any gate gaurd to select this mission. Head for Davoi. If you have not been there, the first step is to find Jugner Forest. You can zone into Jugner from La Theine at M-8. Once in Jugner following the right wall will eventually bring you to Davoi (G-12). Once in Davoi, you should see Zantaviat. Talk to him then proceed south to locate a ! by the pond there. Check ! for key item (careful of orcs if not high level) and return to Zantaviat. Then return to San d'Oria and speak the same gaurd you got the mission from for optional dialogue. Head to the Cathedral in North San d'Oria and check the Papal Chambers on the top floor for a cutscene to complete this mission.

2-3 Journey Abroad
Talk to any gate gaurd to accept the mission. Go to the Chateau d'Oraguille and Talk to Halver(directly in front of you as you enter). At this point you have 2 choice. You must visit both Bastok and Windurst, but may do either first. Which you do first will change the mission requirements. Since I find it easier to do Bastok then Windy, that is the path described here. Go to Metalworks in Bastok and talk to Savae E Paleade in your embassy there (H-9). Then talk to Pius (right hand door in president's office). Then talk to Grohm in the eastery (still in metalworks). He will give you 3 pickaxes. You will need Mine Gravel next. You can buy on AH in bastok or mine your own on site. I mined mine because it's easy to do on site, but I broke 7 picks doing it, so may be less annoying to buy on AH if any up for sale. If you do mine, make sure to bring more than the 3 picks the NPC gives you. The shop behind the AH in Bastok Mines ines sell them. Go to Palborough Mines (zone from North Gustaberg @ K-3). If you are mining, find a Mythril Seam and trade your pick axe to it until you get the gravel. There is a seam at F-7 on the first floor and if you are below level 30 this is safest (there are several others higher up). Once you have the Gravel, proceed to floor 3 (elevator at I-8) and go to the refiner at I-6. Trade the Gravel to the Refiner Lid AND pull the lever to activate the machine. Then drop off ledge to lower floor and pull lever there to retrieve the Mythril Sand. Return to Bastok using the boat at H-8 on floor 3 and trade the Sand to Savae E Paleade to complete this half of the mission. Go to Windy Woods and talk to Mourices and Forine in your embassy there (G-10). Go to Windy Walls and enter Heavens Tower. Talk to Kupipi (behind desk thru first door) for key item. Go to Giddeus (zone from West Sarutabaruta @ F-8). Proceed to Balga's Dias (Zone at G-12). Yagudo are sight aggro so at level 25 you will need to invisible or kill your way there. Inside the Dias is a BC. Click on it to enter the fight. THIS FIGHT IS LEVEL 25 CAPPED and allows 6 people to enter. All those helping must be on this fight or already rank 3 or higher. You fight an Ahriman and a "Dragon". Any balanced group of 6 can win this fight. Personally, have done it with 3 as BLM, BLU, MNK and as BLM, MNK, DRG. Also, if you check the official page you can see how a number of jobs have soloed it. Simple strategy is to sleep the dragon and then kill the eye first. There is no need to 2 hour with 6 people (didn't even with 3 the second time), but it can be fun. The eye can use petrify, but it wears off quickly. If you do not have sleep, then 2 houring can make the fight faster and safer, but should not really be needed. One thing to watch is the curse attack the dragon can do. It really screws your max MP/HP (reduces it to about 1/3), but is forward cone only so everyone should stay to the sides except main tank. After winning, speak to Mourices (You exit the BC close to Port Windy. Just head east and you will see the enterance). Then return and talk to Halver in Sandy to finish the mission. Your reward is Rank 3 and 3,000 gil.

3-1 Infiltrate Davoi
Repeatable Talk to any gate gaurd to select the mission. Head to the Chateau d'Oraguille and check the door at H-7 to speak to Prince Trion. Then head to Davoi. You should get a cutscene when you zone in. Then stay on the right (west at start) wall until you reach the bridge in the H-7 area. There is a NPC named Quemaricond that patrols this passage. Make sure to check the mobs for aggro if you are not high level. Orcs are sight and if you do this at night bats are sound. When safe, talk to NPC (his partol does take him into orc free area). Return to Sandy and talk to the Prince (same door) to complete the mission. Note: To repeat this mission, simply accept it, go to Davoi and talk to Zantaviat (at enterance) then check 3 !s at L-8, K-7, & J-7, Report back to gate gaurd to finish repeat. Bat Hunt is much faster to repeat though.

3-2 The Crystal Spring
Repeatable & Can Be Skipped. Talk to any gate gaurd to select the mission. Trade a Crystal Bass to the gate gaurd. Head to the Chateau d'Oraguille for a cutscene, then talk to Chalvatot at F-7 in the garden to complete this mission. To repeat this mission, simply trade a Crystal Bass to the gate gaurd, but Bat Hunt is cheaper for rank points. Note: To obtain a Crystal Bass you have 2 options. You can buy it on the AH (I paid 500 gil) or fish it up. I found the price was the same in Sandy or Jeuno, but none were up for sale in Sandy and records showed they sold much better in Jeuno. This makes no sense to me, but whatever. If you actually like fishing, you have my sympathy, but here's the info for that project. I'm told it fishes up fairly quickly and I would suggest that if this is true you get a bunch to either sell or for rank points later or for guild points since you are all the way out there anyway. The Crystal Spring is in Jugner Forest at J-9. It is not labelled on the map, but you can see it. Crystal Bass are also listed as being caught in The Sanctuary of Zi'Tah, so if you are there farming or something, that might be a time saver. Recommended bait is a Minnow Lure (but most bait can work). Recommended rods are Composite, Ebisu, Halcyon, Lu Shang, or Mithran. Remember to be careful to check to for aggro mobs before fishing.

3-3 Appointment to Jeuno
Talk to any gate gaurd to select mission. Go to Chateau d'Oraguille and talk to Halver, then check the door behind him to talk to the King and get a key item. Go to Ru'Lude Gardens in Jeuno and talk to Nelcabrit (G-9) at your embassy. If you already have the Delkfutt's Tower key, go directly to the basement thru the door at E-8 on the first floor. Otherwise here is how to reach the top. Either get the map (thru a simple quest - The Antique Collector) or print out copies to follow. A level 50 can solo this on most jobs, but a group of lower levels is fine too. You will need sneak and invisible unless you plan to kill the entire tower. You might also consider doing the ACP climb. It will cap you at level 30, but no XP lost if you are killed. You would have to be on the mission however. F1: exit at E-6, F2: exit at I-9, F3: exit at G-6, F4: exit at I-6, F5: exit at H-9, F6: exit at J-10, F7: exit at F6, F8: exit at I-6, F9: exit at I-9, F8(again): exit at F-9, F9(again): Exit at F-6. Once on F10 head to H-8 and kill the giant black Giga there (name is Porphyrion). The others will link, so if you are low level, you will need to clear them out slowly then pull the NM. When he dies, he drops 6 copies of the key. Everyone needs a copy but since the 4/8/9 update it becomes a key item on use. Trade key to elevator by the NM spawn point and go down. After the long trip down the stairs go thru the first door and then check the door at M-8 (you can skip straight to here if you already had the key) for a cut scene then return to your embassy (check ambassador's door and with clerk) in Jeuno for your reward. You should get Rank 4 and 5,000 gil.

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

5-1 The Ruins of Fei'Yin
Zone into Chateau d'Oraguille for a cut scene. Speak to any gate gaurd. Go to to Chateau and talk to Halver for a cut scene and a key item. THIS FIGHT IS LEVEL 50 CAP allowing 6 people to enter so come prepared for that (see suggestions below for jobs). Anyone that is on this mission (from any nation) or has completed it can enter. Head to Fei'Yin. If you have never been there, go to the northeast corner of East Ronfaure (K-4) and zone into Ranguemont Pass (map quest for this area is harder than some The Rescue). NOTE: If you have WotG you can use the flower warpin Batillia to access the Glacier. You may need sneak and invisible in Pass, so be sure to bring some and check the mobs as you go. If you are safe here, you will probably need it later anyway, so bring some. At the first interection go north. You will find a door. Talk to the gaurd at the control device to open it. At the intersections go north, north, east, east and you will eventually zone (L-4) into Beaucedine Glacier (easy quest in Sandy for this map Her Majesty's Garden). If you do not have the map, just go down every ramp you can and never go up. You need to reach the northeast corner of the zone (J-4). Follow path mostly north to first down ramp (you will pass an up ramp). Then head south to next down ramp. Head back north to find last down ramp and continue north from there to the zone. Once in Fei'Yin (map from a series of windy quests ending with A Smudge on One's Record), head to the door at K-8 to zone into the Qu'Bia Arena. If you have no map, following the right hand wall will get you there eventually. This fight is pretty easy, but looks hard. There is 1 big skeleton and 2 smaller ones in the arena to start with, but when he is attacked lots of smaller ones start rushing in from all around. Only the big one needs to die and the fight ends when he does. He is a mage and can cast some fairly big spells, but can also be silenced. A BLU or a BRD can sleep the skeletons, but really it may be best to have someone tank them while the rest focus on the main fight. 2 MNKs can 2 hour and end this fight fast. MNK is also the best DD for this fight, but any will work. A SMN can 2hour to clear the small skeletons as well as damage the big one. Any balanced party can win this fight though. Just have your main tank (PLD is great for this) get initial aggro on the lich. This will mean the small skeletons will come for him. Try to silence the lich and then just fight him straight up. If your main tank is not comfortable with this plan, have a DD (BLU best) get the inital aggro and then kite the small skeletons. After killing the lich return to Sandy and talk to Halver to complete mission.

5-2 The Shadow Lord
Talk to any gate gaurd to accept the mission. Go to Chateau d'Oraguille and talk to Halver (at entrance) and then Prince Trion (H-7 door). Now you are off to the Throne Room of Castle Zvahl. THIS FIGHT IS 6 PERSON UNCAPPED. Again you can only enter the fight if you are on or past this mission (any nation). The Shadow Lord is a level 60 mob and I would bring a balanced party of around that level (It seems to be designed for a party of 65s to easily win). Some 75 jobs can solo him and most can duo or trio him. If you have never been to this region, return to Beaucedine Glacier and head north. Take the first up ramp and continue north. Take the next up ramp and continue north to zone into Xarcabard (same map quest as glacier) at E-6. Most things here aggro sound, but demons aggro sight. Head west and slightly north from zone. The Vzahl crystal is at the northwest corner of H-8 and you should grab that while here (if you already had it just tele to get here). Continue west from the crystal and you will come to the castle (easy map quest Northward) at D-7/8. Make sure to check mobs as you go for aggro. Most are sight except for the floating eyes that are for various reasons sound aggro. Once in castle bailey, head west. At first intersection go south and then down the stairs you will come to. Head north and take the first left (west) to zone onto the next map (F-8). Follow the left wall to H-9 and go north under the bridge. Go right (west) and take the first left (north). Go up the stairs at H-8 (not sure of path to be honest, but this is your target) and take the west path to zone into Keep at E-8. Continue west to main room. From here you may go north or south, but for this I will explain the south route (no real reason as they are the same length). You can just follow either wall and will find the exit after only 1-2 dead ends as well. Go south thru the first 2 doors then take door to the west. From there head south again and take the door on the west (the one furthest south). Go south to exit onto next map at H-10. Go north until you reach the intersection at G-8 and head west onto next map at E-8. Head west to teleporter (these automatically activate every little while so just stand in them until you warp). Head south to next teleporter. Head west to next teleporter. Head north to last teleporter. Head north or south (no difference) then west to zone at G-7. Continue west to reach the BC. If you are not doing this with 75s, it can be a challenging fight. You have to defeat the Shadowlord twice. The first form will use invincible (and will use it a lot once under 50%) so be prepared to do magic damage or have the fight last a long time. Note that if he is not using invincible, he is immune to magic damage so use it wisely. When he dies there is a short cut scene and you immediately are attacked by the second form. This form only has about 4000 HP, but deals a large amount of damage in AoEs so you need to kill him quickly. All DDs should plan on 2houring at this point and the mages should focus on keeping them alive. After defeating the second form, report back the to Halver and then check the door behind him for a cut scene to complete the mission. Your reward is Rank 6 and 20,000 gil. You may also now enter Dynamis (if level 65) and start the Zilart Missions.

6-1 Leaute's Last Wishes
Talk to any gate gaurd to select this mission. Then head to the Chateau d'Oraguille and talk to Halver in the entrance hall. Then check the door to the Great Hall behind him for a cutscene with the King. Once you have the cutscene with the King you will need to head to Western Altep Desert for a fight. Touch the Dream Rose at G-7 (west side of mesa at oasis) to start fight. No cutscene here. Mob pops when anyone needing fight touches rose. The more people (pets and NPCs help also) you bring to this fight the better. It is in the open meaning anyone can help regardless of nation or rank. Up to an alliance of people needing this fight can do it at once (but probably not knowing that many needing it right?). Fight is against a cactuar mob. This mean he will use 1000 Needles. Thus the more people you have to split the damage the better. Personally, I soloed this on SMN75 using only carby. Longish fight (30-45 minutes), but not hard. He likes to use 1000 Needles a lot though so a party/alliance should have lots of healing. He will also use Needleshot that is high damage if it hits, but single target. He can use Photosynthesis (regen) as well, but this seemed rare. He has about 15k HP. There are others cactaurs at the oasis, but they did not link for me. They did however aggro into the mid 60s. Once fight is over, everyone needing the mission must touch the Dream Rose to get the key item needed for this mission. Then return and speak with Halver. To conclude the mission, head to the garden in the back of the Chateau for a cutscene. Cutscene will start when you enter the garden. There will be a question asked, but the answer does not matter. Mission is concluded when cutscene ends.

6-2 Ranperre's Final Rest
Talk to any gate gaurd to select this mission. Then head to the Chateau d'Oraguille and talk to Prince Trion (H-7 door). Once cutscene ends you are ready to head for King Ranperre's Tomb. As with Bat Hunt, following the right wall will bring you to to the underground entrance and out into the open area on the south. Once in this south area follow the left wall all the way east to the next underground section. Head underground and continue to stay on the wall to your left until you reach the "T" intersection and I-8. Head west here until you reach the stone door. Buff and get ready for a fight. This is an open fight and anyone may assist with it. Touching the Door spawns 3 Skeleton Mobs. 1 WAR (Yorgos) and 2 BLM (Soffeil & Ulbrig). If you have sneak active (and white HP) when you touch the door they will not aggro. You may then pull them one at a time (they do not link). This is easily soloed by most level 75 jobs by pulling Yorgos only. No matter which you are fighting, if the others despawn during the fight, killing the remaining one counts as winning. They take about 3 minutes to despawn so if you don't plan to fight all 3, make sure to watch for the other to despawn. Once the skeletons are defeated, check the door again for a cutscene and a key item. Return the key item to the gate gaurd (can check Trion's door for brief cutscene). WAIT UNITL AFTER JP MIDNITE. Then talk to Prince Trion (at his door) again. Return to King Ranperre's Tomb and check the Stone door for another cutscene. Then report to any gate gaurd to complete the mission (can check Trion's door for brief cutscene first if you want). Your Reward id RANK 7 and 40,000 gil.

7-1 Prestige of the Papsque
Talk to any gate gaurd to select this mission. Then head to Northern San d'Oria and go to the cathedral. Arnau in the main chapel will give you some optional dialogue, then head up stairs as far as possible to the Papal Chambers. Checking this door will give you a cutscene. Next head to the Chateau d'Oraguille and enter Bostaunieux Oubliette (I-8 if you have not been down there). There is prison in the cell at G-8 that will mention an earlier attempt to find the item you are seeking, but this is optional. Proceed to E-7 and talk to the gaurd there to drop down into the next level (this is one way so be sure you have everything ready). If you under 70, you should probably have sneak up before dropping down and even a 75 should use sneak going thru this zone. Head south and follow the wall on your right until you zone into West Ronfaure at E-10. You will be on a ledge with a ???. DO NOT DROP OFF LEDGE. If you do either before or during the the fight (or after before hitting ???) you will have to go back around and redo the fight. Buff up and get ready for fight. When ??? is checked, a NM Orc will spawn. This fight is in and open area so anyone can help. I have helped with it a few time and done it for myself and any Healer + DD can easily handle this fight at 70+. A level 65 Party should be fine and a lot of 75s can solo it. NM is a MNK67 so attacks a lot and uses Hundred Fists (bind him and wait it out if it's a problem). He was hitting me for about 20 per hit wth phalanx up and was easy to enfeeble (as RDM75 or WHM75). Should have about 16k in HP. After the fight, check the ??? again for a key item. Return to the Papal Door for a cutscene to conclude this mission.

7-2 The Secret Weapon
THIS FIGHT IS RESTRICTED TO SAN D'ORIANS ON OR PAST THIS MISSION (they can be former citizens as long as they have beaten this mission). Once you have enough rank points, the gate gaurd will tell you to head to garden in the back of the Chateau d'Oraguille. You will not be able to select another mission at this point. Head to the garden for a cutscene and then report back the the gate gaurd to formally accept the mission. Next head to the BC at Horlais Peak. THIS FIGHT IS UNCAPPED AND ALLOWS ONLY 6 PEOPLE TO ENTER. If you have not been there, you need to get out more. Head to Ghelsba Outpost (as in previous mission Save the Children). Once inside, follow left wall until you zone into Yughott Grotto at H-11. Continue along the Left wall until you zone into Fort Ghelsba at K-5 (This is second zone. First also goes to Fort, but will take longer). Stay on that left wall until you reach the hut at J-8. Go thru it to zone back into Grotto. Follow path thru 2 smaller room and in the big room exit to the north east (K-6) to reach peak. Once at Burning Circle, Enter, buff, rest mp, etc. Fight is against 3 Orc (PLD, DRG, RNG) and 2 War machines. All mobs are about level 68. Any balanced party of 65+ should do fine in this fight as along as they can sleep enough mobs to make the fight a 1 at a time affair. Most duos at 75 will be fine as long as they have some sleeping, healing, and DD ability. The 2 Warmachine and the PLD will resist sleep the most (PLD Resisted Elemental Seal Sleepga from my RDM75, but slept easily with Sleep 2) so they should be killed first. THe machines have a little under 2k in HP. The Orcs have about 4k. They will all 2hour (remembering that NPC DRG 2hour is still call wyvern). Best kill order is the 2 machines, PLD, DRG, Wyvern (can skip and still win but only 1k HP), RNG. Watch Invincible on PLD and don't waste weapon skills. Watch Eagle Eye Shot on the RNG if not at 75 on your tank (did 200ish to our PLD75/DNC). At 75, any DD can solo a mob with a little healing support (possibly from /DNC, but probably better to have healer). After winning, report back to any gate gaurd to complete the mission. Remember it's long walk back without warp or escape (but you should have brought a sleepga anyway). Reward is RANK 8 and 60,000 gil.

8-1 Coming of Age
Talk to any gate gaurd to select this mission. Then enter the Chateau d'Oraguille for a cutscene. Speak to Halver (at enterance) and then head for Eastern Altep. You can Teleport Altep or if you have the outpost warp, use that. The entrance to Quicksand Caves you need is closer to the outpost, so I would recommend this. This fight is in an open area so anyone is allowed to help regardless of rank or city. A Party of 65s should easily be able to handle this mission. The hardest part would be dealling iwth aggro from cataurs (1000 needles) at the location. 70+ should have no problem with aggro unless resting. I think a lot of 75s could solo this fight and most jobs could easily duo it at 75. Once in Altep, head to H-10 (east of OP or south of Telepoint) and enter the Quicksand Caves. Travel as far west (D-9) as allowed then as far south as you can. You should be at a sand whirlpool. Stand in the middle of it to drop down to the next level. Once down, follow the left wall until you reach the fountain of kings. If you are in party that will get aggro (or wants TP) clear the room. Once buffed and ready have one person with sneak check the fountain (it's a pool, but the target will say fountain). 2 NM krakens will spwan in the pool. They are named Honor and Valor. You can fight both, but as with most of these types of fights, you only need to kill one as along as the second depops before the first on dies. Which you fight is up to you. I have my preference, but it really depends on your set up, so I will review the main points about both. Note that to pull one you need to drop sneak and approach along the wall on the appropriate side. Do this slowly and you will only aggro one. Then simply pull him into main room to fight. Both mobs are immune to sleep, but other enfeebles will land. They are also both resistant to water and weak to ice/thunder. I tried to pull these using spells, but since they spawn in the pull, all I would get was the message "can not see target" until I was well within sound aggro range of both. Valor: This is MNK mob and he will use hundred fists. He has more HP than Honor, but I find him easier to kill. As a RDM75, I had little problem with hundred fists even though I don't have great gear. Killed him as a duo though so was split on tanking hundred fists. Especially if you have mages, this is the one I would fight. Honor: This is rumored to be a PLD (people say he used invicible). I don't know. I do know he can cast paralzega and more importantly silencega. He cast silencega a lot on us and we wiped because not enough echo drops. I would say that a couple of DD75s with /DNC could probably take him out fairly quickly though. He only has around 6k in HP. My RDM75 was able to take him to about 50% even silenced so he's pretty weak. Only thing to watch for would be invincible, but other than that probably easier fight than Valor for DDs. In a party, WHM or /WHM for silena would be nice. Once you kill the mob(s), check the fountain again for a key item. Then report back to Halver for a cutscene. A quick way to get home, is to escape, go into Korroloka Tunnel (escape will drop you by entrance), escape again, and you will be at bastok (in Zeruhn Mines), where you can job change for warp (or use moogle if that power active). Speaking to Halver will mark the mission as complete, but the gate gaurds will be busy with the party planning (princess' coming of age gala that you are not invited to), so no new missions can be accepted. After JP midnight, you will get a cutscene by zoning into Northern San d'Oria. After this cutscene you may once again talk to the gaurds for new missions.

8-2 Lightbringer
Talk to any gate gaurd to select this mission. Enter the Chateau and checck the Great Hall door for a cutscene. Then speak to Rahal (H-9). Once that is complete you are ready to head to the Yhoator Jungle. This is another open fight, so anyone wishing to assist may regardless of rank or city. This also means you may use a full alliance if you desire. Before doing this quest, it would not be a bad idea to reset tonberry hate (after farming key if you need to do that) by using the quest Everyone's Grudge (see Zilart Mission walk thru or the quest link for more info). Once you are in Yhoator Jungle, head to the temple enterance at J-11. Once inside, follow the right wall until you zone back into the Jungle. Then follow the left wall until you zone back into the temple. If you wish to farm a Prelate Key prior to this, it will speed things up slightly, but not worth the hassle in my opinion. Of course I didn't have access to a THF either. From this entrance take the first west and then go as far south as possible. The tonberries here will aggro up to level 70ish so may be best to invis if not 75 (they are EP at 75, but will not aggro). At H-10 head east and kill the Temple Gaurdian. When he dies, the door by him will open until he respawns. In this room, head up the stairs on either side of the room. I recommend the east side, but just a personal preference. If you have the Prelate Key, it will open the door. If not you can target one of the mobs on the far side of the door and use a spell, pet, provoke, etc. to aggro it. It will the open the door for you. A few notes about this though. The mobs will not always be in range so you you may have to wait a few minutes to get one. Also, know your mobs. Maledicter are BLM, Stabbers are NIN, and Hovertanks are BLM. This means they all tend to stay at range to attack (mages can be silenced) and are harder to get thru the door. If the person aggroing them runs down the stairs though they will come and another peron can go thru as the door is openable from the inside. Also the Tonberries will link (especially if they stop to use spells/range attack) so be ready for that if you pull them. The tanks are the best to pull if you have time to wait and are using this method. Note that if you plan to kite the mob back to this area (SMN solo) you should kill the Manipulator that patrols the stairs. It is a 2hour respawn mob and good practice for soloing the mission NM. Once you are thru the door, head south. You will need invis or to kill the tonberrys. I would kill the hover tank on the stairs to the next hall and then carefully pull and kill the 4 tonberrys in the hall. Note that there are magic aggro mobs in the rooms so be careful of this, especially in a small group. Check inside each room as you go for a ??? (killing the mob in room is optional as they only aggro magic). Starting at the east end of the hallway, you will need to check rooms 1, 2, and 4 for ???s. Room 1 has TWO ???s. At each ??? you will find a piece of a broken key (key item). Once EVERYONE has all 3, send one person with sneak to door number 3. Checking it will pop 2 NM dolls. As with the other fights, it is safe to pull one and let the other depop. Which you pull doesn't matter as each are the same for job, hp, etc. I would pull the closer one myself though. Pull it back to the stairs to fight so as to avoid aggro/links. Any balanced party of 65-70 that made it this far should be able to kill this doll. It will use the normal doll move (but not meltdown) and also has Mighty Strikes. I would suggest waiting for the tank on the stairs to repop and killing the tank before pulling the doll. RDM75 and a few other have reported soloing this if you want to check the above link. I soloed it on SMN by pulling him all the way back outside the prelate door and kiting him back and forth in that room. Long fight, but pretty easy (have someone wait inside so you don't have to aggro thru the door again to save time). Once mob(s) dies, check door 3 again for a brief CS (may wish to clear hall again) then report back to the king (door to great hall). Your reward is RANK 9 and 80,000 gil.

9-1 Breaking Barriers
NOTE: If you have not done them, the quests The Setting Sun and An Explorer's Footsteps would be good to do during this mission. Talk to any gate gaurd to select this mission. Report the Chateau d'Oraguille and check the Door to the Great Hall (talk to Halver to be told to do this). After the cutscene, head to Cape Teriggan. I use the outpost warp, but if you must, travel thru Kuftal Tunnel. Head to the Valley of Sorrows (zone at J-8). Note that most mobs in these zones will aggro sight or sound even at level 75 so you should be prepared for that. Also you must approach the passage leading to the J-8 zone from the north. There is a cliff block you from the south. Also note you can walk off this cliff from the north so don't (you must walk off one, but then head east and don't drop again). Once in the Valley of Sorrows head east until you reach the ??? at I-9. This is right by a cliff you can drop off, so be careful not to do so or you will have to run all the way back around (and if in a party they will laugh at you). Check the ??? for a key item then you can leave. I would bring a WHM and Teleport-Vahzl. Next area to check in Xarcabard. Head up the ramp north of the telepoint to H-7. The ??? you need is west and south once you reach the top of the ramp. Check the ??? for another key item. This is an open fight so anyone may assist an you can bring an alliance. Now head to Batillia Downs and enter the Eldieme Necropolis at I-10. Follow the left wall to H-9 and head south. If you have not been here before (or paid attention) you will need someone to open and close the doors. The switch is at H-8 ot go thru. Once someone is thru they can let the person at the switch thru by using the switch at I-8. Once everyone is thru, drop down the middle hole in the room at I-9. Head east and follow the right wall until you zone back to Batillia Downs. You will now be on the island in Batillia. The 2 quests I mentioned above both require this so check them if interested (the NM for the one quest is likely to be there and you should kill it for safety anyway). To find the ??? from the zone head forwad to the cliff and follow it to the right. Buff, rest mp, etc., then check the ???. 2 Greater Birds will spawn. Unlike some mission NMs these will aggro sight so cannot be sneak popped. However, you can pop them then zone and come back. They will reset by ??? and you can pull just one to fight if you like. If only fighting one, a party 65+ should be fine and check link above for a number of soloing options. The Suparna is a WAR. The Fledgling is a WHM. They will both use their 2 hour. In addition, all Giant Bird NMs seem to be BRDs so Massacre Elegy and Horde Lullaby can really suck. Try to keep a healer out of range of lullaby to help with this or bring poison potions. If fighting both, it would be best to have 2 tanks (a good kiter would also work). They both hit fairly hard, but any DD75/NIN should be safe tanking them. I would suggest 2 healers unless using a self-healing tank. Once the bird(s) dies, EVERYONE needing mission should check the ??? for a key item and a cutscene. Then report back to the king (Great Hall) to complete this mission.

9-2 The Heir to the Light
Talk to any gate gaurd to select this mission. Zone into North San d'Oria for a cutscene. Zone into the Chateau d'Oraguille for another cutscene. Then head for the Qu'Bia Areana where you did the fight for mission 5-1. You should get a cutscene when you zone into Fei'Yin unless you have missed a step. FIGHT IS SIX PERSON UNCAPPED. You must be on this mission or have beaten this fight to be allowed in. If you have switched nations after beating this fight, you may still assist on it. Fight is divided into 2 parts. A balanced party of 70+ should be fine for this fight. You will want at least one person with Sleepga (/blm is fine). After that a healer and some DDs are all you need. At 75, most DD/NIN can tank, but a "real" tank is a bonus. Enter, buff, rest MP, etc., then send in a DD to sight aggro all the mobs. Your main tank should provoke the Warmachine and keep it where it starts. The intial aggro person should run back to the party so that someone can sleepga the mobs AWAY FROM THE WARMACHINE. The Warmachine is a WHM and likes curaga, so tough to sleep things around it. Once the Warmachine is dead, target the RNG NM that is leading the other orcs (Yukvok). The rest of the horde can be slept easily although it can wear fast sometimes. They are all lower level though so kiting isn't a big deal. Once the RNG is dead, kill the rest, but leave one alive so that you can rest MP and heal if needed. When the last one dies, round 2 starts after a cutscene. For Round 2 Prince Trion joins the battle. He must survive for you to win, so if you have 2 healers, have one focus on him and the other focus on the party. This part of the fight is against 3 NM orcs. They are BLM (Left Hand), DRK(Right Hand), PLD(Rojgnoj). The best order to kill them is BLM, PLD, DRK. Trion will attack whoever he feels like though. However, if he has his own personal healer, that's fine. In my fight he went, BLM, DRK, PLD. Again start the fight with sleepga, but don't expect it to last long. Silence the BLM if possible and kill him quickly. Once he is dead, kill the PLD since he is harder to sleep and will cure. If you prefer to assist Trion, that's fine as well, but the BLM needs to die first regardless of who the Price attacks. After winning the fight, return to Northern San d'Oria for a cutscene. Check the Great Hall in the Chateau for a cutscene. Check the Stone door in King Ranperre's Tomb (from earlier mission) for a cutscene. Talk to Halver in the Chateau for a cutscene (and your reward). For more story, check Pieuje's Door in Chateau for a cutscene. Check Trion's door in Chateau for a cutscene. Check the Papal Door in Northern San d'Oria's Cathedral for a cutscene. Zone into Southern San d'Oria for final cutscene. Your Reward is RANK 10 and 100,000 gil and a San d'Orian flag for your MH.

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

1: The New Frontier
Achieve RANK 6 in your home nation. Then when you enter Norg, you will get a cutscene and the map to Norg. Congratulations on completing ZM1.

2: Welcome t'Norg
Go to the Oak Door (L-8) in Norg and check it for a cutscene. ZM2 Done.

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

4: The Temple of Uggalepih
OK, this one requires you to actually run around some, but the fact the fight can be duoed easily by a number of jobs sort of takes away from it for me. If you have never done the quest involved in step 3 you should start reading there to save time later. One other note is that if you are planning to do the next mission directly after this one (or at least the Yhoat part of it), you should bring a garnet (and perhaps a rain lily). See next mission for details on why. Step 1: Obtain at least one Unlit Lantern for your party. They are Rare/Exclusive. If your party has 4 this will be faster, but you can do with 1 if needed. Lanterns drop from Tonberry Jinxers (in Yhoat jungle), Maledicters (in Temple), or Imprecators (in Den of Rancor). These are BLM mobs level 60-70 so be prepared for that. Personally, I killed the Maledicters because I wanted the temple coffer key as well. They also drop BLM tests, a few thunder type spells, and are easy to get to. There are several places to find them, but here is one. Enter Temple at J-11 in Yhoator Jungle. At first branch go north and continue north until you zone back into jungle. Head north and zone back into temple. Head east to H-7 and you should find several. Step 2: Obtain a Paintbrush of Souls (key item). Only 1 person in the party will need this, but it's not a bad idea to have one for other things. Also, it is on your way (although the farming will slow things down probably). Enter Temple of Uggalepih at same spot as step 1. Head south at first branch, north at second, and south at third. This puts you in a large room (G-8). Exit it to the northwest and you will find a door (F-7). You must use the Uggalepih Key to pass thru (each person must have key or get tractored thru). Key drops from Tonberry Cutters you will have seen getting here. Once thru door, check each of the 3 worn books in the room to get a rusty key (key item). Then check the old casket for the paintbrush. Step 3: After you have as many lanterns as you feel you need and the paintbrush, I recommend reseting your tonberry hate by using the Everyone's Grudge quest. At a bare minimum your tank should do this, but it's a safe idea for everyone (and some have reported the NM for the fight uses the party's hate not the target's). In case you don't know, the tonberry TP move of the same name does 5 damage for each tonberry you have killed. This may or may not be dangerous, but the NM version (such as in the coming fight) does 50 damage for each tonberry you have killed. This is cumulative for the entire game (being reset to 0 each time you do the quest) so that can add up fast. Personally, I've seen people hit for 7k and heard about twice that so while it's cool to see that kind of damage, you may want to reset hate, even though it means running to Norg (if you have never done it before) and spending a little cash (you have to buy forgiveness). If you have never done the quest, trade 3 gold beastcoins to Magephaud (Norg I-8). You will want to do this as step one, that way you can just stay in the temple once you have the the lantern(s). Enter the temple at the same location as in step 1. Head south at the first branch and also south at the second. follow the hall as it goes east to F-11. You will find a door on the south side of the pillar there. Enter it and speak to the tonberry priest to reset hate. This will be a straight fee in gil based on how many tonberries you have killed. It caps at 6k. Step 4: Finding the BC for the fight. Enter the temple at same location as other steps. Head south, north, north at the 3 branches to exit back to jungle at F-5. Proceed left and re-enter the temple H-11. Level 75s will not get aggro here, but lower levels should use invisible. If you do aggro tonberries, Call for Help. This will prevent building any tonberry hate after you reset it (any tonberries killed by the party count for all members that are in the zone at the time). Head west at first branch and go thru the wooden gate. Follow hall south as far as possible then go east to a door. If door is shut, there will be a doll mob gaurding it. This mob must die before door will open (door will then be open until it respawns). Most 75s can solo this mob easily, and most 60+ parties can handle it provided they stun meltdown. Once thru the door, head north until you come to a room with pictures hanging on the walls. The middle frame on the east side will be empty. Have 1 person with the paintbrush stand in front of this picture and click on it. Keep checking it until you get a message about a new painting starting to appear. Then wait for at least 30 seconds and click again (I hate this painting thing). This should finish the painting and open the hidden door in the northeast corner of the room. Get everyone thru it quickly and zone in to the Den of Rancor. At this point everyone will need sneak and invisible. Follow the wall on your right (south) until it reaches the altar of rancor (E-5). Everyone with a lantern should trade it to the altar to get fire. You may need to clear the room for this depending on luck. Follow the same wall back the large room at F-6 and take the first right (south). You should be by a hole in the northeast corner of F-7. Drop down here. Head north and west to E-5. Use the fire from your lanterns to light the 4 lanterns there. This will also probably require clearing the room. Each person can only light one lantern per fire so having 4 is faster, however, if you have less than 4, have those with lanterns return to the first altar for more fire (repeating the trip until all 4 lanterns are lit. To reach the first altar follow the wall to the east of the 4 lanterns until you zone to first map at I-5.  Once on first map you can take the first south to reach the large room at H-6.  Go west across this room and then follow the wall leading south to reach the altar (E-5).  Once you have all 4 lanterns lit the door by them will open and you can zone into the Sacrificial Chamber. Step 5: The Fight.  Checking the door will enter the fight.  There are 3 Tonberries.  Grav = THF (he has a crown). Moly = BLM.  Tung = SMN.  Sleep the BLM and the SMN and kill the THF (immune to sleep).  THF will use the TP move about 10% (also can use Perfect Dodge) and may one-shot whoever has hate (depending on reset). If duoing this be sure to reset hate on both people for this reason. Once THF is dead, silence the BLM and kill him. He will Manafont, but that's useless silenced. Then kill the SMN. He will astral flow with a random avatar, so make sure everyone is healed up. The astral flow shouldn't do more than 800 unbuffed so make sure to keep people healed up (or well back) and you are fine (I've never seen him do nearly that much but the 800 is reported as a max). After the fight you will get a cutscene and end up on the far side of the arena (it's a long walk back to help others). Use escape to exit temple and then re-enter to get back to help others (you can also fight your way out).

5: Headstone Pilgrimage
The objective of this mission is to retrieve 8 fragments (1 for each element) from around the land. Some require fighting, while some just require finding the headstone. Also, some will give bonus items if you trade the proper item the the headstone after getting the fragment. Therefore, prior to doing these, I recommend acquiring a rain lily and a garnet. The following is a list of the fragments, listed in the easiest order (for me) if doing this mission directly after the previous one. However, they may be obtained in any order. All of the fights are again duoable by many jobs (some say soloable) and any trio of 75s with the basic DDs+Healer set up should be fine. EACH PERSON MUST CLICK EACH HEADSTONE. Make sure after each headstone to check your key items for the fragment. Note that if two people click the headstone at the same time, only one will get a fragment (which is stupid, but can cause you to repeat if not caught). Dark: (FREE) You get this at the conclusion of the previous fight for free. Fire: (FIGHT) This is the longest walk. Head to Ifrit's Cauldron from G-6 in Yhoator Jungle. Everyone will need sneak and invisible (and watchout for bombs aggroing magic). Follow path to large room and exit it in the northwest corner. Path should lead to next map at H-8. Follow the left wall (on west at start) until it leads to the next map at D-12. At this point switch to the right wall (north here) and follow it to the firespout at H-7. You can wait for this to go down or trade an ice cluster to it to get it down. Continue east to zone onto next map at J-8. Again follow the left wall (north here) to middle of crater then back out to next map at E-7. Continue to follow left wall back to center and back out again to zone onto next map at G-7. At this point simply follow the path until you zone into Yuhtunga Jungle at C-7. You will go past 2 firespouts and an NM (Ash Dragon) before reaching zone. In jungle, head south to open area, then east under water fall to L-7 to find headstone. Clicking it will spawn 2 opo-opos. They cannot be slept, but kiting works well if you can't fight both at once. Once they die, EVERYONE check the headstone (if someone doesn't this one sucks to redo). Also, after getting fragment, trade your garnet to this headstone for an opo-opo necklace (highly sought after). Ice: (FREE) Cloister of Frost. If you have never been here, head to Fei'Yin (entered at J-4 Beaucedine Glacier as with the rank 5 fight for your nation). From enterance head north and take first path east. Follow it as it curves back to the west and go down the stairs at G-9 to map 2. After stairs, follow hall, going north as much as possible to zone into cloister at I-5. Sneak is needed for everyone on this second map. Headstone is in cloister. Water: (FREE) Head to La Theine Plateau and head down the canyon to zone into Ordelle's Caves at F-7. Once in caves, head east to I-6 onto next map. Then south and west to G-8. Head east and then take the south tunnel at H-9. Go up the stairs and continue south to the H-11/12 border and drop down a hole (this is second hole). Head east to I-6 (do no drop off edge) and take the tunnel there. Head south and take the first west. You should zone back into La Theine Plateau at the end of this tunnel. Follow the canyon to the end to find the headstone (G-11). Lightning: (FIGHT) Enter Behemoth's Dominion at D-5 in Qufim Island (passage starts at G-5 and is not on map). Once inside, follow the south wall to G-9 to find headstone. Click it once to spawn 2 weapon type mobs. You can sneak pop these to pull just one and let the other despawn if you want. After the fight, EVERYONE check headstone for fragment. Light: (FIGHT) Head to The Sanctuary of Zi'Tah. Go to J-9 and head north (and a little west) until you find the headstone (I-7). Touch it to spawn a doomed type mob. Kill it and have EVERYONE touch the headstone for the fragment. Remember where this one is as you will want to return here later. Wind: (FIGHT) Head to Cape Terrigan. This is on the far side of Kuftal Tunnel. Once there head north and west to reach F-7. You will find a tunnel there that is not on the map. Once in the tunnel, follow the right wall (east wall) until you find the headstone (this will be in a second tunnel) at H-5. Touching it will spawn a shadow mob. Kill it and have EVERYONE check the headstone again for the fragment. After you have the fragment, you can trade a rain lily to the headstone for a Flagellant's Rope (check item to see if you want it). Earth: (FREE) Enter the Quicksand Caves at J-9 in Western Altepa Desert. Follow right hand wall (on your west to start) to K-6 and drop down thru the sand whirlpool. Continue down path and zone back into the desert at N-4. Follow this path going south if possible and west if no path to the south is available. You will come to the headstone at H-9.

6: Thru the Quicksand Caves
MAKE SURE EVERYONE HAS THIS AS THEIR MISSION. Head to Western Altepa Desert. Go to the southwest corner and thru the tunnel at C-11 to reach the door to enter the Quicksand Caves (down ramp to D-12). Once in caves, head to I-9 and go thru the weight door. If you have never been thru these, you need 3 Taru, 1 Galka, or any combo of 2 to stand on the circle until it glows and the door opens. Once thru, head west to second weight door at H-7. Once thru this door you can drop down the hole you come to by going forward (F-7). Follow the left wall after drop to zone into the Chamber of Oracles (sneak may be needed). When ready, enter the BC. Buff and rest as usual. Fight is against 3 Antica mobs. A PLD (Cent), a BLM (Triar), and a RNG (Prince). They can all 2hour of course. Anyone that cast spells should bring echo drops for the Antica TP move that adds silence. Again there are various job combos that can duo these at 75 and most trios should be safe. The basic idea is to sleep the BLM and RNG while you kill the PLD (he can resist sleep the easiest). Once the PLD dies, silence the BLM (to block manafont) and kill him. Then kill the RNG. Blink tank should be careful on RNG due to high speed of attack and the possibility of eagle eye shot. Once they all die you will get a cut scene and exit into the area for the next mission. Only 6 may enter this fight, so if helping others, do the next missions then exit the area back into the quicksand caves. Following the right wall should bring you back to the BC enterance.

7: The Chamber of Oracles
You must touch each part of the device in this room to give it your fragments. Once all eight are placed you will get a cut scene to end this mission. Also, if you now return and check the headstone in The Sanctuary of Zi'Tah, you will get a bat earring (nice to have).

8: Return to Delkfutt's Tower
Head to Delkfutt's tower. Enter tower and take a left to E-8 (past the stairs) and use key to enter door (key is now a key item, so everyone should have, but if not see the nation missions to obtain). Follow the left wall (on north) to H-8 stairs. Ignore the stairs and use the ??? to go to floor 10. Exit large room in northwest corner (H-7) and follow the left wall (heading west at start) to stairs at F-9. Go up. You will need invisible here or fight (either is fine). Follow the right wall (heading north and east) to the stairs at J-7. Go up. Follow the left wall (heading south and west) to the porter at F-10. Use it when ready to enter fight. Fight allows 6 people. Again it can be safely trioed (some jobs have duoed). It is against one of the 2 annoying people from jueno. Important notes about this fight: He can use dispelga, silencega(bring echo drops), and slowga (must be erased). He likes to use enspells on his weapon. In addition to the extra damage, this also makes it so any damage taken from that element will heal him, so care should be taken when nuking. He is also immune to silence and sleep. He uses 2 main TP moves. Great Wheel is AoE doing 200ish damage, but reseting hate for those hit (mages need to really watch this). And Light Blade doing heavy damage to a single target (shadows should block this). He only has about 10k HP, so the fight can be pretty short with well equipped DD(s) using 2hour(s).

9: Ro'Maeve
Head back to Lower Jeuno and talk to Aldo (in the back of the Tenshodo - thru the Neptune's Spire Door) at J-8. You must currently be rank 5 or higher according to some reports (you might be lower if you had switched nations after starting these). Next head back to Norg and talk to Gilgamesh by checking the Oak Door (L-8).

10: The Temple of Desolation
Now head back to The Sanctuary of Zi'Tah. Check the headstone here for your bat earring if you haven't yet. Then proceed to the northwest corner of the map and zone into Ro'Maeve at F-5. You can buy this map (so no reason at all not to have it). Go thru Ro'Maeve and zone into the Hall of the Gods at H-3. Use sneak and invisible in Ro'Maeve or plan on a lot of fighting (most things will also magic aggro). Once in the Hall you are safe. Proceed to the end and check the gate TWICE. If you do not check it TWICE, you will be coming back here after people get frustrated that you missed a step somewhere.

11: The Hall of the Gods
Return to Norg and talk to Gilgamesh again.

12: The Mithra and the Crystal
Head to Rabao and talk to Maryoh Comyujah at (G-7). Then head back down to the D-12 entrance to the Quicksand Caves in the Western Altepa Desert. This is the same entrance you used in the earlier mission. Once inside, head to K-8 and use the weight door there (this is a different path once inside). Continue on the new map and use the weight door at G-8. Proceed forward and fall down the hole you find (again this is a different hole than the previous mission). Check the ??? there when you are ready to fight. It will spawn a vase mob. Again this is Duoable by a DD and healer. It will tend to resist silence, but is stunable to stop the ~ga spells. It likes to cast blindga so having a /whm is nice for that. Once it dies check the ??? again for a key item. Return to Rabao and report to Maryoh to get another key item and complete this mission.

13: The Gate of the Gods
Return to Ro'Maeve and enter the Hall of the Gods. Check the gate and it should now open. Once you are thru, check the Shimmering Cirle warp up. Once up proceed forward (the walls/doors will vanish as you approach) and enter Tu'lia (Sky). You should get a cutscene at the gate, the shimmering circle, and on entery to sky. This completes this mission and obviously grants sky access. I must add that I was deeply disappointed in sky from a graphic standpoint. It looks too similar to existing areas for me with nothing really special in it. As a note, if you are exploring sky, most things can magic aggro, but will not otherwise aggro. One very important note is that the dolls in the alcoves will aggro, while the ones walking around will not (but can link). Only approach the alcoves if you are looking for a fight.

14: Ark Angels (or Divine Might)
If your goal is to finish the missions fast for either the story or to qualify for the Bahamut fight, then you should do Ark Angels and then come back and do Divine Might when you get the chance. However, completing Divine Might does count as completing this mission and also grants an earring for winning. Of course, you also lose XP in the Divine Might fight. This is because it's a "Quest" while the Ark Angels are "Missions". Anyway, I'll outline both options here, but you only have to complete one to continue. Ark Angels: First, let me say that I did Divine Might and not Ark Angels, so I may not be able to give exactly the same level of advise as I normally try to give. However, the fights are the same in general. Reports of people duoing these can be found at the above link, but I would probably take a full party. To complete Ark Angels you must fight each "angel" individually in a BC. You can do this in any order, but if you are doing them all at once, it makes sense to either go clockwise or counterclockwise around sky to fight them. Also note that ONLY 6 PEOPLE can enter the arenas for these fights. I would recommend getting a printout (or similar) of the sky map to find the BCs, but basically, once you pick you direction, you just go to that corner of the outer island and find a red warp pad. It will take you to a small island with a the BC enterance (and a warp pad you can use to go back or continue on). I will list the fights in the same order as on Wiki here, but I'm not sure which direction they went (guessing counterclockwise). The "angels" are the pure crystal forms of each race and I must say look pretty cool. You will have already seen them in cutscenes, but fighting them is new. You should be aware that all "angels" have 2 jobs and can use all abilities from both as if level 75 (including 2 hours). They can also use one of the 2hours multiple times (but not both?). They also each have a unique weapon skill. HM: This is the Hume. He is a NIN-WAR with 2 swords. His weapon skill is Cross Reaver. It does cone damage of 500-900 + stun. He can use mighty strikes multiple times, but should only use Mijin Gakure once. Mijin Gakure for NMs is AoE and does not kill them. It is HP based so will probably wipe your party even if he is around 10% (1200-1300 reported there). Mages should definitely stay back and try to keep melees fully buffed and at max HP. Obviously only the tank should be in front of this mob. TT: This is the Taru-taru. He is a BLM-DRK with a scythe. His weapon skill is Amon Drive. It does AoE damage of 100-300 plus Paralysis & Petrify. Mages should stay well back. He also likes to teleport around the area making life rough on the melees. He of course knows all the BLM and DRK spells. MR: This is the Mithra. She is a THF-BST with an axe. She can use charm even with a pet out, so having a second tank is not a bad idea. Pet will usually be a tiger that can roar for a highly effective paralyze, but can also be a black mandy that likes to sleep everyone. Poison potions are recommended. Her weapon skill is Havoc Spiral. It does AoE damage of 100-300 plus sleep. Again mages stay back and let the melees do their job. EV: This is the Elvaan. She is a PLD-WHM with a sword and shield. Her weapon skill is Dominion Slash. It does AoE damage of 200-300 plus silence and dispel (bring echo drops). She also has Shield Strike. It is cone damage of 100ish plus stun. Also beware of Spirits Within one-shotting people since it is HP based. Having a tank kite this NM is not a bad idea to avoid this. GK: This is the Galka. He is a DRG-SAM with a great katana and a wyvern. He can Meikyo Shisui multiple times. His weapon skill is Dragonfall. It does AoE 100-300 plus Bind. A NIN tank may do better here due to avoiding skill chain damage with shadows. After all 5 BCs are defeated, you have completed this mission. Divine Might: THIS IS A BC DESIGNED FOR AN ALLIANCE OF 18 PEOPLE. Once in sky, proceed directly forward (thru one warp) to The Shrine of Ru'Avitau. Inside continue forward to the blank target and check it for a cutscene. This is not required to enter the fight, but is required if you want the fight to count for anything (so yeah it's required). Each time you do this fight 1 person will need a trigger. It's not a bad idea to have a couple people with triggers just in case you fail. The triggers are a pain to get. First you need a piece of parchment (leathercraft or AH) and a bottle of Illuminink (drops from dolls in Ro'Maeve by the Hall of the Gods enterance). Once you have both of these items, you have to trade them to the spring at H-6 in Ro'Maeve (same place you farmed the ink). Of course you can't just trade them any time you like. No. You have to do it during a full moon. And wait there's more. It has to be between 0:00 and 3:00 game time. But wait, that's not enough. It also has to be clear weather. Stupid quests. Anyway, after you have a few triggers (they are Rare/Exclusive by the way), you are ready to round up 17 other morons to try this fight. This is easier than it sounds because some jobs can really use the earrings you can choose from after the fight. Please note that you can only have one earring at a time and gettting the trigger for the redo fight is more complicated and must be done by everyone redoing if they want a new earring (so pick the one you want the first time). The one nice thing about this fight is that you can enter it from any of the other Ark Angels BC entrances. However, EVERYONE MUST ENTER FROM THE SAME SPOT. In this fight you fight all 5 of the "angels" at the same time. Honestly, you should plan for a wipe to happen (probably 2), but if you all have reraise and are prepared you can just keep going and win. Like some of the harder BCs, the challenge here is the clock more than the mobs. There are 3 main strats for this fight, so I will review them all. Strat 1: Burn. You find 18 BLMs (or 15 and 3 BRDs or CORs) and you go nuke things. This is really a fast fight. You can also do this with 18 MNK (with maybe 3 WHMs in case of sleepga) burning with hundred fists. But let's be honest, how many people know 18 BLMs or MNKs. However if you do, burning works great and probably has the fewest deaths. Suggested kill order would be TT, MR, GK, HM, EV for MNKs. BLMs can just thundaga 3 everything at once with that many if you have enough. Strat 2: Kite. You get 4 tanks with a healer paired with each (PLD and RDM works best). Each tank grabs an angel and pulls them up the stairs in the arena. Leave the BLM (TT) in the arena and he will not follow. Let 3 of the pairs kite their angel while the main group kills the first one. Then pick them off the kiters as needed. You could have a RDM or SMN kite solo, but I feel the Tank+healer works better. Up to you though and what you have. Suggested kill order would be MR, GK, HM, EV, TT. Strat 3: Tank. You just need a well geared/meritted PLD and some healers. PLD runs in and gets sight aggro on all the angels then runs back onto the stairs (healer should follow to remove sleep/bind if needed). Again TT will stay in the arena and out of the fight. The other 4 will beat on this PLD and you can pull them off to kill as needed. The super tank should have multiple healers in his party and do nothing to get hate on the mobs. Having an earth staff (and other damage reduction gear) helps a lot. Suggested kill order is MR, GK, HM, EV, TT. This is the method I personally used and it worked great. About kill order: The burn strat kills TT first because he is the most dangerous and the most squishy. You can do this with the kite strat to, if you need more room to kite. The other strats rely on the fact that TT will take himself out of the fight if you stay out of the arena so you can kill him last. The order on the others is based on the fact that MR and GK have pets. You do MR first because her pet is more trouble and she can sleep people. You save EV for last because multiple invincibles and a benediction combined with Spirits Within make her the most likely to wipe your party. Some people kill her first for this reason, but I prefer to only have her left when we get up after the wipe. On a wipe all the angels (pets should despawn if owner dead on wipe) will return to the arena (and full heal) so make sure to die outside of it (tractor will not work). After you win this fight, return to the unmarked target you started at for your reward (you can choose later).

15: The Sealed Shrine
After defeating all the Angels, enter the Shrine again from H-9 in the Gardens. You can skip this if you already have you Divine Might earring, since you entered the Shrine to get that. Next return to Norg and talk to Gilgamesh (the oak door again). Then return to the Ru'Aun Gardens and enter the Shrine again for another cutscene.

16: The Celestial Nexus
You will need sneak and invisible for this and many things also aggro magic so plan accordingly. Enter the Shrine of Ru'Avitau from I-6 entrance in Ru'Aun Gardens. Sneak (and invis?) then follow the path south to the branch at J-7 and go west. Continue west to the small room at H-7 with 2 monuments in it. Head south and then either east or west (hall circles around) to the small room at H-10. Head north from this room and down the stairs. You will continue north once past the stairs and walk thru 4 doors before reaching the Nexus. When ready enter the Nexus to fight. THIS IS A 6 PERSON FIGHT As usual, buffs wear on entery, so enter, buff and rest to full. Most balanced parties of 75s can handle this fight easily. To make this fight even easier, have everyone /NIN. The fight consists of 2 parts. Part one the boss will have armour and a pair of orbs gaurding him. You must destroy the armour before attacking him. The orbs can be killed, but just respawn so sleeping them is best (dark sleep better). If possible sleep them with single target spells to avoid mage getting hate on boss. Boss will cast AM and sleepga2 a lot so shadows and poison potions will be useful. Most of his TP moves are absorbed by multiple shadows so try to keep full shadows up if possible. At 66%, 33%, and 1% HP, he will do his super move called Phase Shift. It is absorbed by 2+ shadows, but does heavy AoE damage (up to 1300) plus Bind & Stun otherwise. There are 2 ways to deal with this part of the fight. If everyone (including mages) have Shadows then have the DDs 2hour the armour and just burn it down. It has about 10k HP. This will result in 3 Phase Shifts in quick succession so having shadows up is a must. If this is too risky, then just pound him down to 66% and let him Phase Shift. Give everyone a chance to heal up and repeat down to 33% and then again to 1%. Having a person that can stun sleepga2 will really help with this fight. BLU is good. Once the armour breaks then the boss will have about 2K HP and is fairly weak. Finish him off for a cutscene that will begin round 2. This version of the boss only has about 2500 HP, but has heavy melee resistance (75%?). He also likes to teleport around the arena and use a lot of spells. If in melee he attacks very rapidly. A BLM or a SMN are the best DDs for this part of the fight. Again /NIN on everyone will help because most of his spells and TP moves are absorbed by shadows. Even without a lot of magic DD, this fight should go fine as long as you can keep bind off the DDs and stun the ~ga spells. Again he likes Sleepga so poison potions will help. After he is defeated you will get a cutscene and appear in the Hall of the Gods.

17: Awakening
These 2 cutscenes can be done in either order. Return to Norg and talk to Gilgamesh (door at L-8). Return to Lower Jeuno and talk to Aldo (J-8 in Neptune's Spire)

Concluding Quests
There are several "Quests" that are really part of the ZM/CoP storyline. They are Storms of Fate, Shadows of the Departed, and Apocalypse Nigh. When these are completed, your mission log for both mission lines should read The Last Verse. I will add these Quests at the end of the CoP walk thru as you must finish that line before starting them. You do not have to finish ZM to do Storms of Fate, but must do so before progressing beyond that.

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

1-1 The Rites of Life
Enter Delkfutts Tower to get opening cut scene. Enter Upper Jeuno for next cut scene. While there talk to Monberaux (G-10) to complete step one.

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

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

2-1 An Invitation West
After defeating all three Promy areas, you will receive a cut scene that ends with you in Lufaise Meadows. You may now access this area thru the Swirling Vortex at I-9 in Valkrum Dunes. You may also use the Swirling Vortex at E-6 in Qufim Island (it's way back in the cave by the tower) to access Misareaux Coast. The Coast is a higher aggro area, so if crossing with a mid level job you may get aggro. Meadows should stop aggro by level 50. Orc & Giga are sight, Bugards are sound, Bombs are sight and magic (they only spawn during fog). Fomor are sound and blood (they only spawn at night). If you have not killed any fomor they are not aggressive at all.

2-2 The Lost City
After the previous cut scene head for the Tavnazian Safehold. The fast route is to head west at every chance. The zone is at F-10 in Meadows. Once you are in the Safehold, head south to the main room with the bridge across it. While you are here you should take the time to do the quest Unforgiven for the map to the Safehold, Meadows, and Coast. It is on the way to the CoP cut scenes anyway. The Nomad Moggles are thru the hall to the West before you cross the bridge (the map quest starts in the hall to the west after you cross the bridge). Cross the bridge and you will see a ramp heading up on the east. On the second floor, head east and south to the walnut door at K-10 (this one will open, the other one wiil not). If you are doing the map quest, the ??? for that is right here as well. Once you go thru the door, talk to Despachiaire, then return to the ground floor (and finish your map quest). If you head west from the ramp when you reach the ground level you will see a ramp leading down. Go down this and head North to the Sewer Entrance and check it for a cut scene. You can either enter or not as you choose. If you do enter, you can exit with nothing negative happening.

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

2-4 An Eternal Melody
Once you talk to Justinus check the Walnut Door up the ramp from him at K-7. There are 2 walnut doors so make sure you get the right one. The one for cut scenes does not open and is the closer of the 2. The other one lead into Despachiaire quarters (K-9/10). After this cut scene head the Misareaux Coast (the G-6 exit is the fastest from Safehold). Go to the gate at I-11 and check it for a cut scene. Then return to the Safehold and cross the bridge in the main area of the first floor for another cut scene that will end this mission.

2-5 Ancient Vows
Commonly called the Mammet fight. BOTH the fight AND the area to get to the fight are 40 CAP. Head to F-7 in Misareaux Coast and check the dilapidated gate. Once inside, head to the Spatial displacement and enter Riverne Site A01. At this point you will be capped at level 40 so plan accordingly. Head North to the the first spatial displacement and enter. From there head west and south. It is important to remember that Hippogryphs are Truesight mobs and that drakes are sight. Avoid the hippogryphs (although if you aggro some and they drop tailfeathers, save those for later). When you come to the area with the drakes, you will need to farm 2 Giant Scales. They drop about 50% (I think. Some nights seems more like 25%). The only real concern is not linking extra Drakes or aggroing hippogryphs, since the drakes can be dangerous on their own. Make sure you keep the tanks and mages unsilenced and you should do fine though. The first group of drakes is the lowest level so easier to farm. Scales are not rare, so having 1 person hold them is fine. After you have the scales proceed west. Follow the wall on your right to G-10. You will go past one Unstable Displacement before reaching the correct one. When everyone is ready, trade 1 scale to the unstable displacement at G-10. Once traded, everyone has about 30-45 seconds to enter before it closes, so be ready. Once thru, invis. This isle has bomb clusters so remember they aggro sight AND magic. Head west along the north side of the island. You will pass one spatial displacement before reaching the correct one at E-10. If invis is wearing it should be safe to recast it by the first displacement. At E-10 trade one giant scale to the unstable displacement and enter. Again remember there is a time limit so make sure everyone is ready. The next island has a bunch of hippogryphs on it. You can fight them if you want, but it is really better to avoid them. The spatial displacement you want is on the northeast corner of the island (the one on the northwest is for a quest if you are helping someone else repeat this - Confessions of a Bellmaker). Once thru the displacement head forward to the last displacement and enter Monarch Linn (note if you are helping there is a ??? here that works for the quest Spice Gals). This area is uncapped so you can use potion/ether tanks, etc. You will be capped again when you enter the fight and have all buffs except food removed. Enter the fight and get the cut scene. It's one of the best in my opinion so enjoy it and then exit the fight so it won't count against your timer. The fight itself is against 3 Mammet mobs. They can shift jobs during combat so I will review each jobs they have. If you bring yellow liquids, using one will lock that mammet in it's current form for roughly 30 seconds. They sell cheap so bringing some doesn't hurt and you get more back during the fight since they drop from the mammets themselves. Other than that, Hi-potions are nice, as are Jackolanterns for NINs, Juice for casters, and tacos for PLDs. Mammets' job and moves are determined by their current weapon. Polearm: This is a good form to lock them in. It hits fairly hard, but is slower and does not do any nasty AoE TP moves. Staff: This is not a bad form either IF you silence it. Otherwise it will cast a lot of ~ga spells that are a pain for NINs and healers. Still no really nasty TP moves, but if you have a BLM as DD be warned that PSYCHOMANCY is AoE Aspir (healers beware too) and MIND WALL makes all spells heal the mammet. Sword: Never lock it in sword on purpose. It will be constantly using hi damage AoE TP moves that will mess you up. Hands: This form is not bad fighting, but never lock it in this form because of one move. TRANSMOGRIFICATION converts all physical damage into healing. If you see it use this move, everyone must disengage or you will heal it to full fairly fast. Remember, the only way for a mammet to gain HP is for you to heal it, so if you see it's HP going up, STOP HITTING IT. The effect lasts about 30 seconds. The typical set up is 3 NIN tanks (1 for each Mammet) and 3 WHM healers (1 for each NIN). Fight spread out and just slowly kill them all. You can use a PLD to replace a NIN if needed and you can also replace a WHM with RDM, SCH, BLM, or SMN. I have not tried DNC on this fight, but it might work as well. If you are using a tank other than NIN (or maybe PLD) make sure they bring lots of Hi-potions. Another great way to do this fight if you can't find 3 tanks is to kite 1-2 mammets while you kill them 1 at a time. The best kiter for this fight is BST. Just sic your pet on one then recall and you can kite it long enough for the rest of the party to kill 1 mammet easily. A really good BST can kite 2 mammets if needed, but it's not easy. If using the kite method, have the tank get first aggro and then let he kiters pull off of him. The final method is the super tank method. A well geared PLD can probably run in and get sight aggro on all of them. Then stand there and get beat on while the mages keep him alive until the melees can kill the mammets 1 at a time. I have never tried this as I prefer the kiting method, but I would suggest the melees 2hour the first mammet to make this easier. This fight does not require 2hours to win, but as long as you watch out for trasnmogrify they make it go much faster. The first time you win this fight, you will appear in South Gustaberg (repeats appear in Monarch Linn). You also get 1000 XP for being alive when the fight is won (repeats get this also). Head to Bastok for the next Mission.

3-1 The Call of the Wyrm King
After last fight, you arrive in South Gustaberg (out towards the light house). Head North and you should come to Bastok (Mines). Once in the city, head to Port and approach the Airship Building. A cut scene will trigger as you walk up to the building if you come from the Markets side. If you come from the MH side it will trigger as walk away towards the Markets zone. Once you get the cut scene, head thru Markets to the Metalworks and talk to Cid (H-8 upper level) for another cut scene.

3-2 A Vessel Without a Captain
After talking to Cid, head to Jeuno. Click on the door to the Tenshodo for a cut scene. For those that don't know the Tenshodo is in the back of the Neptune's Spire in Lower Jeuno (I-7). Then head to Ru'Lude Gardens and approach the Audience Chamber (H-7) for another cut scene.

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

3-4 Tending Aged Wounds
After talking to Cid, head to Lower Jeuno for a cut scene. Then check the Tenshodo Door there for a second cut scene.

3-5 Darkness Named
After cut scenes go to Upper Jeuno and talk to Monberaux (G-10). Then back to Tenshodo and talk to Ghebi Damomohe (the clerk in the front). You need to trade her a chip from Pso'Xja. Chips are Exclusive so you have to farm your own. If you are not 75, the easiest place to farm is the tower at F-7 in Glacier. The Diremites close to the entrance drop a chip and they are midlevel. At 40 probably need a full party though. At 75 I prefer the tower at G-9. Killing mimics is easy and has the highest drop rate. Also check the quest A Reputation in Ruins before heading there (need Jeuno cut scene). If you get a florid stone from the diremites, trade that to the same person as the chip. It is for ENM access here. After trading the chip (Carmine, Gray, or Cyan), you get 500 gil and a key item. THIS AREA AND FIGHT ARE LEVEL 40 CAP After gearing as needed, head back to the glacier and enter the tower at H-8 (right by the outpost if you warp out). If you know the way you can just run thru here without sneak or invisible as you will "zone" at intervals to shed aggro (if you are unsure use both at the start). You must walk thru red & black shimmering walls to "warp" to different areas in this tower. Each time will remove sneak and invisible so don't waste oil/powder after the first one (the first warp is the only really long run). The order of the warps is red, black, red, black. After the last one, sneak and go down the elevator. During ice weather it doesn't hurt to invis as well (bombs). From elevator run forward to the "T" and go left to door. Go thru and enter the uncapped rest area before the fight (fight is capped still). Once everyone is ready, enter the fight (6 people only). Once inside, buff, rest MP, then run down hall to actual arena. You will be above Diabolos and he will not aggro until you attack or drop down. The key to this fight is not to panic. He has some annoying moves, but the capped version isn't a big deal (Prime fight sucks, but that's a different topic). Best set up is Tank (I prefer NIN, but PLD is fine), WHM (almost a must for this fight), Stunner (DRK only for me. BLU is not reliable enough), and then any other 3 (mainly DDs, but buffer or assisting healer good too). On main page there is a map of the tiles that are safe to stand on. I say safe because random tiles will fall away during the fight and if you fall you will be killed by uncapped diremites under the arena. I prefer tanking Diabolos where he starts with the mages opposite there and any range DD to the side. Let the tank go in first and establish hate (Diabolos will use Draw-In at the start of the fight). DDs should go easy on the damage until hate is set. WHM needs to stay alert for sleepga and cast curaga immediately (DDs using poison potions is not a bad idea). Stunner has 1 job and only 1 job. As DRK you may want to do more DD, but you are only there to stun Nightmare. Nightmare will sleep the party and inflict heavy Bio damage per tick. Poison potions will not wake you up either. Only being hit or cured will. All DDs and especially the tank should bring a few Hi-potions to help keep hate off the main healer. If positioned correctly, the WHM will not be slept with nightmare, and if the stunner misses, can curaga just like a regular sleepga. Benediction should be used to full heal (and remove the bio) only when needed to save a life. I've never lost this fight (yet) and have survived fights where nightmare landed 3 times. I think most loses are due to panic over nightmare or fear of using Benediction. Benediction usually doesn't get hate either since the DRK or the tank will have really pissed Diabolos off by then. My perfect set up would be NIN, WHM, DRK, DRK, RNG, RDM. RDM would spam Dispel to get rid of phalanx (spam because diabolos has absorb all). Perfect set up aside, any tank, heal, stun, 3dd set up will work. Mages should of course bring refresh drinks. After fight you get 1000 XP (if alive) and a cut scene. (If helping more than 6, you will need to exit the tower and run back thru to get to the fight again.) Return to Monberaux to finish this mission. You now also have access to Dreamworld Dynamis and the Diabolos Prime Quest.

4-1 Sheltering Doubt
Go to Tavnazian Safehold for a cut scene. At this point the Auction House there will be available. It is in the same section as the nomad moogles on floor 1, just on other end of the hallway. You may also now do the supply quest for this area when you country owns it. Having the outpost warp to here will be helpful for the rest of the missions. After entering the Safehold go to the top and talk to Despachiaire (K-10). Then Justinus (J-6). After the talking, head out to Misareaux Coast (first right is best exit) and check the gate at I-11 for cutscene ending this mission.

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

4-3 The Secrets of Worship
THIS AREA IS LEVEL 50 CAP Talk to Justinus (until he quits saying new things) then check the walnut door above him for a cut scene. After the cut scene gear up for 50 cap again and head back to Misareaux Coast (second exit faster this time) and go to the gate at G-4. You will get another cut scene when you enter Sacarium thru the gate. (You may start the quest Paradise, Salvation, and Maps now also if you want the map here.) Someone should have a printout (or be able to check online) for the map here, because it has a maze section that changes based on the day. All mobs here aggro sound except the Taurus (truesight) and most also aggro blood, so plan accordingly. Once you exit the south part of the maze follow the hall to the first branch and set up camp in the short hallway to the room there. You will be killing fomor here for a coral crest key. If you also want to farm subligar you can (any of the fomor in sacarium will drop the key), but make sure everyone knows you are farming subligar before you start as that can take a lot longer. Access to the Sacarium also means you can do Swift Belt runs so if you do that, get a key then. You should plan to get 2 keys (mission can be done with one, but easier with 2). Once you get the 2 keys leave the area and start killing orcs and gigas in the tavnazian areas. You are doing this to reset fomor hate. This is optional, but makes this horrible mission much easier. The swift belt fight requires capped fomor hate, so doing that first (it also resets hate) might benefit some. Also killing Taurus mobs helps with fomor hate (and they drop the pop item for the swift belt). To check hate level talk to Resauchamet in the Safehold (K-6 above Justinus). All kills by party count both for and against hate. Once everyone (no point in doing this if you don't all reset hate) has no hate (Resauchamet will say you have "a fairly good head start" in addition to his normal doom and gloom stuff), return to Sacarium and exit maze to the south again. Fomor will now only aggro if attacked so sneak only needed for skeletons and gazers in the maze (unless you get lost). Head east until you come to the corner guarded by a Taurus. You can kill (risky because of doom from Mortal Ray) or just wait until he turns to run past. Head north from Taurus. You will come to 2 hallways leading east. Each will have 6 really weak skeletons in it that will not aggro. Kill all 12 (if you don't they link with the NM and just cause problems). At the end of the hall is a large room with some bats, Taurus, and a NM Corse (giant skeleton in case you have not met one before) named Kermet. Camp in either hall and pull the NM. It's a pretty normal fight (if you killed the skeletons first), but watch out for charm. Should be no need to 2hour on this. MNKs, of course, easily beat up this mob. He drops a Sea Lion Crest Key. Make sure a different person gets this than the 2 coral keys. This is a permanent item (unlike the coral keys), so if you know someone with one, you can skip this fight. Once you have the 2 coral keys and the sea lion key, continue north to the next Taurus corner. Head west there to the door at H-7. Have one person with a coral key and the person with the sea lion key stand by the door and everyone else stand back. Have the person with the coral key trade it to the SMALL keyhole and the person with the Sea Lion key trade to the LARGE keyhole. This must be done in order and within a few seconds of each other. If done correctly, the door opens and everyone can run thru (it can be opened from the inside so only one has to get thru. The person holding the coral key will be frozen for a short time and the key will break (so don't panic).  Note that the key will break either way so be sure to do it right.  Once everyone one is thru the door take the first right (west) and check the gate at the end of the hallway for a cut scene.  If you have extra people (and no extra key) you can leave a person here to open the door after the fight (they can get the key item once the other people are there to trade off on door duty), but if you had 2 keys take everyone for the fight.  Each room that comes off the east/west running hallways contains a ??? at the teacher's desk.  Which one triggers the fight moves randomly, so you just have to check them until you get it (note that if you drop off the ledge in the northern hall you have to go thru the maze to get back to the room in the south and the door to finish the mission). All the rooms contain multiple fomor, so if you didn't rest hate you will have to either clear the room (takes a large group because of repop times) or pull the mobs into the hall (and be very careful not to get into aggro range during fight). Overall it's just much eaiser to have no hate. Note that using Area effect attacks in the room full of non aggro fomors will result in them attacking you so don't. The mob that pops is a ghost (the Professor) and 2 small ghosts (pupils). Only the professor needs to die (and the other 2 just get resummoned anyway). Best set up is to have 2 tanks. One for the professor and one for the pupils (I prefer PLD as main and NIN for the pupils). 1 Healer and then the rest DDs to kill the professor. WHM is good for banish on ghosts. The only hard part of this fight is that they can randomly teleport around the room (which breaks target lock), but just keep fighting and you will be fine. Also healer(s) should stay away from main fight to avoid sleepga from the professor (use poison potions if this really bothers you). If fighting the professor in the hallway, use the same strategy except do not follow him into the room when he teleports. Just wait for him to return to fight you. Using the dual tank method a party of 6 can win this fight reliably without 2hours. However, if you have a BST (2 can duo this), grab one of the blubbereyes (past the taurus mobs) and Familiar it for great damage. Once professor dies EVERYONE examine the ??? again for a key item. You can get this item as long as you do not zone after the fight (tractor counts as zoning, which is another reason to reset hate). Return to the coral/sealion door and use your second coral key to enter in the same manner as the first time. Check the same gate for another cut scene to end the mission. Once everyone is thru the cut scene you can walk out (or teleport, escape, etc.) or farm subligar.

4-4 Slanderous Utterings
Return to Tavnazian Safehold and talk to Despachiaire (K-10 top floor). Go the basement and zone into the Sea Lion Den. Check gate there for cutscene. Talk to Despachiaire again. This ends the required part of the mission, but for more story, talk to Parelbriaux (K-7) then head to Northern San d'Oria and talk to Chasalvige (L-6) then Port San d'Oria and talk to Anoki (H-6). The entire sandy thing is a wild goose chase, but I like to get all the story.

5-1 The Enduring Tumult of War
Zone into Port Bastok to start Chapter 5. Head to Metalworks and talk to Cid again. Head to Beaucedine Glacier and enter the tower at F-7 (commonly called the Nue Tower) for a cutscene. Follow the hall to the first room and go straight across to the stone door. Checking the door will trigger a NM golem. He does not have a huge amount of HP, but does regen at 100 per tick. Most 75 DDs can solo him using spike damage, but a full party of 50s (maybe more) will be needed if you are doing this at the earliest level (next fight is 50 cap). Once the golem dies, you can pass thru the door at anytime by clicking on it. Once thru the door you will find an elevator. It is safer to use sneak before riding the elevator as you will pass mobs that aggro sound and magic on the way down. However, often you can ride with no aggro so your choice. At bottom is a short hallway to another stone door. Click it to get a cutscene and enter Promyvion - Vahzl and finish this mission. Note the Promyvion- Vahzl will be level 50 cap so you should be prepared for that.

5-2 Desires of Emptiness
THIS AREA AND FIGHT ARE LEVEL CAP 50. As with the other Promy climbs having a map accessible helps, but is not required. The basic climb strategy is the same. Stay together, try not to fight unless forced (and never link), follow the outer wall to find targets (only if no map). You still have to kill Memory Receptacles to unlock the warps up. They are still random as to if they are real or fake. Review the other promy notes for strategy. Here I will go over the new features. Floor 1: No change. Floor 2: No change. Floor 3: Before finding the receptacle, you need to find the Memory Flux (J-8). The Flux is always at a fixed location. Checking it will pop a NM. It is a larger version of the boss from Promy Dem. Use the same stategy to defeat it without anima or 2hours. Your DDs might want to store TP on a smaller mob in the area to start the fight. With 6 this can be a challenge, but doable. An alliance should have little trouble. The main concern as always is the smaller mobs that it can spawn. These should be killed quickly if the main mob is at high HP (they will die with it). BLU is again a good job for this because of the stun spam. Also a COR for Monk's Roll is very nice. One thing to consider with and alliance is the too many melees can build TP on boss resulting in more problems. Everyone should have reraise in case fight goes poorly though. After NM dies EVERYONE CHECK THE FLUX. You will get a cut scene required for the final fight. If you zone, before checking the flux, you will have to fight the NM again and your party will hate you. Zoning (aside from the obvious) includes being tractored and going to a different floor inside Promy V. If you are dead when the NM dies, that's fine. There is no time limit on getting the cutscene. You just can't zone. Once you get the cutscene you can warp directly to this flux from the door if you return. Once everyone has the cutscene seek out the receptacle as normal and continue up. Floor 4: Again you must first find a Flux (M-6). Checking the flux pops a NM again. This is a larger version of the Mea Boss. As with that fight Carousel is the worst move (but asorbed by shadows). He can also do impalement (drops HP to 5% and hate reset). He also does a poison and gravity move. Again everyone should have reraise, but the fight should go smoothly even with 6 (more still better as long as the TP thing is considered). Again BLU and COR are nice to have. After NM dies EVERYONE CHECK THE FLUX. Again these cut scenes are required and if you zone you have to fight again and your party will really hate you. After getting this cutscene you can warp to this flux from the entrance door. Once everyone has the cutscene seek out the receptacle and head up. Floor 5: Find the Flux at D-6. The NM from this one is a version of the Holla boss (which is no surprise if you were paying attention). Remember that he has that nasty AoE sleep (so poison potions help) and can steal buffs (so don't over buff the tank). Try to keep at least 1 buff on everyone though so he steals that rather than HP. Again I recommend Reraise for all and an alliance, but 6 can do (and again limiting melees limits boss TP). BLU & COR always help. After NM dies EVERYONE CHECK THE FLUX. Seriously, these are required and if you miss this one your party will want to see you flayed alive. Same as with other 2, you can not zone, but other than that there is no time limit. Also after the cutscene you can warp back to the flux from the entrance door. After everyone has the cutscene head to G-8 and enter the spire. As with the other promy fights, this is an uncapped area to rest and talk strategy in. If you did not get all 3 cut scenes from the fluxes you will not be able to enter (note attempting to enter counts as zoning if you are missing the last cutscene) and you will have to explain to your party why they have to refight one (or more) of the NMs. For this fight, EVERYONE should bring ALL 3 anima. The odds are you will not use all of them, but so much better to have and not need than need and not have. Also they sell fairly well, so if unused you get the money back (or make money if you farmed them). The only good part is that if you need to resupply you can warp right back to that floor 5 flux (this also lets friends come help if you lose party members at some point). Other than the anima, you should consider the following supplies. Mages should bring refresh drinks (ethers if you are really worried) and MP+ food. Melee (maybe others) should have a supply of poison potions. DDs should have their best party food. Tank may want to skip food because of the drain ability of the holla boss, but should at least have a supply of hi-potions (PLD will want refresh drink and maybe ethers). Everyone should have reraise. This fight is 6 person only, so if you came as an alliance you will need to break up now. Once you complete the fight, you can choose to return here, so some people can go twice is numbers are not evenly divided into balanced parties, but who uses 2hour may alter who can repeat on which job. The actual fight is against harder versions of all 3 bosses from the first promys. Don't panic though, you fight them one at a time for the most part. Note that if you attack all 3 they will all attack you. When you enter, buff and rest MP. Before you will be the 3 NMs in the middle of the promy circle. From right to left it will be Holla, Mea, Dem. You can pull any one you want as they do not link. When the one you are fighting reaches 20% the next one to the left will aggro. When the second one reaches 20% the final one will aggro. This means that if you pull Holla, your order will be Holla-Mea-Dem. If you pull Mea, your order will be Mea-Dem-Holla. And if you pull Dem, your order will be Dem-Holla-Mea. Which order you do this fight in depends on party set up and personal preference. Most people prefer, Mea-Dem-Holla. Personally I think Holla-Mea-Dem may better, but either is fine. I see no reason to pull Dem first ever. If you have 6 SMNs you can just have all astral flow and clear all mobs at once (and I would love to try that), but for normal people I will discuss a few of the strategies commonly used (or that I use). Keep in mind that as with the other promy mobs, these also have an elemental core that affects there resist rates to elemental attacks. Strat 1: Tank, PLD or NIN is fine although I probably prefer NIN. Healer, WHM would definitely be my choice here, in case benediction is needed. Buffer, COR is much better than BRD for this because of MNKs roll. DDs, MNK (to add to MNKs roll) and any spike damage DD will work. Back up healer, SMN. DDs should all /nin because a lot of the TP moves from the bosses can be absorbed by shadows. Pull Mea. Straight tank it to about 25%. If it uses impalement and kills your tank just exit and restart. At 25% have the tank use Hystreoanima and one DD use Psychoanima. The other DD should be able to 2hour at this point and kill it. The anima lasts about 30 seconds so if it wears have the tank use psycho and the DD use hystero. Dem will aggro at 20% so the buffer should hit him with a terroanima when he does. If it wears before the first mob is dead, the back up healer can use another one on him. When Mea dies, Commence the fight with Dem. If needed, the tank should be able to kite the Dem mob while the party rests. At 50% have the second DD use hystreo and then psycho anima on the mob. This should limit the number of babies it makes. If babies (more than one) are out before this SMN should astral flow and kill them all. When anima wears (wait until 25% if possible the buffer should reapply both anima (hystero first). This should last until mob is dead.  When Holla aggros, the DD should use Terroanima on it.  If more than 2 are needed then it should go DD, DD, Tank, Healer.  Once Dem is dead target Holla.  Again Tank can kite if rest is needed.  Fight this mob straight up, but remember the sleep and the triple drain moves it has.  At 50% backup healer should use hystero and then psycho.  If others still have anima they should plan to use it when this wears.  The main healer should save their anima for 20%.  At that point use both (hystero first) and have the last DD 2hour (and SMN is they didn't earlier).  Should be an easy win as long as you have that last set of anima to finish him with. Strat 2: Tank, again either is fine but PLD may be better.  Healer, again WHM.  Buffer, either is fine, but I still like COR. DD, MNK to go with COR. Back up healers, BLMx2. Pull Holla then same basic strat until 25%. Apply hystero and psycho at that point and at 20% (when Mea aggros), have the BLMs cast freeze on Holla and buffer use terroanima on Mea. The double freeze should kill Holla. When it dies Tank can fully buff and then kite Mea until MP ready. Again fight Mea down to 25% and use hsytero and psycho (if you only used 1 set on Holla you could use a set at 50% as well). When Dem aggros, BLMs do double freeze again to finish Mea. Tank then kites Dem while party rests. At this point you should still have 3-4 major animas sets left. If you have 4, use at 75% and then again as soon as they wear. If you only have 3, start at 60%, but save the last set for 25%. The major danger is the babies overwhelming you so keep anima on as much as possible once you get the HP down. PLD should invincible if needed as the babies spawn with shared hate. Again BLMs should finish the fight at 20%. This means that the DD can 2hour as needed to clear out babies or to take a big chunk of damage around 50%. If needed, the terroanima can be used to kite babies (unless there are just too many). Strat 3: DD tank, SAM probably best. Healer, WHM again. Back up healer, any fine, but I like SMN for astral flow if needed. Stunners BLUx2 for headbutt. Buffer, optional I would still take COR, but could take another DD here. Pull Mea and fight much like the first strat. BLUs should alternate headbutts to keep mob mostly stunned. Apply anima at 25% and have one azure lore to finish the mob after Dem aggros. Remember to have a rotation for terroanima on Dem because this party will probably kill a little slower and you should plan on using all 3. Tank should kite if party needs rest. Again when fighting Dem, babies will be a problem (SMN if present should astral flow to clear them if needed). Again plan to use 3 sets of hystero and pyscho anima on Dem. One at 60% one at 40% and one at 20%. Other BLU should azure lore to finish this part of the fight. Plan to use your other 3 terroanima kiting Holla during this time. Once Dem is dead, tank can kite holla while party rests. With 2 sets of anima left, plan to use one at 50% and the other at 20%. As soon as the last hystero is used the SAM should 2hour to kill the mob. As long as the BLU stuns are landing this set up should go smoothly. For more notes on how to handle the individual bosses, see the sections for them under those missions. Anyone still alive after the fight gets 1500 XP. Upon exiting the fight, you can go to the tower at I-7 and talk the the 3 taru there (This is optional story dialogue). Report back to Cid to finish this mission.

5-3 Three Paths
Talk to Cid a few time to make sure you get all the dialogue (or clear up other quests you may have with him). He will give you 3 choices of which path to follow. Your answer does not matter. You must complete all three and you may work on them all at the same time. Therefore I will simply outline the easiest path thru them without bothering to divide them into separate missions. I will mark each part to note the path (L for Louverance, U for Ulmia, T for Tenzen) since inside each path you must go in order, but if you just go in this order you will be fine. If you prefer them as separate missions, check the above link for the main page. Some of the fights/areas are uncapped, while some are level 50 cap and other are level 60 cap. I will note which are which as I go. Be aware that most of the NPCs/??? you have to get cut scenes from have other quests as well, so talk to them all more than once to make sure you are getting the right conversation. L: Talk to Despachiaire (K-10) on the upper floor of Tavnazian Safehold. Talk to him at least twice. T: Head to La Theine Plateau and check the ??? at G-6 for a cutscene with Tenzen. U: Contiune up to Southern San d'Oria and talk to Hinaree (A-6). The zone into Port San d'Oria for another cutscene. From there go to Northern San d'Oria and talk to Chasalvige (L-6). Now it is off to Windurst Waters (south map) to talk to Kerutoto (J-8). Then to Windurst Walls to talk to Yoran Oran (E-5). L: Next go to Windurst Woods and talk to Perih Vashai (K-7). Then head out to Bibiki Bay. If you have not been there, it is reached thru Buburimu Peninsula (I-10). In Bibiki Bay, take the ferry to Purgonorgo Isle. The ferry has several routes, so make sure you get the right one. Once on the Isle head to H-11 and check the ???Warmachine for a cutscene. Then head back to Windurst Walls and talk to Yoran-Oran (optional for story). At this point you are done with the pointless run and are ready to start the running involving fights so get your party ready and geared for 50 cap (having 60 cap gear ready too is good if you have a long time and want to go thru all of this in one sitting). Again the paths can be done in any order, but any fights on the same path must be done in order. Here is a suggested order of doing in one sitting. Order is based on a need to use 2hours in some fights and being able to rest them in others. FIGHT IS LEVEL 50 CAP (area to reach fight can aggro to level 75 though) U: Head to Attohwa Chasm (depending on level you may need invisible, but the mobs aggroing sound will aggro to level 75). Follow the same path as when you fought the antlion here until you come out of the cave at I-9 (you can go thru the Tiamat spawn area a little faster, but this way much safer). Follow the wall north and enter the cave at I-8. Follow that cave south and west until you cross the chasm. Then north to cross the chasm again and west to cross it a third time. Shortly after that you will exit the cave at F-7. Follow the wall north to another cave at F-6. Note that some of the plants in this area will poison you as you walk by and at night undead can blood aggro you so poisona is advised. Follow this cave to cross the chasm a final time and enter Boneyard Gully. Check the Dark Miasma to enter the fight (Head Wind), which as stated is level 50 cap. This fight is quick (win or lose). Enter and buff. Everyone should have reraise for this fight unless using a SMN burn method (and then someone with raise still should in case of a mistake). You will want to fight near the mouth of the first canyon. This is just before a hill with the Mithra on the other side. Party set up should be PLD (NIN could but would be very hard), Healer (WHM by far the better choice), and 4 DDs. 1 PLD and 3 SMNs can clear this mission easily. Also if using 3+ SMNs a BST can tank this fight using a pet. Tank may die, but mission should be an easy win with 3+ SMNs. A single SMN can win this fight in a full party though (since they won't be hit until last) using 3 Astral Flows. Basic Strategy is for the PLD to pull the Mithra. They share hate and also have a pet rabbit and a wyvern. If killed, pets are resummoned. If master killed, pet stays. If party wipes, mithra return to the starting position (which is why you don't fight them there) and any pets without masters despawn. They only have about 2000 HP (pets under 1000) so 3 Astrals will kill them. As soon as the PLD gets back to the party everyone should go all out on one mithra. I would kill X then Z then Y, but that is optional. I would save Y for last because she is DRK/MNK and can counter and drain so fight can go longer. All DDs should 2hour to start the fight (SMN should astral flow on the pull and hit the blood pact as soon as mithra in range). PLD should invincible if any of the other DDs (not avatars) draw hate. PLD should invincible instantly if the mithra start talking as they are going to skill chain and it will do enough damage to kill a well geared galka PLD (seen this happen several times). The trick to this fight is to eliminate as many mithra as fast as you can. They have an insanely high regain and will skill chain almost constantly (some claim even one can skill chain with herself). If you do the quest Mithran Delicacies or buy the reward for it at the AH, using that will remove the regain effect for a short time. Personally I have never bothered, but if you do not have a SMN, this might be worthwhile. As stated above if allowed to skill chain with all 3 mithra, they can one shot anyone by doing a 3 step light/dark skill chain. They have access to all weapon skills for there weapons (Scythe, Spear, Dagger) up to and including the quested ones. If you can eliminate at least one mithra before wiping, you can reraise and finish the fight (although I would recast reraise before reengaging). Anyone alive at the end of the fight get 1000 XP. THIS AREA IS LEVEL 50 CAP (no main fight just small ones gettin there) T: Head to Beaucedine Glacier and enter the tower at J-8. Proceed forward and you will come to the first in a long series of doors (16). When you open each door a gargoyle will spawn and you have to kill it. Each one has a few more HP than the last, but it's just a long boring series of fights. The only thing to note is that the rooms also contain others mobs that can aggro thru the doors. They cover a range of mobs (tonberries, bats, blobs, bombs, vases) so can aggro sight, sound, or magic. It is usually safest to have your PLD run up to the door and wait a few seconds to see if aggro is coming. He should then cast a low MP spell (cure1) to check for magic aggro before opening the door. Rarely, a door will just open (trap fails) and they can be picked by a THF to bypass the fights (not great odds of success, but maybe worth it). After every 4th door you can reach the center area, so if you die there you can be tractored to then end. Once a Gargoyle is killed the door only stays open for a short time so everyone needs to get thru. If someone does not, gargoyle will need to be fought again. It can be provoked thru a closed door though. Once all doors are bypassed, use sneak (for Diremites) and go down elevator. Check Avatar gate for CS and then exit. If you are continuing on Tenzen's path, the next stop is Jeuno so warp is fine. If you have escape, it will drop you out "close" to sandy so your choice. This guide will recommend continuing with the ice land part of the fights so no warp. THIS FIGHT IS LEVEL 60 CAP (area to reach fight will aggro to 75) U: Since you are already in the glacier, head up to Xarcabard and from there the Uleguerand Range (Xarcabard F-6). You will want to bring Shu'Meyo Salts for this fight. They are from the quest Bombs Away!, or can be purchased. If you have a high damage output set up, 3 is plenty, but having more won't hurt and they can be resold. Once in U. Range, head east (use sneak/invis as needed) to a hole at J-9. Remember Taurus mobs are truesight. Drop down and continue north (need sneak) to zone into Bearclaw Pinnacle. Organize plan then enter BC. Fight is against 1 bomb. He will grow in size and power over the fight and will use his version of self-destruct after about 45 seconds. Using the salt will prevent the growth and add about 20 seconds to his self-destruct timer. Timer does not start until you engage him, so buff and rest MP. Once PLD (or other tank) aggros him use salt and go all out. Reapply salt every 25 seconds, but if everyone has 2hours ready the fight is very fast. SMN and BLM are great DDs for this, but any spike DD will work fine. If you do not have 2hours, you can take him down just fine as long as you remember to keep applying salt. If he blows himself up you lose regardless of other factors. Anyone alive on the win gets 1000 XP. This ends Ulmia's Path. You can talk to Cid if you want, but probably easier to wait for other 2 paths to end unless you are from Bastok. NO LEVEL CAP T: Head to Upper Jeuno and talk to Monberaux (G-10). Then Ru'Lude Gardens and talk to Pherimociel (G-6) Back to Monberaux, then out to Batallia Downs and check the ??? at J-9 (just outside wall to Jeuno). After cut scene CHECK THE ??? AGAIN for key item. Next head out to Delkfutt's Tower and check the gate at H-5 on the ground floor. This will spawn an NM doll that cast spells based on the current day (do not pop on thunderday unless you like thundaga 3 and thunder 4 hitting you). Light day is the easiest fight, but as long as party is ready this fight is not bad at 75. 60s would want to fight on lightday or bring a larger group. It is immune to silence and stun so don't rely on those to stop the big nukes. After it dies check the gate again for cutscene. THIS AREA IS LEVEL 60 CAP Next head back to the glacier. If you have it active using the flower warp in batallia is the fastest way, but whatever will work. Enter the tower at H-10. You will not be fighting here so make sure everyone brings sneak/invis. Casters need to be aware that some mobs will aggro casting and watch for them. Another annoying thing in this area is that some doors are one-way, so walking thru them will cause the camera angle to change in the third person view. Personally I switch to first person when walking thru doorways here for that reason, but as long as you pay attention you will be fine. It is useful to have the map here and/or a printout as well, but here is the path you should follow. In first room go north. This will bring you to a corner forcing you to turn west. Follow that hall thru 2 rooms to the next corner that forces you south. Follow that hall thru 2 rooms to the next corner that forces you east. Follow that hall thru 2 rooms to the next corner that forces you north. Go north into first room then turn west (if you enter second room to north you ware back where you started). In this room drop thru the hole. Follow the hall south into next room and face north (hall turns) and you should see the elevator. Make sure you have sneak/invis and go down. Check the avatar gate for the cutscene. There is a good chance of aggro after cutscene (sight, sound, and magic), so either clear the room first, be ready to homepoint, or be fast on the warp/escape/tele. This ends Tenzen's path. Again you can report to Cid if you like, but just as easy to do it all at the end. THIS FIGHT IS LEVEL 60 CAP (area to reach can aggro 75s depending on route) L: Head to Oldton Movalpolos. Cutscene on zoning in means you have not skipped a step in this path. You need to reach the BC in Mine Shaft #2716. If you want to walk there, you'll need to go look it up, because I never have. If you want to warp there (like a sane person), there are several options. The cheapest is by having the key item pot from the quest Return to the Depths and trading a Ahriman Tear to Tarnotik (K-10). The same goblin NPC also will warp you there if you trade him a snow lily (tears much cheaper). Trade a sylvan stone to Twinkbrix (E-13) then pay him 2k to be warped. You may also gamble with him if you do not have the stone, by betting 1-10k on a chance to get the item the stone gives, but you still have to pay the 2k to warp. For how to farm the stone see section on farming gold key after the fight (key can be farmed first and you get stone at same time). Once you at the BC, enter, buff, rest MP, etc. You are fighting 4 moblins and a bugbear. The moblins should be killed in the order C, M, S, T. That is BLM, WHM, THF, RDM. They can all be silenced, but not slept(?). PLD can super tank them easily while DDs pick them off. Bugbear should be kited during this time. The moblins can summon the bugbear back to help them so kiter needs to watch for this. RDM is good for kiting this, as is NIN. If DDs want to speed this up, 2hours are good for that, but not required (easiest fight really). Once all enemies are defeated all alive get 1000 XP. Once fight done, escape and head to Bastok (this fastest assuming you are not from bastok). If you do not have escape their is a moblin NPC there that can warp you out for 800 gil. Talk to Cid. If you have not reported from the other others paths yet, you will need to talk to him multiple times so make sure you get all the possible conversations. Now head back to Oldton and enter Newton at I-12. You need to kill moblins here until everyone in the party (needing mission) has a gold key. The bugbears here drop the sylvan stone mentioned earlier. Once everyone has the key, warp back to the mineshaft using one of the methods above and trade the key to the BC entrance for a final cutscene. Report back to Cid in Bastok. This should be the final path so talk to him once to end it and again to complete the mission and chapter.

6-1 For Whom the Verse is Sung
Head to Ru'Lude Gardens and talk to Pherimociel (G-6) for a cutscene (may have to talk more than once). Go to Upper Jeuno and check the Marble Bridge Eatery for a cutscene. Return to Ru'Lure Gardens for a cutscene that ends this mission.

6-2 A Place to Return
Approach the Duke's palace in Ru'Lude Gardens for a cutscene. Then talk to Pherimociel again. Now head to Misareaux Coast and check the gate at I-11. This will spawn 3 NMs so be ready. In theory a lot of level 75 jobs can solo these, but I'd say it's much safer with at least three 75s or a full party (or more) at 60. They can be slept and it should be noted they will aggro anyone even if they are not on the mission once they are spawned. Sleeping them and then pulling one to kill seems to work (as long as others despawn during fight). After they die, check gate for a cutscene to end the mission.

6-3 More Questions Than Answers
Return and talk with Pherimociel again, then check the audience chamber door there in the palace for a cutscene. Next head to Selbina and talk to Mathilde (H-9) for a cutscene. You may continue to talk to her after the cutscene fo additional dialogue. This end the mission.

6-4 One to be Feared
Head to Bastok and talk to Cid, then to Tavnazia and enter the Sealion Den. When ready check the gate there to enter the worst BC in this mission set. Make sure EVERYONE brings a polymer pump. You can buy these or quest them thru the Chips quest. They are rare so each person must have their own. You may not need them all, but odds are you will and this fight just sucks without them (I have beaten it once with no pumps, but would never recommend it). You may also want to bring a few yellow liquids. Personally, I would just plan on farming them during the BC practice runs, but that is up to you. Everyone should bring reraise for the real run (you should plan to use it at least twice). THIS FIGHT IS LEVEL 60 CAP This fight is really 3 BCNM fights combined with a single 45 minute timer. Everyone should enter and get the first cut scene then exit. Time is the hardest part of this fight so this will save you some. There are more cutscenes during the fight. I recommend reading them as fast as possible since they count against your time, but if you like the storyline (like me) reading them the first time is fine because you will likely lose a few times anyway. >.< You will appear in a "waiting area" when you zone in. The clock is running, but you are allowed to buff here. When ready click the door and choose to close to the other ship for the fight. After each round you will returned to this area to regroup. You will lose TP, but all other buffs should stay active. You will also be given full HP & MP, so unless you need to raise someone (or wait for weaken to wear) you should immediately check the door and close for the next fight. You also have the option to exit the fight when checking this door. Round 1: You are faced with 5 Mammets. These are the same as you fought earlier, but adjusted for the 60 cap set up. Most DDs/Tanks can solo or hold a mammet so if you are a DD heavy party this is one approach. Personally, I prefer the super kite method. A NIN (could do with PLD, but NIN much easier) using a jack-o-lantern, wind staff, and bat earrings (with blinding potions) can easily tank all the mammets. Using the food and items is optional, but will make this easier. The NIN simply runs in and gets sight aggro on all mammets and runs into a corner and waits. All they need to do is cast shadows as needed (and use blinding potions if they wear). The rest of the party pulls the mammets 1 at a time and kills them. Having 2 mages is best so that one can keep an eye on the NIN for haste and to heal if the mammets go BLM and start spamming ~ga spells. As long as the NIN does not actively engage the mammets he can be healed with no hate. As I said, a PLD can also do this job and may be easier to have later, but the NIN is best for this round. Both have good points. This person should also have a good supply of hi-potions. The main party should use yellow liquids to lock the mammets in polearm form (or staff form if mage is paying attention and uses silence). The worse forms are sword (spams AoE damage TP moves) and hands (transmogrify absorbs any physical damage as HP). Read about the mammets from the earlier missions if you have forgotten what they do. With cutscenes and fight this part should be done in under 10 minutes. You might consider using quatermaster for the yellow liquids if you don't bring any. You can just repeat this part of the mission to farm them though. Other than food (and liquids) no real resources should be used in this fight. If they get lucky and kill someone, just exit and restart. Round 2: After the cutscene you will face a robot type mob called Omega. It attacks faster as it's HP drops so keeping slow (and elegy if you have BRD) on it is important. It inlicts stun with each hit so a NIN losing shadows can die quickly. It can use a number of TP moves that inflict damage, but the main danger until 25% HP is guided missile, which does high damage and is AoE. He also has a paralyze move (forward cone) and a petrify move (rear cone). For initial pull, tank should stay away from main party so that any AoE (mobs will open with a TP move) only hits the tank. You can use pumps on this mob starting about 50% and reapplying as needed. Pumps will block all TP moves for 1 minute and are very nice. I would plan to use 4 here and save 2 for the final round. At 25% Omega gains another 2 TP moves called Discharger and Pile Pitch. Discharger gives it Shock Spikes (making melee 2hours very dangerous to the user) and magic immunity (Astral Flow Pacts still land). Also, it cannot be dispelled. Pile Pitch reduces target to 5% HP and resets hate. Obviously, both of these can really mess up your fight (tank should use hi-Potions to regain hate). If you are doing well on pumps and chipping away at him, wait until the pump is used after 25% and have a melee 2hour and try to finish him. If he gets Discharger up (or manages to kill the tank) just save pumps and 2hours and wipe (if no one dies using a RNG 2hour combo here is fine since it is not affected but discharger). You should do as much damage as possible before the wipe (without wasting a 2hour) though. Wipe where you started and when he returns to his start, get back up. He will regen, but the amount is almost nothing. When unweakened, pull with a pump and finish him off with a 2hour (only if needed). This fight should take about 15 minutes counting the cutscenes. If you are under 15 minutes left in the BC, I would exit at this point and start over (or fight round 3 as "practice only"). Round 3: The final fight is against another robot mob called Ultima. This fight is easier than Omega, but the plan is similar. All of Ultima's physical attacks can inflict Paralyze so again, NINs need to be very careful and the healer needs to be quick with status removals. Ultima also likes to use Chemical Bomb, which inflicts slow AND elegy (must be erased x2 as it overwrites haste). Ultima will use Particle Shield that severely reduces physical damage. This should be dispelled immediately. Starting at about 70% he will use Nuclear Waste (AoE all resists down) followed by an elemental attack that does 500ish damage plus a status effect. Smoke = Petrify, Hydro = Poison, Cryo = Paralyze, Turbo = Silence, Flame = Plague, High-Tension = Stun. For this reason I highly recommend a WHM on this mission. Otherwise a petrify can end the fight pretty fast. Paralyze and Silence also need immediate attention on the tank. About 40% Ultima adds Equalizer to it's list of TP moves. This is a 300-900ish AoE move. At this point pumps should be used, but save the last one for the final 15% or so. You should have enough time to wipe here and then finish the fight like with omega if things have gone smoothly, but of course, wipe is plan B. At 20% Ultima adds it's final TP move, Antimatter. Antimatter ignores shadows and does 300-900 damage. It is also a ranged attack. If it kills someone, the wipe strat is probably best, but if you can get your final pump off at this point and everyone is up, your remaining 2hours should finish it. Notes: EVERYONE should have a pump and their 2hour ready. EVERYONE should have reraise (at least 2 uses available). All DDs/Tanks should have hi-potions. Food is up to you, but you should have some (same as XP party mostly). Mages should have juices. Have one person designated to call for pumps and 2hours (and to call for a wipe). Be prepared to repeat this fight a number of times. If you are easily frustrated, this fight may very well suck for you. While you may beat it first try, most groups are here for a number of trys. This means either one long session or trying on multiple days since the fight is long (and pumps and 2hours are almost required). Party set up can be almost anything as long as you ahve Tank, DDs, healers. Fewer DDs, mean longer fights and require better timing on pumps. More DDs can mean faster fights, but required more self healing and timing on 2hours. My ideal party would be: PLD - NIN is actually better probably, but they are really squishy if shadows drop, so they have to be very very good. WHM - Benediction and Stona are the main reason, but they also draw less hate. I recommend /SMN for refresh. COR - I'm a huge fan of MNKs roll, also Wild Card can really help if you are lucky. However, a BRD can really help with elegy on Omega and Soul Voice can help damage and isn't random, so your call here. If you do bring a COR, make sure he has dark cards (for Dispel) and Earth cards (for enhancing slow). Replacing this buffer slot with another DD is fine too. BLM - Can help heal (/WHM) while they damage and having alternate types of damage is nice. Also they can AM after a wipe if time short and mob has low HP (nice use for Manafont). Just be sure not to waste nukes on Discharger. RNG - Being able to stay out of AoE damage is nice for a DD in this fight. Also having a spike damage 2hour is nice. Just need to be careful of hate control especially on Omega since pile pitch resets it and anyone drawing hate behind the mob can trigger it's petrify attack. /NIN probably safer, but can /SAM if they really want. SAM - Tank for main party on mammets and then solid DD for robots. A nice quick 2hour that can work with the BLM for bonus damage is nice too. /NIN is the norm for melee (especially tanking the mammets), but /RNG with capped archery is an option. I take SAM over MNK (or WAR) here just because of Discharger. BLU for stunning isn't a bad choice either. Other jobs work great of course, the above is just what I would pick. It's a tough fight and the time limit makes it very hard. Anyone alive for the win gets 1500 XP. Upon exit you will be in Lufaise Meadows and will be given a ducal gaurd's ring (first time only). The ring allows you to teleport Jeuno 5 times and sells to NPC for about 2k. I do not know of a way to rechage it at this time.

7-1 Chains and Bonds
Enter Tavnazian Safehold for a cutscene. Enter Sealion Den for a cutscene. Back into Safehold. Check the Sewer entrance for a cutscene. Check the walnut door at K-7 top floor for a cutscene (this is the door that you can't open).

7-2 Flames in the Darkness
Head to Misareaux Coast and check the gate at F-7 for a cutscene. Go back to Sealion Den and talk to Sueleen for a cutscene. Head to Ru'Lude Gardens and approach the palace for a cutscene. Go to Upper Jeuno and check the Marble Bridge Tavern's door for a cutscene.

7-3 Fire in the Eyes of Men
Head to Movapolos and check the entrance to Mine Shaft #2716 again for a cutscene. See previous mission for ways to warp to this location. Head to Bastok and talk to Cid. Wait until next game day and talk to Cid again. May have to zone in addition to waiting the game day.

7-4 Calm Before the Storm
This is another 3 path mision, but it's faster at least. Again you can do them in any order based on who you have with you and how much time they have. A WHM to travel always helps of course. All the fights are uncapped and require more than a party if doing them at 60. It should be noted that the rest of the CoP missions are really designed for a full party of 75s. These particular fights can be easily handled by a tank, a DD, and a healer although I would probably recommend a regular party for speed and safety (see main page for how various jobs can solo these if needed). Dalham - Head to Bibiki Bay and when ready check the ??? at F-6 to spawn the kraken style mob. It attacks faster as it's HP drops (ending at near hundred fist speed), but it's accuracy is not great. It's is immune to sleep and will build resistance to bind/gravity. Best estimate of it's level is 72. When it dies, check the ??? again for cutscene. Tonberries - Head to Jugner forest and zone into Carpenter's Landing at J-8. Head to I-9 and click the ??? when ready to fight. A single Tonberry will appear (NIN). As soon as he takes damage, he will call 3 friends (BLM, SMN, THF). All can use 2hours, the worst being the NIN's. If you pull the NIN far enough away, his friends will not find you (they spawn by ???), but they have a large range they can track in. After all Tonberries are dead (or despawned prior to killing last one) check the ??? for a cutscene. Boggelmann - Go to Misareaux Coast and check the storage compartment at E-7 to spawn a Bugard NM. This is the easiest fight, but just be careful. After he dies, check the compartment again for a cutscene. After all 3 fights are won, talk to Cid for another cutscene and then go to the Sealion Den and talk to Sueleen to finish this misison.

7-5 The Warrior's Path
Check the gate in Sealion Den to enter this BC. There is no way to exit this fight, so make sure everyone is ready. This fight is against Tenzen (who I never trusted anyway). He is backed up by the 3 annoying taru-tarus. Don't get excited, you can't kill them. You can target them, but they are not able to take damage so just ignore them. They will buff/heal Tenzen and debuff/nuke person drawing intial hate (so using a pet to start the fight is a smart move). Tenzen uses all the SAM weapons skills up to Kasha, but has different names for them. He also uses a high damage bow skill (possibly Namas Arrow?) and another great katana skill that closes his super skill chain. This BC is just another damage test so bring mostly DDs. A DD party could probably burn this with 2hours pretty safely, but I like having at least 1 mage (SMN for the pet). Once everyone is buffed just go all out (2hours and anything else you want) to kill him fast (he quits around 15%). He can 2hour at will (multiple times) and may or may not end the fight when he does. He will always do a 3 weapon skill chain and has the option to use a 4th skill to to create a Cosmic Elucidation chain (even if some of the first skills miss). If Cosmic Elucidation is triggered, it does 1k+ to everyone and the fight ends (even if people survive). During the fight he will also eat a rice ball. This greatly increases his defense scores so get in as much damage as possible at the start of the fight. His final weapon skill will ignore shadows, but can be evaded with third eye to prevent the skill chain. Personally, I have always just 2hour burned this fight so have not seen this super chain go off. Upon winning this fight you are awarded 1k XP (if alive) and access to Sea (where you will be when you exit).

8-1 Garden of Antiquity
Now that you have access here, you may use the Dimensional Portals at the 3 main teleport crags to warp to this area. You can use the Auroral Updraft near where the portal drops you to warp back to the main one (H-12). Holla is the safest shortcut. Just head southeast from where you appear to the updraft. The other 2 work as well though. Mea head Northest. Dem head north (follow the wall headed east). A basic note about safety here. Nothing you can target will attack you. However, there are several things that do aggro. The "sharks" you see swimming under the water, will aggro sight (fairly narrow cone, but long range sometimes), so have someone watching the sea. The "jellyfish" you sometimes see in the sky will also aggro if you get under them, so someone should watch the sky as well. They will probably wipe your party if you try to fight one so either let the guy die or sleep it and run (they move at flee speed when they wake up). Also the "dolphin" mobs will "aggro" you and follow you arround until they get bored. They will not attack unless you do damage to them though (great way to skill up song or enfeebling skills). You will autotarget them if you have it active though and avatars apparently think they are a threat and will attack them, leading to needless fights and potentially dangerous links. OK. Now on with the mission. If you want the map here, you have to talk to all the Quasilumin (glowy NPC balls). I recommend using a printout to locate all of them, but I will mention where they are as I go. Talk to each one twice (only need to do that with the last one, but I find it safer) to get the map. From where you appear, head to H-11 and check the gate there (Crystalline Field). The red pillar (Auroral Updraft) south of that at H-12 is the exit back to Sealion Den. After the cutscene at the gate, get the glowy below it. You may do these 3 fights in any order. The following is just the easiest for me. Head south past the updraft, getting 2 more glowys near updraft and another to the east (just north of the island there). Continue south to H-13 and find a Rubious Crystal with another glowy by it. When ready, hit the crystal to start a fight. Fight is against 3 of the "Angel" type mobs. Their jobs are WHM, WAR, SAM and they can 2hour. A balanced party of 75s can easily defeat these using elemental seal sleepga and taking them one at a time. After all die, hit crystal again for another cutscene. Head west. Once you are in G-13 you will be forced to turn north briefly. Continue north to the glowy (just west of island) and then continue west. Stay close to the north wall as you continue west and you should find another glowy. The next glowy is due west from this one. From there continue along the north wall. It will tun you back east and lead you to another glowy. Once you have that one, head back west along the wall south of that glowy (that you followed to get there). When the wall turns south, break off and head due west to the next glowy. You should now be in the middle of D-11. Follow the wall north and you will come to 3 glowys in quick succession. Contiune along this wall and when it turns back to the west, you should come to another Rubious Crystal (D-10). Click on it when ready for another fight. It is the same as the last fight except the jobs of the NMs are RDM, DRK, RNG. After they die, click crystal for another cutscene. After cutscene head east until you cannot go east (should be in E-10). Follow this wall north and you will find 2 glowys. Continue along this wall to E-8 and you will find another updraft. Clicking it gives you the option to return to the start. Do so. Head East and a little south to the glowy at J-13. From there follow the wall north. It will curve back to the west an then turn north. At this point continue west to get glowy at I-11. This puts you on the interior wall. Follow it north and you will come to the final 3 glowys (K-10) in a group. From the last glowy head due east and you should find the last Rubious Crystal. Check when ready to fight. Again "Angel" mobs. The jobs for these 3 are BLM, PLD, MNK. After they die check crystal for cutscene and then head north. You will find another updraft (L-8) that will take you back to the start. Head north and check the Crystalinne Field (it is now a door to the Palace) to zone into the palace. Once in the Palace, proceed forward to the Gate of the Gods and check it. There is nothing to aggro in this room. When cutscene ends you should have your Tavnazian Ring (once daily teleport to the safehold).

8-2 A Fate Decided
First the basic notes for this area. "Angels" do not aggro (and I don't recommend attacking them). All the "crystal" mobs will not aggro IF in ball form. They each have a second form based on which floor you are on that does aggro. Possible forms are bird, spider, & knight. They will cast spells and like promy mobs are based on the element seen glowing within them. "Vase" mobs have an eye on 2 sides. They aggro sight, but only in a narrow cone (both eyes), so if you run right after the eye passes you and follow their rotation you can avoid aggroing them. When dealing with them solo, I would sleep (light based sleep better) them and log out if I screwed up, but with a little practice it's easy to avoid them (A group can kill them just fine if needed). To get the map here you have to talk to glowys again (only 10 though). I will note where they are as I go. It is much better to get them during this mission as they are a pain to come back for later. This mission will take about 2hours. You can speed this up a little by not fighting everything, but you have to escort NPCs for certain sections and so you have to fight those sections. Also, if you go part way and leave you will have to start all over. Therefore, just plan on having 2 hours free at least. NPCs escorted are glowys as well, so I will call them NPCs and continue to call the map NPCs glowys. On the escorts, have only 1 person controling the NPC. You will need to talk to start/stop the NPC and to complete the escort when it reaches the end. It's just easier to have a designated controller for this. A mage or other backline job is best so that the melees can lead the way and clear rooms, but your choice. One nice thing about this missions is that you get some XP for your wasted time running around, since you have to kill a fair number of the mobs. You can run these zones if you know the way and are organized, but I much prefer the slower fighting approach. You start this walk by entering the door to the east of the Gate of the Gods. Continue east to J-10 and then follow the hall south to J-12. You should find a glowy in the alcove to the west. Backtrack to start and head north at I-10. Follow the hall into the room at J-8 (this will be the second large room you come to). Along the south wall you will find a alcove. Click it to activate NPC. He will cross the room to the alcove on the north. Once there, talk to him again and he will open the door on the east end of the main room. Hurry thru this door before it closes. If someone is slow, it should open from the far side. Head east down the hall to the next room. Then south. Then east. Then north to L-8. There head west and talk to the glowy in the room. Exit room and continue north. Then west to L-7. There go north and use the transporter. From warp pad head south. Then east. Then south to L-8. Entering the room to the east here should get another alcove. Check it to start NPC again. You will need to clear the path for this one so be ready. Continue south. Then west. Then north to K-8. There you should find a hall heading west. Follow that to the end. NPC will open the door into another larger room. NPC will proceed to the alcove in the southwest corner to finish his route. Talk to him there and he will open the door in the southeast corner. Again, get thru before it closes. Follow the hall leading south thru a series of small rooms until you come to the big room at I-10. Head east to J-10 and then follow hall to the south. At end of hall, head east. Then south to K-12. To your east should be a warp pad. Use it. From pad, head west. Then south. Then west. Then north to glowy at J-12. Then head back to the pad and use it again. From pad head west. Then north. Then west to J-11. Take hallway to the north to get back the large room at I-10. In the northeast corner of this room is another alcove to start an NPC. Follow him west (again clearing the way). At H-11, stop NPC and check the rooms to the south for another glowy. Then back to NPC and continue west to the larger room at G-10. The ending alcove is in the northwest corner of this room. Talk to the NPC and he will open the door to the west. Hurry thru. Follow hall south. Then west. Then south to E-12. Check room to east for glowy, then continue south. Then east. Then north to G-12. Room to the east here should have warp pad. Use it. From pad head west. Then south. Then west. Then north to glowy at top of F-12. Then backtrack to the south. Then east to bottom of F-12. Head north to larger room at G-10. The start alcove for the NPC is in the northwest corner. Follow him north until you reach the large room ar G-8 (this will be the second large room). Stop NPC and head west to E-8. Then north. Then west. Then south. Then east to D-8. You should see a warp pad to your south. Use it. From pad, go north. Then east. Then north to E-8. Follow hall east to larger room and take the first door south. Continue thru a series of rooms to the glowy at G-9. If you go thru the gate to the south of this room you cannot get back and will have to go back around starting on the third escort (so don't). From glowy, head back north thru the rooms to the big room at F-8. Take the hall to the west to E-8. Then south. Then west to D-8 and south to the warp pad. Use it again. From pad, head north. Then west. Then north. Then east. Then south to E-8. From there head back east to the NPC you left (if he leaves then you can just head south to where he started to get a new one). Start NPC again and follow him north to the room at H-7. There is a glowy to talk to in the northeast corner. The end alcove is in southeast corner. Talk to glowy then NPC to open door to the north. Hurry thru. Follow hall to end at H-4. Then east. Then south to I-5. Check room to west for glowy. Then back North. Then west. Then south to G-5. You should see a warp pad to the west. Use it. From pad head east. Then north. Then east to H-4. Check the room to the south for final glowy. Talk to it twice and you should get map. If not you missed one. Head back north to H-4. Then east. Then south. Then west to H-5. Follow hall there south all the way to the end. The first cerment portal will open into a room, but the second will spawn a NM when you check it, so be ready. The NM is a crystal mob like those you have been killing (probably) on your way here. It can shift from ball to knight to bird to spider at random and is just a more powerful version of each. It can 2 hour once during the fight and which it uses is based on current form. Spider = WAR, Bird = THF, Knight = PLD, Ball = BLM. A balanced party should have no trouble with this mob. You can use 2hours if you want, but I have never seen a need. The BLM form will cast high level nukes (~ga 4) based on it's element (the day spawned so light/dark the easiest) and the Spider form uses sickle slash, but otherwise this mob is pretty harmless. Once it dies check the portal again for a cutscene. When everyone is done, escape.

8-3 When Angels Fall
This section can be soloed easily with sleep (light based best) and log out to bypass the mobs. A normal party should have no trouble fighting thru though. A multiple sleep party can still sleep a lot of things to speed things up if they want though. Again you can kill for XP to make up for the wasted time if you want. Mobs here are the same as the previous mission, but slightly higher level (and some of the vases spin a lot faster). This mission will take about 2 hours (not including fight) if you have multiple races and want the map. To solo your own tower with no map would take under 20 miuntes. Bring someone who can escape to help speed things up. This walk-thru assumes you have escape and want the map. The Climbs Head back into the Grand Palace of Hu'Xzoi and enter the Gate of the Gods for a cutscene (it is now a door into the The Garden of Ru'Hmet). Once in the garden you must climb a specific tower based on your race. There are 10 glowys here to talk to for the map again as well. Each tower has a glowy so if you want the map, you have to climb them all anyway. Therefore, I will give a walk thru based on obtaining the map as much as completing the mission. The tower climbs are given in no real order and it makes no difference. When checking the ebon panels at the top, everyone should check the first one regardless of race, but then must also check there specific racial one for a second cutscene. Taru-taru: Head west from start until you are forced south. Continue south to end of hall at F-12. Then east. Then south to G-12. Warp pad is to your east. Use it. From pad, head west. Then south. Then west. Then north to E-12. Warp pad is to your west. Use it. From pad head east. Then north. Then east. Then south to G-12. Warp pad is to the east. Use it. Top floor is clear so just run in and check the ebon panel for a cutscene. If you are a Taru-taru (I'm sorry), check the panel a second time for a cutscene and you are done with this part of the mission. After all Taru-tarus have finished the second cutscene, head back down the warp pad to previous floor. From pad head west up ramp. It will be gaurded by 2 vase mobs. Elemental Seal Sleepga them and go thru door. Check room to south for glowy. Once everyone has talked to glowy, escape and reenter the garden (escape puts you right outside palace). Mithra: Head to the north end of the main room. Going thru the door there, will put you in a room with a glowy, so get that and return to the main room. Exit it thru the door in the northwest corner. Continue west as far as possible and then north as far as possible. The last room north will have a glowy, but things here will aggro you, so it is safer to clear the room first. After talking to glowy, head back south one room and head west (at F-8). Continue west to end of hall at E-8. Then south. Then west to D-8. Warp pad is directly south. Use it. From pad head north. Then west. Then north. Then east to D-7. Warp pad should be to your north. Use it. From pad head south. Then east. Then south. Then west to D-8. You should see a glowy in the first small room to the south as you enter this larger room. The warp pad is to the south. Talk to glowy then use pad (if you have aggro, use pad to lose it and then come back for glowy). Top floor is clear so just run in and check the ebon panel for a cutscene. If you are a Mithra (good choice), check the panel a second time for a cutscene and you are done with this part of the mission. After all Mithra have finished the second cutscene, escape and reenter garden. Humes: Exit main room thru northwest door. Continue west as far as possible and then north to F-8. Turn east here and continue east to main room at H-7 (you are forced to go north once). From main room, head north to H-5. Then west. Then north to G-5. Warp pad is to west. Use it. From pad head east. Then north. Then east. Then south to I-5. Warp pad is to east. Use it. From pad head west. Then south. Then west. Then north to G-5. Warp pad is on west. Use it. Top floor is clear so just run in and check the ebon panel for a cutscene. If you are a Hume, check the panel a second time for a cutscene and you are done with this part of the mission. After all Humes have finished the second cutscene, head back down the warp pad to previous floor. From pad head east up ramp. It will be gaurded by 2 vase mobs. Elemental Seal Sleepga them and go thru door. Check room to north for glowy. Once everyone has talked to glowy, escape and reenter the garden. Elvaan: Exit main room thru the northeast door. Go thru small room and take a south in the next (large) room to check for a glowy. Return after glowy and continue east as far as possible. Then north to I-8. Then east to end of hall at K-8. Then north. Then east to L-7. Warp pad is north. Use it. From warp, head south. Then east. Then south. Then west to K-8. Warp is to the south. use it. From warp, head north. Then west. Then east to L-7. Warp is to north, but there is a glowy to the south by the ramp (east side). Talking to it will probably aggro the vases so be ready with elemental seal sleepga and warp up as soon as you talk to glowy. Top floor is clear so just run in and check the ebon panel for a cutscene. If you are a Elvaan (why?), check the panel a second time for a cutscene and you are done with this part of the mission. After all Elvaan have finished the second cutscene, escape and reenter garden. Galka: Head east from the start as far as you can go. Then south to J-12. Then east. Then south to K-12. Warp pad is to the east. Use it. From pad head west. Then south. Then west. Then north to I-12. Warp is to the west. Use it. From pad head east. Then north. Then east. Then south to K-12. Warp is to the east. Use it. Top floor is clear so just run in and check the ebon panel for a cutscene. If you are a Galka, check the panel a second time for a cutscene and you are done with this part of the mission. After all Galka have finished the second cutscene, head back down the warp pad to previous floor. From pad head west up ramp. It will be gaurded by 2 vase mobs. Elemental Seal Sleepga them and go thru door. Check room for glowy. Once everyone has talked to glowy, escape and reenter the garden. If you have the Zilart missions done for Sky access, you may now do the Teleport Sky Miniquest for access thru the crags. The Brands After everyone in your party has their key item from their tower climb you need to reach the center of the first floor. To do this you must past thru a room (choice of 3) that has 4 vase mobs on alcoves. If any of the 4 aggro you, they all attack AND the doors are locked. This means you must avoid aggro (preferred), fight (no chance with 6), or die (likely). If you die, make sure to do it by the far door so you can reraise and continue on once the vases reset. If you want to try to get past them with skill, it is possible if you use the north room (they turn slower). People who have completed this mission can short cut to the center so a BLM there can tractor people in. Also you can have a pet job aggro the vases from outside the room and kite them while people run over to the far door. When pet (and owner if not careful) die, the pots will return to the start alcoves and the door will open. This method relies on pet job already having done this mission (or being willing to die) and vases can aggro on way back to alcoves so be careful using it. The following path will take you to the north room. I recommend than each person runs thru solo. This will allow everyone a chance to make it. You will not be able to come back out after this room to change jobs for the fight (unless you run thru the vase room again) so everyone actually needing this mission (helpers can come and go safely) should be on the appropriate job at this point. Read section on fight below for job recommendations. Exit main room from northeast. Head as far east as possible (to large room) then north. If you want to try the death method exit this room to the northwest and head west to center. Otherwise exit to the north and turn west in first room (J-8). Contiune east until forced north and take first east to main room. Center room is now directly south of you. Once in center (see methods above), use warp pad to go up. You will find a glowy near where you appear. Now you have to find the 2 brands (Dawn & Twilight). You may do these in either order, but I find doing the longer one first (Twilight) to be easier for me. Twilight: Head south from pad. Exit first room to the east and proceed to large room (second). Then south. Then east. Then north as far as you can go. You should see a hazy area in the west of this room (one at each corner). Go thru this to warp to other side (shed hates). From this room head south as far as possible. Then east as far as possible and check the gate there for the brand (key item). Backtrack west. Then north to warp haze. Backtrack south. Then east. Then north (1 room). Then east back to the start (warp pad to your north, but don't use it). Dawn: With the warp pad 1 room to your north, head south 1 room. Then exit that room to the east. Exit the next room thru the north. This is a warp haze so hate will be shed. Head north to the room at H-8. Then east to large room. Check gate on north end of room for brand (key item). Final glowy is on the west side of this room. Talk to it twice for the map. After glowy backtrack. Exit room to southwest. Turn south in next room and continue to warp haze. Exit room to east then head north back to the warp pad. Use it and go up. Fight Check the gate here for a cutscene. After everyone has the first cutscene, you can enter the fight by checking the gate again. This fight is different in that people out side the BC can see the chat log of people fighting thru the door. The fight itself is against 4 vases. It is exactly like the room you died in (well probably died) coming thru on the first floor, except you have to fight. There are 4 vases. The 2 larger ones are RDM. The 2 smaller are BLM. After you enter, fully buff and rest MP. Time should not be a concern in this fight (assuming people don't go AFK). You may want to take a practice run to get the feel for the fight, but on the real deal you will be 2hour burning things and a wipe is probable and not problem. These vases tend to resist sleep, but even a /blm can elemental seal sleepga them. My ideal setup would be the following: Tank - PLD (NIN works quite well also, but I just like the PLD better because of the ~ga3 spells). Healer - WHM/BLM (RDM or SCH is fine too as long as they /blm, but I like having bendiction) Healer2 - BLM/WHM (also good DD here. It is fine to use a RDM, WHM, or SCH as long as they /blm though). DDs - Any work, but I like MNKs for hundred fists. 1 MNK can make short work of a BLM pot (around 6k HP) using his 2 hour and speed is the name of the game here. Buffer - COR (I really like MNKs roll if you haven't noticed by now. BRD will work fine though and is really nice for hymnus.  Either COR or BRD should /blm if possible for another ES Sleepga). After the full buff, have tank run right down the middle of the room to the far side and one of your /blm people use elemental seal (but don't cast yet). That is where you will want to fight. He should be targeted on one of the small vases and everyone should turn off autotarget to /assist him. Kill order is the 2 small vases first then the 2 big ones. All 4 should go for tank. They may cast a spell before engaging (it will not be a big spell), so wait for them to move off the starting alcoves and approach the tank. Once they are engaged, the person that used ES should cast Sleepga. DDs should 2hour now and make sure the first vase dies. As soon as it does start work on the second small one (depending on DDs you may want to plan 1 2hour on each BLM vase). All the vases are immune to silence. The BLM vases will cast tier 3 ~ga spells (and tier 4 nukes) and the RDMs will nuke (and enfeeble) and even more annoying dispel. If the 2 BLM vases die before the first sleepga wears you have won (barring major stupidity). However, I would recommend that when the first pot dies (or when they all wake up if that happens first) the BLM Elemental Seal Sleepga 2 (if you don't have a BLM just wait for the first sleep to wear and have second /blm Elemental Seal Sleepga). Now that both BLM vases are dead you can wipe on this end of the room and be safe to stand up if needed. One wipe is typical for this fight, but just depends on the party. The main key is to 2hour early with the DDs. Spike damage at the start of the fight instead of at the end. Things to watch for that can screw you up: NIN tank getting hit with a couple ~ga3 spells and dying early. Sleeper casting to early and not getting all 4 vases in range. Second sleeper not seeing pots wake up until they kill people. DDs "saving" 2hours to finish the fight (seriously, they help a lot more at the first than the end). Not killing the BLMs before wipe so safe raise is not possible. Vases using Optic Induration. This is a petrify move (which is why I like a WHM as healer) and is a cone, so tank should not have his back to the party. It also does a lot of damage (could 1 shot a NIN tank). Consider stunning it if possible. RDM vases using Silencega. Everyone should have drops. Having a BLM vases use Reactor Cool (ice spikes) and screwing up a melee 2hour. This isn't a huge problem usually, but healers should watch for it. People not understanding where to wipe and being unable to safely raise on a wipe. Run staight across room after fight starts and wipe there. Vases fleeing from battle. If they reach their alcove during the fight they are full healed, so stun them if they run (this is also why you make sure they move off the alcoves to start the fight). If you wipe though, they don't regen so go down swinging. As a final note, this fight isn't that hard if everyone is on the same page, but it is the last real obstacle to the completion of CoP and if you leave without completing the fight you have to go back thru the vase room on floor one to try again. After fight, everyone still up gets 1k XP. Cross the room you are in and check the convergence for a cutscene. Once everyone has the cutscene escape.

8-4 Dawn
You will get a cut scene upon entering Al'Taieu (if you escaped after last fight it will be then). After cut scene reenter the palace and go thru the Gate of the Gods to the garden. Continue north and use the gate in the second room (by a glowy). It will now allow access directly to the warp pad. Use it and go down. Follow hall to large room and check the paradox for a cut scene. When everyone is ready, check the paradox again to start the final battle. Promathia is big and tough looking, but really this fight is a joke. And by joke I mean that a skilled healing job could probably solo it with some practice and a little luck. However, I will go over the strat since plans are good. I'd also like to add that this is my favorite arena in the game and I wish we did more fights here. One major difference from a regular BC is that if you all die, you lose immediately, so no wiping allowed. Party: Tank - PLD - They can just take a hit better and Promathia can hit hard if he wants too. However /nin is good for this and a straight NIN tank could do OK, if they are good. Honestly, you don't have to have a tank, but it won't hurt. Healer - WHM - They can be a dedicated healer and the ~na spells can help a lot. I'm pretty sure 2 WHMs could duo this fight easily. Buffer - BRD - Not really needed though. I choose BRD here over COR because of flexibility. DDs - BLMs & RNGs. Ranged attacks are much better for this fight because of all the AoE Promathia does. He can kill melees quickly so nuke/kite works well on him. Prishe - She joins you for this fight. She will attack eventually, if you don't, so just rest until she does. She can also tank this fight just fine. Also her 2hour is Benediction (also uses Hundred Fists). She can be healed and also will heal the players. If she dies, she can be raised and will rejoin the fight with no time weakened. Selh'teus - He also joins you for this fight. He is an OK DD, but his real use is that he will stun Promathia often. Stun lasts for 30 seconds and if you have melee DDs, this is when they should attack (then run again when it wears). His 2hour is like Benediction, but heals HP, MP, & TP (now why can't we have that). Oh and he can use it twice. Also if he dies you lose automatically and you can't heal him. Form 1 Enter the BC and buff. Rest MP as much as possible before Prishe attacks. Tank should then get hate and kite Promathia. Save all resources (2hours, meds, etc) for second form. Promathia has stun, dispel (3 effects), curse, and plague. He also has Comet (high damage but absorbed by shadows). Tank will usually be out of range, but whm should remove effects as needed (curse being the worst probably). DDs should attack at will (kiting if they get hate), even melees. Everyone should keep shadows up if possible (stoneskin/blink for mages). The first form should die depressingly fast. Form 2 When form 1 dies, you will get a short cutscene and be allowed to rest. Rebuff (if needed) and rest MP as much as possible before Prishe attacks again. Again have tank grab hate and kite. This time any melee should only attack after Selh'teus uses his stun move (Luminous Lance). Range DDs can attack at will and kite as needed. In addition to his moves from form one, Promathia gains AoE (large AoE) Silence (Seal of Quiescense) and Amnesia (Winds of Oblivion) moves. Both of these moves will last 75 seconds roughly and neither can be removed by any means. Also he will either have physical or magic immunity up at all time. To tell which, look at the circle under him. Red is physical (Wheel of Impregnability) and green is magic (Bastion of Twilight). Prishe will use Nullifying Dropkick on occasion to dispel these for about 30 seconds. Obviously all DDs need to watch for when their type of damage will actually work. Promathia also gets Meteor instead of Comet. The only difference being Meteor is AoE. It is still absorbed by shadows and the target can usually get out of range (long cast time). Main thing is to keep Prishe up and just chip away at it. To be honest she can solo this whole fight if you can keep her healed. When Promathia dies, everyone alive gets 2k XP. You must now wait until JP midnight to get the cutscenes to finish up the missions. Final Cutscenes These first five may be done in any order. Again having a WHM to help will make things go faster. 1: Go to Southern San d'Oria and talk to Hinaree (B-6). Then zone into the Uleguerand Range for a cutscene. Then return to San d'Oria and approach the manor Hinaree lives in for final cutscene. 2: Go to Port Windurst and talk to Chipmy-Popmy (C-8). Then head to Bibiki Bay (do #3 on way) and take the boat to Purgonorgo Isle. Check Warmachine ??? at H-11 for final cutscene and a colored drop. 3: Zone into Mhaura for final cutscene. 4: Zone into Oldton Movalpolos for final cutscene (unless Bastok is your home point this is on way to #5). 5: Go to Metalworks and talk to Cid (H-8 upper floor) for final cutscene. After these 5, head to Ru'lude Gardens and approach the palace for a cutscene. Then go to Upper Jeuno and check the Marble Bridge Tavern for a cutscene. You may now choose your ring (you may also choose to wait if you are not sure). Next proceed to Tavnazian Safehold and check the walnut door at K-7 on the upper floor for a cutscene. Finally go out in Lufaise Meadows and head to F-6. This is in a dangerous area so sneak/invis is advised. When you approach the cliff you will get the final cutscene (very nice). This will drop invis, but sneak should stay up and that is the one you need (if you have any fomor hate). If you did not choose a ring, you may do so at any time at the Marble Bridge Tavern. Note that you can change your ring, but it's a long process, so you should make sure you have the one you want. '''THIS COMPLETES COP. HOWEVER, TO FINISH THE STORY AND TIE IN IT TO THE ZM STORY, COMPLETE THE FOLLOWING QUESTS'''

Storms of Fate
THIS BCNM IS DESIGNED FOR AN ALLIANCE OF 18. THE AREA TO REACH FIGHT IS LEVEL 50 CAP, BUT THE ACTUAL FIGHT IS UNCAPPED AND DESIGNED FOR LEVEL 75 ALLIANCE. Go to Ru'Lude Gardens and start to enter the palace. This will trigger a cut scene and flag the quest. Next proceed to Riverne - Site B01 and enter. This will also give a cutscene. From there, take you alliance and proceed thru Riverne. You will need one giant scale (from drakes here) for the unstable displacement at H-6. This is the same path to reach the normal BC here until the end, but I will note the path in case you have forgotten. Enter. Use displacement directly to southwest. Head all the way west then all the way north and use displacement at J-7. Proceed directly northwest and use displacement. Head west and use unstable displacement (this is where you need the scale). The scale will only hold displacement open a short time, so make sure everyone is ready to go thru before trading. Once thru contiune west and use displacement. Head southwest and you will come to the displacement leading to Monarch Linn and the ??? for the quest Spice Gals. Get ??? if have quest flagged, but continue southwest ignoring the displacement. You should reach a green displacement on the west side of E-7. Click it for a cut scene. Once everyone has gotten the cut scene, you can click it a second time to start the fight. It is important to note that the fight is in a BC type setting, but that any buffs applied outside will carry into the fight and that since the prep area is 50 cap and the fight is 75 cap, SE is nice (for once) and restores all HP/MP on entry. Therefore fully buff (as much as you can at 50) and then enter the fight. You can also build TP on mobs if you want, but might be dangerous this far in. This fight is against Bahamut. He will start the fight buffed with shell/protect 5, stoneskin, and phalanx. He can also cast cure 5, fire 5, firaga 4, flare 2, silencega, graviga, and dispelga. His TP moves are as follows: Absolute Terror = AoE terror (blocked by shadows), Trample = AoE Damage 200-500 + knock back + bind (blocked by shadows), Sweeping Flail = AoE Damage 100-300 + knock back (blocked by shadows), Touchdown = AoE Damage 300 + knock back, and Tempest Wing = Cone Wind Damage 400. In addition, he will use Megaflare every 10% health lost. Cone Fire Damage 800. At 10% he will use Gigaflare. Cone Fire Damage 1200. If he is stunned out of megaflare he will immediately use it again when stun wears. If he is stunned out of gigaflare he will either use it or megaflare immediately when stun wears. General setup would be to bring 3 parties. Party 1 being a tank party. Party 2 being a DD party. Party 3 being a nuke party. Party 1 should have 2-3 tanks, a BRD, and 2-3 healers. Party 2 should have 3-4 DDs, a BRD and/or COR, and a healer. Party 3 should be a COR and/or BRD and the rest BLMs Best Tanks would be PLD/NIN if they can hold hate. Healers should keep shell and barfire up at all times. Obviously it is best to also /nin on all DDs if possible. Anyone with dispel should use it at the start of the fight to strip bahamut's starting buffs them make sure he doesn't put them back up. BLMs (and anyone with stun) should go light on damage at start to get hate set on tanks. Stun rotation should be set up prior to fight. Megaflare is not worth stunning, but Firaga 4 and Dispelga should be stunned if at all possible. Gigaflare at 10% is also worth stunning. 2hours should be used as needed, but are not absolutely needed to win this fight. All melees should bring hipotions to help with healing and mana users should have juices. If tank party wipes, it is possible to kite bahamut if needed. When I did this fight, the DD party contained a NIN/WAR that started the fight as main tank. The DD party ended up wiping and this prolonged the fight, but we still easily won inside the 30 minute time limit. After defeating Bahamut, return to the palace in Ru'Lude Gardens for the final cutscene to finish this quest. YOU MUST DO THIS IN THE CONQUEST PERIOD BEFORE FLAGGING IN THE NEXT QUEST. NOTE THAT THIS ALSO GRANTS ENTRANCE TO THE BCNM The Wyrmking Descends.

Shadows of the Departed
TO START THIS QUEST YOU MUST HAVE COMPLETED ALL ZILART MISSIONS. TO START THIS QUEST YOU MUST HAVE COMPLETED STORMS OF FATE BEFORE THE MOST RECENT CONQUEST TALLY. Go to the palace in Ru'Lude Gardens to trigger the cutscene starting this quest. You then must proceed to floor 4 of each of the first 3 promys and touch the memory flux to get a key item. There are a number of jobs that claim they can solo this and I found it to be an easy duo. Using you NPC is also an option. However, I prefer to just join a shout for someone doing the promy runs and help people out while I do this quest. Here are the locations of the memory fluxes. If you can't remember how to reach the top floor, look back at those walk thrus. If no whm present using a reraise item would not be a bad idea. It is also possible to get the flux after the fight if you prefer. Just choose to return to the spire entrance rather than exiting. HOLLA - J-10 - This is south and west of the spire. It is generally easier to get this flux on the way to the spire since I like to go the western route to the spire. However, if you go the eastern route, it would be better to leave party at spire while you get the flux before or after the fight. MEA - K-6 - This is due west of the spire. It is much easier to let main party go to spire and then go get the flux either before or after the fight. DEM - K-4 - This is right by the entrance to the floor and can be gotten as soon as you enter the floor. Once you have the 3 key items, return to the palace in Ru'Lude Gardens for a cutscene to complete the quest.

Apocalypse Nigh
THIS IS AN UNCAPPED 6 PERSON BCNM FIGHT. Wait until Japan Midnight after completing the previous quest and return to the palace in Ru'Lude Gardens for a cutscene flagging this quest. Head to the Sealion's Den for another cutscene. Enter The Garden of Ru'Hmet for another cutscene. Return to the Empyreal Paradox (where you fought Promathia) and check the radiance for a final cutscene. After everyone has this cutscene, click it again to enter the fight. Buffs will carry into the fight, so buff and rest outside the fight. Fight is against the 2 nut jobs you have to fight during the Zilart Missions. The only difference being you have to fight them both at once and they are slightly more powerful. Fight is pretty easy for a prepared party of 6. We had PLD kite the bigger brother while everyone went after the smaller one. SAM, MNK, SMN killed him very quickly even with his teleporting. After that, everyone went after the remaining mob and made short work of him. You have to be careful of elemental damage healing him when he has en~ active, but with our set up that wasn't an issue. After winning the fight, return to Lower Jeuno and talk to Aldo (in Neptune's Spire). You must currently be rank 5 or higher (if you switched nations you might be lower). After Aldo, head to Norg and speak to Gilgamesh (the oak door). You must wait until Japan midnight after the fight before talking to Gilgamesh (midnight after the fight not midnight after Aldo). Gilgamesh will give you a choice of 4 earrings as a reward. You can choose later if you want time to think. Also you can repeat these last 2 quests to change earrings if you desire, but better to make sure you have the one you want to start with.

The Last Verse
THIS IS NOT A CURRENT MISSION, BUT SIMPLY SHOWS YOU HAVE FINISHED THE COP & ZM STORYLINES. Both your CoP and Zilart mission logs should show this as your active mission once you complete Apocalypse Nigh.

Treasures of Aht Urhgan Missions
This is really good storyline although it starts out really slow for me. Also, the fights are too easy as I only lost the final fight going thru it the first time and have only lost one other fight when doing repeats. One important note of this mission tree is that you will have to wait a REAL DAY on several occasions before continuing. This is to prevent people from completing the storyline in a afternoon like with Zilart or ACP/MKD/SA. It will be very frustrating if you have to wait a day after just getting one cutscene, so try to plan your time to reach the next "day break" each time you work on these missions. I will be sure to note where they are.

1: Land of Sacred Serpents
You must first complete the quest The Road to Aht Urhgan to acquire the ferry pass for Whitegate. I would also recommend doing Lure of the Wildcat in each of the 3 starter cities and Jeuno before heading to Whitegate. Then proceed to Mhaura and board the ferry there. Be aware there are 2 ferries, so make sure you take the one to Aht Urhgan and not the one to Selbina. Once in Whitegate go up the stairs in front of the port and follow the balcony right to the room at I-10. Enter and talk to Naja Salaheem.

2: Immortal Sentries
Naja will ask you to deliver supplies (key item) to one of the staging points around the nation. There are 6 of these but Nyzul Isle Staging Point will not count for this mission. Other than that, the choice is yours which you visit. Personally, I would suggest getting them all done as soon as possible since they are how you access assaults and some will have good party locations, but some will not be used much so the choice is yours. Also, you will need Imperial Standing (similar to Conquest Points) to use the outgoing transport, so you may wish to wait until you have some built up. The following are directions to each Staging Point. To get full instructions you can click on the link provided for each. Azouph Isle Staging Point - This is the easiest and most used staging point to reach. Cross town and take the ferry (I-5) to Nashmau. From Nashmau, exit the town to the north into the Mire. Follow left wall (you will sneak and invis even at 75) thru the first tunnel you come to. Once thru tunnel follow the right wall until you come to the staging point gate. Please be aware that imps are TRUESIGHT. If you are not 75, you may want to bring reraise (maybe even if you are), although there are usually parties in the area XPing on the imps. Halvung Staging Point - This is also used in a number of parties and very easy to reach if you have access to escape. If you do not have escape (or a friend with escape), check the link to see the route. Head to H-7 and zone to Bhaflau Thickets. Note that Puks & Tigers are sight, Treants & Ochu are sound, and undead are sound & blood aggro. Head west and follow passage to open area. Continue west into second open area (either south or west passage will get you there). Exit this area to the west into a third open area. Exit this area to the south and follow the passage west to another open area. Enter cave at northwest corner of this area and you should zone into Halvung. Once inside use escape to appear in Mount Zhaylom. You will need sneak for oozes/crawlers and invis for bombs here. You might consider starting the quest Rock Bottom while here for the map. Follow the wall on your east (when you appear) around this open area, thru a tunnel, another open area and a passage to the staging point gate. Mamool Ja Staging Point - Exit Whitegate at H-10 into Wajaom Woodlands (see notes on Bhaflau Thickets for types of aggro). Head west until you reach F-6 then south until you reach D-12. You will find a cave there that is the zone into Mamook. Use both sneak and invisible here, but remember that frogs are TRUESOUND (frogs can be killed by 2-3 75s, but are really pretty deadly). Also, Lurkers (and a few NMs) are TRUESIGHT. Follow path to open area. Follow wall and exit into large open area to the south at I-7/8. Continue south to ramp at H/I-9 and go up. From there head west then south into small room. From there head west and follow the left wall to exit at F-10. Once you zone into Bhaflau Thickets, stay on the left wall until you reach the staging point gate. This is a popular merit camp, but invis may still be needed. Dvucca Isle Staging Point - This staging point is pretty easy to get, but you will not need it until later in this mission tree and can get it then if you desire. Few people party here, but it is possible. You will need an imperial silver piece (Remnants Permit or Captain Badge if you are further along also work). Cross town and take the ferry (I-5) to Nashmau (or go thru to Azouph Staging Point to Nashmau). Once in Nashmau, exit town to the west into Mire and follow the left wall to the cave guarded by a NPC at E-11. NPC will need 1 imperial silver piece to allow passage (or as stated above). Once in, head forward and take the warp on the right. After warp head straight and follow hall until you zone back into the Mire. Talk to NPC guarding this cave (no charge to leave) then follow right wall to staging point gate (will need sneak/invis). Watch for Imps again, but generally they stay clear. Ilrusi Atoll Staging Point - You can also check this link to see the route that leads past Dvucca Staging Point, but this is the route I generally take. You can also activate the flag quests for COR and PUP on this route if you wish(quests are No Strings Attached & Luck of the Draw). This staging point is extremely useful for doing assaults, but is rarely used for other purposes. If you are a SMN or know a SMN that will take you on assault, I would get at it 50, otherwise, it can wait. Cross town and take the ferry (I-5) to Nashmau (or go thru to Azouph Staging Point to Nashmau). Exit Nashmau to the north into the Mire. Follow left wall (you will need sneak and invis even at 75) thru the first tunnel you come to. Once thru tunnel, stay on the left wall until the first intersection and head north. Once thru the next tunnel, check the ??? behind the pool there. You will get a key you will need later. This key can only be obtained once per week by each character from the ??? (can also be farmed in Reef). Once you have the Lamia Fang Key (one for group is enough), head east up the slope then north until you come to tunnel guarded by lamia and undead. Enter tunnel and you will eventually zone into Arrapago Reef. You will need sneak for the undead here and invis for the lamia/merrow. Remember that Flayers are TRUESOUND and deadly. You should have reraise, but it may be hard to die in a safe spot with all the undead around, so be very careful. Follow the path forward across the first shipwreck (??? for PUP is here). Continue east as much as possible until you reach a locked gate. The Lamia Fang Key opens this gate, but will break when used. Hurry thru when gate opens (can also be opened from other side). If you want the COR quest ??? head west thru gate to second shipwreck then return and head north to gate there. Once thru gate head down ramp then west until you come to a small island. Cross this island and stay along the left wall. You will come to a ship, but before that you will see a Flayer. Be very careful to go past him. Cross the shipwreck and follow path southwest. Continue along path until you come to the next shipwreck. Do not cross this ship, but continue past it and take the west path. Once on this path, follow the right wall until you reach some caves. There are 3 imps in caves so take care. However, the staging point gate is in the tunnel beyond the 2 rooms with imps so if you do get aggro you can just run to the gate and try to get thru (sleeping imps is useful, but if it fails it is safe to reraise by gate). Once you have reached any Staging Point, talk to the NPC there and use the Runic Portal to return to Whitegate (free to return and you must do this to activate the portal for your later use). Talk to Naja to complete this mission. You may now also trade her the items obtained from Lure of the Wildcat. Having all 4 items prior to trading will result in a larger reward. For completion of this mission you are awarded the rank of Private Second Class, 150 Imperial Standing, the right to receive Sanction from Whitegate guards (like signet but different bonuses you select), access to a Mog Locker, and the ability to pay (300 gil) for a warp to Whitegate from any city where you completed the lure of the wildcat quest.

3: President Salaheem
Talk to Naja (may need to zone after last mission, but not sure). Talk to Rytaal (K-10) at the Commissions Agency to learn about Assault. Talk to Naja again (optional) and then to Fubruhn (F-11) by Mog House to learn about your Mog Locker. He is also the person to speak to about upgrading and expanding access to your locker. Return and talk to Naja again to complete this mission (again may have to Zone). THERE IS A REAL DAY WAIT AT THIS POINT SO TIME TO RELAX

4: Knight of Gold
Talk to Naja after JP midnight. Talk to Cacaroon (G-11) for a cutscene. Trade Cacaroon an imperial bronze piece (or 1000 gil) for a second cutscene. Head to K-8 and enter the Walahra Temple for a cutscene. Then head to K-12 and enter the Shararat Teahouse for another cutscene. In this cutscene you will be asked a number of questions. For Question 1, select each answer in any order. For Question 2, select the only answer. For Question 3, select "San d'Orian Prince" (which you should know anyway). For Question 4, select Trion (although it doesn't really matter and it's funny to see him get mad if you're wrong). This cutscene ends this mission and you should get a key item.

5: Confessions of Royalty
Head to San d'Oria and enter the Chateau. Talk to Halver for a cutscene to end this mission. THERE IS A REAL DAY WAIT AT THIS POINT SO TIME TO RELAX

6: Easterly Winds
After JP midnight, head to Ru'Lude Gardens and approach the palace for a cutscene. You will be asked questions, but the answer don't matter that much. However if you want 10 imperial bronze pieces answer "yes" on Question 1 and "that's what I'm here for" on Question 3. This ends this mission.

7: Westerly Winds
Return to Whitegate and check the Teahouse again for a cut scene and an imperial silver piece. Then report to Naja for a second imperial silver piece. You will be asked questions, but they don't matter (good for laughs though). This ends this mission. THERE IS A REAL DAY WAIT AT THIS POINT SO TIME TO RELAX

8: A Mercenary Life
Return to Mercenary Headquarters after JP midnight.

9: Undersea Scouting
Talk to Naja (if she doesn't mention the ruins zone and try again). You should bring a imperial silver piece and 3 imperial mythril pieces on this mission. Next exit Whitegate into Bhaflau Thickets at H-7. You will need sneak/invis as mention in previous mission. Make your way to the northwest corner of the map (F-6). You should find a cave guarded by a NPC. Talk to the NPC and trade her the 3 imperial mythril pieces for a map of the ruins and then the silver piece for entrance to the ruins (can skip the map, but it's recommended). Once inside head down the hall to the door at H-8. Reaching it ends this mission.

10: Astral Waves
Check the door for a cutscene (probably did this anyway right?). Then return to Naja to report. This will end the mission. NOTE: it will be best to get the Nyzul Isle Staging Point while here. Once you go thru the door use the warp pad on the north as you come out of the hall. In the next room use the warp pad on the west. From this room head north or south (no difference) then east as far as you can. Go thru closed door and continue east until you reach the staging point gate. As with the others, enter and use the runic portal to return to Whitegate. This Staging point is important for access to merit party areas and several end game events (nyzul isle and salvage), also you will need later in the mission tree. WAIT ONE GAME DAY TO START NEXT MISSION

11: Imperial Schemes
On the next game day after reporting from the last mission, talk to Naja again for another cutscene.

12: Royal Puppeteer
In the previous cutscene Naja should tell you to interrogate the locals. If not, zone and try again. Once you have the cutscene (you could farm this while waiting for the day to change), head to Bhaflau Thickets or Wajaom Woodlands and kill the big pink Ochus. Personally, I think I'm 5/5 on this drop, but I'm told it's not 100%. The mobs are easy solo at 75 for most jobs and I got my original one in a mid 60s party that was killing puks in the woodlands. Once everyone needing the mission has a Vial of Jody Acid (and the cutscene if you did the farming first) head to Nashmau (You should bring a imperial silver piece if you also plan to activate the Dvucca Isle Staging Point as mentioned in upcoming missions). You can either take the boat or go thru the runic portals from the earlier mission. Once in Nashmau, talk to Pyopyoroon at H-7. All the rats look alike and have similar names, but he'll be there in the left back corner when you come off the boat. Trade him the Acid for a key item to end this mission.

13: Lost Kingdom
Take the west exit into the mire. Proceed down the path until you come the graveyard. If it is night be careful of the skeleton mobs. It would be best to wait until they despawn or to clear them, although you can also kite the NM to a safe area. Everyone on the mission needs to check the headstone at E-10 (Jazaraat's Headstone) for a cutscene. Once everyone is ready, check it again to spawn Jazaraat. Fight is pretty easy with any DD/NIN+healer combo at 75 and you can check the above link for jobs that can solo him. He can hit hard, but as /nin that's not a big issue. Also in case you missed it, he's a fomor type mob so be ready for those TP moves. Once he is dead, check the headstone again for a key item (coin). You must check the headstone for the coin prior to zoning or you must redo the fight. NOTE: You will be asked for more coins later. All you need to do is recheck the headstone and you will get a new coin without a fight.

14: The Dolphin Crest
Next you report back to Naja to complete this mission. If you have not yet activate the Azouph Isle Staging Point this would a good time to do so. Most likely, you have so if you still need the Dvucca Isle Staging Point you should do that one to return to Whitegate. See earlier mission for path to either from Nashmau.

15: The Black Coffin
EVERYONE ENTERING THIS FIGHT MUST HAVE THE Ephramadian Gold Coin KEY ITEM. Even if you are just repeating for a friend you will need to get a coin. FIGHT IS UNCAPPED AND ALLOWS 6 PEOPLE TO ENTER. Talk to Naja to start this mission (may need to zone after last mission report?). Head to the Dvucca Isle Staging Point (If you don't have it yet, see above for path or click link for path thru Nyzul Isle Staging Point). From staging point, head down path to open area. You will need sneak and invis here and please remember imps are TRUESIGHT. If you do get aggro, try to fight as far from other mobs as possible due to the blood aggro that will happen here. In open area head west and a little south until you reach a tunnel. Go thru and continue west thru the next open area. The western edge of this area is fake brush you can walk thru. Once thru the brush, continue on path until you zone into the Reef. Once in reef continue down path until you reach the cutter (still use sneak as needed). When you approach the ship, you will get a cutscene if you are on this mission. Once that cutscene is done (question does not matter), make sure everyone is ready and click the cutter door to select the fight. Fight starts as 5 Fomor (RNGx2, RDMx2, COR). Buff and rest after you enter until NPC starts fight or you are ready. Most DDs can solo one each and you get an NPC to help you (NPC can die and you will still win). However, this is the strat I would recommend. Party: Healer x2, DD/NIN x4). Have your healers /BLM for the fight. One should use elemental seal sleepga at the start.  These are fomor, but they are still sleepable with dark sleep.  Once they are slept, have all DDs focus on the one the NPC attacks.  If Fomor wake up, the sleeper can kite them around the ship.  I have had no problems doing this on either RDM, WHM, or SMN.  Once the DDs kill the last one round 2 will start (might consider holding the last one if possible to rest MP if needed).  Round 2 is another 5 fomor (RNGx2, RDM, MNK, COR).  The COR this round is the Captain.  He will be higher level than the crew.  The battle ends when the captain is around 20% HP.  The main page recommends kiting him while you kill the crew, but I've never bothered with that.  Just have the second /BLM elemental seal sleepga at the start and everyone go nuts on the captain.  Again, just kite anything that wakes up while you kill the captain. He can get off some nasty TP moves, but he goes down pretty fast (especially if you all 2hour). After fight you will get a very nice cutscene and end up in Nashmau if this is your first win. Repeat winners are left at the cutter after the fight, so be ready for that. If you are in Nashmau, I would recommend running out to get a new coin from the headstone, since you will need it again later. NOTE: If you lose you will need to get a new coin key item before trying again.

16: Ghosts of the Past
Report back to Naja for a cutscene. I really hate that a single cutscene counts as mission in this tree so often.

17: Guests of the Empire
Talk to Naja again (may need to zone first?) for another cutscene. She will give you a visual list of armour that will work for the next mission, but easier to check the above link to see a list of known items that work. Next check the Imperial Gate (L-8/9) wearing "appropriate" gear for a long (20+ minute) cutscene. NOTE: Only the body piece really matters, but you must still wear hands, legs, and feet of some sort. Also you cannot wear any weapon or shield or you will be denied entry. As for what to wear, most DDs have a Scorpion Harness or Hauby. For the more mage inclined, most gear that gives refresh or MP recovery or magic attack works, but check list if you have problems. It's generally not hard to find a cheap piece your job can wear in case you don't have any already and worst case, you can buy a piece for the cutscene and resell it. Your reward for this mission is an Imperial Mythril Piece and access to Salvage (talk to Zasshal by assault office for info). THERE IS A REAL DAY WAIT AT THIS POINT SO TIME TO RELAX

18: Passing Glory
After JP midnight talk to Naja for the next cutscene. You must zone before she will talk to you.

19: Sweets for the Soul
Go over to the Teahouse for a cutscene.

20: Teahouse Tumult
I would recommend being able to warp/escpape/tele after this mission Head to Wajaom Woodlands (see above for aggressive mobs there if not on Chocobo). Proceed west to G-7 and enter the Aydeewa Subterrane. Once in Subterrane, head down tunnel and take the first south at intersection. You will need sneak and invisible from here due to chigoes mainly, but also tigers and ochus (and possibly a few other things). You should reach a pond at F-8. Continue south into another tunnel and head to E-9. In this room head west and down ramp (E-9 still). Once down ramp, you should find a blank target in front of you. You will need to drop invis to check it, so watch the tigers. Cutscene is fairly long and there is no way to tell if you are safe to exit it because of possible tiger aggro. Once out of cutscene, reapply invis if you aren't under attack and then warp/escape/tele to get out. NOTE: If doing this with a group, each person should bring their own exit, however, I have noticed that teleport can be used in some cutscenes to transport members still in the cutscene as well as those outside of it. People were transported after the cutscene was finished not during it. However I have not tested this for this particular cut scene and do not know if it is a general rule or was just a glitch. It could also work with escape, but again, I have not tested it.

21: Finders Keepers
Report back to Naja.

22: Shield of Diplomacy
Well we are to the second fight of the story. FIGHT IS UNCAPPED AND ALLOWS SIX PEOPLE TO ENTER. You will need to reach the Navukgo Execution Chamber. This is the hardest part of the fight for most people. I go thru Halvung Staging Point, but honestly the way listed on the above link thru Nyzul Staging Point is probably quicker and safer, I've just never went that way so I will describe this path. From Halvung Staging Point stay on the right wall until you come to a large gate. To open this you need the key item Cast Metal Plate, which is found by checking a random ??? in the zone. Only one person needs the key item and the gate can open from the far side. This is a popular BLM camp, so it's very possible that people will be there and let you thru if you ask nicely. Once thru the gate continue along the right wall and zone into Halvung at G-7. It's a long walk and you will need sneak/invis. Also note that Wamoura are TRUESOUND. Once in Halvung, proceed west and zone back into Mount Zhayolm (will need invis). Now follow the left wall until you enter a tunnel at C-7. Head South at the first intersection and east at the second to reach the chamber. Upon entering the chamber you should get a cutscene. Then proceed further in and check the gate for another cut scene. When everyone is ready, check gate again to select the fight. Enter. Buff. Rest MP. Etc. Fight is against a Khimera type mob (about 30k HP) and you will have the annoying BLM from windy helping you. Check above link for ways to solo this while the BLM kills it, but here is the set up I suggest. Party: Tank (PLD is good, but MNK/NIN or NIN is fine), Healer x2, Buffer (if wanted) and rest DDs. 2hours are not needed but as always can speed things along. NPC does not need to survive for you to win, but will help with damage if she is healed (she warps away at about 50% of her health if not healed). Just as a note, it is possible to win even if everyone is killed if the NPC is able to defeat the mob before she warps. The mob does have some annoying TP moves, but as long as the healers are watching, it's not really a hard fight. DDs do not have to /NIN if they prefer another sub, because the TP moves strip shadows anyway. Again, I would plan to warp/tele after this fight. There will be a cutscene when you win, but then you are left in the middle of nowhere.

23: Social Graces
Report to Naja for a cutscene. YOU MUST WAIT ONE GAME DAY BEFORE CONTINUING TO THE NEXT MISSION.

24: Foiled Ambition
On the next game day talk to Naja again (you must zone before getting the new cutscene) for another cutscene and a reward of 5 imperial gold pieces. YAY! YOU MUST WAIT A REAL DAY BEFORE THE NEXT MISSION SO RELAX.

25: Playing the Part
After JP midnight, report back to Naja for yet another cutscene.

26: Seal of the Serpent
Talk to Naja again and ask questions. Then head to Imperial Gate again for a cutscene. Remember that you cannot take any weapons (or shields) into the imperial city.

27: Misplaced Nobility
Return to the blank target you checked in Mission 20 and check it again. See that mission for directions. Again be ready to warp/escape/etc when cutscene done.

28: Bastion of Knowledge
Return to Whitegate and enter the Walahra Temple for a cutscene.

29: Puppet in Peril
FIGHT IS UNCAPPED AND ALLOWS SIX PEOPLE TO ENTER. Go to the Mamool Ja Staging Point. If you don't have it by now then get it using the directions listed previously. From the staging point follow the left wall until you zone into the Jade Sepulcher. Check the ornamental door there for a long cutscene (15-20 minutes). Once everyone is ready, check the door again to select the fight. Fight is against one Mamool riding a Wivre (around 14k HP). He is a PLD so can resist enfeeble fairly well without help (elemental seal, threnody, etc.). He also will randomly switch targets so the "tank" needs to be watching for this in case a mage get in trouble. With this in mind, every person should be prepared to tank the mob for at least a short time while the main tank regains hate. The Mamool will annouce who he is targeting whenever he decides to randomly change. He has an AoE TP move called Clobber that does heavy damage if hate shifts to someone behind him, but it's not nearly as bad as spike flail. At around 50% he will start to use granite skin (stoneskin on the front half) more often (rarely uses before). At around 30% he will start doing an AoE fire attack so try to keep barfire up for everyone. At around 25% he will increase his use of graniteskin and cures and also gains a good regen. Therefore it would be best to save 2hours for this point. For example a RDM can chainspell blizzard3 at this point to kill him (and have fun). My recommended party set up would be as follows: tank (PLD, but NIN or WAR/NIN or MNK/NIN work), Healer x2 (WHM for barfire/auspice/solace, RDM for chainspell/dispel/gravity), DD x3(SMN and BLM work well in addition to standard melee DDs, DRG is especially nice). Fight should go pretty smooth regardless of set up though. After the fight you will get a cutscene to conclude the mission.

30: Prevalence of Pirates
Return to the Cutter in Arrapago Reef where you did the Black Coffin mission (see above for directions) and check it. You will get one cutscene when you enter the reef (regardless of where you enter it) and another when you check the cutter door.

31: Shades of Vengeance
From the cutter, return to Dvucca Isle Staging Point (see above for directions or just warp and then zone using runic portal). If you for some reason use the runic portal to get there, you can take an assault in this area to warp for free since you will not leave the staging point for this mission. Check the Assault Entrance there to select this mission. You can check the link above for strats, but the easiest way to do this is SMN duo (could solo easily too). There are a group of 10 lamia at H-9 (head south as much as you can and you'll find them). You need to kill 3 to trigger a cutscene and complete the mission (this is my favorite cutscene by the way). They are pretty weak and can be slept with dark sleep (but not light), however, they have enpoison and several poison attacks (some AoE) that inflict 80/tick poison that is no joke. This is why SMN works so well. However a normal party is fine as long as you bring antidote and have some method to pull. Carby pull to avoid links is best, but a really good puller may be able to not get all 10 at once. After fight enjoy the cutscene. If for some reason you fail the mission, you can get a new permit from the NPC at this staging point once per game day. If you are already past this mission, you may enter to help others without a permit.

32: In the Blood
Report back to Naja for a cutscene and an imperial gold piece reward. THERE IS A REAL DAY WAIT TO CONTINUE SO REST UP AND RELAX.

33: Sentinels' Honor
After JP midnight talk to Naja again. You must zone before you can get the new cutscene.

34: Testing the Waters
If you have not already gotten another Ephramadian Gold Coin key item, return to the graveyard outside Nashmau (see earlier mission) for another and then head to the Cutter again (also see earlier mission). Note that if you are getting the Coin anyway, it will be quicker to bring a silver piece and short cut thru Nyzul as if going to Dvucca Staging Point (see directions for reaching that staging point earlier). Check the cutter for a cutscene that will take you to Talacca Cove (must have coin to get cutscene) and end this mission. If you are helping a friend with this, you do not need to get the coin. Simple meet him at Talacca Cove for the next mission. Also if you fail the coming fight, you do not need to redo this cut scene, but can simply redo the fight at the cove.

35: Legacy of the Lost
THIS FIGHT IS UNCAPPED AND SIX PEOPLE ARE ALLOWED TO ENTER. If you are helping or redoing this fight and for some reason can not find the cove, head to Nashmau and take the west exit into the mire. Follow the path thru the graveyard and zone into the cove at E-9. Follow the left wall until you find a tunnel. Enter the tunnel and follow it to a rock slab. If you are doing this for the first time, the previous mission should have dropped you off here. Check the Rock Slab to select the fight. Enter. Buff. Rest MP. Etc. Fight is against 1 NIN Yagudo (from the cutscenes) with around 13k HP. He uses all the Yag TP move (with new names) and a couple of special ones for him. Due to his use of Sweep, it is good to /NIN when possible. Be very wary of his NIN 2hour. As with all NMs he can use it multiple times. His special moves are Shibaraku (AoE high damage and knock back) and the ability to clone himself (3-6 at once). The cloning is not a TP move really, but he does it at random. His clones have about 2k HP, but will despawn by themselves in 10-40 seconds. They share hate with the NM, but can be easily kited but a mage with stoneskin/phalanx using diaga (or other ga). They will copy all of the NMs moves (nin spells and TP) including his 2hour (this can easily wipe a party). The Yagudo can also teleport to attack people when hate shifts. He will typically use a TP move (Shibaraku most likely) as soon as he appears, so healers and support jobs (and range DDs) should be careful of hate control and stay fully buffed. He will give up around 10% resulting in a win. Any balanced party can win this fight with patience, but here is my recommendations for it. Tank: PLD. NIN could, but when the clones come, PLD can take the beating better until they are kited (or super tank them if needed). PLD can also Rampart Mijin Gakure if they time it right. Healer x2: WHM for main heal and RDM for support, debuffs, buffs, and kiting. DDx3: RNG good for this as long as they are careful on hate control early. DRG (or other pet jobs) suffer because pet is likely to die from sweeps. A job that can tank after Mijin Gakure kills your main tank is not bad either. DDs should be aware that this mob has very high evasion. Reports indicate that unbuffed DDs hit around 65% so ACC food is recommended. You could also replace a DD (or healer) with a buffer for more ACC. Main thing on this fight is to not panic. If people die, just keep at it (full wipe you should just redo). Personally, I have won this fight with a PLD, WHM, and BRD doing most of the work (RDM, DRG, SAM spent most of the fight face down), but it was long (and SAM did get in a 2hour). After the fight you get a cutscene to finish this mission. Your answers in the cutscene don't matter.

36: Gaze of the Saboteur
When you exit the fight head south. take the first left (east), but then continue south and west to zone into the mire at G-10 (if you need to redo the fight for others head north here instead of zoning to be back at the Rock Slab). Once in mire follow the right wall thru the graveyard to zone into Hazhalm Testing Grounds at E-10 for a cutscene. Follow the tunnel and check the gate for another cutscene and a key item.

37: Path of Blood
Report back to Naja (should talk to her twice). YOU MUST WAIT A REAL DAY BEFORE THE NEXT MISSION SO RELAX TIME AGAIN.

38: Stirrings of War
After JP midnight head over to the Teahouse for a cutscene ending this mission and a key item(you must have zoned since the previous mission).

39: Allied Rumblings
Head to Ru'Lude Gardens and approach the palace for the next cutscene.

40: Unraveling Reason
Speak to Pherimociel at G-6 in Ru'Lude Gardens (popular guard from CoP missions) to get a cutscene. ZONE and return ONE GAME DAY later. Speaking to Pherimociel again will give you another cutscene and a question. Select "Ready!" to continue the mission. NOTE: This will trigger a cutscene that ends with you in Wajaom Woodlands at the Leypoint, so if you are in need of a free trip to the Near East, this is it.

41: Light of Judgment
If continuing directly from last mission, head east to until you come to whitegate (bird rental at leypoint if you like). Once in Whitegate, talk to Rodin-Comidin for a cutscene and a key item. NOTE: If you fail the following fight he will need to give you a new key item each time, but anyone past this fight may enter without the item.

42: Path of Darkness
Head to the Nyzul Isle Staging Point (accepting an assault here first will allow you to do this for free). Check the blank target on the lamp where you appear for a cutscene. This will also bar you from entering mercnary HQ until the mission is complete, so best to not get this cutscene until ready to do the fight. Once cutscene ends, head to the runic seal to select the fight. This fight needs to be prepared for, but isn't overly hard. However, bad luck can cause a lose. The main source of bad luck is that your fearless leader, Naja, joins you for the fight and must be kept alive (about 1k HP). A DD heavy set up with a healer/sleeper can win this fight by each person soloing a gear, but I prefer the super kite strat so I'll go over that here more. Party: Tank PLD with earth staff for kiting phases. Healers x2 WHM and RDM so party and kite have separate healers (can do with single healer if you prefer a buffer). DD x3 DRG is good as gears "fly" and /mage can add healing if needed. Strat: Enter, buff, rest, etc. Round 1: When ready, have PLD run into first room and aggro (sight only) the BLU stand there. She will summon 4 gear mobs, which will go for the PLD. PLD then retreats to first room and starts making laps. RDM must sleep the BLU (and keep her slept until the gears die). Having several sleeper just in case is not bad. It is possible to sleep the gears but they will likely resist(gravity and bind should work though). Naja will attack one target at random. If she goes for the BLU you probably can't keep her alive and will have to redo, but if the PLD kites the gears back to the party fast enough she should take one of them. All the DDs should focus on the gear Naja attacks if possible. Kill the gears one at a time and then attack the BLU. The BLU will warp around 25% health and be waiting further in. Once she warps, rest to full (rebuff as needed) and go forward. One thing to be careful of is that if she warps while someone is using a ranged attack (or possibly a spell), it is possible that she will be struck after warping which will trigger round 2 immediately Round 2: This is identical with the exception the 4 gear mobs are now 4 triple gears (BLU will start at 100% HP again). Obviously this makes them more dangerous, but the same strat will still work fine. Again the BLU should be slept until all gears are dead and she will warp again when low on HP. Rest up for round 3. Round 3: The BLU has turned into a soulflayer (full HP) and needs to be killed. This is an all out attack, but pretty standard fight. If you have not fought a flayer before consider yourself lucky. They use icespike continually and also do AoE Curse, Bio, Blind in addition to very heavy nukes. They resist magic heavily and have a high DEF score. A steady approach will be an easy win though if debuffs are removed quickly (especially from tank). After the fight you will get a cutscene ending the mission. As stated previously, if you fail you must return to the NPC from the previous mission to get a new key item.

43: Fangs of the Lion
Report to Naja for a cutscene and the key item for the next fight. NOTE: If you fail the next fight, you must return to Naja for a new Key Item each time.

44: Nashmeira's Plea
Return to Nyzul Isle Staging Point(again getting an assualt for this area allows free transport). Check the blank target for another cutscene then the runic seal to select the fight. Most people redo this fight a number of times before winning, but it's not that hard if people will follow instructions and pay attention. It is however a long fight. It is similar the CoP Airship fight in that is 45 minute clock and has multiple stages. The actual fight is much easier though. Most important note is party set up, because of the specific damage requirements at the first. Party: Recommended for a lot strat guides is a PLD, Healer (possibly 2) and then BLMs and RNGs to finish the party. I've done it this way and it goes really well, but I would also like to recommend an alternative set up. I've done this several times with PLD, Healer x2, MNK x2, and then random other person (buffer or stunner nice). If no stunner available, one of the healers or buffers should /DRK for stun. Fight: This fight is divided into 5 smaller fights with certain requirements for each. Time is the reason most parties lose so attention to detail is important. Enter, buff, rest MP, etc. Round 1: You will see a BLU and a Mech. Ignore the Mech and pull the BLU. Be sure to stun him every time he tries to use Eyes on Me. Especailly after he uses Azure Lore as it can 1 hit a well geared PLD. If using the RNG - BLM method, let the BLM(s) sleep nuke him down. If using my MNK method have both MNKs use formless strikes (this is magic damage) and kill him. He will die fairly fast reguardless of damage type. Round 2: BLU will immediately reraise to full HP and be more powerful. He will also state which type of damage did the majority of damage (range, melee, or magic) to his last form. Kill him again. Again make sure to stun Eyes on Me and know he will use Azure lore again. If using the RNG - BLM (or any DDs + BLM) method, have the BLMs rest MP (still need to stun though) until he well under 50% then kill him. This will be the hardest phase of this strat. If using the MNK method just kill him. He has slightly better HP and DEF in this form, but should still go down fairly fast. Round 3: BLU will immediately reraise again. Once more he will have full HP and be more powerful. Again he will use Azure Lore. He will also state the type of damage that did the majority of damage to his second form. IF THE DAMGE TYPE IN ROUND 1 AND ROUND 2 IS THE SAME, HE WILL BE IMMUNE TO THAT DAMAGE TYPE. His HP and DEF will be higher regardless of immunity. Kill him a final time making sure to stun Eyes on Me every time. When he dies this time, he'll stay down so you can rest after he dies if needed. Round 4: As soon as you have a DD (or tank) and a healer ready to go, attack the mech. He's very weak and should be used to build TP. At 50% he will become invunerable if th BLU is not killed first. Once the Mech is at 50% and the BLU defeated 3 times, you will get a short cutscene and then the "real" fight starts. Round 5: Alexander cheats. He has way more HP than he needs and then can heal him self for a lot. One thing to remember is that his healling move is also an erase move. Therefore it's mostly triggered by enfeebles and DoTs. I know it's hard as a RDM or maybe a BLM, but NO ENFEEBLES OR DOTS make a faster fight. Strat for the fight is pretty simple. PLD gets hate (rest should wait a little to let him establish this) and stands off to the side well out of melee. I've never tried this fight without a PLD tank and I really suspect it would be brutally hard with any other strat. PLD should gear for magic defense. His job the whole fight is to stand there and take nukes. The Nukes are AoE (but not large area) so he needs to be away from the rest of the group. Healer should stand by entrance hall just in range to cure PLD. Back up healer has the job to cure others in the party. If using RNG - BLM strat, just get at edge of range and light him up. This goes pretty fast and has little risk as long as PLD can hold hate. If a range attacker does get hate they should run out of range and rest. If using the MNK strat (or melee DDs with your RNGs/BLMs) they should position themselves to the sides of the Mech. This will prevent physical attacks and if the PLD holds hate they will go untouched. I know you're thinking this sounds pretty easy and it is. However, there is a trick. It comes at 50%. Alexander will "2hour". He will be saying random things the whole fight, but when you see a line of Omegas (the greek letter that looks like a horseshoe) come across the screen prepare to die. Many strats plan a wipe at this point and just want to die safe. Alexander will not regen if left alone and tractor works in this arena. Also his aggro range is only normal sound aggro so this plan is valid. However, there are a few things that can make this go smoother with luck and timing. First: PLD should try to Rampart this move. If successful it can go almost unnoticed. It is an AoE move, but centered on target so if everyone is out of the way, you're golden. Second (and not nearly as good): if some one other than the PLD steals hate right before the Omega, that person takes the full hit and dies leaving the rest of the party fully functional. Third (the dumb luck plan): Sometimes you just get lucky and the moves is weak or people evade it. One thing that does not work is stunning him. He'll just use it when he unstuns, but this could by the PLD time to rampart or people to scatter. However you deal with the Omega at 50%, you will be faced with it again once the mech drops below 10%. Again if the PLD can take the full blow he might live and you win easy. Chainstun is an option at this point also. If you have lots of time you could wipe again, but time will be close. Likely this is when everyone should be ready to 2hour. WHM if Omega hits party and DDs if they are still up and ready to fight. After this second Omega, just finish him off. As long as you have time you will win easily. You will get a fairly long cutscene after the win. If you lost, you will need to get a new key item (and lecture) from Naja to repeat. Honestly, doing a test run without 2hours may help people understand some of the mechanics of the fight. The greatest number of loses seem to come from person(s) who just don't listen to the instructions and die needlessly. Usually a test run (or 2) either calms these people down or makes them leave. Either way makes for a smoother run.

45: Ragnarok
Return to Naja for a cutscene.

46: Imperial Coronation
Visit Imperial Whitegate for a cutscene. NOTE: You must wear "appropriate clothes" again as with Mission 17 and no weapons/shields. See that mission for list of garb.

47: The Empress Crowned
Not sure how the same cutscence constitutes a new mission, but whatever. At the end of the cutscene you are allowed to select your ring as a prize (you can think about it and come back later if you wish). Options are as follows: Balrahn's Ring, Jalzahn's Ring, Ulthalam's Ring. You will also get a Whitegate flag for your mog house. If you wish to get a new ring, discard your ring and flag then speak to Nadeey in the temple (J-7). You may do this once per conquest tally.

48: Eternal Mercenary
Talk to Naja one more time for your Glory Crown and to complete this mission tree. CONGRATULATIONS! THIS ALSO QUALIFIES YOU TO FIGHT ALEXANDER PRIME AND ODIN PRIME. YAY!

Wings of the Goddess Missions
I like these story lines but the fights are pretty easy at the start. Probably a good balance of solo vs party required stuff by the time they finish the missions though. An important note is that you need to complete the storyline for at least 1 nation in the past as you do the missions or you cannot progress. I like to do all 3 for the story and will list all 3 as they go, but you only need to complete 1 city if you are in a hurry or can't find people. One note is that the city quests all give rewards so they are probably worth doing even if you hate story (if you hate story why play though?).

1: Cavernous Maws
Mission one is to enter the past using a Maw in Batallia Downs (H-5), Rolanberry Fields (H-6), or Sauromugue Champaign (K-9 but thru Garlaige Citadel so use one of the others). You will get a cut scene when you enter and be randomly dropped at one of these same 3 Maws in the past. Go thru the maw back into the present to activate it for further use. YOU CAN ONLY USE A MAW IN THE PRESENT AFTER USING IT IN THE PAST. The exception is the first trip obviously. Therefore, make sure if you are at the Sauromugue Champaign Maw, you go to another maw after activating this one so you don't have to go thru Garlaige to get to the past each time. If you have the time, I would recommend getting all 3 of these Maws while you are here (can do as you do the next missions too). The Sauromugue Champaign one is great for getting past Garlaige gates solo and the Rolanberry Fields one is great for getting to Jeuno.

2: Back to the Beginning
Once you have activated a maw it is time to choose a nation to ally with in the past. This choice is totally unrelated to your present affiliation and does not effect your ability to do all 3 story lines. Remember you only need to do 1 storyline to advance the missions, but you get rewards for all of them if you choose to do them. I would suggest joining Bastok as it is the hardest place to reach if it is not your home nation, but easiest to reach first. San d'Oria may be a better choice if you plan to do the bigger campaign ops for money drops, since more people join that one, even though it's a long walk. Mages might consider joining Windurst for cheaper prices on gear from Allied Notes, but remember you can switch nations fairly cheaply later. Also note that completing quest 1 for a city means you are allied with that city and you may skip quest 1 for the other cities and continue with the story lines from quest 2 for the respective cities. You may still complete quest 1 to switch countries or just for story if you desire. If you are doing the quest 1 for an additional city you may skip the acquiring the letter of recommendation for that city. I will outline the path to each city in it's quest #1 section, including the Maws and Telepoints. This means you can easily have all Shadow Reign travel available to you by visiting each city using this guide.

Bastok 1: The Fighting Fourth
Remember many mobs will aggro even 75s so check everything and have Sneak/Invisible ready. Head to Batallia Downs (S) and enter The Eldieme Necropolis (S) at J-10. Proceed forward until you see Turbulent Storm. He will give you a Blue Recommendation Letter key item (note you may have all 3 letters at once) and tell you to head to Bastok to sign up. Before leaving you should do the quest, Lost in Translocation for the map to Grauberg (S). If you need the Maw in Batallia Downs (S) it is at H-5. Head to Rolanberry Fields (S) (same zone as present day). If you need the Maw it is at H-6. You may also want to zone into Crawlers's Nest (same zone as present day) to activate that as an campaign warp since it is on your way (see windy quest for map quest there). From Rolanberry, zone to Pashhow Marshlands (S) (same as present day) and head south and a little west. Both the Maw (K-8) and the Telepoint (J-9) are on your way. You can rent birds at the Telepoint for allied notes, but obviously you don't have any if this is your first city trip. The path to Konschtat Highlands is blocked in the past, so you must find an alternate route. There are 2 possible zones. They are at G-11 and H-11. Either will take you to Grauberg (S). Once in Grauberg, head south. This zone has Chigoes, so watch for them. If you used the H-11 zone, you will be forced west after a while, but that is fine. When you reach J-6 both paths converge. Continue south staying along the wall on your east. If you follow this wall you will eventually reach the zone to North Gustaberg (S) at C-14. Once in Gustaberg, head south across the river and to the cliff at F-9. In the Shadow Reign Era, there is a ramp leading up this cliff (also the path to South Gustaberg will be blocked). Head up the ramp. As you go up, talk to the Lycopodium (NPC) on the ramp. This will allow you to warp up/down this cliff in the present by trading a flower (most will work) to the glowy ball there. Once up the cliff, head east. The Maw is at K-7 and the zone to Bastok Market (S) is at J-9 (only 1 city area available in the past). Once in Bastok, talk to Adelbrecht at E-8 (where the AH will be built in present). Zone back to North Gustaberg (S) and head to I-8. Go up the hill and then north on the first level. At I-6 you should find a tower with a guard. Speak to Gebhardt for a cut scene. Then head back down the hill and west to the cliff. Go down the ramp then south to the tower at E-11. Talk to Roderich for a cut scene. Next head to the zone to Konschtat Highlands. It is blocked off, but check the barricade there for a cut scene. Return to report to Roderich (optional) and then back o Adelbrecht to complete the mission and join the Bastok army. You will recieve a Bronze Ribbon Key Item, which allows you to do campaign, and a pair of Sprinter's Shoes, that allow faster movement for charges. The shoes are a cheap purchase with AN once they run out of charges and well worth having.

Bastok 2: Better Part of Valor
Zone into North Gustaberg (S) from Bastok Markets (S) for a cut scene. Reenter Batok Markets (S) and speak to Engelhart at K-10 (where music shop will be built). Return to North Gustaberg (S) and head to F-8. There is a ??? at the base of the cliff on the south side of the river. Check it for a cut scene. Next you will need a Gnole Claw. Any gnole type mob can drop this (although rare drop from what I've seen) or you can buy from AH. I got mine soloing the Gnoles in Batallia Downs (S). For a small group, the ones by the Jugner Forest (S) Maw might have a higher drop rate. Claws are now also fairly cheap on the AH. Once you have the claw travel to Vunkerl Inlet (S) (see sandy quest for direction on getting there) and find the goblin, Leadavox, at the I-6/J-6 border. You will get a cut scene and he will ask for a gnole claw (you can get this cut scene without getting a claw first, but faster to have one). Trade claw to goblin for a key item. Then return to Bastok Markets (S) and talk to Engelhart to complete this mission.

Bastok 3: Fires of Discontent
Zone and wait for the game day to change, then speak to Engelhart again. Speak to Pagdako at H-9. Then return to Bastok in the present (thru maw in North Gustaberg if it's not your home point or nation) and speak to Iron Eater (Metalworks J-8). Make sure it sounds like Iron Eater is talking about this quest as he can be involved in several others. Return and speak to Engelhart again. Head to Grauberg (S) and find the cave entrance at H-5. Remember things aggro to 75 including chigoes so use sneak/invis as needed (or ride a chocobo). Enter cave and check the ??? (I-6) for a cut scene. Next return to Bastok Markets (S) and speak with Engelhart again. Speak to Gentle Tiger (H-6) who guards the Metalworks entrance. If you have SCH AF quest active, it may conflict with this cut scene so you should complete that first. Return to Engelhart to complete this mission. Your reward is 10,000 gil and the ability to continue the main mission tree.

San d'Oria 1: Steamed Rams
Remember many mobs will aggro even 75s so check everything and have Sneak/Invisible ready. Head to Sauromugue Champaign (S) and enter Garlaige Citadel (S) at G-11 (same as present day). Proceed east until you can go north. Go north as far as possible then head east again. Continue east to I-6 on second map (banishing gate 3) and speak to Randecque. He will give you a Red Recommendation Letter key item (note you may have all 3 letters at once) and tell you to head to San d'Oria to sign up. If you need the Maw in Sauromugue Champaign (S) (and I highly recommend getting it) it is at K-9. To reach it, continue east past Randecque and zone back into Sauromugue Champaign (S). Proceed north and east to the maw at K-9. This Maw is very useful in that it allows you to bypass the first and third banishing gate when you do not have 4 people to open them. Also while in Garlaige Citadel (S) you should talk to the Lycopodium (NPC). To reach him proceed south from Randecque (probably do this first) all the way to F-9 then west past banishing gate 2 and take the first south path. Lycopodium should be on stairs past door. Once you have talked to him, you may trade a flower (most work) to the glowy ball there in the present to bypass the second banishing gate. Before leaving you should also do the quest The Flipside of Things for the map to Vunkerl Inlet (S). Head to Rolanberry Fields (S) (same zone as present day). If you need the Maw it is at H-6. From Rolanberry, zone to Batallia Downs (S) (same as present day). The once in Batallia, head to J-10 and enter The Eldieme Necropolis so that you can use the campaign warp there later (see Bastok quest line for map quest there). Exit Necropolis and head to H-5 for the Maw here (if you need). Once you have the Maw head to F-6 / F-5 border and talk to the Lycopodium NPC on the ramp there. This will allow you to trade a flower to h glowy ball there in the present and warp to the upper portion of Batallia Downs without going thru Beaucedine Glacier. Once you have all the running around done, zone into Jugner Forest (S) at F-9 (same zone as present). This map has been altered by a lot of one-way walls (they have ramps to bypass only in certain directions) so do not expect to easily travel familiar paths. Head south following the wall on your left until you enter a cave and zone into Vunkerl Inlet (S). In Vunkerl, head southeast to the canyon at G-5 and head east thru it. Then continue south across a bridge. Then east thru another canyon (this is where the goblin for the bastok quest will be) then south across another bridge. Continue south until you reach the outpost at G-10. From there head west thru the canyon at F-10 then south to open area at F-11. Head west following the wall on your right until you zone back into Jugner at D-10. You should now be on the west side of the river. Make sure you do not cross any one way bridges or you will have to go back around again. Follow the river north to the crossing at J-9. At this point you can continue to follow it north, but I would make a small detour for the Maw and Telepoint here. There is a wall to the south so you need to follow the road around past the outpost to the west. There is a gate at H-7. Check it. Then as you go check all the lookout platforms for a ???. Checking the ??? (it moves) will give you a key item to open this gate if needed later. Continue west along road then south to G-9 for the Telepoint. They rent birds here for AN, but if this is your first city that is of little help. Continue east to river then south to H-11 to get the Maw. Once you have the Maw follow the river north until you reach the lake (all walls will have ramps heading north). At lake head west and zone into East Ronfaure (S) at F-5. The Maw for this zone is at H-5. You can zone into Southern San d'Oria (S) at the same location you would in the present. Now that you are finally here, talk to Mainchelite (I-9). He will ask you to search for clues in East Ronfaure (S). They should be at ???s in J-7(northwest corner), I-8 (at waterfall), and H-8 to the north of tower. Once you have all the clues, report back to Mainchelite to complete the mission become a member of the San d'Orian army. Your reward is a Bronze Ribbon (allowing you to enter Campaign Battles/Ops) and Sprinters Shoes that have charges for faster movement (and can be replace thru use of AN). Upon completion you may also start either of the other cities quests on number 2 rather than 1.

San d'Oria 2: Gifts of the Griffon
In Southern San d'Oria (S) talk to Louxiard (G-7) for a cut scene. You have choice in the cut scene, but like most of the game, your choice does not matter. After the cut scene, zone and then return and speak to Louxiard again. Then proceed to E-7 and speak to Rholont for a cut scene and a some Plumes d'or. Trade the plumes (1 each) to the following people (all in same zone). Machionage (C-6), Louxiard (G-7), Illeuse (H-9), Rongelots N Distuad (I-9), Sabiliont (I-11), Elnonde (K-9), and Loillie (K-9, accessible thru gate at L-8). Return to Rholont to complete mission. Reward is a Deathstone for gobbiebag quest or to sell.

San d'Oria 3: Claws of the Griffon
Zone and wait until the game day changes then speak to Rholont (E-7) again. Zone again and speak to him again. Next head to Jugner Forest (S). To get the correct cut scene you must zone from East Ronfaure (S) into Jugner Forest (S). From the zone, head east then follow lake shore then river south until you can cross. Once across head to I6 and check the ??? there for a cut scene. If in a group everyone needs to get this cut scene. After everyone has the cut scene, buff up and have one person hit the ??? again to pop an NM orc. Most 75s can solo this fight, but a duo is always safer and more people should be added if the group is not 75. Once NM is defeated, check the ??? again for a cut scene to end the mission. You will receive an Angelstone for the gobbiebag quest or to sell and may now conitnue with the main mission tree.

Windurst 1: Snake on the Plains
Remember many mobs will aggro even 75s so check everything and have Sneak/Invisible ready. Head to Rolanberry Fields (S) and enter Crawlers' Nest (S) at F-13 (same as present day). Proceed to L-8 and speak to Kalsu-Kalasu. He will give you a Green Recommendation Letter key item (note you may have all 3 letters at once) and tell you to head to Windurst to sign up. While in Crawlers' Nest (S) you should do the quest The Weekly Adventurer for the map to Fort Karugo-Narugo (S). Head back to Rolanberry. Maw is at H-6 if you still need it. Zone to Sauromugue Champaign (S) at L-5 (same as present). While in Sauromugue Champaign (S) you should stop in at Garlaige Citadel (S) (same zone as present), so you can campaign warp there later (see sandy quest for map quest there and to get Maw for Champaign). It is on your way to the zone into Meriphataud Mountains (S) at K-11 (same as present) anyway. In Meriphataud, the Maw is at K-6 (a little north of Castle Oztroja entrance. This is out of your way, but worth getting.  The Telepoint is at I-8.  You should get the Maw first and then the telepoint as this will save time.  They rent birds for AN at the telepoint, but if this is your first city, that will not help.  From the Telepoint, head due west and you should find a cave that zones into Fort Karugo-Narugo (S).  If you miss the cave, there are 2 others.  One to the north and one to the south, so after reaching the western wall of the zone you can follow it either direction and find one. Depending on which cave you enter from, you will either need to head north or south at first, but west if the main direction.  Once you reach the G column on the map head south if possible.  All paths converge at G-6.  Take the canyon leading southwest from there and follow the wall on your left until you reach I-9. From there, go as far south as possible until you are forced west again. Follow the wall on your south until you zone into West Sarutabaruta (S) at D-13. Head south and get the Maw at H-9. Then back north and east to enter Windurst Waters (S) at J-8. Now that you are here, speak to Miah Riyuh at H-9 for a cut scene and key item. Exit back into West Sarutabaruta (S) and check the tower entrances at F-4, J-8, and F-11 to reseal them. Once complete, report to Miah Riyuh to finish the mission and join the Windusrt army. You will receive a Bronze Ribbon (allowing you to do campaign battles/ops) and a pair of sprinters shoes (allowing faster movement with charges) which can be replaced thru AN as needed.

Windurst 2: The Tigeress Stirs
Zone into Windurst Waters (S) from West Sarutabaruta (S) for a cut scene and a key item. Speak with Dhea Prandoleh as H-10. Head back out to West Sarutabaruta (S) and check the ??? at I-6 (by the tree) for a key item. Return to Windurst Waters (S) and check the Acolyte Hostel's door at K-5 (bottom left door) to complete this mission. Your reward is a Hi-elixir to use or sell.

Windurst 3: The Tigeress Strikes
Speak to Dhea Prandoleh at H-10 in Windurst Waters (S). Head out to Fort Karugo-Narugo (S). The easiest way would be to campaign warp if you have a few allied notes. This will drop you at I-9. Head west thru the portal there and up the hill into the actual fort. On the the new map speak to Rotih Moalghett at I-8 (above where you enter if you came the warp route). Next head back out to where you appeared on the warp (the door below the NPC will take you there if you came another route). Once you exit the portal, head east and you should find a ??? at the top of I-9. Check it for a cut scene. Everyone needing the fight should check for this cut scene. Once everyone has the cut scene, buff and have one person check it again to start the fight. Fight is against a Lynx NM. It can be soloed, but much safer to at least duo. Moves to note on the Lynx are as follows. Chaotic Eye = Silence. Petrifacative Breath = Petrify. And the big one, Blink of Peril. Blink of Peril reduces target to 1% HP AND resets hate. It is, however, a gaze attack and can be avoid by facing away when it is readied. Once NM is defeated, check ??? for another cutscene. Then return to Dhea Prandoleh to complete the mission. Your reward is a furniture item called a Star Globe and the ability to continue with the main mission tree.

3: Cait Sith
After completing quest 3 in any city, use the Maw in Batillia, Rolanbery, or Sauromugue to get another cutscene with Cait Sith. You will be asked to assist further and not really given an option to say no. To continue, you must now complete more city quests. Remember that you can do all 3 cities if you like (I do), but are only required to complete 1 set to advance. I'll point out (although it should be obvious) that if you are only doing 1 city, you must continue to do the same city at each stage.

Bastok 4: Light in the Darkness
If you just complete Fires of Discontent, you must wait for the game day to change and zone. Then speak to Gentle Tiger who gaurds the entrance to the Metalworks in Bastok (S). Then speak to Pagdako (H-9) and then Blatherix (F-8). You will need to trade Blatherix 30 chunks of Goblin Chocolate OR 5,000 gil. Personally I made the chocolate much cheaper than 5k, but check AH prices (or vendors if you are making) to see which is better. He will give you a key item to access the fight. If you fail the fight he will give you a new key for 10 chunks of goblin chocolate or 1,000 gil. THIS FIGHT IS UNCAPPED AND ALLOWS SIX PEOPLE TO ENTER and you must be on (and have a key) or past this mission to enter. Now head to Pashhow Marshlands (S). You can ride (or walk) from Bastok (S) or Recall to the telepoint (and get a bird there maybe), but at some point YOU MUST ZONE FROM GRAUBERG TO PASHHOW for a cut scene. Once you have the cut scene for entering Pashhow from Grauberg, proceed to the Corroded Door at F-5. You may buff before entry and it should be noted that like assault, reraise will wear if you are kicked out of the arena. XP is lost in this fight if you die. When everyone is buffed, rested, etc. The leader (only leader may do this) should check the door and choose to enter the battle. Fight can be duoed by a DD and healer at 75 easily and a balanced party should have no trouble 65+ (probably lower). Main thing is to be safe on pulls and have sleep ready if needed. There are 10 mobs present at start. 9 are Sapphirine Quadav and one is a Sapphire Quadav. The Sapphire is considered an NM and has more HP (2k), hits harder, and will use Benediction. Your objective is to kill any 7 of the mobs. They are all true sound and will link. They are typically in groups of 3 with the NM wandering around. The smaller mobs are pretty weak (especially at 75) so pulling a group of 3 is not a big deal. They will resist gravity and bind, but sleep works fine. If you kill the NM the rest scatter making it so you can kill them link free, but this isn't needed generally. It should be noted that you start in the middle of the room and the turtles are all around you (but out of aggro range). You should quickly pick a direct to move so as to only fight one group of 3 at a time. Once you win this BCNM, return to Gentle Tiger for a cut scene. In it you will be asked questions about what happens in the cut scenes. Correct answers (if you don't watch >.<) are as follows: 1- The ventilation shaft. 2- The senator did not light the lantern. 3- The senator was distracted. You reward is an Adaman Ingot for gobbiebag quest or to sell.

Bastok 5: Burden of Suspicion
You must zone and wait until the next game day for the next mission. Speak to Gentle Tiger (H-6) again. Then Speak to Engelhart (K-10). Next head to The Eldieme Necropolis (S) (you can campaign warp there). You will need to have a campaign battle going on or the Sandy NPCs defending it for the doors to be open. If campaign is going on, get tags so that if you die, you do not lose XP. From the entrance stay along the left wall until you reach the room at G-9. Drop thru the hole here. Sneak/Invis and head east and stay long the left wall until you get to the 2 rooms at I-7. You must drop invis to check the sarcophagus in the northern room for a cut scene. The easy way to do this is to buff up then sleepga the room. Checking the Sarcophagus will drop hate. The cut scene is a long one and when it ends the orcs will likely aggro you again. In a group this is bad trying to time the cut scene to end the same for everyone, but solo you can sleepga again and warp (or just warp with item). The "easy" way is if you have campaign tags just die and homepoint as no XP is lost that way. It is possible to reach the zone ahead of the orcs, if you are fast so that is also an option. And of course a group could just kill them all. Once you have the cutscene, report back to Gentle Tiger and then talk to Blatherix (F-8) to complete this mission. Your reward is an Elixir to use or sell and the ability to continue with the main mission tree.

San d'Oria 4: Boy and the Beast
If doing directly after Claws of the Griffon, you may need to zone and wait until the game day changes. Then talk to Raustigne in San d'Oria (S) (I-7) for a cut scene. Then talk to Rholont (E-7) for another. Head to Vunkerl Inlet (S). Easiest way will be to campaign warp then head north until you cross the first bridge, then go west thru the pass and north across the second bridge, but you could also ride a chocobo. Check the ??? on the north side of the H-6 Bridge for a cut scene and a key item. Now head to F-5 and check the Leafy Patch. You can reach this easily by heading north to pass then west thru 2 passes to the spring. You will be asked which color of herb you wish to pick. You can check your key item, but the color is based on the time of day you pick the herb. 0:00-7:59=red, 8:00-15:59=Blue, and 16:00-23:59=Green. Herb is key item. Return to the ??? at H-6 and check it for a cut scene. If you picked the wrong color, you will be told to go back and get another one. If you got the right one the mission is completed. Your reward is a Carbon Fishing Rod.

San d'Oria 5: Wrath of the Griffon
Talk to Rholont in San d'Oria (S) (E-7) for a cut scene. Head to Jugner Forest (S). Fastest way will be to use Recall-Jugner but Campaign warp or bird work too. Head to the ??? at H-10. This is just south east of the Telepoint. EVERYONE needing the mission should check the ??? for a cut scene. Note that the ??? is under lookout platform (with orc) and Gnoles do partol the area, so be careful of aggro if in a small group. Buff, rest, etc., then have one person check the ??? again to pop the NM Orc. This fight is in the open and anyone can help regardless of progress on the missions. The fight can be soloed by a number of jobs if aggro from gnoles can be avoided, but I would probably recommend using a healer + DD strat as duo (3+ is safer). To avoid links pull the NM to the edge of the river east of the platform. Gnole may still aggro, but it is rarer. NM is MNK, but does not use Hundred Fists. He does have one extra TP move and uses Counter Stance, which should be dispelled if possible. His bonus TP move is Tornado Edge. It does minor damage, but inflicts MaxHP, MP, AND TP down on a single target, which can be annoying. It is absorbed by multiple shadows (probably 3). Once he dies, EVERYONE needing the mission, should check the ??? again for another cut scene. Then return to talk to Rholont in San d'Oria (S) to complete the mission. Your reward is the ability to continue the main mission tree and a key item. The key item may be traded to Wyatt (L-6) for 20,147 gil (other uses may be possible, but nothing confirmed)

Windurst 4: Knot Quite There
If doing this directly after The Tigress Strikes, you may need to zone and wait a game day. In Windurst (S) north section check the door to the Acolyte Hostel (K-5). This is the same door as the previous mission. Next head to Sauromugue Campaign (S). You can campaign warp to Meriphataud Mountains (S) and head north to zone into Sauromugue. You could also just campaign warp the Sauromugue, but the mobs you need to farm are closer to the Meriphataud zone unless beastmen control the region (then they are at most forts in zone. You will need to farm a 108-knot Quipu from teh Prior(BLM), Pythoness(SMN), Zealot(MNK), Missionary(NIN), Lutenist(BRD), Abbot(WHM), or Inquisitor(SAM) Yagudo in the zone. If Allied controlled, they are only found in the forts along the east edge of the zone.  Most 75s should be able to solo these, but should be careful of links and treasure hunter obviously helps.  EVERYONE doing the mission will need the item. Once you have the item, head the the Bulwark Gate at F-6 (where zone to Jeuno should be) and check it for a cut scene (you can do this first if you want, just faster to already have item).  Check a second time if you wish to see a second cutscene, but this is optional.  Trade the 108-knot Quipu to the gate for a cut scene. You may check the gate again for another cut scene, but it is again optional. Zone into San d'Oria (S) for a cut scene and then check the door to the house at M-8 for a final cut scene to conclude this mission. Your reward is a platinum beast coin.

Windurst 5: A Manifest Problem
Head to Fort Karugo-Narugo (S). Fastest way will be to campaign warp, but bird will work. Head inside the actual fort and talk to Rotih Moalghett at I-8 for a cut scene (this is same NPC you speak to in the earlier mission if you have trouble finding her). Zone into Castle Oztroja (S). This is in same place as in present. Then return and speak to Rotih Moalghett again for a key item. THIS FIGHT IS A 6 PERSON AND UNCAPPED. To enter you must have the key item or have already completed this mission. Head to the Colorful Door at H-5 and buff, rest, etc. TP and HP boosts will wear on entry, but other buffs should stay. When everyone is ready, have the leader (only leader can start fight) examine the door and enter the fight. Other notes about buffs: Reraise will wear on ejection from battlefield. It is possible to raise inside without immediate aggro (normal sight aggro would still apply), but it is reported that becoming unweaken will result in aggro. At the the start of the fight, a large number of yagudo spawn and head to the central room. You should head there as well and kill them. This is similar to the assault mission Blitzkrieg in that it's a lot of really weak mobs. They each have 200-600 HP and appear to be weak to most AoE effects. Even 2 tier one ga nukes from /blm should be enough to kill any in range. This fight can easily be trioed by almost any combination and there is a long list of job combos that have soloed it. Note the mobs are immune to sleep unlike blitzkrieg. At some point during the battle a NM Yagudo WHM will spawn. He has around 7,000 HP. Any Melee should focus on him while mages continue to AoE the smaller mobs (Melee can still use AoE TP moves obviously). When all Yagudo are defeated you win. If you somehow fail the mission, you can rturn to Rotih for a new key item. Upon winning, you are exited in West Sarutabaruta (S) near the Windurst (S) entrance. Enter Windurst (S) for a cut scene to complete the mission. Your reward is the ability to continue the main mission tree and Mihgo Mithkabob to eat. Note that if your inventory is full you will get the cutscene, but must talk to Romaa Mihgo (G-11) once you have space to get your reward.

4: The Queen of the Dance
Zone into San d'Oria (S) to end the previous mission and start this one. Note that if you finished a city quest in this zone, you must leave and reenter to get this cutscene. Check the Lion Springs Tavern Door (K-6) for another cutscene. Now you have to find a ticket to the show. If you watch the cut scene you have an idea where this is headed, but go to Upper Jeuno and talk to Turlough (G-7). Return to San d'Oria (S) and check the Tavern Door again to see the show and complete this mission.

5: While the Cat is Away
Zone into East Ronfaure (S) FROM San d'Oria (S). You must use the gate, not a bird or campaign warp. This cut scene is the entire mission. You may want to skip down to mission 7 to see about the fight coming up prior to leaving San d'Oria (S) for the next mission.

6: A Timeswept Butterfly
You must now zone into La Vaule (S) from Jugner (S). You are allowed to ride a bird to the entrance (G-11) or if you know a WHM, Recall-Jugner and head there. La Vaule is what Davoi was called when the elves owned it and is located in the same location. upon zoning in, you will get a cut scene to end this mission.

7: Purple, The New Black
THIS FIGHT IS UNCAPPED AND ALLOWS SIX PEOPLE TO ENTER. Head for the Reinforced Gate at F-9. The easiest/safest path is to follow the right wall from the start. This will take you across the top of the map then down the west side before bringing you back to the gate. You will need invisible for the Orcs and remember that imps (and NMs) are truesight. EVERYONE needing mission should check the gate for a cutscene. Once everyone has the cutscene, check it again to enter the arena. The fight is uncapped and you must be on or past this mission to enter. Once inside, buff, rest, etc, then engage the mob. Mob is a "dragon" (like the one you fought in RANK 3 mission, but scaled up to 75ish). Most healer + DD (PLD counting as healer) combos can duo this fight at 75 and the normal solo jobs can solo it with skill, luck, etc. No XP is lost in this arena. A normal party should be fine at 65-70. You should take care of Petro Eyes (gaze attack), Chaos Blade (single taget curse), Heavy Somp (AoE damage + para), Body Slam (AoE hi damage), and Void Song (AoE Dispel All) especially if trying to lowman this. Also the dragon can be healed by 1 element so be very careful of this. He can change this element by doing his breath attack (you will see a 2hr animation before a breath that changes element). Flame = Fire, Wind = Aero, Poison = Water. Dragon seems to have about 11,000 HP. Once Dragon is defeated, you will get another cut scene and exit fight at D-8. You must now return to doing City Quests before continuing the main storyline. Remember that only one city quest line needs to be completed, but all can be and if you only do one, it must be the same one at each break.

Bastok 6: Storm on the Horizon
If you are continuing this from Burden of Suspicion, you must wait until the game day changes. Zone into Bastok (S) FROM North Gustaberg (S) for a cutscene. Then talk to Gentle Tiger (H-6). Exit back into North Gustaberg (S) and go to I-8. From there proceed up to the top of Zegham Hill and check the Monument at J-7 for a cutscene. Now return to the ??? you checked in Fires of Discontent (Grauberg I-6) for a concluding cutscene. Your reward is an Icarus Wing.

Bastok 7: Fire in the Hole
Zone into Bastok (S) FROM North Gustaberg (S) for a cutscene and a key item for the fight. If you lose this fight, you can get a new item from Solitary Ant who gaurds the entrance to Bastok (S) on the Gustaberg side (J-9). You may only get the key item from Solitary Ant once per game day. THIS FIGHT IS UNCAPPED AND ALLOWS SIX TO ENTER. You must have the key item or have already completed this mission to enter. Once everyone has the key item, head to the Stonehoused Adit at E-9 in North Gustaberg (S). You can buff outside (buffs wearing on zoning will wear on entry) and rest MP. Then the leader (only leader can start fight) can examine the Door to enter the fight. The goal in this mission is to keep Adelhied alive for the duration. Nothing else matters. With this in mind, I would suggest 2 healers. One for her and one for the party. Talk to her to start the mission. She will go thru the area and pause to examine things at intervals. Went she does, she will be attacked by a group of Quadav. As soon as they are defeated, she will continue, so sleep and hold one if you need to rest MP. She does not fight, but by the 3rd wave will start randomly running around if hit, make healing her harder (not unlike some players I've seen). The first 2 times will be one wave. The second 2 times will be 2 waves with the one being a BLM (Magnus) at the 4th spot. The final attack will come at the turret and will be 3 waves with the final wave containing 3 BLMs. The turtles will aggro Adelheid, and can lose hate and decide to go back after her somewhat randomly. The real danger is the BLMs and they should be silenced and dealt with immediately. Note that turtles can attack from both directions so don't just have everyone run ahead of the NPC. Some jobs have Duoed this a a good number have trioed it, but I would take a full party. DDx4 and 2 healers (who can sleepga) would be perfect. When you win, return to Bastok (S). Zone into it FROM North Gustaberg (S) for a cutscene. Report to Gentle Tiger. Then talk to him again for your reward. Reward is a r/e necklace that I find useful (very nice piece for it's level) - Republican Silver Medal and the ability to coninue the main mission tree.

San d'Oria 6: Perils of the Griffon
If you are continuing directly after completeing Wrath of the Griffon, you must wait for the game day to change. Head to San d'Oria (S) and talk to Rholont (E-7). You must then zone out of the city and reenter. Speak to Rholont again. Then talk to Daigraffeaux (I-11). Return to Rholont again for another cut scene. Head to Jugner (S) and check the ??? from the Claws of the Griffon quest (I-6) for a key item. Return to Rholont for a final cutscene. Your reward is an Elixir to use or sell.

San d'Oria 7: In a Haze of Glory
FIGHT IS UNCAPPED AND ALLOWS SIX TO ENTER. Head to Garlaige (S) and talk to Diordinne (I-6 first map) for a cutscene and a key item to enter this fight. EVERYONE must have this key item or have completed this mission to enter fight. If you lose, you can speak to Diordinne to get a new key. He will give you one only once per game day. Once everyone has the key item, head east and south to enter map 2. Proceed mostly south to H-9 (sneak and invis may be needed). EVERYONE examine the Wooden Crates for a cut scene. Buff, rest, etc. Once everyone is ready, the leader (only leader can enter) can check again to enter. Once inside follow the east wall past the first goblin then switch to the west wall until you reach the turret. Mobs will probably aggro along the way, so make sure to stop and kill them as soon as that happens. All mobs can easily be dealt with by a 75, but not if they come in packs. They cannot be slept. Along the way you should find some Virulent Flasks. Destroying these will summon some guards from the turret allowing you to kill them then instead of at end. Once you reach the turret, pull any remaining guards one at a time and kill them. Once all guards are defeated, everyone focus on the turret. Pretty easy duo for healer and DD at 75 as long as they are slow and careful. Main thing to bring is poisona (or antidotes) as the flasks, goblins, and turret all have nasty poison effects. Barpoison and barwater help also. After winning report back to Rholont between 18:00 and 0:00 game time for a final cutscene. Reward is ability to continue main mission tree and r/e ammo that boosts stats in campaign - Fullmetal Bullet.

Windurst 6: When One Man Is Not Enough
Note: As a female character, this quest makes more sense, but remember as you do it that the dialog is the same regardless of gender or race. If continuing this directly from A Manifest Problem, you will likely need to wait until the game day changes. Head to Windurst (S) and speak to Dhea Prandoleh (H-10 north half). Then head to The tower at F-10/F-11 in West Sarutabaruta (S) and check the entrance for a cutscene. You may check it again for a follow up but this is optional. Return to Dhea for a cutscene. After this you may talk to the following people for clue, but it is optional. Kleh Engumoh & Chioh Remhrll (F-9 north half) and Tohs Jhannih (F-8 north half). They all recommend various fish to feed the stupid male mithra. Fish up, buy, etc. some fish of the type recommended. You only need one, but if you bring more, you get a longer cutscene. There are 4 types of fish he will take, but be warned he will only take each type once. If you feed him a Blackened Muddy Siredon, this will fill him up in one shot and get the long cutscene. If you feed him a Pipira, a Greedie, or a Forest Carp, you need to feed him all 3 to fill him up and get the longer cutscene. However, you can just refuse to feed him after any fish (must give him at least 1) and get a shorter cutscene with no effect on reward. Which you do, depends on money, time, and personal preference. Once you have the fish(es) you want, return to the tower and trade a fish to it for a cutscene. At the end of the cutscene (if he is not full) you have the option to stop or to continue feeding. If you continue, you will need to trade you next fish. Once you have him full or you get sick of it he will talk about things going on for a bit (longer if he is full), then invite you ro go back to Windurst (S) with him. This ends the mission and you have to get back to Windurst (S) on your own. Your reward is 12 roses and sick feeling in your stomach if you are a heterosexual male character.

Windurst 7: A Feast for Gnats
Zone into Windurst (S) by any means. After cutscene, head to Sauromugue (S) and talk to Mham Lahrih (K-9 fort) for a cutscene and a key item to enter the fight. FIGHT IS UNCAPPED AND ALLOWS SIX TO ENTER. You must have the key item or have won this fight to enter. Mham will give you a new key item once per game day if you fail. EVERYONE check the Abondoned Mineshaft in same fort for a cutscene. After everyone has this cutscene, buff, rest mp, etc, then have leader (only leader can start fight) examine the shaft again to enter the fight. The primary goal in this mission is to keep Romaa Mihgo alive. If she dies it fails. Mission ends when the confederate belfry is destroyed. A pair of DDs can 2hour the belfry easily while a healer keeps Romaa up, if you are doing this lowman. However, I would recommend a party with 2 healers (one for Romaa and one for party) and 4 DDs. Upon entry, run forward with Romaa's group to main battle area. Initially there will be 12 Quadav of various types (Zircon are BLMs and need to be dealt with first). Romaa and her assault team will go after random (random from party's view) targets and you must assist them. The more NPCs that stay up the better obviuosly, but focus should be on healing Romaa and killing the BLMs. Once the BLMs are dead, focus on assisting the NPCs. After a certain number of turtles die (or maybe it's timed), a wave of Gigas will spawn. Continue to assist NPCs until all mobs defeated then destroy belfry to win. Once you win, report back to Dhea Prandoleh in Windurst (S) at H-10 to complete the mission. Your reward is the ability to continue the main mission tree and a ruby.

8: In the Name of the Father
This mission will be the active one in your log upon completing the dragon fight in mission 7, but you must complete at least one city quest line to continue. Once you have completed at least one city thru quest 7, enter San d'Oria (S) and check the Lion Springs Tavern Door (K-6) for a cutscene to complete this mission.

9: Dancers in Distress
Talk to Raustigne at I-7 in San d'Oria (S) for a cutscene. Head back to the tree stump in Jugner (S) that was in the Sandy City Quest line and check the elegant Footprints near it (I-6) for another cut scene. During this cutscene you will be asked questions and the answer may (still some debate) affect the item that is requested at the end of the cutscene. The questions are about Cait Sith and if you answer them "correctly" you will be asked for lynx meat, which is easily farmed or purchased on AH. There are 2 other possible items. The next easiest is a gold beastcoin. This is very easy to obtain as a THF by stealing from mobs of higher level or again from the AH. The final item which can be requested is a Nyumomo Doll. This is a r/e drop from orcs in Batillia Downs (present day). It has the worst drop rate of the 3 items and cannot be purchased. If you want to read the entire debate, check the main link above. Once you obtain the item requested, return and trade it to the footprints for another cutscene to conclude this mission. You could obtain the item (or all 3) first and simply trade it after the cut scene if desired.

10: Daughter of a Knight
If you have time, while in Jugner (S) kill Wandering Saplings until EVERYONE that needs the mission has a Cernunnos Bulb. Saplings spawn in the grids J-6, F-8, E/F-10/11 and have a decent drop rate. Return to San d'Oria (S) and speak to Amaura (G-6). She will ask for a Cernunnos Bulb. Trade it to her (or go farm it now and come back) for another cut scene. Now head back to Jugner (S) and go to Maiden's Spring at E-6 (sneak/invis a very good idea or ride a bird). Find the Humus-rich Earth, and trade the bulb to it. Now gather your party (if you haven't already) and head to the same spot in present Jugner. EVERYONE needing the mission needs to have planted a bulb in the past. EVERYONE needing the mission needs to check the same place in the present for a cut scene. This fight is in the open, meaning anyone regardless of progression may assist. However only those with all previous steps complete will benefit. Buff, rest mp, etc., then have one person needing the quest, examine the Humus-rich Earth agian to spawn the NM treant. The Treant can cast both high level stone nukes (stonega3/stone4/break) and cure spells (cure5/pro4/shell4/stoneskin) in addition to the normal tree moves. His leafstorm is dispel all (including food) and slow. His entangle is a drain move in addition to the normal bind (bind can last exceptionally long time). Any balanced party at 70+ should be fine against him. I would recommend a reliable stun for the Stonega3 and Break and such. Obviously Barstone is a good idea. Also a dispel for his Protect/Shell4 and Stoneskin. Our DDs were a BLU and MNK and seemed to have little problem. This can be done as an alliance if desired and below level 70 I would probably reccommend this. If you are interested in solo/duo strats check the above link. I tried to SMN solo him, but the rage timer at 60 minutes made it a draw. Once you defeat the NM, EVERYONE needing the mission should check the earth again for a key item. Return to Amaura for a cutscene. Then zone and talk to her again after the game day changes for a final cut scene to conclude the mission.

11: A Spoonful of Sugar
Return to San d'Oria [S] and talk to Raustigne at the entrance to San d'Oria North for a cut scene.

12: Affairs of State
Now travel to both Windurst [S] and Bastok [S]. Order is not important. In Bastok, talk to Radford at H-6 (this is near the gateside MH entrance) for a key item. In Windurst, talk to Velda-Galda at K-9 (also on path to MH entrance) for a key item.

13: Borne by the Wind
Head to Sauromugue Campaign [S] and check the bulwark gate at F-6 (the entrance to Jeuno). You will get a cut scene and a key item for the next fight. If you lose the fight you must check here again for a new key item.

14: A Nation on the Brink
Head to J-9 in Batillia Downs [S] and check the Underpass Hatch for a cut scene. This is up on the wall there in one of the towers. Have the leader check again and enter the fight for the group. THIS IS UNCAPPED SIX PERSON FIGHT. No XP is lost on death. Buff inside. Campaign only items should work in this fight. In this fight there are 3 sets of NPCs that help with the mobs. Each set is a leader from Windy, Sandy, or Bastok along with 2 fighters from his/her regiment. The leaders cannot be killed until the boss NM appears and can solo the mission to that point. All the NPCs can be buffed and healed though so it is advantageous to do so and thus have help on the boss. The ideal set up for this fight is a PLD and 5 healers. Let the PLD tank everything and the NPCs kill stuff while the healers keep everyone alive. PLD/RDM is said to have soloed it and various jobs combos have duo/trioed it easily. As soon as you enter have one person head out and pull some mobs. There are 3 tunnels and if allowed the NPCs will split up and find the mobs. It's fine if you let them and just go along and help, but better to pull the mobs to them and fight as one big group. There are 3 sets of mobs. They match the NPCs so there are a group of Quadav, Yagudo, and Orc. Each group of beastmen has 2 waves. Also when pulling them it is sometime hard to get them all pulled at once. If at any time the NPCs get bored they will split up and look for more mobs to kill. Also the NPCs will hand out bonus items much like in the Blitzkrieg assault. Once all the mobs are dead the NPCs will head back to the start point and a NM orc will spawn there. He likes to spam Battledance and Cure 4 (also will invincible multiple times). At this point the NPC leaders can be killed and if not healed up will die quickly to battledance. One important note is that Battledance hits the "party" with hate. That means it hits either the players OR the NPCs, but not both. If your tank can keep hate (and stay alive), the NPCs can easily kill the orc. Once he dies you get a cut scene and are rewarded with a Jeunoan Flag. If you fail the mission (which is honestly pretty hard to do with anything close to a regular party), you can get a new key item from the Bulwark Gate (Jeuno entrance) once every game day.

15: Crossroads of Time
At this point you are once again called upon to aid the Cities in the past. You must complete at least one City's quest line to continue. Obviously as stated before if you were only doing one city before you must continue with that city, but if you like doing all 3 you certainly can (I do). Once you complete at least one City Quest line thru quest 9 you will be ready to continue.

Bastok 8: Quelling the Storm
Enter Bastok Markets [S] from North Gustaberg [S] for a cut scene. You must wait one game day form the last quest if doing these as a group. Also must have received the reward from the Goblin here for Burden of Suspicion, but if you reading this you probably did that already. Talk to Gentle Tiger by the Metalworks entrance for another cut scene. Then talk to people around town to gather information. The 3 you MUST talk to are Paul (H-5), Biggorf (H-10), and Wilhelmina (I-9). Once you speak to those 3, return to Gentle Tiger for another cut scene. Now speak to Blatherix for a cut scene. He requires 3 items from you. A Goblin Mess Tin, a Goblin Mushpot, and a pinch of Twinkle Powder. You can buy the Mushpot in the Lower Jueno goblin shop (Pawkrix). The Twinkle Powder is also purchased but in Windurst Waters from Upih Khachla @ H-9 (north map). The Mess Tin can be farmed from Goblins in the past (skirmisher, pickets, toxophilites, pioneers), lotted in campaign, or purchased on AH. Trade him these 3 items for another cut scene. Return to Gentle Tiger for another cut scene. Now head to Vunkerl [S} and check the ??? near the bridge at F-6 for a cut scene. Return to Blatherix for your reward (the ability to be a goblin once a day >.>)

Bastok 9: Honor Under Fire
Talk to Gentle Tiger for a cut scene. Return to Vunkerl [S] and check the ??? at F-6 for another cut scene. Then check the Beastman Banner at J-7 for a cut scene. Return to Gentle Tiger for the key item needed to enter the fight. If you fail he will be where you get a new one as well. Return to Vunkerl [S] and check the Beastman Banner for another cut scene. Once everyone has this cut scene the party leader can examine the Banner and enter the fight for the party. THIS IS UNCAPPED FIGHT ALLOWING SIX PEOPLE TO ENTER. Buff outside. XP is lost. Fight is against an Ahriman. It has high magic defense so physical damage is the way to go. RNG and DRG are great DDs for things like this, but all DD is fine. A healer, a stunner, and a couple DD can win this fight. The Ahriman casts some big ga nukes that need to be stunned and uses the regular Ahriman TP moves. Also, every so often he will morph into one of the people from Bastok (Volker, Five Moons, Nicolaus). They must be killed but have low HP. Nicolaus likes to nuke as well rather than melee (uses a club) and if needed he is the best form to kite while resting MP. Five Moons attacks at very fast for a scythe. Volker uses a sword. Whenever the Ahriman shifts form, the clones will have full (but low) HP. When it reverts to true form it will be at the same percentage it was before the shift. Once the Ahriman is defeated you will get a cut scene. Return to Gentle Tiger for your reward (elixir tank) and to complete this mission. You may now continue on with the regular mission tree.

San d'Oria 8: The Price of Valor
Talk to Rholont in Southern San d'Oria [S] at E-7 for a cut scene. You must zone if continuing this right after the last Sandy mission. He wants 3 items (key items). The first is water from the well right by him >.>. The second is a biscuit hidden in the tree right by him >.>. Anyway, after you find those 2 items you will need a hatchet (likely more than one). Last item is syrup you can get from logging in East Ronfaure [S]. You can buy hatchets from Geltpix at M-6 (South Sandy [S]) if needed. Once you have all the items return to Rholont for another cut scene and a key item. Head to Jugner [S] (Recall fastest for this, but CA is fine) and check the Felled Trees at G-7 for a cut scene. Now head to Vunkerl [S] and check the Toppled Cresset at I-8 for a cut scene. Then check the Toppled Cresset at F-9 for a second cut scene (order is important). Then check the Underbrush at F-13 for a final cut scene. When EVERYONE ready have one person check the Underbrush a second time to start the fight. If one person accidentally starts the fight by checking the Underbrush twice, it is possible for people to check the Underbrush for the cut scene while the NM is being fought/kited (you could also let the person die and wait until everyone is ready). This is an open fight so anyone can help and you can use campaign tags (to avoid XP lose) and items (if from sandy). I wouldn't get the tags just because the pop area is a long way from the battle and the mobs heading to the battle may well aggro you. Up to you though. The NM is an Orc BLM and will cast a lot of nukes. May be best to kite him while allowing ranged DDs and DoT to kill him. Regardless of other concerns he should definitely be kited during his berserker phase(s). His special move is Berserker Dance. He will typically use this at about 30%, but can use more than once. During it he can fast cast all spells and likes to cast ~ga followed by T4 nukes. Things to note about the fight. He like his sleepga 2 so bringing poison potions not a bad plan. He also likes his blindga and his dispelga making magic DDs a good choice. Several jobs have soloed this with DoT and kiting, but taking a solid group to bounce hate is good. BLM is a great DD for this and stuns are very nice for the the big ga spells. Also plan the kiting before hand. While it is possible to kite him around the near by lake, it can be dangerous due to the demonic roses (and NM rose) there. I found it fine to kite him south of the lake between the roses, but this was using stuns and hate bouncing so scout the area yourself for what you think will work for your group. Once he dies, EVERYONE check the Underbrush for a cut scene. Now head to Pashhow Marshlands (S) (recall fastest then grab a bird) and check the Shimmering Pondweed at G-6 for a cut scene and your reward (peiste skin) Return to Rholont to finish the mission.

San d'Oria 9: Bonds That Never Die
If you don't have any hatchets left over from the last mission grab some more. Head back to Pashhow Marshlands (S) and check the Shimmering Pondweed again for another cut scene. Then head to Jugner [S] and check the Overgrown Mushrooms at H-10 for a cut scene. Next you need to log until you get the key item Jugner Ivy. Once you have that return the the Overgrown Mushrooms for another cut scene. From there follow the road north to the Mossy Stump near the intersection of F/G-8/9 for a cut scene. Once everyone has the cut scene, the leader may check the stump again and choose to enter the fight for the party. FIGHT IS UNCAPPED ALLOWING SIX PEOPLE TO ENTER. Buff Outside. XP is lost. If you fail, you will need to log for a new piece of ivy. Fight is against a Young Behemoth. It does not hit hard but most attacks will have add effect of thunder damage and he can double and triple attack. The real danger is the TP moves. The TP moves are as follows: Thunderbolt - AoE thunder damage and Stun. Shockwave - AoE Damage and Knockback. Howl - Boosts damage for Shockwave (not dispelable?) significantly. PLD tank maybe better as mob has very high ACC. It also has a healthy EVA score and good DEF, so ACC food recommended for melee. Magic is seldom resisted so magic DDs can be a good choice. Has about 14,000 HP. A normal XP party can kill easily. As usually a number of jobs claim to have soloed this and a healer and a couple of DDs could probably trio it without a lot of risk. Once he dies you will get a cut scene. Then report back to Rongelouts N Distaud in South Sandy [S] (I-9) to complete the mission. Reward is a behemoth horn and the ability to continue the regular mission tree.

Windurst 8: The Long March North
Zone into Windurst Waters [S} for a cut scene. Head to South San d'Oria [S] and talk to Raustigne at I-7 for a cut scene. Then talk to Hauberliond at H-9 for another cut scene. During the cut scene he will ask you several questions. Your answers likely determine where he sends you next (no confirmation) but other than that don't matter. I answered what I considered to be truthfully (and pro sandy since I figured he would want ot hear that) and got East Ronfaure, which is the easiest. After cut scene you will be asked to find a key item (Darkfire Cinder) in one of 3 zones. The cinder is obtained by checking the New-turned Earth in that area. Locations are as follows: East Ronfaure [S] J-11, Jugner [S] J-5, La Vaule [S] K-9. Once you have the key item, head to present Bastok and talk to Striking Snake at H-7 in Metalworks for a cut scene. You will now need some pick axes. These can be purchased in Bastok Mines at the store behind the AH there. Take a stack (mining can break a lot) and head to North Gustaberg [S] (the Maw in North Gustaberg is just outside of Port Bastok if you are not able to warp to Bastok Markets [S]) and mine until you get 2 key items (Sulfur and Quicksilver). Return to Striking Snake for a cut scene. Zone and return the next game day and he will provide you with the key item for the fight (beastbane bullets). Now head to Fort Karugo-Narugo (S) and talk to Rotih Moalghett for a cut scene. Then proceed to the warding door at at F-7. TOUCHING THE DOOR STARTS THE FIGHT. This is an open fight but restricted to 1 party. You do lose XP so getting campaign tags is an option (not for anyone casting ga spells though) as is items (if from windy). Fight is 3 Demons and 2 Ahriman. Kiting is not a real option due to the fact if you move out of the immediate area you will be kicked from the fight. When you click the door the mobs spawn behind the party and attack random person (all will go for same person). These mobs seem to grow stronger as you defeat them so it is suggested to kill the leader first. I would suggest bringing poison pots since the Ahriman like to sleepga. Having at least one stunner good for this also. When mobs pop. Sleepga/Lullaby them all. Furfur (DRK) should resist. He is leader so kill him first. Then kill the 2 Ahriman as the ga spells are annoying. Once they are down, kill the two remaining Murmurs (WAR) to win the fight. A balanced party will be fine as long as they take the sleepga into account. Once you defeat all the enemies, check the door again for your reward (range earring) and final cut scene.

Windurst 9: The Forbidden Path
Zone into Windurst Water [S] for a cut scene. You will now need to get a Bottled Pixie. It is a 100% drop off of Yagudo High Priest mobs in Meriphataud Mountains (S) by the entrance to the Castle O [S]. These can be soloed by a 75 (can use your NPC if you need help too). Bottles also drop from various other beastman mob and from campaign battle. Once you have your Pixie, head to Grauberg [S} and check the Fey Blossom at F-5. You may need sneak to reach this area at night, but remember hippogryphs are truesight. The first time you check the Fey Blossom you will get a cut scene. Check it a second time for a second cut scene asking for the Pixie. Trade the Bottled Pixie to the Fey Blosson AT NIGHT (not sure if night is 6pm-6am for this or more restrictive) for a cut scene and key item. Now you will need a testimony. Any will work, but probably better if it is on a 75 job (or a level 1 job). I'm going to assume that if you have a 75 job you can figure out where to get a testimony for it. If you have a used testimony (yeah I kept mine after I beat Maat, shut up), that works fine too. Head to Castle Oztroja (S). Once inside head north then east to the large room. Take first north and follow the hall until you find a Writhing Flame (G-7). Check it for a cut scene. Trade a testimony OF YOUR CURRENT JOB to it for another cut scene and key item. NOTE: There are 4 mobs that at VT-T to 75 in this hall that wander around by the flame. You will need Invisible to reach the flame area or a party to fight them. Also even if you are safe entering the cut scene, there is no way to know for sure when it is safe to exit it. I personally went as a RDM so I could sleep the mobs and log out when I got aggro after the first cut scene and then sleep them and warp after the second. You can not call your NPC inside the castle so having at least a partner may be useful if you don't want to rely on sleeping or fighting. Also if you sleep them after the first cut scene, you can just trade the testimony and that cut scene will drop the hate from them. Next head to the present and enter the Horutoto Ruins. You need to get past the 3-mage gate so you will need to do one of 3 things. Option 1: bring a RDM, a WHM, and BLM. Option 2: bring a citizen (or former citizen) of Windurst with the key. Option 3: have the quest line done for entrance thru the Toraimarai Canal. You are headed for the big room with the elemental gates just past the 3 mage gate. Reference the above walk-thru for Windy mission 3-2 for more information, but here is quick review. 1) IF going thru gate, enter the tower at J-7 in East Sarutabaruta. Once inside follow the wall on your right to G-8 and go thru the cracked wall.  Head south and west to E-10 and go thru the gate there.  Continue to D-10 and go thru the cracked wall there.  Continue to the large room at H-9 and you will fine the 3-mage gate.  If using charm, open it.  If you have 3 mages, have them stand on the circle colored to match their job and the gate will open.  NOTE: Gate can not be opened from the inside.  Once inside follow the path to the dead end.  Walk thru the wall as it is fake.  2) IF going thru the canal enter it thru Windurst Walls and take first right and go down the stairs and continue straight to the intersection (even a 75 will need sneak for this first part). Go left then take the next right and go up the stairs. Go left and cross the first bridge you come to. Go right and follow path past the next bridge and the next set of stairs. You will need to cross the first bridge past the stairs and go left. Then just follow path until you zone into the Ruins. Once in the elemental gate room check the Darkness Gate (Northwest I think) for a cut scene and key item. Now return to Windurst Water [S] and talk to Velda-Galda at the entrance to Walls. You will need to talk to Velda 3 times (once for each key item). Wait a game day then return and talk to Velda a final time to complete this mission. Your reward is a stat potion (based on the job you are on talking to Velda the last time) and the ability to continue the normal mission tree.

16: Sandswept Memories
Once you have completed at least one city quest line thru #9, zone into Southern San d'Oria [S] from East Ronfaure [S] for a cut scene. Head to the Lion Springs Tavern by the MH and check the door for a cut scene to complete this mission.

17: Northland Exposure
Zone into Beaucedine Glacier (S) for a cut scene and key item. This ends the mission, but in case you have never been to the zone yet, you can reach it thru the tunnel at E-4 in Batallia Downs (S). You will need invisible at least and possibly sneak to get there without fighting. Once in Glacier, I seriously recommend not fighting. Also there are flying dragons that aggro like the UFOs in Sea so keep an eye out for them. If you already have been to this zone, using the CA will be faster and also get the cut scene. I would suggest after you get the cut scene you warp and use the CA for the next mission even if this is your first time to the zone. Also you may want to zone into Xarcabard [S] while here so you can CA warp there in the future.

18: Traitor in the Midst
Mini-game time. There are 5 games to play. 3 are very similar. 1 is just odd. They wouldn't be bad except for 2 things. First: you are in a zone where you can easily be killed by pretty much everything at anytime. You can limit this somewhat by make sure to be inside the towers while checking the Paw Prints so that you won't aggro coming out of a cut scene, but still a hassle getting to them. Second: if you fail a game 3 times in a row you have to zone before you can repeat the game. This sucks because of the first thing above. Any games you have won will be saved though so at least that is good. THESE FIVE GAMES CAN BE DONE IN ANY ORDER. I will present the order I find the easiest based on using the CA warp to reach the glacier and where the final cut scene is at. Sneak and invisible are a given. F-7 Tower (Nue Tower) - This one sucks to reach but might as well get it over with first. From CA head north until you find the ramp. Head up then go south until you find another ramp (north if you have not zoned to Xarcabard [S] yet, as you might as well get that now). Head up and go west and north until you reach the tower. Be aware that imps are truesight and the floating skull things will aggro magic and low hp >.<. The flying dragon that can be here is truesight also. I suggest having reraise on you while doing this one for sure. Once you reach the tower check the Regal Pawprints for the game. For the game you are turned into a chocobo chick. Yep you read that right. Anyway, you have the choice to chirp or turn each time the cait sith makes a move. This seems to be random, but if you chirp when he is looking away and then turn when he looks at you, you can probably draw him over to you. Once he is close enough, a third option will appear to stun him. Hit this when it appears and you win. I seriously recommend warp/retrace once you win rather than walking back out. H-8 Tower (at Outpost) - This is safest one obviously. Just check the Regal Pawprints to start the game For this game you sneak up on the cait sith. This is the easiest (I think) of 3 variations of this game. Idea is simple. You have the choice to move or wait. Hit move when the cait sith is facing away from you. Actually when he is facing away at a 45 degree angle is the best because he should go back to fully away after that. You have unlimited time so it's mostly a patience thing. Can be quite annoying though. You start at the top of the stairs. When you reach the bottom, you win. G-9 Tower - From CA head down the ramp then west toward where Ranguemont Pass will be in the present. When you reach the tower, check the Regal Pawprints to start the game. This is the same game, but this time you are talking Portia thru it. She's a little flighty and gets scared. Anytime she does the panic emote, it means that when you order her forward the next time she will hesitate and take twice as long to move the one step. This means you must be even more careful of the timing to avoid her being caught. Once again you start at the top of the stairs and win when you reach the bottom. I-7 Tower - From the previous tower, head east past the ramp up to the outpost and follow the path north until you find a ramp down. There are a set of Pawprints along the way, but ignore them as they are for a later mission. Go down then continue north until you reach the tower. Check the Regal Pawprints to start the game. This is once again the red light / green light game. This time you are talking Lilisette thru it. She is high strung also, but prone to impatience rather than fear. Any time she emotes she will take 2 steps the next time you tell her to move instead of one. This can be good, but as with Portia results in her having a bigger chance of being caught if timing is not right. Once again you start at the top of the stairs and finish at the bottom. J-8 Tower - From the previous tower, head south until you find the ramp down. Beware the flying dragon in this area that is truesight. Go down then north until you reach the tower. Check the Regal Pawprints to enter the game. For this game Lilisette gives you a blow gun and wants to shoot the cait sith. Now we're talking! Yeah if only it were a better game. Anyway, the cait sith move pretty fast and the blow gun has a huge delay on it. Now why a blowgun has such a delay is another issue, but it does. since you only have a limited number of tries, here's the trick. When the cait sith is walking left to right, shoot. She will stop and be hit every time. If she is running don't risk it. If she is already stopped, she will probably move before you actually get around to shooting because of the delay although there is a pattern to that (every 3rd stop is the long one). If she is moving right to left, she will see you and run out of the way. You only have to hit her once to win H-10 Tower (after you win all 5 games) - From the previous tower head south ignoring the ramp up. You will come to the final tower. Check the Regal Pawprints there to complete this mission. Games can now be replayed (for entertainment only) at the Goblin Footprint at H-11 if you like.

19: Betrayal at Beaucedine
Head back to the CA (I would warp/retrace and then Campaign warp). From CA, head down the ramp then east to the Regal Pawprints (if you walked back up here from the last mission you will reach the pawprints before the CA which is fine). Everyone check the Pawprints for a cutsecne. This is an open fight so anyone can help and campaign tags and items can be used (but not by people casting ga spells). XP is lost. Fight starts as soon as anyone checks the pawprints for a second time so make sure to buff up, rest MP, etc. Fight is against Count Halphas and 4 dark demons. They will aggro whoever starts the fight. Basic strat is the sleepga them and kill the Count. The fight ends when he dies. He is immune to sleep and can wake the others if they are close by him, but with a normal party this isn't a big deal. See above link for several duo/trio strats, but if fighting straight up I would bring at least 3DDs and a sleeper. Make sure to clear area first so normal mobs don't aggro you. This is good to build TP anyway. After the Count dies, check the Pawprints again for cut scene. If you zone after the count dies but before this cut scene you will need to redo the fight. Remember that tractor counts as zoning (you shouldn't need tractor though).

20: On Thin Ice
Return to San d'Oria [S] and talk to Raustigne for a cut scene to conclude this mission.

21: Proof of Valor
Now you must gather at least 20 signatures and return to Raustigne for a cut scene. You will receive a reward based on how many signatures you achieve. 0-19 - Keep trying. 20-29 - No reward, but you can continue the storyline. 30-40 - Oxblood Orb. 41-80 - Foulard. 81-99 - Angelskin Orb. 100-119 - Orichalcum Ingot. 120 - Molybdenum Ingot. This is max you can achieve. Which reward is worth the most to you varies by server, so do your research. When you talk to him you have the option to quit at the number you have or keep trying (even when you have max of 120). Once you quit trying, you get that reward and have completed this mission. Here are a list of the signatures: Free: Machionage(C-6), Louxiard(G-7), Illeuse(H-9), Andagge(H-9 top level), Aissaville(I-7), Daigraffeaux(I-11), Elnonde(K=9), Loillie(K-9 top level), Remiotte(L-10), Mailleronce(M-6). 1 signature each for total of 10. Q&A: Corseihaut(F-6) - Uwe Prien, Mythril Muskateers, Klara Bester, Robel Akbel, Twelve, Choh Moui. 1 signature for each question for total of 6. Aurfet(G-9) - Yrvaulair S Coussereaux, Febrenard C Brunnaut, Valaineral R Davilles, Knights of the Rustwing Hawk. Varied points, but total of 6 signatures. Vichauxdat(I-8) - 3, Gutrenders, Grradhod. 2 signatures each for a total of 6. Farouel(K-7) - Smilodons, Gnoles, Ghosts. 2 signatures each for a total of 6. Quests: Coucheutand(I-8) - Retrieve orcish gear. Gold Orcmask = 15 signatures, Helmet or Pauldron = 10 signatures, Axe = 5 signatures. Can only trade 1 item so make it the mask. Can get from troopers in Davoi (also other areas) or in campaign. Eumielle(I-9) - Trade Angler's Cassoulet for 12 signatures. Free from weekly quest Beans Ahoy!. Sabiliont(I-11) - Trade Gysahl Greens. 3 stacks = 9 signatures, 4 stacks = 10 signatures, 8 stacks =12 signatures. Can only trade once so trade 8. Greens cheap to buy in present at any stable. Hauberliond(H-9) - Trade Crossbow Bolts. 1 stack = 9 signatures, 2 stacks =10 signatures, 3 stacks = 11 signatures, 4 stacks = 12 signatures. Can only trade once so trade 4. Cheap synth or can buy from many merchants or AH. Rongelouts N Distaud(I-9) - Beat him 3 out of 5 rounds at rock/paper/scissors. You get 35 signatures for this. Trick is to watch his emotes. They don't show in chat so you have to actually watch. If he does /point, you do Vellum. If he does /think, you do Rock. If he does /poke, you do Stinger. Obviously if you can't win this game your reward will be significantly lower.

22: A Sanguinary Prelude
Zone into Beaucedine Glacier (S) for a cut scene and a key item to complete this mission. Using CA warp is fine.

23: Dungeons and Dancers
Check the Regal Pawprints at G-9 for a cut scene. These are southwest of the CA on the same level. Be aware the Taurus mobs in the area are truesight. Sneak and Invisible will work for the other mobs. Once EVERYONE has the first cut scene, the leader can examine the entrance and warp party to the fight. "FIGHT" IS UNCAPPED AND ALLOWS SIX TO ENTER. It can be soloed by the most jobs, but more people do make it faster and safer. This is a easier version of the assault Excavation Duty. You start at I-10 and must make your way up to a ??? at J-6 for a cut scene. Your path is block by destroyable walls and a few mobs. You are given 2 explosives at the start of the mission and the goblins "drop" 3 when killed. These do not go into the treasure pool, but instead can be obtain by checking the ??? left when the goblin dies. You may only carry 3 explosives at once. If you are doing this with more than one person you probably don't need to kill any goblins to win as each person gets 2 explosives to start. 3+ people definitely would be safe. In addition to the goblins, there are truesight bombs. They are just hazards although they can destroy walls for you by self-destructing by them (rare). Goblins and bombs are both Easy Prey to a level 75. Fastest route is west at start. This will lead you north soon. East at H-9 (wall), then north to the top of the map. East to the ??? for the cut scene. NOTE: only one person needs to get this cut scene. Rest can explore area and should if it is safe. In the cut scene you will see cait sith set a bomb. The fuse will be a random color. You must now search the zone for the switch of the same color detonate the bomb and clear the last wall on this map. Since only one person needs this cut scene, it is fastest to have one person head to the ??? for that while the rest randomly search the area for switches. Once you find the right switch hit it for the cut scene showing the explosion then proceed thru the new tunnel to the second map. On this map the objective is to reach the Blue Tornado at I-9. Again there are walls to blow up and mobs in the way (or to get explosives from). Head East until I-8 then south (wall). Follow that path south until you can go east again. Head east to the exit. Once one player reaches and clicks the Tornado, the mission is complete and you get a cut scene and the key item for the next fight. If for some reason you fail this mission you may get the key item required for entry by checking the Regal Pawprints by the tower at H-10 (long way from fight >.<), once per game day.

24: Distorter of Time
Head to the Regal Pawprints at H-7. From the CA you need to head south down the first ramp. Then follow the path back north. Ignore the next ramp down and continue north until you reach the Pawprints. Leader can check the Pawprints to warp party to fight. FIGHT IS UNCAPPED AND ALLOWS SIX TO ENTER. Buff inside. Fight is against the cait sith traitor. Lilisette assists you and must be kept alive. Some healers have soloed this by keeping her alive and letting her solo the fight (similar to the CoP finale). I would say most healer Duos could win this fight in that manner without meds (might want juices). Other than that, a PLD tank and regular party set up is fine, although I might suggest a stunner for the big ga spells. We did with 5 using PLD, MNK, WHM, WHM, RDM/DRK and were never in danger. A few things to note about the fight. Cait sith has a few TP moves that you should be watching for. Regal Scratch is a single target damage move. Divine Favor is full erase/na (slow and para help during fight, but will be erased often). Mewling Lullaby is TP reset AND sleep. Eerie Eye is amnesia AND silence, however it is a gaze attack so turning away will work. Cait sith also has access to most BLM spells. Cait sith's final TP move is Level ? Holy. It becomes active at 50% health. it can do 0-2k in damage depending on the ?. It is AoE with range and damage depending on the random roll of a 6-sided die. In addition, Cait Sith will also have Atomos assists them periodically. Atmos does not fight and should be ignored except to run out of range if possible. It does one move (2 really, but I consider them 2 parts of 1 move). Move cannot be stunned and will cover most of the arena. It absorbs 50-60 from ALL stats and then transfers those stats to cait sith. Effect cannot be removed. It would be best ot try to tank cait sith against a wall so that mages can run out of range when Atomos appears. There is a delay between spawn and drain. Atomos will despawn once the stats are transferred. Lilisette will help with buffs and a be targeted by buffs as long as they are not party only (SMN wards work). If she dies you lose regardless of other events. If you need to repeat this fight you can get a new key item from the Regal Pawprints at the tower in H-10 once per game day. When cait sith is defeated you get a cut scene ending this mission.

25: The Will of the World
Head back to Southern San d'Oria [S] and talk to Raustigne for a cut scene to complete this mission. You must now complete one of the City quest lines thru quest #11. As before you only need to complete one storyline to continue, but can do them all for more rewards.

Bastok 10: Beneath the Mask
Head to Bastok [S] and talk to Gentle Tiger for a cut scene. You must wait a game day from completing the Bastok 9 quest if doing all at once. Zone into Beadeaux (S) for a cut scene. Return and speak to Gentle Tiger for a cut scene. Head to The Eldieme Necropolis (S) and speak to Red Axe (I-8) for a cut scene. Red Axe is busy during campaign battle so you have to catch him between fights. Now you will need a lump of Beeswax and some Red Textile Dye. Both are crafted only so you can make or buy from AH. Take both items and head to Vunkerl Inlet (S). Speak to Leadavox at J-6 and trade them the wax and dye for a cut scene and key item. Return to Red Axe with the seal for a cut scene. Return to Gentle Tiger for a cut scene. Head to Beaucedine Glacier (S) and go to the hoarfang region at F-10 (as if headed for Ranguemont Pass) for the final cut scene to complete this mission and get your reward (a reraise 3 potion).

Bastok 11: What Price Loyalty
Return to Bastok [S] and talk to Gentle Tiger for a cut scene and key item. Use CA (could walk but >.<) to North Gustaberg [S] and talk to Roderich at E-11 (east of CA warp-in location) for a cut scene. Return to Gentle Tiger for a cut scene. Zone into Xarcabard (S) for a cut scene and key item. This is the key item to enter fight and if you lose you will need a new one form Gentle Tiger. Head north to the Forbidding Portal at I-7 for a cut scene. Note this zone is quite dangerous at 75. Sneak and invis will be needed. Also remember the flying dragons. Once EVERYONE has the cut scene, leader may enter the fight for the party. FIGHT IS UNCAPPED AND ALLOWS SIX TO ENTER. Buff outside. XP is lost. Fight is against Klara Bester. She has around 25k HP and fights with a sword (has all weapon skills). She is immune to stun and does not allow people to cast long casting time spells. If a mage starts any spellcast of a long duration (Stoneskin, refresh, regen, AM2, etc.) she will run to them and stun them with flat blade, while telling them to fight like men. Shadows can allow completion of cast. At 50% she gains a new weaponskill called Temblor Blade. This is AoE damage plus PETRIFY AND HATE RESET. The AoE on it is not huge though, so a WHM can stay out of range easily (except the casting thing). There are two basic strats for this fight. Basic set up is same for either with one swap. Tank (PLD/WAR preferred), Healer (WHM for Stona), RDM (to para/slow Bester), 2 DDs (anything works except BLM), and either a SMN or second WHM. Plan 1 - Zerg. DDs should be ones with spike damage (MNK, WAR, RNG, Etc.) Sixth spot is SMN. At 50% Bester will say something and 2hour (mighty strike?). At this point the SMN should use Alexander and the DDs can 2hour. SMN should be at full MP for this. Perfect Defense will last until she dies and will negate most of the damage she can do and more importantly the petrification. Plan 2 - Fight. DDs can be anything and sixth spot is WHM. May replace RDM with a 3 DD if desired. At 50% when she starts using Temblor Blade, just make sure the WHMs stay out of range (similar to circle blade range) and on opposite sides of the fight. They can remove petra as needed and DDs just melee her down 2houring if desired. One WHM could do this as long as they stay out of range, but since Temblor Blade can reset hate there is a risk she will use it, engage he WHM and use it again before tank gets hate back and WHM can get out of range. Once she dies you get a nice cut scene and are told to head back to Bastok. Return to Gentle Tiger to complete this mission. Reward is ability to continue the main mission tree and a staff that allows once per day retrace to Bastok [S].

San d'Oria 10: Songbirds in a Snowstorm
Return to San d'Oria [S] and speak to Rholont at E-7. You must wait a game day and zone if doing directly after San d'Oria 9. Talk to Daigraffeaux by the chocobo stables for a cut scene. Get some fishing poles and a flint stone. Hume and Composite rods are recommend (Halcyon and Lu Shang work well also if you are a fisher) and you can resell after the mission if you not a fisher. Zone into Beaucedine Glacier (S) for a cut scene. Check the Colossal Footprint by the Tower at I-7 for a cut scene. From the CA you head down the ramp to the south then follow the path north to second ramp down. Head down and go north to the tower by the footprints. Then head to Rocky Perch at G-10. From the footprint, head south to ramp down. Head down and continue south to the tower at H-10. From there head west to find the Rocky Perch by the pond. Check the Perch for a Goliath Worm. This is the bait you must use for the rest of this mission. It can not be used for anything else or sold. It is stackable to 12 (and if you need 12 you are doing something wrong) so grab a bunch (I used 4, but better safe than running back here). Now you get to fish. YAY! (shoot me now is more my attitude, but maybe you are into it). Anyway you have to get 3 fish. All are key items. All can be fished from the ocean along the east edge of the zone, but at a much lower rate. Each has a frozen pond you should fish them almost 100% in with the right pole. The following order makes the most sense to me if you are doing the mission all at once, but they can be done in any order if you end up leaving (dying or warping to avoid dying) and coming back. Paladin Lobster. G-10 Pond. Composite rod. I mean you are already right there and all right? Scutum Crab. J-7 Pond. Composite rod. This is on the same level. Just head all the way north like heading to Fei'yin. Have to watch NM that spawns by this one. Lance Fish. H-9 Pond. Hume rod. This one is right by the CA, so I did the first 2 then used retrace and warped back. Note on fishing. I'm assuming by this point in the game you sort of at least know the basics. Anyway when watching the dialog, if it says "Something caught on the hook!" you will get the key item (if you reel it in). If it says "Something caught on the hook!!!" (note the extra !s) you will get a mob to kill so just cut bait and try again if you don't feel like fighting it. Once you have the 3 key items, return to the Colossal Footprint for a cut scene. Now you will need the flint stone. Head to the Charred Firewood at I-7. This is on the top of the cliff by the Footprint. To reach it, return to the CA and head north. Go past the ramp up and continue north and east until you find it. Remember Taurus mobs are truesight, but use sneak/invis for rest. Trade the flint stone to the Firewood for a cut scene. Now head back down to the tower at H-10. I find it easier(safer) to retrace and enter from Batallia Downs (S), but up to you. Check the Compressed Snow south of the tower for a cut scene. Once EVERYONE has this cut scene, one person can check it again to spawn NM orc to fight. THIS FIGHT IS OPEN so anyone may assist regardless of mission status. Buff prior to fight. Clear undead if they look to be a problem (or you want TP), but using sneak you can pop and pull this mob safely to the tunnel leading to Batallia [S]. Mob has 100% double attack and likes to use battle dance a lot so a PLD is a better choice for tanking. He can also use mighty strikes multiple times which can make battle dance very deadly. All support jobs should stay well back to avoid dance. A PLD with 2 healers could probably trio this. Most jobs capable of DoT/zone strats can solo the fight given time. That said I recommend a balanced party with PLD, RDM, WHM, and 3DD (preferably range or self healing). Once orc defeated, check the Compressed Snow again for a cut scene to end the mission and get your reward (icarus wing). Remember to not zone after killing the orc (or tractor) or you will have to redo the fight.

San d'Oria 11: Blood of Heroes
Zone into Xarcabard [S] and check the Animal Spoor at J-9 for a cut scene. This is near the zone to Beaucedine Glacier (S). Head to the Wheel Rut at I-9 for another cut scene. Just follow the left wall north from the Animal spoor. Return to the Animal Spoor for another cut scene and the key item needed for the fight. If you fail the fight, you may get a new key item here once per game day. Now head to the Forbidding Portal at I-7 and check it for a cut scene. Once EVERYONE has the cut scene, leader can examine it to enter the fight for party. FIGHT IS UNCAPPED AND ALLOWS SIX TO ENTER. Buff outside. XP is NOT lost. Fight is against Orc NM PLD, his pet Bugard, and six lesser orcs (2BLM & 4 WAR). All orcs must die to win. NM and pet are immune to sleep, but it works well on others. The pet doesn't have to die, but since he won't sleep generally people kill him also. He could be kited, but killing easier I think. Basic plan is PLD, BLM, RDM, WHM, and DDx2. Could replace healer or DD with buffer and be fine. That annoying elf kid helps during the fight and must live or you lose. He likes his AoE weapon skills so you can't sleep anything he is fighting close to. You can heal and buff him as long as they are not party only spells (SMN wards work). Plan we used without problem was as follows. Enter and go up to kid. Wait for him to attack. He will attack the NM. Have PLD pull the NM and hold it well away form the other mobs. BLM elemental seal sleepga2 on rest. RDM or WHM should sleep any out of range of sleepga (BLMs might not move enough so target a maimer). DDs target pet and take him down. He will take longer than the orcs so don't worry if he seems to have a lot of HP. Once pet dies, kill the orcs. BLMs first (deathrainers), then WARs (maimers). Mages reapply sleep as needed and bounce hate until DDs get to those mobs. One mage (WHM probably) should focus on tank and kid while the other heals the DDs. Once all horde dead, focus on the NM. When he dies you get a cut scene. Things that can go wrong are sleeper getting killed after they horde wakes up first time and elf kid dying because no one was watching his HP. However, if everyone awake neither of these should be issues. Return to the Wheel Rut for a cut scene to complete this mission and your reward. Reward is ability to continue the regular mission tree and a staff that allows you to retrace to San d'Oria [S] once per day.

Windurst 10: Sins of the Mothers
Head to Windurst [S] and talk to Dhea Prandoleh (H-10) for a cut scene. May need to zone and wait a game day if doing directly after Windurst 9 quest. Talk to Velda-Galda at Walls zone for a cut scene. Head to Fort Karugo-Narugo (S) check the Stone Monument at E-7 for a cut scene. From CA warp location, head north then west as possible to find Monument (once headed north just follow the wall on your left if you need help). Now head to the Succulent Cactus at F-5 and check it for a key item. From Monument head north and west again as allowed to find Cactus (facing east from monument just follow the wall on your left if you are lost). If you fail the next fight you may get a new key item once per game day. Return to the Monument for another cut scene. Now head west to G-7 and check the Sunken Hollow there for a cut scene. Once EVERYONE has this cut scene, leader can check again to warp party to fight. "FIGHT" IS UNCAPPED AND ALLOWS SIX TO ENTER. XP is lost. Buff inside(?). This is an escort type mission. You can start and stop the NPCs by talking to them (separately). The Mother will follow well, but the kitten walks very slowly compared to players so keep this in mind and make sure not to lose her. There are 3 types of mobs in the mission. Crabs - Scare the kitten and she will run and hide costing you time to find her (in a dead end). Goblins - Terrify both mithra and they will freeze until the bad goblin dies or moves. NOTE: Goblins and Crabs will NOT aggro, just affect NPCs. Yagudo - Scare mother and she will run away (again find in dead end). NOTE: Yagudo will aggro the players so try to avoid them. This mission can be soloed by a lot of jobs and is an easy duo for a healer and a DD. If you see any gobs or crabs, stop the NPCs and kill the mobs (you can wait for the gobs to move also), then start them again and continue. Avoid any yagudo. Take NPCs and head west at start. At crossroad head south to main room (only spot with yagudo). Hug the wall and head west. You will move onto the second map thru hall at G-9. Follow this hall and take the first north. Follow that hall around to G-9 for the win. You will exit in West Sarutabaruta (S) by the Windy entrance. Enter Windy [S] for a cut scene to end the mission and get your reward (club that lets you be a mithra kitten >.<)

Windurst 11: Howl from the Heavens
Wait a game day from the previous mission and then zone into Windurst [S] for a cut scene. Now the running. You need to check all the magicite locations in the present for key items. This is exactly like the rank 5 mission you did for your city. See that walk thru for the directions to get to the magicite. There are 3. Davoi, Beadeaux, and Castle Oztroja. If for some reason you are also doing the Rank 5 mission, you will get the key item first and have to check the magicite again for the rank 5 cut scene. Once you have all 3 key items, return to Windurst [S] and talk to Velda-Galda for a cut scene. Zone into West Sarutabaruta (S) for another cut scene. Check the Bulwark by the Windy gate (J-8), for a cut scene. Once EVERYONE has the cut scene, anyone needing the mission can check the Bulwark again to start fight for all. This means if one person hits it, the fight is on whether people have cut scene or are ready or whatever. THIS FIGHT IS OPEN AND ALLOWS A FULL ALLIANCE (18) TO PARTICIPATE. Buff first. XP is lost. Can use Campaign tags (bad idea if you plan to cast AoE) and items (if from windy). Similar to Garrison without the NPCs. 4 Waves. 6 Yagudo SAMs, 3 Tauri, 6 Kindred BLMs, 3 Ahriman. Must protect at least one Ward and defeat all mobs to win. Super tanking BLU/WAR or PLD/RDM recommended with rest DD or healing. Things to note: The wards spawn when you start the fight as does the first wave of mobs. It is best to have everyone in position before this. If you are at the bulwark and facing away from windy (like a normal person preparing for a wave of attackers) you are in the wrong spot. Leave one person there to start the fight, but move the rest up well in front of bulwark. The wards spawn on the side of the bulwark away from the gate and the mobs spawn about where the road leading to the city ends. Mobs have about 3500HP (the first wave anyway) and can be soloed by most DDs I would say. A PLD super tank should be OK as long as a Tauri doesn't land doom, which I never saw them try on our runs. Main issue is the wards have low HP and DEF so can go down fast. Our winning group was BLU/WAR, RDM/BLM (for more ga spells), WHM/RDM (for phalanx), SMN (tried to use deathga from Odin), MNK, SAM. The MNK and SAM tore thru the mobs very quickly and between the BLU, RDM, and WHM we were able to tank all the mobs where they spawned. Had a few get hits on the wards, but all 3 survived. The Odin 2hour thing apparently doesn't work for this. We had all the remaining mobs gathered and SMN had almost full MP, but deathga missed >.<. RDM died, but if we had used SMN to just DD and heal or had him come as second WHM that wouldn't have happened. I would say almost any set for this fight can win with 6, but they must have at least 1 job capable of AoE spells and willing to tank. I think any job with /rdm (phalanx an diaga) could do this, but BLU and PLD are the easiest. Check the Bulwark again for a cut scene once all mobs defeated. If you lose you can retry immediately, but EVERYONE must zone first. Then enter Windurst [S] for a final cut scene and your reward. Reward is the ability to continue he regular mission tree and a staff that allows you to retrace to Windurst [S] once per day.

26: Fate in Haze
Once you have completed at least one storyline thru quest #11, check the Lion Springs Tavern in Southern San d'Oria [S] for a cut scene to complete this mission.

27: The Scent of Battle
Head to Sauromugue Champaign (S) and check the Bulwark Gate (F-6 where you would normally enter Jeuno) for a cut scene to complete this mission.

28: Another World
Zone into present day Southern San d'Oria FROM East Ronfaure for a cut scene. Head to the Chateau d'Oraguille and talk to Halver (at entrance) for a cut scene to complete this mission.

29: A Hawk in Repose
Head to Batallia Downs and check the Weathered Gravestone at I-10 for a cut scene. Trade a Lilac (buy in Upper Jueno at M&P Market) to the Gravestone for a cut scene to complete this mission.

30: The Battle of Xarcabard
Zone into Xarcabard (S) for a cut scene. Head to F-8 and check the Rally Point Red for a cut scene to complete this mission. This is pretty much straight west of the CA overlooking the canyon before the castle.

31: Prelude to a Storm
From Rally Point Red head south and east along the wall until you reach Rally Point Green at G-9. Check it for a cut scene and a key item. If you fail the next fight you may get a new key item once per game day. Check the Spell-worked Snow to the south to enter the fight (Leader must enter). FIGHT IS UNCAPPED AND ALLOWS SIX TO ENTER. Buff inside. XP not lost. Enter. Buff. Talk to NPC then head down the tunnel. Similar to Blitzkrieg assault, so BLMs and a couple melee can win easily. Also like Blitzkrieg, you will be given random temporary items as you defeat mobs. ~ga2 spells take out a lot of the mobs at once, but have to conserve a little MP because more mobs spawn in the rooms as you fight. Best to have a melee (BLU perfect) run in and get initial hate then have BLM sleepga followed by a ga2. There are 3 rooms to clear. In the first 2, the last mob will be become immune to the last 1% damage and will run away. He will open the path to the next room for you. In the last room, there will also be demon kindred mobs. These can not be one shotted by ga3 and also hit a lot harder than the other mobs (still sleepable). Melee should focus on these. All mobs in this assault can be slept (light or dark both work). Once all mobs are dead you will need to talk to the NPC to get a cut scene to finish this mission and a reward. Reward based on the time taken to clear the mission. Elixir, Vile Elixir, or Vile Elixir +1 have been reports. What cost us time (and reward) on this mission was the fact that as we cleared the final room more mobs spawned in the first 2 rooms. I am unsure if this was because we had mowed thru them so fast and not triggered all pops or if it is standard. Either way, I would suggest sending a couple people back toward start once the demons are dealt with while the rest mop up the remaining beastmen in the final large room.

32: Storm's Crescendo
Next head for Rally Point Blue for a cut scene and key item. It is located at H-8 (northwest corner). Once EVERYONE has this cut scene, leader can check the Excavated Snow just east of the Rally point to enter the fight for everyone. THIS FIGHT IS UNCAPPED AND ALLOWS SIX TO ENTER. Buff inside. XP not lost. Note that while this "fight" is uncapped, any level down to and including level 1 is fine for this mission. This mission is very similar to the Smilebringer Boot Camp event they installed Christmas of 2009. You talk to the initial NPC and get flee. Then you have to talk to the next NPC before flee wears off to get flee again. If flee wears you are done and have to return to start and try again. You have 30 minutes from entry until you are kicked out and can retry as many times as you need, within that limit. If you fail to complete in 30 minutes you will need a new key item from the rally point. You may get one key item per game day. I see several ways to accomplish this mission. It is completely possible to solo it by having a map (and/or trial and error) to find the 24 (yes TWENTY-FOUR) NPCs to talk to. Personally I duoed it and that was perfect if you have a good partner. Also if you have a full party each person can take a warp to a designated area and hit 4 NPCs each. This would be fastest, but also harder to coordinate. Lastly with a full group, 1-2 can do the running while the rest kill things to make it easier. Things to note: 1: There are Tigers randomly around the map that aggro sight. Since no time for invisibility (can't have it up talking to NPCs), they must be avoided or killed. They do not respawn so a group can kill them while one runs. They sometimes will just be in the wrong spots to be avoided. 2: There are 6 Ensigns around the map. Clicking on one allows you to warp to any of the other ones. This is how a group can warp and get to NPCs faster. Personally, I would not try this without everyone on vent (or similar deal), but it's there. 3: All NPCs are around the "edges" of the map. It's possible to take a wrong turn and short cut thru the middle of the map, but this will result in failing a run. Each NPC will warp after you talk to them so you can get flee again from the same spot (or one someone else got), making the coordination of more than 2 even harder. 4: There is a decent map for this on the main mission page. It is a composite map so don't expect the map to look the same when you check inside. Also note that the red lines that say do not pass are not walls just wrong turns. Also the black lines are not walls per se but raised areas you need to find the ramp to go up. 5: When you talk to each NPC, you will get a message in the chat log stating who many are left. Once you get all 24, you must talk to the starter NPC again (flee can be gone then) for a cut scene to exit the area. Return to Rally Point Red (F-8) for a cut scene to complete this mission. Here is a quick walk thru of the NPC spots, but I recommend going to the above link and printing out the map. Counterclockwise recommended for solo since you can run in the direction of the explosions to see where to go: From start southeast to 1, then east to 2, southeast and up ramp to 3, north east to 4, northeast up ramp to 5, north west down tunnel for 6, backtrack out of tunnel then east for 7, east then up ramp for 8, north to 9, west for 10, north for 11, north for 12, west (do not go south) to 13, northwest in alcove for 14, west to next alcove for 15, south and up ramp for 16, south thru tunnel to 17, northeast in tunnel to 18, west to 19, southwest past ramp to 20, backtrack and up ramp then west for 21, south along wall for 22, east into tunnel to 23, south to 24, west will take you back to start. Clockwise listed in case you have 2 doing this or just feel like it: From start east into tunnel to 1, north to 2, west to 3, north along wall for 4, east up ramp then drop off edge for 5 (hiding), northeast for 6, southeast for 7, northeast in tunnel for 8, west then north thru tunnel then up ramp for 9, northwest in alcove for 10, east in next alcove for 11, southeast for 12, east thru tunnel (don't go south) to reach 13, south to 14, south to 15, east then north for 16, south for 17, up ramp then west for 18, west then north in tunnel for 19, backtrack south for 20, up ramp then southwest for 21, southwest for 22, down ramp then northwest for 23, then west for 24, northwest will take you back to start. I may list routes for 6 to do 4 each later, but I recommend doing this solo or duo and any extras can kill tigers for fun.

33: Into the Beast's Maw
Enter Castle Zvahl Baileys (S) for a cut scene. Entrance is same location as present but with much tougher mobs guarding it. Proceed down the hall until you reach the first path split. You must fight or use invisible (sneak not required). Head north to G-7 and check the Peculiar Glint for a cut scene and key item. Once EVERYONE has this cut scene, leader can check glint again to enter fight. If you fail you can get a new key item each game day by checking the Ornate Blocks at the same location. FIGHT IS UNCAPPED AND ALLOWS SIX TO ENTER. Buff inside. XP not lost. Fight is against 4 Orcs and Count Bifrons. Only the Count must be killed to win (the orc die when he does), but you can kill them to make the fight easier. PLD best tank for this considering the number of mobs and the AoE spells. Bifrons is a BLM and will cast mostly fire spells. He likes to sleepga so poison potions or sublimation is quite helpful. Bifrons has 2 moves that should be stunned and while BLU stun can work it is resisted a lot more than BLM stun. Moves are Firaga 3, which aside from the obvious damage will also wake any sleeping minions, and Hell Yap, which is a high damage + dispel AoE. There are 2 basic strats. Zerg: Enter, buff, Have PLD (or toughest DD) run in and aggro all the mobs,  Elemental Seal Sleepga, have DDs 2hour the count. This was basically how we did it except we had mostly mages >.>. Main things to watch for with this method are 2hours being slept by the count and Orcs being out of range of sleepga. Poison potions will fix the first problem and letting someone aggro the orcs should fix the second problem. You can also opt to let 2 sleepers work the orcs. One thing about the orcs is that sleep and lullaby/repose both work, however they wake up faster than a lot of mobs. Best to have 2 people sleeping them so make sure they stay that way on a zerg. Our set up was MNK, BLU, WHM, BLM, BRD, RDM/DRK. Battle: Enter, buff, have tank engage an orc and gather the mobs, Elemental Seal Sleepga, and kill the orcs one by one. This strat is safer as long as you have enough damage and sleeping power. However note that the Count will not sleep and someone will need to hold (no room to kite) him while you kill the Orcs. I would still suggest you 2hour this fight to speed it along as holding a BLM is not fun. Again, poison potions are good (at minimum holder should have them). I would suggest using a RDM/DRK to hold so that they can stun the firaga 3s so that the orcs wake less often as you kill them. Our set up was probably better geared toward this strat, but we won so it's all good. Once Count Bifrons is defeated, you will get a cut scene to complete this mission.

34: The Hunter Ensnared
Return to Rally Point Red (Xarcabard [S] F-8) for cut scene to complete this mission. I personally suggest retracing (or using CA) instead of walking out of castle, but up to you.

35: Flight of the Lion
Head to Sauromugue Champaign (S) and check the Bulwark Gate leading into Jeuno (F-6). You will get a cut scene to complete this mission.

36: Fall of the Hawk
Return to Castle Zvahl Baileys (S) and enter for a cut scene that concludes this mission. See next mission for suggestion on fight as there is no real reason to get this cut scene before heading to the fight.

37: Darkness Descends
Proceed to the Throne Room at the top of Castle Zvahl. This is the same location as in the present, however the mobs are significantly more dangerous. Basically all the goblins are replaced with Gargouilles and a few imps thrown in for fun. There is also one change in the path. While this climb could be soloed, there is no reason to do so and a party is much safer. With mob placement and detection properties some fighting is almost inevitable. One the first map to reach the interior of the keep you must continue straight (West) at the first intersection. You enter the second map at the gate where Dark Spark is spawned in the present instead of going down the stairs and around. The path around is blocked by a liquid that it may be best not to speculate on. You will only need invisible to this point. Remember that Campaign mobs will only aggro you if you have tags so don't panic if you see a bunch by the gate. You could get tags to avoid XP lose if you have to solo this climb, but seriously should go with group. Once thru the first gate, Sneak/Invisible and head north to the first corner. This should be Gargouilles. From there head west to the next corner. This is Quadavs so only sneak needed. Go down the stairs and follow path east then south to the center of the map where the entrance to Castle Zvahl Keep (S) is at (same a present). You will need invisible again for the last little run to the gate. Note the zone is not immediately after the gate so better to use invisible to get past the mobs than to train them in my opinion. Once in the Keep, sneak and invisible are needed, but at least one person will need to open door. I recommend a /NIN to do this based on the casting speed of Tonko:Ni and the stealth job trait. The rooms are all full of Gargouilles type mobs that aggro sight/sound and link. They are VT to 75 and a party of 6 can fight them just fine. We ended up fighting them 4 at a time several times and as long as sleeps are kept up it was fine (although not ideal obviously). I see very little chance of not fighting, but given enough time and luck you probably could get thru. In any event here is path: From start, head north thru first gate. Continue north thru second gate. Take door immediately to the left (west) after second gate and follow that path thru 4 rooms and up the stairs to floor 2. Once you reach the stair you are done fighting (if you want to be). There will be some flying eye mobs on the stairs, but can sneak/invis past those. All the mobs in the rooms on the second floor are Quadavs (if you go south route it's more sight mobs, which is why you came north) so just sneak and walk thru. As long as you go south whenever possible you will reach the middle room just fine. Once there you will need invisible again (and sneak still for a little while). Head west past eyes and wait on the platform at H-8 to be transported. This is the same stupid transport system as in the present, but I'll map it out just in case. Note that there are imps (truesight) close to the transporter so you may have to kill one before you use it. The others didn't seem to aggro once on the platform, but not sure. Each transport removes invisible AND drops you in a room full of demons (got to love the way SE thinks). I will say that we were never aggroed by demons when we appeared so that was good at least, but remember to reapply invis each time (I saw no mobs requiring sneak at this point). From first transport, head south to next platform. From that warp, head west to next platform. From that warp, head north to final warp. From here you may either head north or south as both paths loop around to the Throne Room entrance and I think the mobs are the same each way. We went south and saw only demons, but I suspect that there are floating eyes as well, (similar to the present) that had been killed by the group front of us. You should get a cut scene upon entry into the throne room. If you don't (and this is your first time), you screwed up and people will either hate you or make you redo the climb solo while they wait. Possibly both. Once everyone is out of cut scene head west to the Throne Room Door. Checking it should give you the option to enter the fight. This is like a regular BC so everyone enters not just leader. PLEASE NOTE THIS IS A SHARED BATTLEFIELD. This means that a limited number of people may enter at once. Our party did not know this and it was an issue. From what I could see and from talking to people after, 3 parties may enter this battlefield at once. Anyone else will be told they cannot enter until one of the parties leaves. This would not normally be an issue for a mission battlefield (after the first week or so of release anyway), but this battlefield is also used by the Campaign Op Fiat Lux. Therefore, it is likely to be crowded on weeks when this Op is available. People are usually pretty good about setting up and order so everyone can go, but sometimes not. If you are attempting this mission on a week when Fiat Lux is active, you should plan a wait into your schedule. We did not know this and I ended up make a lot of new "friends" when we cut in line >.< THIS BATTLE IS UNCAPPED AND ALLOWS SIX TO ENTER. Buff inside. No XP lost. There is a brief cut scene to start the fight (just a recap of the final seconds of the one when you entered the zone). Lilisette joins you for the battle and must be kept alive. Given enough curing she can probably solo this fight, but since it is again 2 mobs, it would be advisable to have a tank type person to at least hold one mob while she fights since she cannot hold hate on both at once. Our set up was PLD, MNK, BRD, RDM/DRK, WHMx2. Personally, I would change a couple of things about that. First, PLD should /NIN. That was our fault. Second BRD is a great job, but I would replace that with another healer (if possible) or DD (second choice). Also MNK is a great DD, but a SAM might be better if they plan to 2hour just because if transmogrify (absorbs damage as HP) goes off during hundred fists it will full heal the mob. I might even go for a BLU as the DD in this set up just for more healing potential and ability to do magic damage thru transmogrify. If you want to do this the zerg method, that should work fine as well as long as you watch for transmogrify and have a minimum of 2 healers (one for Party and one for Lilisette). My preferred strat would be to have PLD hold Aquila (BLM hume) and have DD pull Haudrale (RDM elf) away from stairs. One healer on PLD, one healer on Lilisette, one healer on DD(s). This is healer heavy, but I think more reliable. Kill Elf then everyone on hume. Here are the things to note about the 3 (counting Lilisette) NPC/mobs in the fight. Lilisette: If she dies you lose regardless of other events. She can be healed and buffed (same rules about in party spells as normal NPCs). She has a lot of really nice moves, but she can go down fast if tanking (or just from AoEs). Try to tank mobs so that they face away from her as a lot of their nastier moves are conal. She can use the following moves - Sensual Dance = AoE ATT+ for you and ATT- for mobs, Thorned Stance = DEF+ for her, Whirling Edge - single target damage, Dancer's Fury = Unknown at this time?, She will "2hour" around 30% (this maybe the fury?). She can "2hour" every 5 minutes >.<. Her 2hour is a combination of Invincible (works on magic also), Mighty Strikes, AND Hundred Fists. I have no idea why SE would let player have that kind of 2hour >.> Haudrale: Killing him first is the generally accepted strat. Lilisette prefers to attack him (she went after Aquila for us, but switched to Haudrale with our MNK even with PLD holding hate on Aquila. He is RDM and like to use en spells, but does not otherwise cast.  If he taunts the party, it means he has Magic Absorption so any magic damage will be gained as HP for 30 seconds or so.  He hits hard (500 crit + 200 endamage reported on nonPLD) so /NIN good.  His TP move is called Savage Swordhand.  It does heavy damage plus amnesia plus knockback.  It is a cone effect and damage is related to where in cone you are similar to dragon breath attacks.  ALL MAGES SHOULD STAY TO THE SIDES as getting hit for 1000+ is not uncommon. Aquila: He has the more dangerous spells and TP move.  He will cast Tier 4 nukes and Tier 3 ga spells.  Also like Sleepga so poison potions a decent plan.  He will also use enspells but not with the same damage as Haudrale.  Note which enspell he uses and bar that element since he will nuke in the same element he has endamage for. Other than the obvious danger of his nukes, his TP move sucks. It is called Altair Bullet and is range AoE. It is said to be conal (I'm not so sure), so again mages stay to sides of tank and well back. It does decent damage (4-600) and causes Paralysis plus knock back. The para is no joke and should be removed as soon as possible as it will activate often. When he taunts the party he will gain transmogrify effect. Everyone should disengage until it wears. Lilisette will disengage and you will know it is safe to attack again when she does. Under 30% Aquila will TP much more often and also gains access to the spell Death (he did not cast against us), which Lilisette should resist if cast on her (not sure if this is 100% resist though). Having a stunner or 2 can make this fight easier (especially for death spell), but we ended up not having one at end. I would bring meds for this fight. All melees should bring healing potions of some sort. Mages should bring ethers and juices. If everything goes smoothly they won't be needed, but better to have than not. In our fight Mages spent a lot of the fight dead for various reason so if Melee had not been prepared we would have lost. Once both mobs are defeated, you will get a cut scene to complete the mission and appear back outside the Throne Room Door. You must now complete at least one of the City storylines before continuing with the main storyline.

Bastok 12: The Truth Lies Hid
Talk To Gentle Tiger for a cut scene. You will need to zone and wait a game day if you are doing this directly after the last city quest. Get an elixir and head to Castle Zvahl [S]. You will get a cut scene when you zone into Castle Zvahl Baileys (S). Proceed to Castle Zvahl Keep. You should have done this for the last main mission so check there for path. Once you are in the Keep, you need to talk to 3 Imp NPCs. They are alone in the small rooms at G-7, G-10, & H-10. However the paths to them are guarded by Gargouilles (on north) and Orcs (on south). Also since you must go thru doors, it will be easier to bring a group and kill your way thru. If solo be very careful, have reraise up, and remember both mobs are sight and gargouilles are also sound. When you talk to each imp he will say something about the trustworthiness of himself or the other 2. After talking to each, you must trade an elixir to the imp you believe to be honest. 2 always lie. 1 always tells the truth. Pretty simple logic problem. Which it the honest one is random for each person and what each imp says is random for each person. Easiest possible solution is to have one of the imps state that one of the other 2 is honest. This means they are both dishonest (figure the logic yourself) and the correct imp is the third one. When you trade to the correct imp you will get a cut scene telling you where to head next. If you trade to the wrong imp you need to pay more attention. You will need to zone and wait a game day if you guess wrong. Also the correct imp is again random. Right or wrong you do not lose your elixir. Now head up to the floor with the warps. Again see previous missions for instructions. At the warp area, check the ??? in the G9/10 room for a cut scene. This is the southwest room and the ??? is in the northwest corner of it. This will be the 3rd room you reach using the warps. Drop back down to the first warp and come back up to the H7 room. This is the first room. Check the Displaced Block for a cut scene to end this mission. You get a necklace as reward. KEEP IT FOR THE NEXT FIGHT. It has a hidden effect.

Bastok 13: Bonds of Mythril
Zone from Castle Zvahl Keep to Bailey. If you just finished the last quest, you can fight your way back down or simple escape and come back up (much safer and probably faster). If you do climb back up realize that the CS is on zoning form Keep to Bailey so you will have to zone from Bailey to Keep then zone back for CS. Once you waste your time getting this cut scene (the scene is good, but just no point to go back down like that), head back up to the warps in the keep. Use the warps to get back to the ??? at G-9 in the 3rd room. Check the ??? for a cut scene. I would kill any demons close to the ??? or on the path to the hallway out of room at this point. Now drop back down to first warp again. There is an imp on each side of it (so 4 total). Kill these imps. Now warp back up again to the ??? at G-9. Have everyone wait in hall and have one person click the ??? to pop NM. Take him to the hall so you can kill undisturbed. NM is a Gargouille. It stays on the ground (at least for us) and really like 2 TP moves. The first is Triumphant Roar (ATT+) which should be dispelled. The other is Terror Eye (terrorize), which can be avoided by facing away. The terrorize effect is fairly strong and seems to reset (or reduce) hate for those hit. Mob also has a fairly hit triple attack rate and EnStun effect on all attacks. Once the NM is dead, EVERYONE check the ??? for a key item to enter the next fight. Once EVERYONE has the key, warp up and proceed to the Throne Room [S] (again see other mission if lost). Check the Throne Room Door for a cut scene. FIGHT IS UNCAPPED AND ALLOWS SIX TO ENTER. Buff outside (including meditate). Then have everyone click to enter. The fight is in 2 parts and you are allowed 30 minutes although time should not be a factor. PART 1: You fight Klara again. She still has her AoE Petrify weaponskill, so having your mages with stona stay out of range for that is recommended. She also has a new AoE curse weaponskill, so make sure to cursna that immediately as it cuts HP (and MP) by 50%. Zeid will assist you on this part of the fight and you must keep him alive. He can be buffed and healed. Other that that, the fight is pretty straight forward. Once you defeat Klara, you will get a cut scene. PART 2: You can rest up (unweaken if needed) and attack whenever you like. The second fight is against the demon. EQUIP TH NECKLACE FROM LAST QUEST. Zeid will not assist on this part of fight. Demon is a BLM and will cast large nukes in addition to normal demon TP moves. Stun for the ga spells recommended. In addition to the normal TP moves he does have one special move. Demonic Shear does Draw-in, AoE Doom, and AoE Damage. The damage was 3-500 for us and should be healed immediately. The Doom is blocked by wearing the necklace from the previous quest. He spammed Demonic Shear on us after 25%. Party set up should be 2 healers, a stunner, and then 3DD (or a buffer and 2 DD). I would take a WHM for the big curagas if he starts spamming shear. Not much stunning was needed on our run, but you do need at least one. If you have 2, have one stun after shear and the other wait for any ga. If you lose you are allowed to immediately retry. Once you win return to Gentle Tiger in Bastok [S] for the final cut scenes and your reward. THIS ENDS THE BASTOK STORY FOR THE WOTG. CONGRATULATIONS!

San d'Oria 12: Chasing Shadows
As usual, you must wait 1 game day and zone after completing the previous mission. Talk to Rongelouts N Distaud in Southern San d'Oria [S] (I-9). Zone into Xarcabard [S] from Beaucedine Glacier [S] for a cutscene. Check the Backfilled Pit at F-8 for a cutscene. It is at the bottom of the cliff leading to the Castle. Check the Compact Footprint at H-8 for a cutscene. It is by rocks to the northeast of the CA here. Check the Sunken Footprint at H-6/7 for a cutscene. It is by trees to the northwest at the top of the ramp. Check the Compact Footprint again for another cutscene. Zone into Batallia Downs [S] from Beaucedine Glacier [S] for a cutscene. Check the Fresh Snowmelt at H-5 for a cutscene. This is next to the Cavernous Maw for this zone. Buff and then touch the Fresh Snowmelt again to trigger a fight. Fight is against a DRG Mannequin. Excenmille will assist you and will have initial hate. If you do not wish to fight, you can let him tank on only heal him. If you take any offensive action on the NM, he will no longer attack Excenmille. This is a pretty easy fight for for a DD+Healer even at 75. Once the DRG is defeated, checked the Fresh Snowmelt one more time for a cutscene to conclude this mission and your reward (a Darksteel Sheet). After the cutscene you will be in Batillia Downs in the present.

San d'Oria 13: Face of the Future
Zone into Jugner Forest from Batillia Downs for a cutscene. Check the Metallic Hodgepodge at F/G-9 for a cutscene. This by the tree on the hill here. Zone into Ghelsba Outpost for a cutscene and the Key Item needed to enter the fight. If you lose the fight, you will need to check the Clandestine Markings at (I-10) to get a new one. This can be done once per game day. Head south to I-11 and enter the Yughott Grotto. Check the Scrape Mark at G-9 for a cutscene. Once EVERYONE has the cutscene, the leader can check the Scrape Mark again to enter the fight. You can Buff outside of this fight. FIGHT IS 6 PERSON UNCAPPED FIGHT. 30 MINUTE LIMIT. Fight is against dynamis type statues, however none of them cast magic. Only the large "Boss" Statue needs to be defeated. If you destroy the smaller statues they will either respawn or be resummoned by the boss anyway. You are joined in this fight by 3 NPCs. Excenmille and Maxcimille will start the fight with you and Bostillette will join after a few minutes in her Orcish Warmachine. All must survive for you to win the fight. You can win this fight by letting them kill the boss while you kite the smaller statues and heal occasionally. Possible to solo the fight in this manner if you have no one to help you. Personally, that's not as much fun for me. Any basic party of 75+ can handle this easily obviously. Just have the DDs focus on the boss while one person kites the smaller ones. /NIN will mean you take almost no damage. Once the boss dies, you will get a cutscene. Return to the Cavernous Maw in Batillia Downs (H-5) and check it of a cutscene and your reward. THIS ENDS THE SAN D'ORIA STORY FOR THE WOTG. CONGRATULATIONS!

Windurst 12: Manifest Destiny
Wait a game day and zone if doing right after previous mission. Talk to Dhea Prandoleh in Windurst Waters [S] (H-10) for a cutscene. Go to Meriphataud Mountains [S] and check the Mithran Bivouac at (I-8) for a cutscene. This is east of the telepoint here on the south side of the road. Zone into Castle Oztroja [S] for a cutscene. Each person will now need THREE (3) Dorter Keys. These drop from Yagudo Knight Templar, Yagudo Prioress, Yagudo Prelate, and Yagudo Eradicator in both the Castle and Mountains. The drop rate is decent, but a THF definitely helps. Once EVERYONE has THREE keys, head east to the door at I-8. This is the door where you hit the switch and run back to see if it's a trap. I would clear the mobs from around it because they will aggro, but if needed you can sleep them and logout once you go thru if they aggro. Once thru the door it can be opened from the inside. Head east and follow the hall around to the first branch. You can go either way, but I would check North first. West at first branch and continue until you reach the open area. Along the walls around this area are Iron Grilles. Check them. There are Yagudo here but invisible and care can avoid them if you can't kill them. A full group can kill easy. When you check a Grille you will either sense a presence or sense nothing. If you sense a presence, trade one of your Dorter Keys to the Grille for a cutscene. Keys break when used. If you sense nothing. Go check another one. Not that hard right? If you trade a key to open an empty cell you lose your key and have to farm another one. Why you would do this is beyond me, but over half my group did >.> After you trade the third key you will have freed all the prisoners. NOTE: Cells are completely random and everyone (even in the same party) will have different ones. Also if you zone, the random cells reset (you still keep credit for any you opened though). If you don't find all 3 prisoners here, go back to the first intersection (I-8) and head South. South again at next branch. East at third branch. This should lead you back to another open area. Check the cells here (avoid/kill yags) to get the remain prisoners. If you check both areas and don't get 3 prisoners, it means you are an idiot (or really tired) and didn't read the instructions. Remember if you zone they reset the random, so you can't zone in between and assume the ones you checked are still empty. Please make sure you check all the grilles. There are a lot. You will get a Key Item (Poet God's Key) a the end of the third cutscene. Key Item is required to enter the next fight. If you lose the fight, you can get a new Key at the Mithran Bivouac once per game day. Once you have all the prisoners freed, head to the switch door at G-8. From the second area head west and take every west you can to reach this door. Kill the yags by this door. This is the 4 switch door. You could get the code, but 4 up/down switches aren't that hard. Once thru this door, Follow the hall up the until you reach the H shaped room at the top. As in present you will need to light on of the torches in the dead ends to open the door at H-7. This is very hard to do safely solo, but if you probably have a group for the fight right? Anyway, have one person wait at the door and the rest go light a torch. As soon as the door is open the person should go in (it is openable from the inside). The reason the rest go to light the torch is in case of aggro as the torches are guarded. Once everyone is thru the door, click the Collapsing Floor for a cutscene. EVERYONE needs the cutscene. Once every has the cutscene leader can check again to enter the fight. THIS IS A SIX PERSON FIGHT. 30 MINUTE LIMIT. YOU MUST BE ON OR PAST THIS MISSION TO ENTER. Buff outside. Enter. You should bring echo drops for any casters. Fight is against Tzee Xicu the Manifest and 2 Air Elementals. The elementals can be kited, but will silence and gravity the kiter so holding is a better description than kiting. If you have a BLM, killing the elementals may be safer and they will not be resummoned. Tzee has a gravity aura as well. Tzee has normal Yag TP moves (hate sweep) and in addition 2 other moves that can be bad. Vorticose Sands, a very strong AoE that resets hate, inflicts silence, strips all gear & shadows, and causes significant damage. Can also use Dark Invocation which is AoE damage (possibly inflicting more damage to closer targets). Only Tzee must be defeated. Baraero will help in this fight. If all DD go after Tzee right from the start, this fight should be over quickly. We had our RDM kite the elementals (died) while the 3DD kill Tzee. Had WHM healing. Once Tzee is defeated, you will get a cutscene and be rewarded with a hi-reraiser. If you already have a hi-reraiser, you will have get rid of it and check at the Mithran Bivouac to get the new one before continuing.

Windurst 13: At Journey's End
Return to the Mithran Bivouac for a cutscene and a new Key (key item). If you fail the final fight you may get a new key each game day. Return to the top of Castle Oztroja [S] and check the Collapsing Floor for another cutscene. Once EVERYONE has this cutscene, the leader can check Collapsing Floor again to enter the final fight. THIS FIGHT IS SIX PERSON UNCAPPED. 30 MINUTE LIMIT. Buff outside. Enter. Fight is against a combination of the 2 Taru SMNs and Fenrir. All forms are resistant to damage, but all can be enfeebled except for silence. They will shift forms randomly though and all enfeebles are lost when they change. You can only defeat Robel-Akbel. If mob is in another form he cannot fall below 1% health. You are assisted in this fight by the male mithra that has been hitting on you for this storyline. Lehko Habhoka, can be buffed and cured. If he dies, you lose. He will fight as a BLM with a dagger. Once the enemy is at 1% health, Lehko must hit him to morph him into Robel-Akbel so you can defeat him. The biggest danger in this fight is Fenrir, but I'll go over each form here quickly. Any party that beat the previous fight should be fine here as long as healers remember to heal Lehko also. DDs should /NIN as will be obvious from he notes below. Robel-Akbel: Casts tier IV elemental magic. Can use Quietus Sphere which does moderate AOE dark damage (may cause death to main target? this did not happen with use, but has been reported). Karaha-Baruha: Will cast tier IV elemental magic. Will cast high level buffs on himself. Fenrir: Can use all of his Blood Pacts, and will use Howling Moon. Can use Lunar Roar multiple times and it will remove all buffs off party members within range. This is particularly dangerous if his next move is Howling Moon as this will normally wipe all party members within range or bring them dangerously close to death. After Lunar Roar, WHM should reapply Shell if everyone is full HP or top them off if not. He should then start a big curaga, just in case. Fight should go smoothly. BLU, SMN, or SCH(/SCH) great for stonskinga. As much Magic DEF as possible is good for Howling Moon, but otherwise /NIN will cover most issues. Once you win you will get a nice cutscene. Head back to the Mithran Bivouac for another cutscene. Then talk to Dhea Prandoleh in Windurst Waters (S) (H-10) for a cutscene. Check the Sealed Entrance at (F-11) in West Sarutabaruta (S) for a cutscene. Then zone into Windurst Waters (S) for the final cutscene and your reward. THIS ENDS THE WINDURST STORY FOR THE WOTG. CONGRATULATIONS! I really hope you took time to watch all the cutscenes. This story was my favorite of the 3 by far.

38: Adieu, Lilisette
Once at least one city is completed, head to Southern San d'Oria [S] and check the door of the tavern at K-6 for a cutscene to complete this misson.

39: By the Fading Light
Head to Xarcabard (S) and check Rally Point Red (F-8) for a cutscene to complete this mission.

40: Edge of Existence
Check any one of the Cavernous Maws near Jeuno for a cutscene. You can check either the past or present maw, so I would retrace and use the campaign warp to check Rolanberry Fields [S], but here are the locations if you rather do the others. Maws are in same spot past or present. Batallia Downs (H-5), Rolanberry Fields (H-6), Sauromugue Champaign (K-9 thru Garlaige Citadel)

41: Her Memories
This mission is a series of quests to collect memory fragments. They do not have to be completed in order other than step one, but this order is probably the fastest method. You may want to scan down and get the items you will need before you start (or when you stop in Jeuno on the way). Zone from East Ronfaure to Southern Sandy for a cutscene to start this mission. Head to Port Sandy and talk to Thierride inside the Rusty Anchor Pub at (G-7) to begin 1 miniquest. Head back to South Sandy and talk to Amaura at (G-6). Speak to her Twice. Once will be for Thierride and then once to start her own miniquest. If she does not give 2 dialogues, try zoning. Return to Thierride to complete his miniquest. Head to the Cathedral in Northern Sandy and talk to Abioleget at (M-6) to begin 1 miniquest. Speak to Bertenont at (E-4) in Northern Sandy to complete this miniquest. Head into the Chateau and speak to Halver at entrance to begin another minquest. Head to Jeuno and speak to Monberaux inside the Infirmary at (G-9) for a cutscene. Buy a Lilac at M&P Market in Upper Jeuno and head out to Batallia Downs. Trade Lilac to the Weathered Headstone at I-10 to complete Halver's miniquest. Head to Windy Waters (North) and check the Library Book on the east wall in the Optistery at (G-7). Take a Philosopher's Stone Head to Grauberg [S]. Trade the Philosopher's Stone to the Fey Blossoms at (F-5). Wait until the new game day and check the Fey Blossoms for a key item. Head to Southern Sandy (S) and talk to Raustigne at (I-7) to complete this miniquest. IF you are from Sandy in the past, zone into Southern Sandy (S) from East Ronfaure (S) to trigger the Sandy only miniquest. Talk to Mainchelite at (I-9). Zone back out into East Ronfaure (S) for a cutscene (won't work by chocobo). Check 3 ???s for cutscenes. (J-7) north-western corner of grid, in a small shrub, (I-8) northwest corner at the base of one of the waterfalls, (H-8) in a crater on the northern side of the Fortification Tower. Return to Mainchelite to complete the Sandy only miniquest. Zone into Batallia Downs (S) from Jugner Forest (S) to start the miniquest. Check the Bulwark Gate in Sauromugue Champaign (S) at (F-6) for a cutscene. Take Ground Wasabi, Holy Basil, and Rice Vinegar and head to Vunkerl Inlet (S) Trade the items to Leadavox at (J-6) for a key item. Return to the Bulwark Gate for a cutscene. Zone into Batallia Downs (S) from Rolanberry Fields (S) to complete this miniquest. IF you were from Sandy in the past you are done with this mission. IF you were from another nation, keep reading. Windy: Zone into Windy Waters (S) from West Sarutabaruta (S) to start the Windy only miniquest. Talk to Miah Riyuh in North Windy Waters (S) at (H-9). Visit the three towers in West Sarutabaruta (S) at J-8, F-11, and F-4. Touch the Sealed Entrance at each one for cutscenes. Return to Miah Riyuh to complete the Windy only miniquest. Bastok: Speak with Adelbrecht at (E-8) in Bastok Markets (S) to being the Bastok only miniquest. Head to North Gustaberg (S) and head to the Eduard Watchtower at (I-6) up Zegham Hill and speak with Gebhardt. Then head to the Benedikt Watchtower at (E-11) and speak with Roderich. Check the Barricade at (E-7). Return to Adelbrecht to complete the Bastok only miniquest.

42: Forget Me Not
Check any one of the Cavernous Maws near Jeuno for a cutscene. You can check either the past or present maw, so I would retrace and use the campaign warp to check Rolanberry Fields [S], but here are the locations if you rather do the others. Maws are in same spot past or present. Batallia Downs (H-5), Rolanberry Fields (H-6), Sauromugue Champaign (K-9 thru Garlaige Citadel)

43: Pillar of Hope
Head to Grauberg [S] and check the Veridical Conflux at (F-5) for a cutscene. Note you will have to unequip any weapons to get the correct cutscene.

44: Glimmer of Life
Zone and return to the Veridical Conflux the next game day for a cutscene. Note that since you have to zone anyway, the most efficient use of your time would be to farm a punch bug at this point. These are farmed from Lou Carcolh, Ancient Quadav, Vajra Quadav, and Gold Quadav in Beadeaux (S) and Pashhow Marshlands (S). You will need it for the next cutscene anyway and the conflux is a little out of the way.

45: Time Slips Away
Trade a punch bug to the conflux. These are farmed from Lou Carcolh, Ancient Quadav, Vajra Quadav, and Gold Quadav in Beadeaux (S) and Pashhow Marshlands (S). Hopefully were reading this and knew to get one, otherwise it's extra running for no real reason.

46: When Wills Collide
Check the Conflux again and choose to enter. Head up the stairs and check the Ornate Door at the top for a cutscene. Once EVERYONE has the cutscene, check the Door again to enter the fight. If possible have one of the mages (not main healr) with a Staff equipped enter the fight. IF you fail this fight, each person will have to farm a new punch bug for a new key item. You can get this key item once per game day by trading it as in the previous mission. THIS IS A 30 MINUTE UNCAPPED FIGHT FOR SIX PEOPLE. You must be on or past this fight to enter. Buff inside. Fight is against 4 Spite Wardens. All can be kited and gravity and bind will work. Party should be 2 healers, 2 DD/NIN, a kiter, and any other job. Each Spitewarden has special moves. I'll list them in the order I think that's the best order of kill, but really as the level cap has went up it probably doesn't matter that much. Portia: Dancer. May use Healing Waltz when enfeebled so harder to gravity/bind kite. She has the most dangerous 2hour so I would suggest pulling her to the side and if you are going to 2hour, she is the one to do it on. She will link to Ragelise if he is low HP and he will link to her so once you get either low you will be fighting both and need to finish one fast. Her 2hour is AoE Doom >.> When she is below 25% it may be best to have one melee 2hour (Hundred Fists) and the rest pull back so WHM only has one person to cursna. Bringing Holy Waters would not hurt either. However even if she wipes the party as long as you die on the edges and have reraise up you are fine. Just make sure she dies too. She only has about 5k HP. Ragelise: PLD. Has an Additional Effect: paralysis on melee attacks. So healers should watch for this if shadows drop on melees. He also casts all the big light based nukes and as mentioned him and Portia defend each other when either is low on HP. His big move is Rancor Smash. It is AoE Damage, Knockback, and Amnesia. As I said above, I would 2 hour on Portia if you are going too. As long as you bind Ragelise away from her and kill her fast the fight should go smooth. He has about 6k HP. Larzos: MNK but uses a staff. Likes to use Cataclysm which s dark based damage weaponskill. He will 2hour using Hundred Fists. Depending on your Tank's evasion, you may want to bind and kite him until this wears. He has a special move called Forlorn Impact that is AoE Damage, Knockback, and paralysis. He has the most HP at about 9k. Fourth Spitewarden: Copies the equipment from the waist up of the first player to enter the battlefield. Armor is copied in appearance only. Uses whatever weapon is equipped by the player copied, granting it access to ALL the weapon skills of that weapon type (regardless of job or skill level of player). This is why staff should be equip on entry as it has no multi-hit skills. The clone does not gain job abilities or spells and will just fight. It will 2 hour when low on HP. It's 2hour is Essence Jack, which inflicts terror and all stats down on the cloned player. This gives the Spitewarden a significant boost to damage (presumably due to absorbing the lost stats). If the target is out of range it will chase them until successful. This is why a non vital character should enter first so that having your main DD or healer be terrorized, doesn't screw you. Clone only has 5k HP so you could kill it early, but it's pretty harmless, so I would kill it last. Once you defeat the 4 mobs you will get a cut scene to end this mission.

47: Whispers of Dawn
After the previous fight exit back to Grauberg [S] thru the Veridical Conflux and then check the one on the Grauberg (S) side for a cutscene. If you have to homepoint after the last fight or for some reason warped just run back out to Grauberg [S].

48: A Dreamy Interlude
Wait until the next game day and zone out of Grauberg (S) then check the Veridical Conflux for another cutscene. Note that using the Conflux to enter Walk of Echoes counts as zoning if the timing works out and you don't have any reason to actually zone and run back out to the Conflux.

49: Cait in the Woods
Head to East Ronfaure (S) and check the glowing spot at the northwest corner of (H-7) near a tree for a cutscene.

50: Fork in the Road
Now back to pointless running for Key Items by touching Glowys. Seems to be a theme with SE in the latest missions. This one is particularly obnoxious be cause none of the cutscenes are even new. It's like watching a "previously on FFXI" collection to bring you up to date on the story so far right before the final fight. While I appreciate the release was spread out and if you did the mission right off you could have forgotten some story points by the time the finale was released, I find it insulting, but that's probably just me. Anyway, you get the first Dawndrop when you finish the previous cutscene. The rest can be obtained in any order. I'll list the order I find the easiest if you are just doing all right after the cutscene. Regardless of the order you choose, one is at the next fight, so it would make sense to get that last, at least to me. From the previous cutscene head north and enter South Sandy [S]. Check the glowy by the Tavern (K-6) for a Dawndrop. Use the CA here (H-9) and Warp to Jugner Forest [S]. Head north to I-6 and check the glowy for a Dawndrop. Recall-Jugner (or just head south) and head south to enter La Vaule (where Davoi will be in present). Check the Glowy by the house at K-9 for a Dawndrop. Probably need invisible. Retrace from here (there is a CA at the entrance if you don't have retrace) and then use the campaign warp to go to Beaucedine Glacier [S]. Head south down the ramp and check the glowy at H-9 for a Dawndrop. Retrace and then campaign warp the Xarcabard [S] (could run there, but much safer to warp). Head west (sneak/invis and watch for truesight imps and NMs) and check the glowy by Rally Point Red at F-8 for a Dawndrop. Continue west and enter Castle Z [S]. Climb to the top and enter the throne room. You will find a Glowy as you head the Door here. Check it for a Dawndrop then warp/tele/whatever. Here is the path up to the throne room if you don't want to look back thru and don't remember it. One the first map to reach the interior of the keep you must continue straight (West) at the first intersection. You enter the second map at the gate where Dark Spark is spawned in the present instead of going down the stairs and around. The path around is blocked. You will only need invisible to this point. Remember that Campaign mobs will only aggro you if you have tags so don't panic if you see a bunch by the gate. You could get tags to avoid XP lose if you have to solo this climb, but then the mobs will aggro so if they are there, you'll be screwed. Once thru the first gate, Sneak/Invisible and head north to the first corner. This should be Gargouilles. From there head west to the next corner. This is Quadavs so only sneak needed. Go down the stairs and follow path east then south to the center of the map where the entrance to Castle Zvahl Keep (S) is at (same a present). You will need invisible again for the last little run to the gate. Note the zone is not immediately after the gate so better to use invisible to get past the mobs than to train them in my opinion. Once in the Keep, sneak and invisible are needed, but at least one person will need to open doors. I recommend a /NIN to do this based on the casting speed of Tonko:Ni and the stealth job trait. The rooms are all full of Gargouilles type mobs that aggro sight/sound and link. They are VT to 75. From start, head north thru first gate. Continue north thru second gate. Take door immediately to the left (west) after second gate and follow that path thru 4 rooms and up the stairs to floor 2. Once you reach the stair you are done fighting (if you want to be). There will be some flying eye mobs on the stairs, but can sneak/invis past those. All the mobs in the rooms on the second floor are Quadavs (if you go south route it's more sight mobs, which is why you came north) so just sneak and walk thru. As long as you go south whenever possible you will reach the middle room just fine. Once there you will need invisible again (and sneak still for a little while). Head west past eyes and wait on the platform at H-8 to be transported. This is the same stupid transport system as in the present, but I'll map it out just in case. Note that there are imps (truesight) close to the transporter so you may have to kill one before you use it. The others didn't seem to aggro once on the platform, but not sure. Each transport removes invisible AND drops you in a room full of demons (got to love the way SE thinks). I will say that we were never aggroed by demons when we appeared so that was good at least, but remember to reapply invis each time (I saw no mobs requiring sneak at this point). From first transport, head south to next platform. From that warp, head west to next platform. From that warp, head north to final warp. From here you may either head north or south as both paths loop around to the Throne Room entrance and I think the mobs are the same each way (Demons/Tauri). The Final Dawndrop is inside the Conflux in Grauberg [S] (H-5)as is the next fight. Once you check the last glowy your Dawndrops will merge and form a Primal Glow Key Item. This is require to enter the next fight. If you lose, you can get a new one each game dame, but checking the Conflux in Grauberg [S].

51: Maiden of the Dusk
Once you have the Primal Glow Key Item, check the conflux in Grauberg [S] (F-5). Enter the Conflux and head up the stairs to the Ornate Door. Check the Door for a cutscene. Once EVERYONE has the cutscene, check the door again to enter the final battle of this mission tree. FIGHT IS UNCAPPED 30 MINUTES AND ALLOWS SIX PEOPLE TO ENTER. Buff inside. Pet jobs are ideal for this fight, but any balanced party is fine. Fight is in 2 parts. I'll run down the moves of each mob quickly. If you wipe, make sure to do it on the edges so you can reraise and try again. Round 1 is against Lady Lilith: Possesses enhanced movement speed and resists Dark-based spells. Her attacks are conal Area of Effect, magical, wipe shadows, and inflict a variable level of Knockback. Casts -ga enfeebling spells, often using Breakga. Petaline Tempest inflicts AoE Max HP Down, Max MP Down, and Max TP Down. Durance Whip Cone Attack inflicts Bind/Bio/Amnesia Dark Thorn gives Lilith a strong Stoneskin and Blaze Spikes. Subjugating Slash Cone Attack Dispel three buffs. Moonlight Veil AoE high dark elemental damage and Terror. She can TP back to back. Uses Trance as her 2hr, during which she has access to Fatal Allure, a Charm Gaze Attack. It takes time for her to use, so if people pay attention it is easy to face away. Anyone that can should face away for the whole fight. If charm lands sleep the target. May cast Comet and/or Meteor at low health for 600-1800 damage. Has approximately 9000 HP. Save 2hours for second round. Once Lady Lilith is defeated you will get a cutscene and be allowed to rest for round 2. Round 2 is against Lilith Ascendant: Possesses enhanced movement speed and resists Light-based spells. Also, has enhanced defense and magic defense compared to her previous form. All of her abilities does moderate damage of the appropriate element in a frontal cone, except Dark Tornado and Dark Flood, which are radial. They also have added effects by element. She can use these back to back. These are TP moves despite looking like spells. Dark Tornado possesses Additional Effect: Knockback and Dispel all buffs. Dark Quake inflicts Amnesia and Bind which is especially dangerous if Lilith summons a black Gyves near your party. Dark Freeze inflicts Terror. Dark Burst will reset all Job Ability timers to their maximum recast (including 2hrs). Dark Flood inflicts Encumberance and Knockback. Dark Moon inflicts moderate radial AoE damage and 30-second Weakness. Pets do not receive the Weakness effect. Dark Sun is approximately 15' AoE Death. Will use Under 50%. It can be stunned. Immune to Silence. Can cast Banishga IV, Holy II, Dispelga, Breakga, Slowga, Graviga. Summons Elemental Gyves. Has approximately 20000 HP. Because of Dark Burst, any 2hours should be used immediately to start this round. The Dark Sun move requires Stunners (will build resistance) or a pet focused party (Enough range attacks could work if they spread out). Elemental Gyves can be summoned in round one, but usually appear in round 2. They grant the mob 15% added resistance to there element and also have an aura based on their element, if you get too close. They can be kill as they have low HP, but best to just avoid since they depop in 30-60 seconds. Red gives Burn and Attack Down. One appears after Dark Flare. Cyan gives Frost and Magic Attack Down One appears after Dark Freeze. Yellow gives Rasp and Defense Down. One appears after Dark Quake. Green gives Choke and Evasion Down. One appear after Dark Tornado. Blue gives Drown and Magic Defense Down. One appears after Dark Flood. Purple gives Shock and Accuracy Down. One appears after Dark Burst. White gives Dia and Disease. Two appears after Dark Sun. Black gives Bio and a 5 second Doom effect. One Appears after Moonlight Veil (during the first form) or two after Dark Moon.

At 90 people have reported Duoing this fight meaning no missions really require work anymore, but this is a really cool looking fight. Once Lilith's second form is defeated, you will get a cutscene to end the mission and a key item. This is a long cutscene.

52: Where It All Began
Head back to South Sandy [S] and check the tavern door for a cutscene.

53: A Token of Troth
Head to Sauromugue Champaign (S) and check the Bulwark Gate (where Jeuno is in present) for a cutscene. You must have no weapons equipped to get the proper cutscene.

54: Lest We Forget
Return to Grauberg (S) and check the Veridical Conflux at (F-5) for a cutscene. At this point, you will get the option of augmenting your Moonshade Earring. If you want to think about it, you can turn down the earring and come back later. If you want a new earring, discard your current earring and check the ??? beside the conflux here to reset your mission to Maiden of Dusk. Repeat that fight and following cutscenes to get a new earring. CONGRATULATIONS ON COMPLETE THE WINGS OF THE GODDESS STORYLINE.

A Crystalline Prophecy Missions
First, let me say that I thought the ZM missions and even the ToAU mission trees were to easy. I stand corrected. A blind monkey could do these ACP missions on a weekend and never be pressed for time (assuming said monkey has a level 75 job). By far the biggest danger of these missions is boredom.

1: A Crystalline Prophecy
Enter Lower Jeuno for a cut scene. Yep that's it. I will note that if you enter it from your Mog House after changing jobs, it will not register the cut scene.

2: The Echo Awakens
This will be quicker if you know a WHM and have the past telepoints so you can recall to the past and go thru the maws (could also use outpost warps). These can be done in any order, this is just my pattern. In a group, each person doing the mission will need each seedspall. Go to Jugner Forest (present) and kill orc until you get a Seedspall Lux. Go to Pashhow Marshlands (present) and kill Quadav until you get a Seedspall Luna. Go to Meriphataud Mountains (present) and kill Yagudo until you get a Seedspall Astrum. Personally, drop rate on all of these is pretty good without TH, but for a group a THF would speed it up some. Once you have all 3 Seedspalls, head to Qufim Island and trade them to the ??? at G-6 (half way between tower and pugil alley camp) for a cutscene to end this mission. NOTE: You can get a bonus prize each day by trading the 3 seedspall to Squintrox Dryeyes in Port Jeuno (G-8) and then trading the key he gives you to the coffer in the Tenshodo in Lower Jeuno.

3: Gatherer of Light (Part 1)
Well, back to killing defenseless things around Jeuno. Goblins are the main target, but I'm told the items can drop from any mobs (possibly at a lower %). Again this is easy solo, but TH may help. Please note that the items that drop are Key Items (similar to items needed to enter limbus) and go directly to random people in the party (regardless of who gets kill or where in area other people are). Again each person on mission must get the key items to continue. They may be done in any order and the fights may be done at any time after getting the required item. Go to Batallia Downs and kill until you get a Bowl of Goblin Salad key item. Once you all have the salad have 1 person go up to the ??? at F-5 and check it to pop NM. Easiest to reach thru the flower warp if you have that active. You could all go up, but complete waste of time if you are level 50+. A Goblin WAR NM will pop and you kill him. Everyone with a salad will get a Seedspall Roseum key item. Go to Rolanberry Fields and kill until you get a Jug of Greasy Goblin Juice key item. Once you all have the Juice, send one person to the ??? at D-11. This is reached thru Crawlers' Nest. Again you could all go, but it's a waste of time if you are 50+. Check ??? to pop a Goblin THF NM and kill him. Everyone with Juice will get the key item Seedspall Caerulum. Go to Sauromugue Champaign and kill until you get a Chunk of Smoked Goblin Grub key item. Send one person to the ??? at I-9 (right on corner of grid). This will be easiest if you can retrace and go thru Garlaige Citadel (S) then the Maw in Sauromugue Champaign (S). Again, all can go but waste of time 50+. Check ??? to pop Goblin RNG NM and kill. Everyone with Grub, will get a Seedspall Viridis key item. Once you have all the Seedspall key items, return to the ??? in Qufim Island for a cutscene to end this mission. NOTE: If repeating this, you can choose to give the food key items to Squintrox Dryeyes in Port Jeuno (G-8) for a key, then trade that to the coffer in the Tenshodo in Lower Jeuno for a random prize. You keep the food items after completing this mission, so you can do this at least once with no effort. See next mision for further note about this.

4: Gatherer of Light (Part 2)
Well, since you are there, you know you want to check the ??? again. However, first make sure you entire group is close to the ???. If you are to far away you will lose your key items and not get credit for the mission. Anyone in the group with the Seedspall key items can check the ??? a second time to start the fight. You will be attacked by waves of Mandies. No more than 5 at a time, with respawn time about 3 seconds (or less). You must fight (and not leave ???) until you have killed 30 (as a group). Each mandy has about 400 hp and is weak to everything. I've heard of level 75s losing this fight solo, but I honestly have no idea how. Anyone with any type of AoE will kill them very quickly. Once they are all dead, you get 500XP and an Amber Key key item. Key may be traded to the coffer in Tenshodo in Lower Jeuno for a random prize. Check ??? again to complete this mission. NOTE: If you wish to repeat this mission, you must fight the 3 NMs again for the Seedspalls. Also you are only allowed to repeat this mission (or the one before) each earth day. Completing either, will reset both timers.

5: Those Who Lurk in Shadows (Part 1)
Zone into Fei'Yin for a Cutscene. I'll assume you can fine Fei'Yin by now.

6: Those Who Lurk in Shadows (Part 2)
Once in Fei'Yin you have 30 minutes (warning every 10 minutes) to find 9 glowy balls (Seed Afterglows). Touching each will give you a different color mark on your hand and the when you touch the 9th you will be give the choice of taking the Mark of the Seed or an Azure Key. If you fail on time, simply zone out to reset timer. If you are completely lost, mov+ may help, but really is not needed. NOTE: If you take the key you can trade it for a random prize from the Tenshodo Coffer. However, you cannot continue (or repeat) this mission until 1 Earth day AFTER trading in the key. Take the Mark of the Seed to proceed with the mission (you must also do this to get the reward from the next fight if helping). Here is my route for touching the glowy balls. They move a little, so keep an eye out for that. From entrance proceed down stairs into first large room. Seed 1 will be here. Exit this room to the northeast and follow hall into fountain room. Seed 2 will be here. Exit room to north and follow hall in to next large room. Seed 3 is here. Exit room to south and head east at crossroads to last big room on this floor. Seed 4 is here. Exit room to west (where you came in) and continue west at crossroad to fountain room. Exit this room to south and head west at intersection to go to basement level. Follow the hall around checking all the small rooms (with doors) until you come to big room. If you have not found the Seed by then, you missed it and need to recheck the rooms. Once you find the seed in the small rooms enter the large room. Seed 6 will be here. Exit room to northeast and follow hall around. Again check all the small rooms until you find Seed 7. This seed will be in one of the 8 rooms in the north/south hall, so make sure you don't miss it. Once the hall loops back east, continue check the small rooms for Seed 8. It can be in any of the small rooms remaining between here and the stairs back up (14 total). Once you find it continue south then west until you are forced north and find the stairs back to the first floor (not the ones you came down). Final Seed will be in one of the 4 open rooms or the 2 small rooms in this areas. If you start your loop to the south immediately after coming up the stairs you will cover the 6 rooms quickly. Once you have the Mark of the Seed key item, proceed to Qu'Bia Arena (you should know where that is too) on the first floor of Fei'Yin. Check the Circle there for a cutscene to end this mission. While in Fei'Yin farming a Enfire 2 is fast and easy as well.

7: Those Who Lurk in Shadows (Part 3)
Check the Circle in Qu'Bia Arena again and choose to enter the fight. This fight is UNCAPPED AND ALLOWS 6 MEMBERS so plan accordingly. Fight is against 4 Beastman mobs with low DEF and ATT (to a 75) and can be defeated with any semi balanced party of 6 75s. However, I will go over the basic strategy. Mobs are immune to black sleep and tend to resist white sleep, however gravity should work fine. There is one of each beastman type (original beastmen). All can 2hour and each has a special move which is AoE. Yagudo is a WHM and has the special ability Feather Maelstrom, which does Amnesia and Bio. Quadav is a RDM and has the special ability Thunderous Yowl, which does Curse and Plague. Orc is a WAR and has special ability Phantasmal Dance, which does Damage, Knockback and Bind. Goblin is a THF and has the special ability Saucepan, which overwrites food giving -10 to all stats (even if no food used) for 30 minutes. He also randomly will vanish then sneak attack before using a TP move. This will force those targeting him to relocate him and reengage weapons. The above order is recommended of the kill order. The mobs have some shared hate, but if the main tank can sight aggro them all and then 1 person (RDM works well) kite the THF as much as possible, the fight is pretty easy. 2hours are not required, but will make things go faster. Melees planning to 2 hours should do so at the start of fight. I would take a PLD (other melee tanks work too), 3 DD (or 2+ a buffer), a RDM (to kite gob), and a WHM (other healer is fine, but I like Auspice and Solace). If you fail you must repeat the previous mission by gathering the glowy balls again. If you win, you will get 700XP and an Ivory Key for the Tenshodo Chest. As with the previous missions, the Azure and Ivory Keys share a timer and only one can be used per earth day.

8: Remember Me in Your Dreams
Zone into the Hall of the Gods from Ro'Maeve for a cutscene. I'll assume you can find that by now too. They just make you come here to waste time.

9: Born of Her Nightmares
Zone into Delkfutt's Tower for another cut scene. If you can't find this by now, I can't help you.

10: Banishing the Echo
There are several strategies from this mission based on time and people available. The basic premise is that you must climb to the top of the tower while level capped at 30 and while doing so, you must check a glowy ball on each floor for a key item. You either have a high level friend(s) clear the path for you or bring a method of sneak/invisible (and I would suggest reraise). No XP is lost if you die while under the level cap and no XP is gained for mobs killed while under it either. Using a party to climb will work fine as long as the WHM has reraise and can raise everyone else. Note that zoning will remove your level cap, so you must still die in a safe spot to raise since tractor will count as zoning. Also, if you do have to home point, you will retain all key items gained to that point and can continue the climb for the level capping glowy on that section. There are 3 level Capping Glowy Balls. One on each section (lower, middle, upper) of the tower. You do not get the key item unless you are under the level cap effect so you must reapply it when zoning up to the new section. If you are doing the fight later, I would just solo the climb on WHM (for reraise), but RDM, DNC, SCH, and NIN also work well (for sneak/invis), and any job can do this with powders and oils. The following is a guide to the glowy balls on each floor of the tower. Most are in the direct path you must take to reach the top so it's really not much of a challenge to find them. Most are surrounded by mobs however so you must be careful if you do not have reraise. Please note that Goblins & Gigas aggro sight, while Bats aggro sound and Dolls & Pots aggro Magic. You can fight a lot of these mobs safely (especially in a party) on the lower floors, but it's just a waste of time. F1: At first intersection you will see a Seed Fragment. Touch it to apply the level cap. Head east and Seed Afterglow (Amicitia) will be in first room surrounded by Golins. Exit room to northeast and conitue to follow the hall to the stairs at F-6. F2: Head east and south to H-7. Afterglow (Veritas) will be north of the large pillar in main room by Gigas. From there, continue northeast thru hall to smaller room then east to hall. Follow that hall south then west to stairs at J-9. F3: Exit north (only way) and follow hall past first small room. Once in the main room, head south until you find the Afterglow (Sapientia) at I-9 by the Goblin and Giga. Then head west and north to the warp at G-6. F4: There sill be a Seed Fragment by where you appear. Use it to recap before continuing (I would rest MP before capping if you are using MP). Head south (only way) and follow hall to find the Afterglow (Sanctitas) at H-10 in a room of goblins. Continue to follow hall to first real intersection at I-8 (rest quickly dead end if you go the wrong way). Head east in to small room, then north to stairs at J-7. F5: Head east and follow Hall to small room at G-7 for next Afterglow (Felicitas). This one also has goblin guards. From there continue south and follow hall to stairs at H-9. F6: From stairs go north to hall on far side of main room. Follow hall to small room and head west. Follow hall to next small room of goblins at F-8 for next afterglow (Divitia). Continue south to warp at F-10. F7: Head northeast in main room to H-9. The Afterglow (Studium) is just south of the main pillar. It is near Gigas, Bats, and possibly a pot or elemental. Then head northwest to stairs at F-7. F8: Head east to stairs at I-7. Afterglow (Amoris) is to the south in I-8 by the Gigas just to the east of the main pillar. F9(temp): Head south (only way) to stairs down. F8(temp): Head west (only way) to stairs up. F9: Head northwest thru hall to main room then north to Afterglow (Caritas) at G-8 just west of main pillar. Coninue north to hall leading to small room then west to warp. F10: There will be a Seed Fragment by where you appear. Rest to full and then recap (you might consider killing Giga's to south before capping). Head south to the room full of Gigas. You have to go thru this door so if not killing be careful when dropping invis to open. Continue past door to stairs and Afterglow (Constantia) at F-9 guarded by a doll. F11: Head northeast (only way) to main room. Afterglow (Spei) is along north wall at H-7. Gigas, bats, and pots/dolls in this room, but people tend to farm here a lot too. Exit main room northeast to stairs at I-6. F12: Head southwest to porter at F-10. You will pass last Afterglow (Salus) at H-7 on your way. Again this room has a lot of high level mobs, but people also farm them a lot. Once in Stellar Fulcrum check the Seed Fragment there. If you have gotten all 12 afterglows, you will lose those key items and be given an Omnis Stone (also a key item). If you do not receive an Omnis Stone, check your key items to see which Afterglow(s) you missed and return to get them. Remember to be capped when touching the Afterglows. Acquiring the Omnis Stone completes this mission. NOTE: To repeat the following fight for a prize, you must repeat this climb each time. Prize can only be obtained once per real day.

11: Ode of Life Bestowing
Check the door in Stellar Fulcrum for a cutscene. When ready, check again and select enter the fight. THIS FIGHT IS UNCAPPED 6 PERSON FIGHT. Buffs will be removed on entry. Anyone may assist with this fight, but to get a reward, you must have an Omnis Stone and not have already redeemed a reward for this fight in the same real day. Strat for this fight is so easy it's ridiculous. You need a Tank (PLD will work best I think), a Healer (any, but I like WHM for Solace), a stunner (anything /DRK will work, but RDM/DRK for healing/refresh is best, although any buffer /DRK is good too. BLM would work fine too, but they would not do much damage on nukes), 2 Range DDs (this includes SMN as well as bow users),  1 Melee DD (any works, but SAM is good because also can range attacks well). Enter fight. Buff. Rest MP. Seed Crystal has a lot of nasty moves that are AoE, but won't quite hit the whole room. The top of the stairs is safe and so are the edges by the walls (especially the back corners). PLD runs in and provokes Seed Crystal while rest of party stays at top of stairs. Be sure to provoke/flash/etc. as often as possible for hate. After initial aggro, the PLD should run toward a wall and just keep running as the Seed will use draw-in. The majority of the time, the PLD will be out of range of the attacks using this method. Be sure to angle to a wall where the healer will be in range if needed. One of the Seed moves resets all ability timers, so using Invincible right at the start for added hate isn't a waste since you will likely have it stripped anyway at some point. A magic defense set up will work best for this fight as almost all damage taken will be magical. The rest of the party stays at the top of the stairs and tries not to go to sleep. Healer needs to just heal PLD and the melee DD mainly (if melee DD is BLU they self heal), although range DDs may be drawn-in if they get to close and have hate. The range DDs do just that. You stay at the top of the stairs and shoot. Only getting closer for weapon skills (or blood pacts if SMN). Every so often the Seed will create a clone of a party member. The Melee DD should immediately pull the clone to the top of the stairs and kill it. If this DD is also able to do good range damage (such as SAM) then he can be doing that to alleviate boredom between clones. Clones are not a serious threat unless allowed to appear in numbers. Stunner has one job. Watch for Seed to begin casting ~ga3 and stun it. Stun (BLM or DRK) will rarely be resisted regardless of main job (BLU Stuns will be resisted a lot), but other enfeebles will be resisted. One stunner is fine as the timing on the ~ga3s seems to be longer than stun recast. Therefore stunner can buff or heal or range DD between stuns if they are watching the timing. Seed will use the following moves in addition to ~ga3s. Seed of Nihility : resets all Job abilities currently ready for use with the exception of charged abiiities (COR and SCH). AoE as discussed above. Seed of Deception : creates clone of random(?) party member. Range is entire battle field. Seed of Deference : Short range AoE Charm. All in range are turned into Mandies and attack the party. Charm lasts a long time and anyone charmed should be slept. PLD must keep running to avoid being in range for this move. No one else should be in range. Seed of Judgement : At about 50% HP the Seed will add a new attack. It does heavy AoE damage and knock back. The damage can be absorbed by shadows. This is when healer really needs to wake up and watch PLD because PLD needs to run more than heal himself. Attack can hit a PLD geared and buffed for magic defense at over 700. Other characters have taken upwards of 1300, so stay well back. The range is most of the room as discussed above. The time limit on the fight is 30 minutes so a wipe usually will mean a lose. Seed has about 25,000 HP. If you do lose, you must repeat the previous mission to acquire a new omnis stone to entire the fight. If you manage to stay awake, you should win though. When you win you get 750XP and an Ebon Key and a Prismatic Key. The Keys are only awarded if you are on the mission and have not redeemed the same key on the same earth day. Prismatic Key is only awarded on the first win (or on a redo after discarding special armour). NOTE: To redo fight for a prize you must repeat the previous mission to get an Omnis Stone, Not have an Ebon Key in your temp items, and not have traded in an Ebon key on the same real day. If you want to get a new Prismatic Key, you must also discard your reward armour prior to entering the fight.

12: A Crystalline Prophecy (Finale)
Return to the Tenshodo in Lower Jeuno and redeem your keys. Ebon will give a random prize and the Prismatic will allow you to select and customize a body piece (you can wait until later if you want time to think about it). Head to Selbina and talk to Mathilde (H-9) for a concluding cutscene. CONGRATULATIONS ON COMPLETION OF THIS MISSION TREE! (Hope you didn't get to bored).

A Moogle Kupo d'Etat Missions
Once again a quickie mission for the time challenged. Most of it is soloable. The fights are a little better than ACP, but not a lot and the running is a lot more pointless. More cut scenes and better ones than ACP, but the comedy angle isn't really my thing. If it is though, you will enjoy the story at least.

1: A Moogle Kupo d'Etat
Talk to you Moogle in your home city to start this mission tree.

2: Drenched! It Began with a Raindrop
Your Moogle needs 3 items. They are obtain from killing beastmen in the strongholds near the starting cities. You will need an Orcish Armour Plate from Yughott Grotto, a Quadav Backscale from Palborough Mines, and a Yagudo Caulk from Giddeus. These will drop from the same mobs that drop the keys in these zones. I suspect they drop from any beastman in these zones, but that is yet to be confirmed. Trade the 3 items to your moogle to complete this mission. NOTE: You can get a bonus prize each day by trading the 3 items to Squintrox Dryeyes in Port Jeuno (G-8) and then trading the key he gives you to the coffer in the Tenshodo in Lower Jeuno.

3: Hasten! In a Jam in Jeuno?
Head to Upper Jeuno and check the Inconspicuous Door at H-8 across from the Durable Shields store for a cutscene.

4: Welcome! To My Decrepit Domicile
You moogle will now ask for 3 key items. You must obtain these thru Mining, Logging, and Harvesting. He asks for one item at a time, but it is reported you can obtain all 3, then simply report back to him. Note that you can still obtain the key items with a full inventory (or on a break or with another item), so it is possible to just go with a full inventory and continually use the same point (mining, logging, or harvesting), since they only move when you actually get something (or fail to get something) and a full inventory prevents that check. Personally, I got good items from mining and logging, but this is a personal choice and the full inventory method is faster. Item one is a Sturdy Metal Strip. You will obtain this randomly while mining in any Original or Zilart zone. The zones should be as follows: Gusgen Mines, Palborough Mines, Yughott Grotto, Ifrit's Cauldron, & Zehruhn Mines. You will get typical mining results while doing this, but also at random get the required key item. I would recommend bringing at least of full stack of pickaxes, if not 2, as they break a lot. Item two is a piece Rugged Tree Bark. The Moggle says it is from harvesting, but he means logging. It will be obtained randomly while logging in any Original or Zilart. The zones should be as follows: Buburimu Penensula, Ghelsba Outpost, Jugner Forest, East Ronfaure, Yuhtunga Jungle, & Yhoator Jungle. You will get typical logging results while doing this, but also at random get the required key item. I would recommend bringing at least of full stack of hatchets. Item three is a Savory Lamb Roast. The Moogle also says this is from harvesting and it is. Why roast lamb is growing on plants is an entirely separate issue. It will be obtained randomly while harvesting in any Original or Zilart. The zones should be as follows: West Sarutabaruta, Giddeus, Yuhtunga Jungle (rain only), & Yhoator Jungle(rain only). You will get typical harvesting results while doing this, but also at random get the required key item. I would recommend bringing at least of full stack of sickles. Check the Inconspicuous Door in Jeuno with each key item after the Moogle requests it. Once all three are turned in, the mission is complete. NOTE: You can get a bonus prize each day by trading the 3 key items to Squintrox Dryeyes in Port Jeuno (G-8) and then trading the key he gives you to the coffer in the Tenshodo in Lower Jeuno.

5: Curses! A Horrifically Harrowing Hex
Head to Windurst Walls and talk to Shantotto (K-7) for a cut scene.

6: An Errand! The Professor's Price
Head out to the Horutoto Ruins and kill Cardians until you have at least one orb key item. All Cardians can drop this key item for their suit and all party members will obtain it if it drops. Higher level cardians seem to have a better drop rate (F-11 tower in West Sarutabaruta has the highest level ones). Once you have at least one orb on each person needing the fight (More orbs are good, but optional). Head to East Sarutabaruta and enter the tower at H-3. Check the ??? by an ancient magical gizmo in front of you when you zone in. This will spawn some Custom Cardian mobs that must be killed. 6 Spawn if you have all 4 orbs. I'm told for each missing orb, 5 more will spawn. ONLY ONE PARTY AT A TIME MAY FIGHT THESE and all members lose all orbs when fight starts. The Cardians will be immune to all damage except for the type removed by the orbs when they pop (This immunity is by player, not by party). This is why having multiple orbs may be useful. The orbs negate the following immunities: Cup-Piercing, Coins-Magic, Batons-Blunt, Swords-Slashing. Mobs are of various types like normal Cardians, but are fairly weak to any 75 jobs. However you may wish to take care in soloing this without all 4 orbs, unless you can self heal or do AoE damage. You will get 500XP and a key for a prize from the Tenshodo Coffer for winning. Once you defeat the mobs, report back to Shantotto for a cutscene. She will ask for 5,000 gil to assist you. If you say no, you must zone and talk to her again, but the cutscene if you say no is worth having to zone (in my opinion). After you pay Shantotto, return to Upper Jeuno and check the Inconspicuous Door to finish the mission.

7: Shock! Arrant Abuse of Authority
You now need to go to the zone requested (this zone is random) and get a chocobo (rent, call, whatever) and take Gysahl Greens (1 stack is probably enough, but I would take 2-3 so you don't have to return if unlucky). Once in zone, use the dig option with your chocobo and you will be given a direction and a possible hint as to distance. There is a list of the hints and how far they mean on the main page for this mission, but honestly this was not that hard. I used 9 greens and found the box without issue even though I have never played the hot/cold game before (If you have done the hot/cold game, this is much easier). If you get no hint, you are a long way from the box (hints start at 200 yalms). You must dig in exactly the right spot to "win". Once you find the box, report back to the door in Jeuno for the concluding cut scene. NOTE: You can get a bonus prize each day by trading the key item to Squintrox Dryeyes in Port Jeuno (G-8) and then trading the key he gives you to the coffer in the Tenshodo in Lower Jeuno.

8: Lender Beware! Read the Fine Print
Now you will need to head to Sea Serpent Grotto. You may wish to check the Sahagin Key Quest before you head there in case you need the key yourself. The key is REQUIRED to pass the door, but only one person needs to open the door for all (you do not need to be in the party/alliance that opens the door to go thru). The door DOES NOT open from the inside, so if in a group make sure everyone is ready to go thru. Once in Grotto, head to C-8 on the first map (This area is off the map) and check the shady sconce there. You must do this first or you are wasting time and money going thru the ornamented door. Then head to J-11 on the same map and go thru the Ornamented Door (this requires the above mentioned key). Making the key to get thru this door costs gil (or time), so if you get someone to open it for you, you should offer to compensate them at least. However this is optional obviously and if you are fine with being a leech, that's your business. The area behind the door is a popular farming area, so people do pass thru there even without this mission active. Once thru the door, sneak and continue until you reach the Waterfall Basin. Check it for a cutscene and then report back to the door in Jeuno to complete this mission.

9: Rescue! A Moogle's Labor of Love
Head to Western Altepa Desert. YOU MUST HAVE A MAP OF THE QUICKSAND CAVES. This map is obtained by opening the coffer in the zone. Zone into Quicksand Caves at D-12. In case you don't know, this area is off the map and the tunnel leading to it starts at D-11. Once inside, talk to the Goblin Geologist at entrance. He will mark your map with 9 ???s. You must now find and check each for a key item. The locations are random, but can all be reach thru 4 entrances. Using escape and teleport altep will make this faster. Entrances are as follows and at each entrance it is possible to zone on to a second map that may also have ???s. East Altepa K-7 & H-10. West Altepa G-5 & J-9. I do not believe any of the ???s are behind weighted doors so this part can be soloed. Once you have all 9 key items, return to the goblin geologist and talk to him to get the key item for the next fight. If you fail the following fight, you must repeat this mission for a new key item.

10: Roar! A Cat Burglar Bares Her Fangs
Once you have the key item, follow the tunnel from the the Goblin. Head north until you reach a weight door. You will need sneak or have to fight several Anticans. Weight doors require 1 galka, 3 taru, or any 2 others to open, but since you are doing this as a party there should be no problems. The doors can also be opened from the inside. Once thru the first door head west and follow the hall to a second weight door. Go thru it and continue west until you drop into a pit. Follow the tunnel taking the Northwest branch when it splits and you will zone into the Chamber of Oracles. Check the Circle there for a cut scene. Then again to enter the fight when everyone is ready. This fight is uncapped, open to anyone, no XP is lost on death, and buffs are lost on entry. Fight starts as Nanaa Mihgo and 3 goblins, but Nanaa will call 2 more mithra during the fight. There are 2 basic strats. Blitz: Elemental Seal Sleepga and have melees 2hour Nanaa (12k HP about). Need to make sure to sleep the 2 mithra she calls and to heal fast on the melees if Nanaa gets off any weapon skills. I've never tried this method, so not an in-depth review, but it is effective from those I've talked to. A RDM/BLM and 5 spike DDs/NIN could do this easily I think. Need to make sure Nanaa is not facing the whole group if she gets off a weaponskill. Normal Party: This is how I've always done it. Requires a decent PLD (NIN could, but much harder), a Healer (WHM better), a Sleeper (RDM/BLM could heal and sleep if needed but lots of status effects that make WHM better as main heal, so BLM sleeper preferred), and rest DDs. Start with Elemental Seal sleepga as before, but focus on killing the goblins first. PLD should provoke/flash/etc Nanaa to build hate while the DDs kill the Gobs off 1 at a time. Sleep Nanaa again if needed to fihish off the Goblins. They are fairly weak and your DDs should be able to tank them without issue. They each have about 5K HP. Jobs are RDM (Enforcer), WAR (Intimidator), THF (Repossessor). Kill order not a big deal, but the order listed is my preference. Once the gobs are dead, pull Nanaa up out of the arena and into the starting hallway. This allows you to reraise if things go bad and she gets in a lucky weaponskill. Nanaa can call one or both of her henchmen at anytime during the battle. They appear with full TP and attack her target. Bopa is a BLM with tier 4 spells. Cha is a NIN with all ninja magic. Both are easily slept so the hard part is making sure to see them appear and hitting sleepga (Cha will have shadows so ga needed). It is possible to kill them while sleeping Nanaa, but they can be resummoned so most groups just focus on Nanaa. Main notes about Nanaa - The PLD must maintain hate and keep her facing away from the rest of the party. Especially the mages. Her special weapon skill is called King Cobra Clamp. It does heavy damage (can one shot an unlucky or under prepared PLD so healers need to keep everyone at 100% HP if possible). It ignores shadows. Ignores Invincible (and perfect Dodge). Is conal. Is reduced by Rampart/Fealty. Also all of her attacks (including weaponskills) can inflict stun, poison, paralyze, &/or Silence (high % that at least one status procs). She also has triple attack and will use Perfect Dodge (which is why I like having a BLM in the party). She gives up around 20% usually. If you wipe - it is possible to get up and still win easily. Even a second wipe is OK. Nanaa will regen to full however so the blitz strat is out after the first wipe probably. Basically a prepared party makes this fight look very easy. A random party with no plan will still likely win, but maybe be close to or actually time out on the first try (and have to reacquire the key item >.<) The battle ends when Nanaa is defeated no matter which strat is used. You will get a cut scene, 700 XP, and a key for the Tenshodo Chest.

11: Relief! A Triumphant Return
Check the inconspicuous door in Jueno for a cut scene.

12: Joy! Summoned to a Fabulous Fete
Head to Xarcabard and zone into Castle Zvahl Bailey for a cut scene. I'll assume you can find this on your own by now. Check the Shadowy Pillar at the start of the zone for another cut scene.

13: A Challenge! You Could Be a Winner
NOTE: You cannot zone after starting this mission or you have to restart it at the Evergreen. Zone into Beaucedine (faster from Xarcabard) and check the Lonely Evergreen at G-7 for a cut scene. Then head down the ramp to the outpost at H8/9. Speak to the Goblin Grenadier by the tower there. YOU MUST HAVE A MAP OF THIS ZONE. This can be easily obtain thru the quest Her Majesty's Garden in San d'Oria. The goblin will want you to guess the number (0-9) that opens his chest. You must check the Pips that are close by to be shown the correct number. You are allowed to guess after 1 pip is checked and the goblin will give clues if you ask. However, if you guess wrong you must zone and restart. Also, if you use clues from the goblin, you reward is reduced. The Pips do not appear on your map until you have checked them. however they are in 2 vertical rows of 3 to the east and west of the out post. They are named Northwest, West, Southwest, Southeast, East, Northeast. The east and west pips are fairly close to the goblin in those directions (just out of range to see from him). The southern ones are down the ramp, but easy to get to. The northeast on is also easy to reach from the goblin. The Northwest pip is up 2 ramps toward the "nue" tower (this is also the Promy V tower if that helps). When you check a Pip you will be shown and elemental and that element will be marked on your map. The idea is simple. You connect the pips if the 2 elements are adjacent in a vanadiel week. FIRE-EARTH-WATER-WIND-ICE-THUNDER-DARK-LIGHT (Light leads back to fire). All lines must be north/south or east/west. Only pair dots that are adjacent (Example: For east pip you check the west, northeast, and southeast pips. For the northwest pip you would only check the west and northeast pips.). You will likely want to draw the pips on a piece of paper the first time or two just to make sure you are seeing it right (done this enough now that I don't bother). Once you connect the dots that are adjacent elements you should see a number (like on a digital clock). This is the number to open the chest. Return to the goblin and guess the number. He will give you a key item and 5 minutes (reduced by 2 minutes per clue) of flee (which is just fun). Return to the Lonely Evergreen for a cut scene and a key item. Zone back into Xarcabard and head to G/H-8 area. There are 3 demon platforms in a triangle here and behind each is an option. They are labeled "Option 1, Option 2, Option 3". Check any for a cut scene to start the next game. Option 1 is the east platform. Option 2 is the south platform. Option 3 is the west platform. To win this you need to answer 3 questions in a row correctly. Each question will give 2 possible answers and ask you to check the option you think is correct. When you check the option you think is right they tell you if you are correct and give you a new questions. Questions are all number answers. Examples are total of job levels, number of times you entered your mog house, number of enemies you have killed, etc. Obviously some things are impossible to guess so there is indeed a trick. If the higher number is 2x the other (+/- 1) then the higher number is correct. If the higher number is 1.5x the lower number, then the lower number is correct. Example: number of MH visits - Option 1 = 14325, Option 2 = 28650. Option 2 is correct. Number of jobs levels - Option 1 = 700, Option 3 = 1050. Option 1 is correct. total of all elemental resistances - Option 2 = 0, Option 3 = 6. Look for yourself on equip screen. If you can't add up numbers for 0 or 6 you should play a different game. Anyway, after 3 right answers in a row you get another key item. Head to Castle Z again and check the Shadowy Pillar at the start. This will start the 3rd game. Some recommendations about this game. If soloing, come /WHM for reraise. Also bring a sneak oil and a prism powder just in case if you don't have /WHM. Sprinter's shoe or Swift Feet Mog Tablet Power are perfect for this. Once you start the game, you are reduced to level 1 and asked to run thru the Bailey in under 8 minutes. You are also given sneak, invisible, and deodorize. If you aren't here a lot, it will be best to scout the route as 75 first (or have a guide). Sneak/invis will have their normal random duration so if they run out you can use an oil/powder. No status effects are lost when you cap so you can apply reraise, flee, quickening, blink, etc first if you want (I recommend reraise and quickening if possible. No XP is lost if you die, but having to homepoint and run back really sort of sucks. Route is easy enough.  You can go up either side of the map, then once to the beastman areas drop down the hole and follow the hall back up the stairs to the center area where you zone to the Keep. Here is the route I use as an example: From start follow hall.  First intersection south.  Follow until go down stairs then north.  North again at next branch, then immediately west.  Follow onto second map.  South to the Orc area.  up the stairs then drop down the pit all the way to bottom.  Southwest (only option) and follow until stairs lead up and north.  Continue north at top of stair and again at next branch.  Then east to the stairs leading up and north again. At top of stairs you head west to the flames of fate. You must check the Flames of Fate at G-8 WHILE STILL CAPPED AT LEVEL ONE to get the key item. Clicking the flames removes your cap, restores full hp/mp, gives a short cut scene, and grants you the key item. Now Enter the Keep (you are right by the zone). Check the Ominous Pillar in the first hall for a cut scene. Your job is to find the correct moogle. Their are 4 spots he can be and the correct one is random. However all are on the path to the fight so if you are not on the job you plan to fight on (if doing fight right after) go change now and come back. Proceed to the second floor on the Keep (see my rank 5 mission walk thru if you need instructions). Once you reach the telepad area, check in each room for a Craggy Pillar. Each will give you a cut scene until you find your moogle. There are 3 rooms to check like this. After the last warp pad, head south to find the room with the last craggy pillar if you did not yet get the correct moogle. The Moogle you are searching for will give you the key item you need to enter the final fight. IF YOU LOSE THE FIGHT, YOU MUST REDO ALL OF THESE GAMES FOR A NEW KEY ITEM. Proceed to the Throne Room and click the Door for a final Cut scene.

14: Smash! A Malevolent Menace
Check the Throne Room Door to enter this fight. Buffing must be done inside. FIGHT IS UNCAPPED AND 6 PEOPLE MAY ENTER. Anyone may help on the fight but to get a reward you must have the key item from the previous mission. The easiest party is probably 6 BLMs. The Giant Moogle is very weak to all magic. He is also pretty weak to any physical damage, especially weaponskills. The time I won our party set up was as follows. BLMx3, WHM, MNK, DRK. Melee should /NIN or /SAM, although most attacks are AoE. During the first 2 phases, a BLM can easily tank the fight without fear of death. The Moogle will mostly use a bomb attack that does minor damage + heavy knockback. If the BLM is properly positioned on the wall, the knockback will not interrupt casting. Tier 4 Nukes are my choice. Starting with a timed mass nuke then letting the BLMs bounce hate. The fight has 3 "rounds". During rounds 1 and 2, let the BLMs fight while the Melees stand on stairs by throne and watch. BLMs can self heal with Drain (should get at least 500, Drain2 from a DRK is amazing) and should keep stoneskin up. Without a RDM, juices and ethers not a bad idea. Round 1: At 75% the Moogle will use drawn in and Crystalline Flare. This is heavy damage and heavy stun. This is the first time the WHM (or RDM) really needs to heal. Once the stun wears, continue as normal. At 50% he may do his Crystalline Flare again, but either way he will summon 5 minor moogles and retreat up to the throne. You cannot injury him until he comes back, so focus on the henchmen. Make sure to sleepga them and keep them slept. They have the same weaknesses as the main boss, but hit a lot harder in melee. You can still manaburn them, but if you have any melees. let the mages rest MP while they fight. Aspir is highly effective on the henchmen (but not the boss). If you kill the henchmen before the boss returns, rest to full by the door. If the boss comes back first, just have the BLMs kite him until all the henchmen are dead. Round 2: This round is identical to round one. When the boss returns he will have 100% HP again, but fight exactly the same with a Crystalline Flare at 75% & 50% and calling his henchmen and retreating at 50%. Fight it exactly the same with melee resting while BLMs nuke him down. Round 3: The boss will return with full HP again. He can now do Crystalline Flare as a regular TP move, but it no longer has Draw-in. Let the melee rest until 50% when he calls his henchmen. This time he will stay and fight with them. Make sure they are all slept then kite him while the melee kill the henchmen. You can blitz the boss at this point if you want, but safer to kill the little ones first. Once the mini ones are dead, focus everyone one on the boss. It is hard to land a Melee 2hour because he moves so much, so use your judgment on that. BLMs need to bounce hate and use drain when they get hit. Manafont if needed to finish the fight. Time limit can be an issue with this strat (we won with :25 left on the clock). Everyone should have reraise and also meds (HP and/or MP). When Boss dies, you get a cut scene and the keys for the Tenshodo chest with your armour and another random prize. NOTE: If you are repeating for a new armour, you must get the key item from the previous mission again. ALSO, you need to drop your current hat AND wait until JP midnight to redo fight. You must also use any keys from this fight before redoing it or you will not get a new reward.

15: A Moogle Kupo d'Etat (Finale)
Trade in your key(s) at the Tenshodo Chest in Jeuno for your reward. Congrats on another Mini-mission set done. At least the fights are more entertaining in this one.

A Shantotto Ascension Missions
Once again a quickie mission for the time challenged. Less of this is soloable. Not because it's harder, but because SE made mobs vulnerable to only one type of damage. Story is more interesting to me though and the fights are more fun (except the immune thing >.<)

1: A Shantotto Ascension
Enter Windurst Walls from either Windurst Woods or Windurst Waters for a cut scene to complete this mission. Entering Walls by any other method will not register the cut scene.

2: Burgeoning Dread
Exit Windurst to either Sarutabaruta zone for a cut scene that completes this mission. You must walk out of Windy. You cannot get the cut scene if you rent a bird, Outpost warp, etc. If the cut scene you will be asked to get certain type of enfeebling kit. Remember this or you will have to ask NPCs in the 3 towns to be told again (you have to talk to them anyway though). Silence, Blindness, Poison, or Sleep are the possible options.

3: That Which Curdles Blood
At this point it would help if you had some crafting experience, however all the only required synth is level 10 so even with 0 in the required skill you can succeed. However, I would suggest skilling up alchemy a little if nothing else, just to make the rate of success higher. The cheap way to skill alchemy is Ice Crystal + Rock Salt + Distilled Water = Ninja tool for Ice Magic (caps at level 6). If you want it to 9 for synth (6 is fine) then Lighting Crystal + Million Corn = Cornstarch is also a cheap skilling synth. Whatever you decide, you must talk to the following NPCs prior to doing the synth work. Port Windurst - Kuroido-Moido at E-7 will explain the padded box. Southern San d'Oria - Faulpie at E-8 will explain the Fine Parchment. Bastok Mines - Abd-al-Raziq at L-7 will explain the Enchanted Ink. The ingredients for each item can be farmed or purchased and each of the items can also be purchased so check prices and decided which route you want to go. For those farming and crafting their own here is that information. Make sure to know how many of each you need and I also recommend synthing on site because walking back out to farm again after a break can suck. Padded Box (Woodwork 5ish) = Bast Parchment x2 + Inferior Cocoon (Crawlers in Maze of Shakhrami). Fine Parchment (Leathercraft 5ish) = Parchment + Pumice Stone (Skeletons in Gusgen Mines). Enchanted Ink (Alchemy 5ish) = Black Ink + Magicked Blood (Bats in Ordelle's Caves). Finally you will need a potion of the type requested in your previous cut scene. Either poison, sleep, blind, or silence. These are all alchemy synths and you can check to craft your own, but will be cheaper to buy unless you are a high level alchemist and can HQ them. Now you are ready. The other items are all purchasable but this final synth must be done yourself. It is level 10 alchemy so as stated even at level 0 you can succeed, but break rate much higher. I would get support regardless of level just to prevent regathering all the items. Enfeebling kit (of type requested) = Potion (of type requested) + Padded Box + Fine Parchment X2 + Enchanted Ink X2. Once you have the kit head to Qufim Island and trade it to the Trodden Snow in the middle of the pond at H-7 for a cut scene to end this mission. After completing this mission once, you can trade other enfeebling kits to the goblin in Port Jeuno for a Tenshodo key prize once each day.

4: Sugar-coated Directive
Upon competing the previous mission you will be given 6 key item seals. This mission is to take those seals and attach them to the 6 Protocrystals around the world. You only have to do this on 3 to get credit for the mission. However you get a significantly higher reward for doing all 6. At each crystal you need to check it for a brief cut scene, then enter a fight against a weak version of the prime avatar. Avatars still have some resistances, but are very weak to anyone at 75. A Party of 50s would probably treat this as a normal avatar fight, but any 75 can solo one in melee if needed. I would bring some form of healing, but not much is needed. You will get 400 XP for each fight. Two things to note: First - The Avatar will use their Astral flow pact 5 times. They cannot die until this happens. They will remain at 1 HP and take damage but will not die until the 5th pact. Pacts were doing around 20 points of damage to me without any barspells, but they do occasionally spike and do 2-300. Second - AFTER EACH WIN CHECK THE PROTOCRYSTAL AGAIN FOR A BRIEF CUT SCENE. If you don't you don't get the key item and will have to come back and get it. You won't have to fight again, but it's a waste of time to walk to these places. Other Quests: Each Protocrystal will have a glowy spot by it you can check for a synergy stone of the type matching the crystal. These are for the quest The Wondrous Whatchamacallit, so if you have any interest you should grab those. They can also be bazaared (but not mailed or put on the AH). Also You might as well do the prime fights while there if you can. That depends on job and how many people are there though. In case you don't get out much, here is a list of the crystal locations and how to get there. Order is mostly based on personal preference. If you have the level 20 SMN battles active you can warp directly there of course. EARTH - Eastern Altepa Desert (either outpost warp or teleport). Enter the Quicksand caves at K-7 or H-10 (depends which is closer). From K-7 entrance, stay on the left wall until you drop down, then stay on the right wall until you enter the cloister (will drop one more time). From H-10 entrance, follow the left wall until you drop thru the sand vortex, then north until you find a tunnel heading west (will pass 2 rooms on west). Once thru the tunnel go north to the wall and follow it west until you enter the cloister (will drop once). WIND - Cape Teriggan (preferably you have this outpost warp). From outpost (you can find the outpost easily even if you had to walk thru Kuftal Tunnel to get here), head north and west at every chance. The ledges make you go out of your way sometimes, but if you just follow the left wall, you will eventually get to the cloister. A quick note fro those walking thru Kuftal is to head north at every chance. Remember to us sneak and invisible (just sneak in Kuftal) to reach the cloister. ICE - Beaucedine Glacier (either outpost warp or Teleport to Xarcabard). Once there head to Fei'Yin. I'll assume you can find that by now. From entrance head north and take first path east. Follow it as it curves back to the west and go down the stairs at G-9 to map 2. After stairs, follow hall, going north as much as possible to zone into cloister at I-5. Sneak is needed for everyone on this second map, but only right before cloister. THUNDER - The Sanctuary of Zi'Tah (preferably outpost warp, but up to you about time). From outpost head east then south to K-12 or J-12 to enter the Boyahda Tree. From K-12 entrance follow the left wall and from the J-12 entrance follow the right wall. Both paths meet up at C-4 and you go onto the next map (up a level) at B-7. Cross the large room heading south and east to J-12 (behind waterfall) to enter cloister. You will need sneak on the first floor and sneak and invisible in the large room. FIRE - Yhoator Jungle (either outpost or teleport). You may want to bring an ice cluster, depending on patience. From outpost (if you teleported out post is east of crystal, but find it yourself I hate this zone), head north and enter Ifrit's Cauldron at I-5. In Cauldron, head north until you reach the flame spout at I/H-6. Trade it an ice cluster or wait for it to be down, then head east until you reach next map at F-6. Follow the left wall until you drop off the ledge at I-7. Follow new ledge north and drop off between the 2 posts at H-8. Head north and follow left wall to Cloister. You will need invisible for bombs and possibly sneak for bats. WATER - Yhoator Jungle (either outpost, teleport or walking out of Cauldron). One person in the party will need the Paintbrush of Souls. From outpost (if you walk out of cauldron follow left wall all the way back to fire spout.  If it's down great, but if it's up treat it as a wall and keep following that wall until you get out), head south and zone into the Temple of Uggalepih at the main entrance (J-11). IF YOU NEED PAINTBRUSH: Head south at first branch, north at second, and south at third. This puts you in a large room (G-8). Exit it to the northwest and you will find a door (F-7). You must use the Uggalepih Key to pass thru (each person must have key or get tractored thru). Key drops from Tonberry Cutters you will have seen getting here. Once thru door, check each of the 3 worn books in the room to get a rusty key (key item). Then check the old casket for the paintbrush. Then exit room and follow the right wall until you zone back to Jungle. IF YOU HAVE THE PAINTBRUSH: just follow the left wall until you zone back to the jungle. Either way once back in the jungle, follow the left wall until you reenter the temple. Then follow the left wall until you reach the guardian door. Kill Guardian (easy for a 75) and continue on left wall until you reach the painting room at I-8. The middle frame on the east side will be empty. Have 1 person with the paintbrush stand in front of this picture and click on it. Keep checking it until you get a message about a new painting starting to appear. Then wait for at least 30 seconds and click again (I hate this painting thing). This should finish the painting and open the hidden door in the northeast corner of the room. Get everyone thru it quickly and zone in to the Den of Rancor. You will need sneak/invisible at this point. Head east to the hole at J-7. Drop and then head northeast to enter the cloister. Once you have completed as many of the fights as you plan to (3-6), return to the Trodden Snow (H-7 Qufim) for a cut scene and reward to end the mission. Reward is 3,000 (3 wins) - 50,000 (6 wins), so yeah, do all 6. After completing this mission once, the goblin in Port Jeuno will give you new seals each day if you want to repeat this for a Tenshodo key prize. He only requires you to defeat 3 of the avatars, but takes any you win.

5: Enemy of the Empire (Part 1)
Once you leave Qufim the next stop is Norg (I'll assume you can find that by now). Once there, talk to Andrause at I-8 for a cut scene where he asks you to take pictures of 3 random mobs in Sea Serpent Grotto. He will also sell you the camera and film for 800 gil. You can also use your own if you are into the Zeni stuff and have already. The pictures must be taken in Sea Serpent Grotto to count though. Possible mobs are as follows: Open areas: Big Claw, Brook/Rivulet/Riparian Sahagin, Royal Leech, Grotto Pugil, Undead Bats Silver coin door: Sea Bonze Mythril coin door: Blubber Eyes, Bog/Marsh/Swamp Sahagin, Rock Crab, Razorjaw Pugil, Sahagin Parasite Gold coin door: Devil Manta, Dire Bat, Mousse, Robber Crab, Lagoon/Delta/Coastal/Shore Sahagin Mobs behind the gold coin door will be aggressive to 75. If you have never went thru a coin door, you just have to check it a few times and it will say you need the coin. Trade the coin to the door to open it. They also open from the inside. If you have never taken photos on the game, you just need to equip the Soultrapper as a range weapon and the blank soulplates as ammo. Then use the soultrapper while targeting the desired mob. You cannot be using sneak/invis while taking the picture. The mob can resist the picture taking, but you have plenty of plates to lose a few. Once you have the pictures, return to Norg and trade them to Andrause one at a time. After the third one he will give you the key item for the next fight. If you lose you must repeat the photo safari (with new list of mobs) to get a new one.

6: Enemy of the Empire (Part 2)
Head to Gustav Tunnel. The Outcropping is closer to the Terrigan side, but coming in from Valkrum is fine. EVERYONE check the Outcropping at F-10 for a cut scene. If you miss the cut scene before the fight starts you will have to zone and redo the fight. Once everyone is ready, have one person check the outcropping again for the option to start the fight. Fight is in open so anyone can help but must be in party. Buff do not wear off and XP is not lost. Fight is against 3 Tenshodo members (galka, hume, taru-taru). Once they are defeated you win. However at the start of the fight they cannot be targeted. instead they will spam Utsusemi: Ni and summon clones of themselves for you to fight. Fight the clones until the actual mobs become targetable. What triggers this is debatable. General consensus, is that it is a timer mainly, but you must defeat at least one of each clone in addition to the timer. Either way, when you defeat a real mob all those clone vanish. You can tell the real mobs because the clones have few HP. Fight can be duoed by any healer + DD at 75 and most 75s can probably solo this with a little preparation and a way to do AoE damage. A full party makes this a joke of a fight if they are above 60. Once you win, check the Outcropping for a final cut scene (if you accidentally zone after fight you can still get cut scene later) and a key to trade to the Tenshodo chest for a random prize. You may repeat this fight daily for the prize if you get the key item each time.

7: Sugar-coated Subterfuge
Head to Lower Jeuno and talk to Aldo in the Tenshodo (J-8) for a cut scene to complete this mission.

8: Shantotto in Chains
Head to Ro'Maeve and check the Ensorcelled Door at B-10 for a dialogue line (but no cut scene). Now you will learn why SE sucks (ok you probably already know that). You must kill 3 NMs in Ro'Maeve and 3 more in The Sanctuary of Zi'Tah. Each drops a key item and you must have all 6. The 3 in the Sanctuary drop 100%, but the 3 in Ro'Maeve are random (reasonable % though). Each NM is only susceptible to one type of damage (all are susceptible to Bio). Also each mob it DESPAWN THREE MINUTES AFTER INITIAL AGGRO if not killed, forcing you to retry that mob. Each mob can be soloed in 3 minutes easily by any 75 job with that correct type of damage, as they have 2-3k HP. However no job is ideal for all 6. RDM and NIN are the closest to being able to solo this mission, but both have to be set up just right and get a little lucky. Bring a mixed group if you can. Also note that each NM has multiple spawn points and can have several up at once. Respawn on them is also fast, which is good. The 3 in the Sanctuary are lower level and won't link/aggro for 75s. However they are only up during the night. 17:00-7:00 game time (yes this is not the same time as normal "night"). They are as follows: Blest Bones (BLM) - E-7 area - Immune to all damage except magic and takes only half damage from dark elements (earth,water,ice,dark). Formless Strikes works fine as do SMN blood pacts. Skeleton Scuffler (WAR) - F-8 Area - Immune to all damage except blunt. DRG Wyvern can kill this. Also some SMN blood pacts work (titan mainly). Holey Horror (BLM) - H-8 area - Immune to all damage except Piercing. RANGE ATTACK WILL NOT HURT THIS MOB >.<! Again some SMN blood pacts will do well. Fenrir's crescent fang being the best. The 3 Ro'Maeve mobs are about the same level as the mobs there. Main issue is links on the pulls and kill fast enough. Remember that every thing here will aggro sound and magic. They are as follows: Fired Urn (BLM) - K-9/10 area - Immune to all damage except slashing. Predator Claws, Vertical Cleave, and Cannibal Blade are good for this fight solo on their respective jobs. Lode Golem (WAR) - E-9/10 area - Immune to all damage except magic and takes only half damage from light elements (fire, thunder, wind, light). Formless strikes works as do SMN blood pacts. Steely Weapon (???) - Around entrance area - Immune to all damage except range attack because SE sucks. Quick Draw and Chi blast do not work. Ranged spells do not work. A puppet can damage this with range attacks but no other pets can. Once you have all 6 key items, check the Ensorcelled Door (B-10) again for a cut scene to complete this mission. If you hate yourself you can repeat this daily and give the key items to the goblin in Port Jeuno in exchange for a Tenshodo key prize.

9: Fountain of Trouble
Head to Toraimarai Canal. You can reach this thru the three mage gate (will need a RDM, WHM, & BLM or a Portal Charm to open it) or thru Windy Walls (will need a Rhinostery Certificate for access). Once in the Canal you need to find at least 1 glowy ???. There are 8 and it will be of great benefit to you to acquire all 8. Clicking on each will grant a key item that will make you immune to that element's astral flow in the next BC. The glowy spots are in one of 2 set locations. They move as a group so if you find one you will know where the other 7 are as long as go to them in a timely matter. I really recommend a printout of the map with the locations (excellent one on the walkthru page), but here are the quick notes on the locations. Water= North map H-7 or North map J-9, Earth= North map J-8 or North map H-7, Ice= South map I-8 or South map H-7, Wind= South map H-9 or South map J-9, Lightning= South map G-10 or South map G-11, Fire= South map F-10 or South map J-8, Light= South map G-8 or South map G-8, Dark= North map F-8 or North map F-9. Once you have all the saps enter the Full Moon Fountain (G-8 north map) and check the BC there for a cut scene. Note: You only need 1 Sap to get the reward from the fight, but starter needs to have all 8. You can buy the saps from the Goblin in Jeuno if you have already beaten this fight and want the reward without the hunting. If you fail this fight you must regather the saps before trying again.

10: Battaru Royale
Check the BC in the Full Moon Fountain to select this fight. This is SIX PERSON UNCAPPED FIGHT. Buff inside. Anyone may assist, but you will need at least 1 sap to gain a reward and starter must have all 8. Fight is against 8 Taru. Each one represents 1 element. They will cast BLM spells of that element and at 50% health will use Astral Flow with and avatar of that element. The Astral Flow does a great deal of damage, but is completely negated by the appropriate sap. A normal party of 6 should have no problems with this fight, but pull them to the start in case of a wipe. The main things to note are that you can sleep the taru with Elemental Seal, but not without. The other note is that it is smartest to kill in the following order. Order is mostly based on how severely the enfeebles from that element hurt you. Shadows (will resist sleep the most and uses curse), Glacier (para), Boulders (slow), Gusts (silence), Sparks, Flame, Light, Torrents If you can kill the first 4 before any wipe, the last 4 are of little threat. I would suggest a party of RDM/BLM (sleep/kite), WHM/BLM(heal/sleep), DD/NIN x4. Add a buffer is also good to replace a DD. Once all are defeated, you will gain 700 XP and a key for the chest in the tenshodo.

11: Romancing the Clone
Return to Jeuno and talk to Aldo for a cut scene.

12: Sisters in Arms
Head to the Temple of Uggalepih for more glowy touching. This time there are 16 glowy things to find. Some are in the Temple of Uggalepih and the rest are in the Den of Rancor. You only need to have 1 to gain the reward, but you should have all 16 the first time you do the mission (may need to open fight?). Each of the glowys give you a key item Hex. These give you huge bonuses in the fight. Here is the list of hexes and how to find them. List is in the order I personal grab them, but the order is no important. You will need at least one person with the Paintbrush of Souls Key item and at least one person with an Unlit Lantern (can be same person). In case, you haven't done Zilart missions (or forgot) here is how to get these items, reset hate, and find the arena. This is copied directly from my Zilart Walk-thru. Note that if you plan ahead, you could get the lantern and paintbrush on the way to the fight if needed as well as reset hate. Step 1: Obtain at least one Unlit Lantern for your party. They are Rare/Exclusive. If your party has 4 this will be faster, but you can do with 1 if needed. Lanterns drop from Tonberry Jinxers (in Yhoat jungle), Maledicters (in Temple), or Imprecators (in Den of Rancor). These are BLM mobs level 60-70 so be prepared for that. Personally, I killed the Maledicters because I wanted the temple coffer key as well. They also drop BLM tests, a few thunder type spells, and are easy to get to. There are several places to find them, but here is one. Enter Temple at J-11 in Yhoator Jungle. At first branch go north and continue north until you zone back into jungle. Head north and zone back into temple. Head east to H-7 and you should find several. Step 2: Obtain a Paintbrush of Souls (key item). Only 1 person in the party will need this, but it's not a bad idea to have one for other things. Also, it is on your way (although the farming will slow things down probably). Enter Temple of Uggalepih at same spot as step 1. Head south at first branch, north at second, and south at third. This puts you in a large room (G-8). Exit it to the northwest and you will find a door (F-7). You must use the Uggalepih Key to pass thru (each person must have key or get tractored thru). Key drops from Tonberry Cutters you will have seen getting here. Once thru door, check each of the 3 worn books in the room to get a rusty key (key item). Then check the old casket for the paintbrush. Step 3: After you have as many lanterns as you feel you need and the paintbrush, I recommend reseting your tonberry hate by using the Everyone's Grudge quest. At a bare minimum your tank should do this, but it's a safe idea for everyone (and some have reported the NM for the fight uses the party's hate not the target's). In case you don't know, the tonberry TP move of the same name does 5 damage for each tonberry you have killed. This may or may not be dangerous, but the NM version (such as in the coming fight) does 50 damage for each tonberry you have killed. This is cumulative for the entire game (being reset to 0 each time you do the quest) so that can add up fast. Personally, I've seen people hit for 7k and heard about twice that so while it's cool to see that kind of damage, you may want to reset hate, even though it means running to Norg (if you have never done it before) and spending a little cash (you have to buy forgiveness). If you have never done the quest, trade 3 gold beastcoins to Magephaud (Norg I-8). You will want to do this as step one, that way you can just stay in the temple once you have the the lantern(s). Enter the temple at the same location as in step 1. Head south at the first branch and also south at the second. follow the hall as it goes east to F-11. You will find a door on the south side of the pillar there. Enter it and speak to the tonberry priest to reset hate. This will be a straight fee in gil based on how many tonberries you have killed. It caps at 6k. Step 4: Finding the BC for the fight. Enter the temple at same location as other steps. Head south, north, north at the 3 branches to exit back to jungle at F-5. Proceed left and re-enter the temple H-11. Level 75s will not get aggro here, but lower levels should use invisible. If you do aggro tonberries, Call for Help. This will prevent building any tonberry hate after you reset it (any tonberries killed by the party count for all members that are in the zone at the time). Head west at first branch and go thru the wooden gate. Follow hall south as far as possible then go east to a door. If door is shut, there will be a doll mob guarding it. This mob must die before door will open (door will then be open until it respawns). Most 75s can solo this mob easily, and most 60+ parties can handle it provided they stun meltdown. Once thru the door, head north until you come to a room with pictures hanging on the walls. The middle frame on the east side will be empty. Have 1 person with the paintbrush stand in front of this picture and click on it. Keep checking it until you get a message about a new painting starting to appear. Then wait for at least 30 seconds and click again (I hate this painting thing). This should finish the painting and open the hidden door in the northeast corner of the room. Get everyone thru it quickly and zone in to the Den of Rancor. At this point everyone will need sneak and invisible. Follow the wall on your right (south) until it reaches the altar of rancor (E-5). Everyone with a lantern should trade it to the altar to get fire. You may need to clear the room for this depending on luck. Follow the same wall back the large room at F-6 and take the first right (south). You should be by a hole in the northeast corner of F-7. Drop down here. Head north and west to E-5. Use the fire from your lanterns to light the 4 lanterns there. This will also probably require clearing the room. Each person can only light one lantern per fire so having 4 is faster, however, if you have less than 4, have those with lanterns return to the first altar for more fire (repeating the trip until all 4 lanterns are lit. To reach the first altar follow the wall to the east of the 4 lanterns until you zone to first map at I-5.  Once on first map you can take the first south to reach the large room at H-6.  Go west across this room and then follow the wall leading south to reach the altar (E-5).  Once you have all 4 lanterns lit the door by them will open and you can zone into the Sacrificial Chamber. While I included the step 4 for finding and entering the arena, you should make sure to gather the Hexes first.  If you have someone helping that has all the hexes, you could open the gate and have them wait inside for others to gather the Hexes.  Most people solo the Hexes so your party may already have them all when you reach the temple and this is why I include all the info up front. Here are the Hex locations, starting when you enter the temple. If you follow this list, you will end in the room with the entrance to the fight. Enter the Temple of Uggalepihat the J-11 Enterance in Yhoator Jungle. Head South at every branch until you reach the room at F-10. Check Glowy for Hex of Malice. Back track to H-9 and head North. Then south at the next branch (G-7). In big room check Glowy on west side for the Hex of Deceit. Back north to exit at F-5. West in Jungle and reenter Temple. Head west thru the Wooden Gate. West again at first branch, then South to dead end. Check the Glowy for the Hex of Envy. Back track to Gate and head south. Continue South to H-10 and check the room to the West for the Hex of Greed. Head East and kill the Doll guarding the door there to go thru. Check the Glowy on the South end of that room for the Hex of Pride. Head north to the Paintbrush room (I-8) and check the Glowy there for the Hex of Bale. These 6 Hexes are BarElements. Without them you will take huge damage in the coming fight. Use paintbrush and enter the Den of Rancor from here. Once in the Den you will need Sneak/Invisible (if you didn't already). Tonberries and Bombs are Sight and the rest of the mobs are Sound. Bombs are also magic aggro. In first large room check the Glowy on the east end for the Hex of Strife. Then head West and follow the wall there as it curves back North to E-5. Check the Glowy there for the Hex of Regret. From here head South to the room at E-9. Check Glowy here for Hex of Agony. Continue along the West wall south to F-11. Check the Glowy here for Hex of Rancor (be careful of NM). Next head back North and take West hall at G-8/9. Continue west to large room at I-9. Check Glowy on West side of the room for Hex of Dolor. Follow the East wall South to the room at K-11. Check the Glowy there for the Hex of Rage. Exit this room on the South and head West to I-11/12. Go South and check the Glowy in this room for the Hex of Despair. These 7 Hexes give +150 to each stat. Follow the East wall back North then East and finally South down the ramp to the next map. Continue to follow this wall South at intersection to the large room at F-9. Check the Glowy there for the Hex of Penury. This triples your HP. Back track to the previous map and drop down one of the holes (I use the one at I-11, but the one at J-12 probably works also). Once you are on the new map head South and East to the room in that corner of the map. Check the Glowy there for the Hex of Death. This grants unweakened Reraise. Now head back north in the large room. Check the Glowy in the middle of this room at G/H-9 for the Hex of Blight This triples your MP. After getting the last Hex, you can head north then west to the Door the Sacrificial Chamber. See Step 4 above on how to open this door if you have everyone ready for the fight.

13: Project - Shantottofication
Once thru the Rancor Flame Door, zone into the Sacrificial Chamber and check the Mahogany Door for a Cutscene. Check it again when read and enter the fight. NOTE that anyone can help on this fight and get the benefit of however many Hexes the person opening the fight. But they will not get a reward unless they have at least 1 Hex. Also if you have ANY hexes you get only the buffs from those hexes you personally have. THIS IS A SIX PERSON FIGHT WITH NO CAP. 30 MINUTE LIMIT. Enter, then buff. DO NOT USE RERAISE IF YOU HAVE THE HEX OF DEATH. Normal reraise will overwrite the hex and is much weaker. Fight is against 2 Shantottos. One is wearing Black (D. Shantotto) and uses spells from the Dark half of the elements. She also uses a Scythe. One is wearing White (Shantotto) and used spells from the Light half of the elements. She also uses a club. Both must be defeated to win. Both Rage every 25% damage. When raged they share hate and make skillchains. Their skillchain is huge AoE damage and inflicts a ton of status effects (silence, para, poison, slow, bio, disease, stun). Even without the skillchain they each have unique weaponskills they will use under 50% that are AoE damage and inflict status effects based on their elements. The common strat is to hold one Shantotto in the circle where they start (usually the white one) and pull the other one to the start to kill her. Both Shantottos have very high Magic resistance will take very little damage from spells. At the same time they both do heavy Magic damage and any source of magic damage reduction you have should be used. This is a really fun fight for a group of SMNs, but I would bring at least one melee. A normal party will be fine too if they prepare and bring meds. ALL casters should bring echo drops. Everyone should also bring Hi-potions and Ethers too. At 75 this would be a planned wipe fight. At higher levels might be able to fight straight up. Make sure with either strat, you die where you start so that you can raise and continue. Here is my strat for the fight. 5xSMN(/RDM and /WHM mixed) + MNK. 2 SMNS pull the the 2 Taru. Hold the White Shantotto in the main circle using Garuda (blink). Pull the Black Shantotto to the hall and engage. MNK can tank and SMN stay out of range and use Blood pacts. I would use Leviathan vs the Black Shantotto and Garuda on the White one. This is just for elemental resistance. If you die, stay down until everyone wipes or one Shantotto dies. The goal is the kill the Black one before wipe. MNK can 2hour to open the fight. Use Spring Water and cure MNK as needed between Spinning Dives. The Black Shantotto will rage and call the White one (fairly quickly probably). MNK will likely die to the combined assault, but SMNs should make sure they are far enough back to avoid the AoE of the Skillchain. The SMN holding the White Shantotto can switch target to the Black Shantotto once this happens in order to kill faster. If you wipe without killing either Shantotto you can still win, but it will be hard. Simple repeat the exact same procedure once you are rested to full (use meds). They will both regen to full, but the rage triggers do not reset, so you should be able to kill the Black Shantotto without interference, if you were close before. Hopefully Black Shantotto is dead before the wipe. Either way, once the Black on is dead focus on the white one. You could kill the white one first, but she uses Meteor. Once you only have once to fight it should go smoothly even with her rage and weaponskill. Dispel her Protect if possible. Once both die, you will get a very long cutscene to end this stage. You also get 750XP and a key for a random item from the Tenshodo Chest. Note you can only repeat this for reward once per day and cannot have either reward key in your key items. If repeating to change reward armor, the armor must be discarded before you redo the fight.

14: An Uneasy Peace
Zone into Windurst Walls for a cut scene and final key for Tenshodo chest. Return to Lower Jeuno and check the chest there for you reward.

15: A Shantotto Ascension (Finale)
Once you have traded in your key for the reward armor this mission shows you are completed. Congratulations on completion. If you are a Shantotto fan it was probably a lot of fun. I'm not, but some of the cutscenes are entertaining.

Abyssea
These are not much on the story and more with the killing. You must purchase one of the abyssea expansions to begin them and all to finish. Since the game has morphed into an abyssea only game, I guess everyone will have these. One note is that all of the zones have a few quests in them. These are not part of the mission storyline, but they do add to the story and yield rewards. I won't be touching on them here, but I recommend looking into them. The whole combat in abyssea is different and I recommend looking into that also.

1: A Journey Begins
Head to Port Jeuno for a cutscene to start these missions. You must be on a level 30 or higher job (and not zone in from your MH or via warp?).

2: The Truth Beckons
Talk to Joachim in Port Jeuno (H8). You will be given a Traverser Stone Key Item. This allows you to enter abyssea zones for 30 minutes. You will now be able to get another stone from Joachim every 20 real hours. If you do not talk to him to get this stone he will hold it for you forever and add another every 20 hours. You can have 3 on you at once in addition to any he is holding for you. Note that you can increase the number you can hold to 6, decrease the wait time between stones to 8 hours, and increase the amount of time you get per stone to 48 minutes thru quests and NM and missions in Abyssea zones. You may also increase your time in abyssea by killing mobs there, if done properly. Once you have your first stone, head to any of the Cavernous Maws that lead to abyssea. Here is a quick list: Vision Maws - Tahrongi Canyon (H-12), Konschtat Highlands (I-12), & La Theine Plateau (E-4) Scars Maws - Jugner Forest (J-8), Valkurm Dunes (I-9), & Buburimu Peninsula (F-7) Heroes Maws - North Gustaberg (G-6), South Gustaberg (J-10), & Xarcabard (H-8) When you enter any maw, talk to the Cruor Prospector and request Visitant Status. This uses up you Traverser Stone and gives you 30 minutes in the zone. If you exit before the 30 minutes is up it will save your remaining time up to 120 minutes. Any over 120 is lost. Once you get Visitant Status exit the zone immediately. Once you have entered a zone, return to Joachim and talk to him for a cutscene.

3: Dawn of Death
Now you should go to each maw and enter it for a cutscene. This will also allow you to warp to that maw from Horst in Port Jeuno (right by Joachim) and from the similar NPCs in each starter city. You will be asked to kill a NM in each zone. Th order is unimportant, you will advance based on the number you have killed. However there is a quest listed for each and also for each set of 3 (by expansion). Here is a quick list and the requirements and strats for the mobs. Basically once you have the good Atmas and gear you can duo all of them with a good evasion tank and a healer. Until then, I'd use a party.

A: A Goldstruck Gigas - Abyssea - La Theine
You need 3 key items to pop the NM. These are obtained by killing 3 Giga NMs. Triggering red !! is recommended but not required. You can also find key items in brown chests if you have high enough amber light. Since these are key items you must acquire them yourself, but only need 1 set for entire alliance if only doing this fight for win. Each NM has a real item used to pop it. These can be purchased if you want, but easy to farm from the mobs right by the ???s. ??? @ C4 trade a Trophy Shield to pop NM which drops the Dented Gigas Shield KI. This mob is pretty easy. He gains enearo effect after TP moves. ??? @ F10 trade Massive Armband to pop NM which drops the Severed Gigas Collar KI. This mob is annoying to proc red !! because any range attck he does counts as a TP move. Also he gains Shock Spikes after Lightning Roar. These spikes can do increasing damage and last until he uses Trebuchet. ??? @ F7 trade Oversized Sock to pop NM which drops the Warped Gigas Armband KI. This mob gains ice spikes on ice roar. These spikes last until he uses Moribund Hack. Hack does massive damage if it hits. It is recommended to tank with a NIN using Migawari or have a SMN or BRD use their similar buffs. Once you have the 3 Key items check the ??? at G6 to pop Main NM. Quick notes: Has a ranged TP move (trebuchet) that is AoE heavy damage so best to keep hate on melees. Colossal Slam inflicts a non removable zombie effect. This means you cannot be healed by any means. This effect is short, but melees should kite during it. NM will use mercurial strike. This is a magic damage attack that will ALWAYS be followed by another TP move based on Mercurial Strike Dmg. Dmg 111 > Impact roar, dmg 222 > Grand slam, dmg 333 > Grand slam, dmg 444 > Power attack, dmg 555 > trebuchet, dmg 666 > Trebuchet, dmg 777 > max timer on all job abilities, dmg 888 > colossal slam, dmg 999 > colossal slam, 1111 > Meikyo Shisui (will colossal slam x3 so run). DMG from Mercurial strike is random each time so he my use Colossal Slam repeatedly or not at all. If he gets the 1111 he will Meikyo Shihui imediately. For any other number he will do the TP move as normal when he get TP again. Colossal Slam is easily stunned. Once Briareus is defeated, exit the zone thru the maw to get a cut seen and complete the quest for this zone.

B: To Paste a Peiste - Abyssea - Konschtat
You will need 3 key items to pop this NM. These are obtained by killing 3 other NMs. Triggering red !! is recommended but not required. You can also find key items in brown chests if you have high enough amber light. Since these are key items you must acquire them yourself, but only need 1 set for entire alliance if only doing this fight for win. Each NM has a real item used to pop it. These can be purchased if you want, but easy to farm from the mobs close by the ???s. ??? @ H6 trade Giant Bugard Tusk from the Bugards to the south and east to pop Hippogryph NM which drops Tattered Hippogryph Wing KI. This NM is typical of hippogryph except that it can use 4TP moves each time it had TP. Tank should turn anytime TP move start to avoid Jettatura terrorizing them and leaving them unable to defend from following moves. ??? @G6 trade Armored Dragonhorn from the Wivre by ??? to pop Wivre NM that drops Cracked Wivre Horn KI. Crippling slam is AoE heavy dmg and strong paralysis. It will be used following Boiling Blood to boost dmg. Stun should be cast immediately following boiling blood to prevent this. ??? @ K6 trade Clouded Lens from Ahriman to west to pop Ahriman NM which drops Mucid Ahriman Eyeball KI. This mobs is the hardest mobs of any of the KI mobs. It will split and summon 4 copies of itself to help it. These will be resummoned every 20% if defeated. The main NM is immune to melee attack (considered flying so all melee misses). Most BLU spells and all AoE WS can hit the NM though. Any WS procs must be done on the copies which are vulnerable to melee. Having range dmg to kill the NM is key. Magic dmg can be used, but ahriman resist magic normally. Also be careful of blood aggro in the area around ???. Once you have the 3 Key Items check the ??? @ H5 to pop Main NM which is a peiste. Quick notes: This mob has 3 TP moves that can screw up your chances to win. Calcifying Mist is AoE effect that starts a 20 second countdown. When it reaches 0 the player is petrified. The Petrification cannot be removed until it takes full effect so if possible it is useful to keep at least one person with stona out of range. Grim Glower is a gaze attack that petrifies target. Mages and anyone else that can should stand back to the mob. If you have a tank that can hold hate without meleeing this would be perfect, but the typical approach is have melee on both sides of the mob so that it can't gaze at everyone at once. Petrafication wears off once monster looks away, but cannot be removed otherwise. Oppressive Gaze is the big mob. NM will use this move every 15% or so regardless of TP. It can be blocked or mitigates are with grim glower above. It inflicts Terror (cannot act) and Zombie (cannot be healed). It also increase any poison dmg you may be taking (NM has enpoison and poisonous TP moves) to the 200/tick range. Mob can be kited around nearby rock if need be. Once Kukulkan is defeated, exit the zone thru the maw and complete the quest for this zone.

C: Megadrile Menace - Abyssea - Tahrongi
You will need 4 key items to pop this NM. These are obtained by killing 4 other NMs. Triggering red !! is recommended but not required. You can also find key items in brown chests if you have high enough amber light. Since these are key items you must acquire them yourself, but only need 1 set for entire alliance if only doing this fight for win. Two of the NMs are timed spawns. Two NMs have real items used to pop them. These can be purchased if you want or farmed in the zone. This is probably the most annoy zone to collect the pops in. G5/H5 Adze is mixed in with the normal gnats. The fewer melee on this NM the better due to the TP moves and the endoom/petra/para/silence/slow effecs it has. Blink tanking recommended. Also debuffing this mob can be bad because he can transfer these to the people in range of his TP moves. I5toH6 Minhocao is mixed in with the normal sandworms. Fight is fairly straight forward. Both timed NM have a 10-15 minute respawn timer. ??? @ J6 trade Smooth Whisker and Resilient Mane to spawn Muscaliet. Mane is from Manticores near the ???. Smooth Whisker is 100% drop from Tefenet. To pop Tefenet ??? @ G6. Shocking whisker is from the Coeurls east of ???. Tefenet should be dual tanked so that his Mortal Gaze (death) TP move cannot kill all melee at once. Move can be stunned or avoided by turning. Muscaliet is a straight forward fight. Barfire helps. He will use Heat Breath multiple times per TP use. He will face random directions when doing this so it is safest to move to where he just used the move. ??? @ H8 trade Quivering Eft Egg and Cockatrice Tail meat to spawn Alectryon. Tailmeat is from the Cockatrices by ???. Egg is 100% drop from Abas. To pop Abas trade Eft Egg to ??? @ K10. Eft Egg is from Efts near ???. Abas uses all water spells. Fight is fairly easy. Alectryon is annoying. Blink tanks are preferred due to the 100-200 per tick enpoison effect. Other that that it's a normal fight. This another NM that can transfer debuffs to party so use at your own risk. Once you have the 4KIs, you pop Glavoid (sandworm) at the ??? at I5. Pull the mob out of the other sandworms, I would pull east to the area south of Flux 8. Glavoid is a hard fight. He has hate reset so at least 2 strong melees capable of tanking are recommended. At the same time he can do massive damage to those around him so limiting his TP feed is also recommend. Any melee should try to stay spaced out around the mob (should be easy on a giant worm) so his massive conal attack does not one shot everyone (can do over 7k to fully buffed melee). This Mob heals damaged from melee while it doing a TP move so turn on all TP moves and only weaponskill during spells. It also heals from magic damage during spells so nukes should not be a planned source of damage. All spells it casts are earth based. Most TP moves can be stunned but only Disgorge should be so as to limit resistance. Disgorge will one shot almost anyone unless you get lucky. Damage is based on what has been healed during TP moves since last usage and what was absorb during Gorge. Glavoid will use Blood Weapon and while blood weapon is up will either be immune to melee or magic at random for each use. Once Glavoid is defeated, exit the zone thru the maw and complete the quest for this zone.

D: A Fluttery Fiend - Abyssea - Attohwa
You will need 3 key items to pop this NM. These are obtained by killing 3 other NMs. Triggering red !! is recommended but not required. You can also find key items in brown chests if you have high enough amber light. Since these are key items you must acquire them yourself, but only need 1 set for entire alliance if only doing this fight for win. One of the NMs is a timed spawn. Two NMs have real items used to pop them. These can be purchased if you want or farmed easily by the ???s to pop the NMs. ??? @ K7 Trade Withered Cocoon from Wamouracampa near ??? to pop Granite Borer (Wamouracampa). Mob uses Fire Spells but is fairly easy fight. ??? @ J10 Trade Eruca Egg from Eruca near ??? to pop Blazing Eruca (crawler). This mob is also fire using. Incinerate can do a lot of damage so only one person should be in front of mob. Also it heals from melee during TP moves so turn on all TP moves. It will have significant Blaze Spikes that increase as it's HP decrease, so fewer melee will be easier on healer. Tunga is chigoe NM at L9 and L10. It is mixed with normal Chigoes and has a 10-15 minute respawn timer. This mob sucks. A lot. It casts all stone spells including breakga. It switches hate at random. It drains buffs on melee hits. It can also have enpetra/virus/poison/slow. It used Chainspell every 25%. In between chainspells it will either attack at a very high rate stopping every 20 seconds or so to cast a spell or simply spam one spell after another. PLD tank is best probably but blink tanks can work. This fight is brutal if you do not have a lot of atma or other abyssea bonuses already done. Healers need to try to stay out of range of breakga but it's not as easy as it normally would be due to random hate resets. Once you have all the KIs trade them to ??? @ K10 to spawn Itzpapalotl (moth). Pull mob away from the wamouracampa. I pull the mob out of the enclosure to the safe area between the wamouracampa and chigoes. Barfire is must. Do not debuff this mob. Exuviation removes all debuffs and heals the NM 3k per debuff. Stunning Firaga 4 and Fire Break is recommended. Dispel mob after Erractic Flutter to remove strong Haste effect. Magic users need to stay out of range to avoid Proboscis (1k MP drain). Mob gains very strong Blaze Spikes during TP moves so turning is recommended. Once Itzpapalotl is defeated, exit the zone thru the maw and complete the quest for this zone.

E: The Beast of Bastore - Abyssea - Vunkerl
You will need 2 key items to pop this NM. These are obtained by killing 2 other NMs. Triggering red !! is recommended but not required. You can also find key items in brown chests if you have high enough amber light. Since these are key items you must acquire them yourself, but only need 1 set for entire alliance if only doing this fight for win. One of the NMs is a timed spawn. One NM has a real item used to pop it. It can be purchased if you want or farmed easily by the ??? to pop the NM. ??? @ J7 Trade Moonbeam Clam from krakens near ??? to pop Iku Turso (kraken). This mob uses Water Spells. Also it gains a Silence aura after using Maelstrom which can be troublesome for blink tanks. Hrosshvalur is pugil NM at J6 with 10-15 minute respawn timer. It is mixed in with other Pugils but they will not link to it. It will cast Waterja every 30 seconds or so and mainly used range attacks. Range attacks are 400ish water damage if unresisted. They also have the added effect knockback and seem to reduce hate. It is best to pull mob into tunnel and let everyone be able to stand with back to a wall so as to mitigate knockback. Once you have both KIs trade them to the ??? @ K6 to spawn Sedna (ruszor). Pull the mob away from the Pugils. Best spot seems to be the dead-end to the south and east. Sedna casts all water spells. It tends to spam Aquaball which is water damage and knockback as well as hate reduction. If possible tanks should try to keep backs to the wall. Gains a silence aura which is shown as a bubble animation around NM. Mages should try to stay at maximum range to avoid this. After casting Aquaveil gains very high fast cast rate. Dispelling Aquaveil will remove fast cast. Once Sedna is defeated, exit the zone thru the maw and complete the quest for this zone.

F: A Delectable Demon - Abyssea - Misareaux
You will need 2 key items to pop this NM. These are obtained by killing 2 other NMs. Triggering red !! is recommended but not required. You can also find key items in brown chests if you have high enough amber light. Since these are key items you must acquire them yourself, but only need 1 set for entire alliance if only doing this fight for win. One of the NMs is a timed spawn. One NM has a real item used to pop it. It can be purchased if you want or farmed easily by the ??? to pop the NM. ??? @ F4 Trade Orobon Cheekmeat from Orobon around ??? to spawn Cep-Kamuy (Orobon). Mob is pretty easy fight. Pull east to avoid Orobon linking. Leeching current damage is divided among all in range so have everyone stand in range. Hypnotic Lamp is AoE Sleep gaze so should stand with back to NM. Heqet is Porogo NM @ I6 with a 10-15 minute respawn timer. Frogs in area will link, but can be kited until they lose hate. NM casts all AoE Water Spells. Fight is pretty easy if you resist water damage. Once you have both KIs trade to ??? @ G5/H5 border in river to spawn Cirein-croin (Orobon). Safest place to fight is at bridge upstream. Mages can stand on bridge and avoid TP moves while melee fight. This mob always uses two TP moves in a row. If lowmaning it is advisable for the tank to run after the first move and the second will often miss as out of range. Gnash takes 50% of target's remaining HP. Death Gnash is throatstab type move (HP to 1% and reset hate). Vile belch is AoE Silence and Plague. Abominable Belch is Silence, Plague, & Para. Hypnotic Lamp is Sleep gaze attack. This can be bad at lower HP if it is the first move since tank will not be able to out run the second move. Mayhem Lantern is the dangerous TP move. It is AoE Charm plus shock and attack up. This move is almost always the second TP if used and only used at low HP. It can easily be stunned if paying attention. If it is not stunned it is easy to kite the NM (and charmed people) for 20-30 seconds for it wear off. Once Cirein-Croin is defeated, exit the zone thru the maw and complete the quest for this zone.

G: An Ulcerous Uragnite - Abyssea - Grauberg
You will need a key item to pop this NM. This can be obtained from a timed spawn NM near the ???. Triggering red !! is recommended but not required. You can also find key item in brown chests if you have high enough amber light. Since it is a key item, you must acquire it yourself, but only need 1 for entire alliance if only doing this fight for win. Melo Melo (urganite) spawns every 10-15 minutes among the crabs around G11. This NM sucks and honestly would suggest farming the KI using brown chests personally. However, if you do fight the mob here are the notes. Nuking is great damage for NM. However magic damage while it is in its shell will cure it. Basic strat is to let the mages use a timed nuke to drive the mob into its shell. Then have the melee keep steady dmg on it until it comes back out of shell then repeat. Mob has huge regen and damage reduction while in shell. Enpoison is 30 per tick. Venom shell has additive effects. Level one is poison. If poison already present it adds Plague. If Plague is present it will add Gravity. SMN can be good DD for this too. Anyway, once you have the KI trade it to the ??? @ F10 to spawn Amphitrite (urganite). Fight by ???. This mob also sucks, but is actually easier to kill than the smaller one you kill for the KI. NM has two modes. Each is triggered by a certain TP move. It will spawn in one of the two modes at random. Palsynyxis triggers casting mode. All melee dmg will heal the mob at this point. It can fast cast (instantly in some cases) ~ga3 nukes. Painful whip triggers melee mode and magic dmg will heal it. Both types if damage dealers must pay close attention to stop and start damaging as it swap modes. There is often a slight delay after the TP move before mode actually changes. If the mob takes the "wrong" type of damage it not only heals the mob but also triggers Virulent Haze. Haze is AoE Addle and Burn. All melee attacks have enpoison of 100+ per tick. Mob has double attack at 100% and has significant regain. This fight is quick if people pay attention, but if you start healing the mob it can be a very long fight. Once Amphitrite is defeated, exit the zone thru the maw and complete the quest for this zone.

H: A Beaked Blusterer - Abyssea - Altepa
You will need a key item to pop this NM. This can be obtained from a timed spawn NM near the ???. Triggering red !! is recommended but not required. You can also find key item in brown chests if you have high enough amber light. Since it is a key item, you must acquire it yourself, but only need 1 for entire alliance if only doing this fight for win. Ouzelum (roc) spawns every 10-15 minutes in the rocs between I8 and J9. This NM uses singe target Wind and Fire nukes in addition to normal roc moves. It will also cast AoE Silence and Addle. Magic dmg heals it while it is casting. Physical dmg heals it while it uses TP moves. It will always follow a TP move with a spell. Fight is fairly straight forward. Once you have the KI, Trade to the ??? @ I8 to spawn Bennu (roc). Pull west or east to avoid aggroing surrounding rocs. This fight is also straight forward. Mob uses normal roc TP moves plus Dread Wind. Dread Wind is AoE Terror and strips shadows. It can last for 20-30 seconds, which is long enough to be fatal if the healer is too close and gets Terrorized. As long as healer is out of this area of effect fight should go normally. Once Bennu is defeated, exit the zone thru the maw and complete the quest for this zone.

I: A Man-eating Mite - Abyssea - Uleguerand
You will need a key item to pop this NM. This can be obtained from a timed spawn NM near the ???. Triggering red !! is recommended but not required. You can also find key item in brown chests if you have high enough amber light. Since it is a key item, you must acquire it yourself, but only need 1 for entire alliance if only doing this fight for win. Awahondo(diremite) spawns every 10-15 minutes in the diremites between K6 and K7. Basic Diremite fight except he can randomly use Double Claw 1-5 times per TP usage. This in turn may trigger Hundred Fists. This combination make blink tanking him problematical. Once you have the KI trade it the ??? @ K7 to spawn Resheph. NM will use Meikyo Shisui every time it gets TP. It has a aura of gravity and defense down. The special TP move for this mob is Tarsal Slam. This is conal throatstab effect (reducing target to 1% HP and resets hate). This is especially deadly if it is not the final move of the TP cycle. It can be stunned if stunner is quick (and lucky), but it is best to have 2-3 melees attacking from different angles so that if one goes down the others are still good. Once Resheph is defeated, exit the zone thru the maw and complete the quest for this zone.

4: First Contact
After completing any 3 of the zone bosses in mission 3 talk to Joachim. He will tell you to meet with an Abyssea representative in La Theine Plateau. Check the ??? in the stone circle @ G6 between 18:00 and 5:00. This cut scene completes this mission.

5: An Officer and a Pirate
Speak with Joachim again for cut scene to complete this mission.

6: Heart of Madness
Complete any 2 additional zone bosses (total of 5) in mission 3 and talk to Joachim for cut scene to complete this mission.

7: Tenuous Existence
Check the ??? in the stone circle @ G6 in La Theine Plateau between 18:00 and 5:00 for a cut scene. Return and talk to Joachim for a cut scene to complete this mission.

8: Champions of Abyssea
Complete any 2 additional zone bosses (total of 7) in mission 3 and talk to Joachim for cut scene to complete this mission.

9: A Sea Dog's Summons
Joachim requests you to go to the Hall of the Gods at the end of previous cutscene. Make sure he asks this. Head to Hall of the Gods and zone in between 18:00 and 5:00 for a cut scene to complete this quest.

10: Death and Rebirth
Complete the 2 remaining zone bosses (total of 9) from mission 3 and talk to Joachim for a cut scene. Head to Hall of the Gods and zone in between 18:00 and 5:00 for a cut scene to complete this quest.

11: Emissaries of God
Find and defeat all six of the Caturae mobs in Abyssea. If you have already defeat some or all of the mobs prior to flagging this quest they will count toward completion. These mobs are fairly powerful so I'll give a quick review of each with location and strategy. Once you have defeated all six talk to Joachim for a cut scene and Abyssite of Discernment which is key to finding weakness triggers. Head to Hall of the Gods between 18:00 and 5:00 for a cut scene to complete this mission.

Iratham - Abyssea - Tahrongi
Timed spawn in area between I6 and H7. Respawn is 10-20 minutes. This is the easiest of the 6 fights but I recommend being as prepared as possible if doing this without the help of people already finished with this storyline. You should obtain all stat (include hp/mp) bonus abyssite from various quests and NM in the different zones. DDs will need DD and or tank atmas and healers should have refresh atmas. Caturae mobs all have nasty TP moves. The ones to note are Deathly Diminuendo which is AoE curse and bio. Remove curse immediately and cure those affected. Hellish Crescendo which is AoE Paralyze that should be removed immediately. Diabolic Claw is single target but the Magic defense down effect must be removed immediately. Above 50% NM will cast Fire Spells. Below 50% he will cast Ice Spells. Below 20% he may cast Comet. Shadowwreck is high AoE dark damage. Slow and steady works well. try not to feed the NM too much TP. If melees are taking too much damage for the healers to keep up drop everyone off except main tank. NM can be kited if needed. It has movement plus 25% but horrible pathing and will stop to cast spells.

Kutharei - Abyssea - Misareaux
Timed spawn in area at G11 behind the gate. Respawn is 10-20 minutes. I recommend being as prepared as possible if doing this without the help of people already finished with this storyline. You should obtain all stat (include hp/mp) bonus abyssite from various quests and NM in the different zones. DDs will need DD and or tank atmas and healers should have refresh atmas. Caturae mobs all have nasty TP moves. The ones to note are Deathly Diminuendo which is AoE curse and bio. Remove curse immediately and cure those affected. Hellish Crescendo which is AoE Paralyze that should be removed immediately. Diabolic Claw is single target but the Magic defense down effect must be removed immediately. NM will cast Fire Spells and Wind Spells. Interference is AoE Dispel with damage based on number of buffs dispelled. Banneret Charge is his nastiest move. It is AoE throatstab (HP to 1% and hate reset). Bard's Scherzo, Titan's Earthen Armour, or Ninja's Migawari are good to counter this if they are not dispelled (BRD would be fastest recast). Slow and steady works well. Try not to feed the NM too much TP. If melees are taking too much damage for the healers to keep up drop everyone off except main tank. NM can be kited if needed. Having at lest one SMN to pet kite is nice since they can dmg the mob while people recover, but any job can kite.

Sippoy - Abyssea - Vunkerl
Timed spawn in area at E7 among the funguar. Respawn is 10-20 minutes. I recommend being as prepared as possible if doing this without the help of people already finished with this storyline. You should obtain all stat (include hp/mp) bonus abyssite from various quests and NM in the different zones. DDs will need DD and or tank atmas and healers should have refresh atmas. Caturae mobs all have nasty TP moves. The ones to note are Deathly Diminuendo which is AoE curse and bio. Remove curse immediately and cure those affected. Hellish Crescendo which is AoE Paralyze that should be removed immediately. Diabolic Claw is single target but the Magic defense down effect must be removed immediately. NM will cast Water Spells and Ice Spells. Interference is AoE Dispel with damage based on number of buffs dispelled. Stygian Cyclone is AoE silence which should be removed immediately. Dark Arrivisme is AoE dmg, knockback, and dispel. It also gives the NM a strong intimidation effect. Move usually used under 25%. Slow and steady works well. Try not to feed the NM too much TP. If melees are taking too much damage for the healers to keep up drop everyone off except main tank. NM can be kited if needed.

Yaanei - Abyssea - Attohwa
Timed spawn on top of the mountain. Respawn is 10-20 minutes. This is where the mobs start getting a little harder for most groups. I recommend being as prepared as possible if doing this without the help of people already finished with this storyline. You should obtain all stat (include hp/mp) bonus abyssite from various quests and NM in the different zones. DDs will need DD and or tank atmas and healers should have refresh atmas. Caturae mobs all have nasty TP moves. The ones to note are Deathly Diminuendo which is AoE curse and bio. Remove curse immediately and cure those affected. Hellish Crescendo which is AoE Paralyze that should be removed immediately. Diabolic Claw is single target but the Magic defense down effect must be removed immediately. NM will cast Stone Spells (including breakga) and Thunder Spells. Interference is AoE Dispel with damage based on number of buffs dispelled. Stygian Cyclone is AoE silence which should be removed immediately. Dark Arrivisme is AoE dmg, knockback, and dispel. It also gives the NM a strong intimidation effect. Move usually used under 25%. It's really killed move is Besieger's Bane. This is AoE Bio, Terror (up to 20 seconds), and Zombie (also 20 seconds). Terror means you can't act. Zombie means you can't be healed. Great combo. NM will spam this move until it hit everyone on it's hate list. It also has drawn-in for people within casting range. This is single target but will almost always be followed by Besieger's Bane. Bane is only used under 25%. Slow and steady works well up until 25%. Until then try not to feed the NM too much TP. If melees are taking too much damage for the healers to keep up drop everyone off except main tank. NM can be kited if needed, but it's not a great zone for kiting. Everyone should purchase Terror Screen and Petrification Screen for this fight. These are paid for with Dominion Notes in the Heroes Zones of Abyssea. Between 25-30% everyone should use both screens then all damage dealers should use their special power (Hundred Fists, Mighty Strikes, Ect.). This NM can wipe even a prepared alliance if Besieger's Bane is allowed to get out of control.

Rani - Abyssea - Altepa
This is considered the hardest mob in Abyssea so be warned. You will need 2 KIs to spawn this NM. These are obtained from 2 other NMs south of the spawn site. Red !! trigger will help with getting KIs, but is not required. KIs can also be farmed from brown chest in this zone if amber light is high enough. To get KI one (Broken Iron Giant Spike), step one is to acquire a Tablilla Mercury. This can be purchased or farmed. To farm acquire a Sandy Shard for the doll mobs around C11. This can be purchased but is super easy to farm and people killing the dolls usually will give them away to avoid you stealing mobs. Trade shard to ??? @ C11 to pop Tablilla. This fight is pretty basic. TH will help getting drop, but it is fairly common (about 45%). Once you have the Mercury, you will also need a Smoldering Arm from the bombs east of the doll mobs. Trade Arm and Mercury to the ??? @ D12 to spawn Ironclad Smiter. Pull the NM east of the plateau (easiest) or west into tunnel. This is to avoid the sphere mobs in the area. Ironclads are annoying to fight and suck to fight because all attacks count as TP moves for blocking procs. Damaging this mobs is based on it's last TP move. It will take extra dmg from one type of dmg and 1/2 dmg form all other types. After Seismic Impact use Piercing. After Arm Cannon use Slashing. After Turbine Cyclone use Blunt. After Ballistic Kick (gear strip and hate reset) use Magic. At low HP NM will use Scapula Beam and be locked into whichever dmg mode it is in. To get KI two (Rusted Chariot Gear), pull the Long-Barreled Chariot from among the Spheres in the D11/12 area. Chariot is a basic fight. Discharger is strong Paralyze, which should be removed. Homing missile is heavy fire damage. Shell and barfire help a great deal with this. It will be used about every 10% below 45% and may be spammed at the last few %. Once you have both KIs trade them to the ??? @ D10 north of the doll mobs. Since dolls are magic aggro mobs it is best to pull Rani east to the area between the dolls and mandys or south past the doll close to the Flux 8. It is recommended to pop Rani and pull her away from the ??? site then sac the puller and have another person grab her once she is deaggroed. This will prevent the damage resistance talked about later. This will be very helpful if doing this without someone using a Primal Brew and with Atma of the Apocalypse, both of which you get after completing the storyline. Note a brew could be used at this point but would cost 2 Million Cruor for anyone who has not completed the storyline. The main risk with the sac pull plan is someone stealing your mob. I'd like to say people aren't jerks, but experience says a percentage of them are and Rani does have dome rather nice drops. Anyway on to the actual fight. NM heals from magic when casting. NM heals from physical while using TP. Please watch this if using brew so you don't heal the NM. NM has enabsorb effect on all it's attacks. This can steal most buffs including Screens. Mob gains resistance to melee damage (not ranged) over time. This caps at 90% after 45 minutes. See above how to prevent this. NM will rage after 1hr and become basically unkillable. Mob cast all spells up to tier 4 ga spells. Tier 4 ga spells start at 50%. Also at 50% and every 10% after NM will cast Meteor. Meteor an be stunned but if you stun everything it will be resisted so save it for Meteor. TP moves can be nasty. Diabolic Claw is single target but the Magic defense down effect must be removed immediately. Interference is AoE Dispel with damage based on number of buffs dispelled. Stygian Cyclone is AoE Silence. Malign Invocation is AoE Amnesia. Amnesia Screen should be used if brewing (but may not work). Ecphoria Ring could be worth it for brewing. Stygian Sphere is self heal for 1-3k and stoneskin of equal amount. The real killer move for this NM is Enthrall. This is AoE Charm (and you look like Sippoy). Charm is large range, but casters can be outside of the range while still being able to heal. Enthrall will only be used under 50%. Note that is Brewing, brew will not block Charm. The best method is to use Alexander's 1hour (Perfect Defense) before brewing. Also a Fanatic's drink is good to prevent NM from gain TP during brew. If you are not brewing this NM, slow and steady works well up until 50%. Once the Meteor cycle starts the fight will get dicey. Have extra healers and focus on keeping main tank alive. drop any other melee off so they can take over when tank gets charmed. Mob can also be kited but it's not preferred. If you think you have the damage to pull it off use Perfect Defense and have everyone in that party 1hour to finish the fight. Honestly I've never fought this mob without brewing, but it's doable if you are well organized and geared (and get lucky). If you defeat this mob without a brew you're good. If people are fighting this mob for drops most will let you join just for win if you ask. If they do be sure to be polite and don't break any alliance until their items drop to them.

Raja - Abyssea - Grauberg
This NM is not as bad as Rani, but still can be quite challenging. You will need 2 KIs to spawn this NM. These are obtained from 2 other NMs in the zone. Red !! trigger will help with getting KIs, but is not required. KIs can also be farmed from brown chest in this zone if amber light is high enough. To get KI one (Shattered Iron Giant Chain), step one is to acquire a Teekesselchen Fragment. This can be purchased or farmed. To farm acquire a Bubbling Oil for the vase mobs west of I5. This can be purchased but is easy to farm. Trade oil to ??? @ I5 to pop Teekesselchen (vase). This NM does a lot of Magic but otherwise fight is straight forward. TH will help getting drop, but can get without. You might want to do the quest Brugaire's Ambition now. It is repeatable and allows you to prevent the mobs from gaining heavy Shock Spikes after every use of Battery Charge. Once you have the Fragment, you will also need a Darkflame Arm from the bombs east of flux 8 (J6). Trade Arm and Fragment to the ??? @ J6 to spawn Ironclad Sunderer. It should be safe to fight this NM at spawn site. Ironclads are annoying to fight and suck to fight because all attacks count as TP moves for blocking procs. Mob may use two TP moves in a row. if so the second will likely be hate reset. Magic damage is good for this fight and it is fairly easy to kite. To get KI two (Warped Chariot Plate), pull the Assailer Chariot from among the Bombs east of flux 8 (that you got the Darkflame Arm from). Chariot is a basic fight except for Discoid. Discharger is strong Paralyze, which should be removed. Discoid is AoE damage divide among all targets. Total damage is equal to one half the damage the chariot has taken since it lasted used discoid. Shell and stoneskin will help deal with this, but more bodies is the best defense. It can also be stunned. Mob can be kited if needed. Once you have both KIs trade them to the ??? @ J5. Since vases are magic aggro mobs it is best to pull Rani west or south to open area. I prefer west for kiting purposes. NM will rage after 1hr and become basically unkillable. Mob cast all spells up to tier 4 ga spells. TP moves can be nasty. Stygian Cyclone is AoE Silence. Malign Invocation is AoE Amnesia. Stygian Sphere is self heal for 1-3k and stoneskin of equal amount. The worst move for this NM is Royal Decree. This is AoE heavy damage and removal of sub job. This can last up to 5 minutes so relying on /nin for tanking can be deadly. Like the other mobs of this type slow and steady works better than blitzing. Lots of healers to keep melee alive and just work it down. Stun the big spells as possible, but mob will build resistance quickly. This is probably the hardest mob to get help with for people trying to complete storyline since it is fairly dangerous and does not offer any highly sought drops.

12: Beneath a Blood-red Sky
Head to Qufim Island and check the Transcendental Radiance @ F7. Pay 10k in Cruor to turn one Traverser Stone into a Crimson Traverser Stone (both of these are KIs). This will result in another cut scene to complete this mission. You will be in Abyssea - Empyreal Paradox at end of cut scene.

13: The Wyrm God
Time in this zone does not count against your normal abyssea time limit. You can get atma and enhancements from the appropriate NPCs in the zone. You can exit and enter this area without penalty as long as you possess the Crimson Traverser Stone KI. Check the Transcendental Radiance on the opposite of the room from the Maw for a cut scene. Once you have everyone ready check the Radiance again to enter the final battle. Be sure to get red !! proc on this mob to get the Atma of the Apocalypse, which is the auto reraise atma. Entering the battle requires the crimson traverser stone and the stone is lost on entry. Win or lose you can get another for 10k Cruor and a traverser stone by reentering the zone from Qufim Island. The fight is against Shinryu. This is a SIX person fight with 30 minute time limit. Everyone must have a Crimson Traverser Stone to enter. All buffs and TP will carry over into the arena so buff, meditate, etc outside after getting atma and Cruor enhancements. A MNK with Staff and Club leveled can cover all Blue procs (enhances TH) except Hexa Strike, if you engage mob between 22:00 and 6:00. You should also have a NIN and WAR (or PLD/WAR with Ark Scythe) to cover all the red procs (for atma). After those 3 jobs I would add 2 healers with refresh atmas. WHMx2 would be my prefence, but one RDM or SCH is ok (want one WHM for hexastrike). Final slot should be heavy DD of your choice (THF for TH option I guess) or maybe a buffer or even a third healer. The easiest way to win this fight would be to get red proc (and blue) then use a Primal Brew. This will cost 2 Million Cruor unless you have already completed the storyline though. People will usually do this fight for drops however so recruiting a person to brew in exchange for drops should be feasible if you want to go that route. If you go this route the person Brewing should have first pick of any drops you get. If you prefer to do this fight without help (or can't find any) here are the notes for what to look for. Shinryu varies based on remaining HP so I'll recap each section. Please not that he has a hidden HP bar (about 65k HP) so unless you are cheating you can't see his health. However based on his action it is not hard to guess where he is at. Also, his HP bar will appear briefly after certain TP moves. Also All normal attacks by Shinryu will block proccing as do the Iron Giants. Normal attacks on targets behind mob have added effect stun. Shinryu himself is immune to stun. Stances: Shinryu switches stances approximately every 3 minutes. With Wings out it will heal from any damage taken during a TP move or Spell. Also all spells cast will be ga versions. Shinryu will dive and pull wings in for second stand. In this stance he takes reduced damage from all sources but doe not heal during spells or TP moves. All spells in this stance are AM versions which are instantly cast. At start of fight Shinryu has the following moves: Draw-In. Both single target and group. Usually followed by large damage TP move or spell. Trigger by hate out melee range, but can be used randomly as well. Cataclysmic Vortex. AoE throatstab. This is HP to 1 for all and hate reset on main target. Shell and MDT- gear will reduce damage from this. Obviously the hate reset may trigger draw-in. Cosmic Breath. Conal Attack down and Plague. Can be avoided by having people not stand directly in front of NM. This is similar to standing Wyrm feet. Grye Charge. AoE Dmg and Paralysis. Para should be removed immediately. Mighty Guard. Heals 15% of Shinryu's HP and makes him immune to all damage for up to 1 minute. Despite being immune to damage he will still be healed as normal during wing open stance, which is cheap. Certain weapons and weapon skills can bypass this shield as do random critical hits. Guard also gives NM 10 per tick regain which can be dispelled or stolen. Spells will be either T4 ga or AM1 depending on stance. At 2/3 HP (40K) he gains the following moves: Atomic Ray. AoE Magic damage. This is mainly used to force cures that will result in draw-in. Dark Mater. AoE magic damage and terror. Range on this is slightly less than maximum casting range so mages should try to stay out of it. Spells will now be either T5 ga or AM2 depending on stance. for the last 1/3 if his HP (20-25k) he gets mean: Protostar. AoE Magic damage and rest on all ability timers. This is designed to prevent using 1hr moves to finish him at hte end of the fight. If you think he is close to this stage use them before. Supernova. AoE Magic damage and doom. Doom MUST be removed immediately if possible. Each WHM or /WHM should have a melee they are to cure. Timer is 10 seconds. Doom screen should be used if brewing this fight. Spells will now be Comet (AM) or Meteor (ga) based on stance. When he is almost dead he will spam one of his TP moves or spells in sets of 5. Fanatics drink or Fools drink is best depending on which it is. If brewing it is best to use brew in the wings in stance to prevent him healing from weapon skills during this phase. At level 99 a party of 6 should be able to consistently win this fight. However they all need to be on game. if you do this without a brew you are good players. After defeating Shinryu, talk to Prishe for a cut scene to complete this quest.

14: Meanwhile, Back in Abyssea
Talk to Joachim for a cut scene. Head to the Hall of the Gods and zone in between 18:00 and 5:00 fro another cut scene. Return to Abyssea - Empyreal Paradox and talk to Prishe for another cut scene and Abyssite of the Cosmos, which lets you bu Primal Brew for 200k instead of 2 million Cruor. This completes this mission.

15: A Moonlight Requite
This is the mission listed once you are completed with this story line. Congratulations. Especially if you did it without the help of someone already done with it brewing the harder fights for you. It's a tough set of fights, but I'd prefer a little more plot myself. The Shinryu battle is cool though since it's my favor arena.

Voidwatch
Voidwatch isn't really missions in the traditional sense. They appear in your quest long not the mission log. All the fights are repeatable and you don't have to be advanced in the storyline to help in a fight for the most part. They do have a storyline though however limited so I'll include brief walk-thru here. YOU MUST BE AT LEAST LEVEL 75 TO DO VOIDWATCH. Also to get the cut scenes and storyline you will need to have Wings of the Goddess installed and have completed mission 3 in that story line AND be rank 3 in at least one nation. Up to 18 people in an alliance can participate in each fight. You will only get items if you have voidstones. You get Void Stones every day once you have started any VW path similar to how the Abyssea treverser stones work. You can only hold 3 stones at first but can earn up to 6. Any stones you can't hold the voidwatch officers will keep for you so they are not lost. Unlike abyssea you can buy void dust from void watch purveyors & an other players (or find in chests in dungeons) which you can trade to voidwatch officers for additional stones. To start a Voidwatch battle you must be on that part of the storyline (and have void stone KI in inventory), but anyone in the alliance that is in range at start of fight may participate. Mobs can be kited to a certain extent, but if you move too far from the spawn point you will be ejected and get no credit or rewards. After each battle you get a personal chest with physical rewards and KIs. KIs are obtained only once and are permanent except for triggers at end of series. Both KI and treasure drops are dependent on scoring procs similar to abyssea. However, in Voidwatch it is impossible to double proc and lose the proc. In fact it is designed to proc as many times as possible and procs randomly rotate as they are successfully triggered and may be triggered at any time regardless of what the mob may be doing. Each trigger adds a certain percentage to various color of lights that effect TH, XP, and Cruor. TH is broken down into 3 types. Quantity, Quality, and KIs. This results in 5 types of lights. Each has a cap for the bonus possible. Before each fight you can trade cells to the spawn point and increase these lights if you want. Again there are 5 types of cell and the maximum amount you can trade is 3 of each type. One thing to note on cells is that if you lose the fight the cells will still be in effect for the next fight (and the next and the next until you win one). Also it does not matter which rift (spawn point) you trade the cells to. They will always be in effect for the next fight you win even if it is in a completely different zone. A quick review of light types. White - Caps are 100%. This is your % chance of getting any KIs the NM may drop. It also enhances other TH effects so a certain degree. Red - Caps at 350% which can be increased by 150% by trading 3 Rubicond Cells and 50% by obtaining the 2 available Periapts for Glory. This increases the % of NM dropping it's special items. Only one special item can be obtained per fight and will always be the first item shown when looking in the chest after the battle. Blue - Caps at 350% which can be increased by 150% by trading 3 Cobalt Cells and 50% by obtaining the 2 available Periapts of Concentration. This increases the # of items in the chest after the battle. It will not allow you to get 2 of NM's special drop. Green - Caps at 225% which can be increased by 75% by trading 3 Jade Cells 25% by obtaining the 2 available Periapts of Intensity. This increases the Cruor reward for winning the fight. Cruor is obtain when chest is opened after the battle. Yellow - Caps at 225% which can be increased by 75% by trading 3 Xanthous Cells 25% by obtaining the 2 available Periapts of Focus. This increases the XP reward for winning the fight. XP is obtain when chest is opened after the battle. A quick note of Proc types: Level 1 procs give a yellow !! and terrorizes the NM for 5 seconds. Will increase lights minimally based on type of proc. A new proc of the same level will be chosen randomly to become active. Level 3 procs give a red !! and terrorizes the NM for 20 seconds. Will increase lights based on type of proc. A new proc of the same level will be chosen randomly to become active. Level 5 procs give a white !! and terrorizes the NM for 30 seconds. This will cap white light, give 250% to Red and blue light, and give 125% to yellow and green light. Can only be triggered once per fight with a few exceptions. The more damage you do while the NM is terrorized the greater the increase will be to the lights for level 1 and 3 procs. Note that there are only 3 levels of proc, but they are numbers 1, 3, & 5. Not sure why, but this is the common usage. Any time you take an action on the NM there is a chance of getting a clue to the type of proc which will be effective. This clue is only available if you have purchased the Periapts of Guidance & Sapience (physical procs) and the Periapts of Percipience & Clairity (magic procs). You should purchase all 4 of these Periapts from any Voidwatch Officer before participating in Voidwatch. It is not required, but it should be. Physical Weaknesses are any weapon skill that is not Relic, Mythic, Empyrean, or Merit. Most Job Abilities that can directly target the NM except merit abilities. Magic Weakness are any T2-4 nuke, T1-3 ga, most enfeebles, Threnodies, and select blu spells. For a complete list see weaknesses. At the start of a fight the NM will have many level 1 weaknesses active, but only two level 3 and one level 5. The Level 1 and 3 weaknesses will be randomly redrawn after each trigger, but the Level 5 is not redrawn when triggered. Mobs that despawn and reappear in a new form will have new proc including a new level 5 even if it was already triggered. Also if you are having rouble procing a mob or do not have the level 5 proc in your group the person with hate can do the emote /fume targeting the NM and this will reset the level 3 and 5 procs. /fume can only be successfully used once every 5 minutes. Basic group set up: The early missions can be done with a group of 12 possibly 6 if very well geared or if most of the people are just helping and already have the advanced temp items. However it's best to design Alliances based on covering most of the procs possible. The set up I would recommend is as follows. MNK, WAR, NIN, SAM, RNG, WHMx2, BLU(x2 if can), BLMx2 (one /sch or just plain SCH), DRG, DRK, BRD, COR, random DD. This set covers most procs and will be fine against most of the fights. I'll note exceptions in individual fights. RNG and DRK seems to be the hardest jobs to find when I do this, but varies. Fights are won or lost based on number of procs. If you can't proc even the weaker NMs can wipe an alliance. If you proc regularly, even the toughest mobs die fast. If you are having trouble with an NM you can buy items to weaken the NM. These cost 100k gil and are purchased behind the outpost in Jugner Forest from Ardrick. You may buy only 5 Phase Displacers per week. Trade the displacers to any rift and they will be converted to KIs called Void Clusters. If the person spawning the NM has any cluster KIs they will be asked how many they wish to use. You cannot use more than 5 cluster on any one fight. Honestly there are only a handful of NMS you should ever need to use clusters on and never more than 2. At least in my opinion. They can be useful if you are undermanned though. Each cluster reduces the NM's HP, DEF, ACC, ATT, etc by 20%. So progressively they put NM at the following percentage of normal: (0)100%, (1)80%, (2)64%, (3)51%, (4)41%, (5)33%.

1: Guardian of the Void
To complete mission one you are required to complete 3 paths in any order. Typically groups do these paths for completion and not for individual NMs. Which path you do first is random. NMs during a path must be done in order though. I would say doing Bastok, San d'Oria, then Windurst might be the easiest, and that's how I will write them up, but honestly they are all about the same.

Bastok Path
Talk to VW officer at D11 in Bastok Markets OR G5 in Bastok Markets [S] to get Indigo Stratum Abyssite. YOU MUST HAVE THIS. Once EVERYONE has this KI and at least 2 voidstones proceed to the first NM. A good way to check that you have the KI is to ask the VW refiner to teleport you to the NM. They can warp you to any zone you have (or have had) the KI for. You can do these 2 in either order, but it's typically easier to do the one in North Gustaberg first. The locations of rifts are F10, K6, M7. M7 is the easiest to gather at. It is north of the Port Jeuno Exit. Once everyone is gathered and no afk have one person check the rift and spawn Sallow Seymour. This is a worm NM. Stunning Mudslide is recommended, but basically whack the NM until you get 100% white light and then kill it. CHECK CHEST. Head to the Maw to North Gustaberg [S] and find another rift. They are in the exact same spots so the M7 one will be closest. Some idiot will not have the maw active so be ready to wait for him to find his way there. He'll probably not have any way to get to Bastok [S] either. Anyway, once you get everyone gathered and awake, have one person pop Ushumgal. This NM is a Peiste. Having people on various sides and the mages facing away will be helpful to avoid the gaze attacks. Again with a full group of level 99 players this should b a short fight. Get the procs you can and kill it. CHECK CHEST. Once both NMs are defeated Report back to ANY VW Refiner and ask to have your Indigo Stratum Abyssite examined. The Refiner should upgrade it to Indigo Stratum Abyssite II. At this point he will be able to warp you to the next battle. Please note that Refiners can only warp you to location in the same time frame. So a [S] area refiner can only warp you to [S] areas and the "present" time Refiners can only warp you to the "present" time areas. Head to Gusgen Mines. Rifts are located at F7 on map 1, J9 on map 2 and H7 on map 3. If you go to any rift other than F7 I'm not sure why. Anyway enter Gusgen and follow the left wall until you find the rift. Once everyone is ready have one person pop Lorbulcrud. This NM is a giant slime. It does resist physical damage so hate control can be an issue, but the fight is still pretty straight forward. Make sure you get 100% white light then kill it. CHECK CHEST. Once you have defeated this NM head back to ANY VW Refiner and have Indigo Stratum Abyssite II examined. The Refiner should upgrade it to Indigo Stratum Abyssite III. Restock on voidstones from officer while here. At this point he will be able to warp you to the next battle and the previous battles. Please note that Refiners can only warp you to location in the same time frame. So a [S] area refiner can only warp you to [S] areas and the "present" time Refiners can only warp you to the "present" time areas. You can do these 2 in either order, but since you are already in the "present" form the last fight most groups will do Pashhow Marshlands first. The rifts are at E10, J8 or K5. If you warp from the VW Refiner E10 is the closest rift. Just head north to the pond. Once everyone is ready have one person pop Murk-Veined Baneberry. This NM is a Tonberry. If you have tonberry hate, try not to get hate. This NM will die fairly well to a alliance of levell 99s, but it does cast ~ja, ~ga4, and Death. It also has the annoying habit of using Ritual Bind which is AoE Bind followed by the NM warping to sneak attack people. This breaks lock on so people need to be ready for it. Get white light to 100% and red light also if possible since this does drop several valuable items. Kill NM and CHECK CHEST. Head to Pashhow Marshlands [S]. I like to use recall-Pashh and head north to the rift at J8 but again all the rift are in the same spots. Once everyone is ready have one person pop Melancholic Moira. This mob is a Marbol. This fight gets ugly fast if procs are slow. Stun Extremely Bad Breath (Death) AND Tainting Breath (Charm) to prevent lots of stress. Get the lights you can and kill it. CHECK CHEST. Once both NMs are defeated Report back to ANY VW Refiner and ask to have your Indigo Stratum Abyssite III examined. The Refiner should upgrade it to Indigo Stratum Abyssite IV. Restock on voidstones from officer while here. At this point he will be able to warp you to the next battle and the previous battles. Please note that Refiners can only warp you to location in the same time frame. So a [S] area refiner can only warp you to [S] areas and the "present" time Refiners can only warp you to the "present" time areas. Head to Dangruf Wadi and find a rift. Locations are H4, J8 and I12. I12 is the place most groups go. Some people don't have this map for whatever reason so enter and head south. In first open area head west and take the first passage to the south. Once everyone is there and ready have one person pop Celaeno. NM is a Harpy. This fight can really suck unless you have people helping that have a lot of temp items. If you proc regularly you win. If you got for a while with no proc, then it can turn ugly. Typhoean Rage should be stunned if at all possible. It is AoE encumbrance (no gear) and AoE muddle (no items) for 20-30 seconds. The following moves should be stunned if possible. Ravenous Wail is AoE Terror and AoE Silence. Wings of Woe is AoE Plague (cannot be removed) and AoE slow (cannot be removed). Wings of Agony is AoE Sleep (dmg will not wake you) and AoE Paralysis (cannot be removed). NM will also cast all wind spells up to Aeroja and aeroga 4. The physical attacks of this mob hit very hard. Crits of 1k are not unheard of. The good news is that this mobs has low defense and magic defense so it takes damage rapidly also. As long as no one panics and focuses on procs and damage you will win. CHECK CHEST. Congratulations on completing the Bastok Path.

San d'Oria Path
Talk to VW officer at F9 in Southern San d'Oria OR L9 in Southern San d'Oria [S] to get Crimson Stratum Abyssite. YOU MUST HAVE THIS. Once EVERYONE has this KI and at least 2 voidstones proceed to the first NM. A good way to check that you have the KI is to ask the VW refiner to teleport you to the NM zone. They can warp you to any zone you have (or have had) the KI for. You can do these 2 in either order, but it's typically easier to do the one in East Ronfaure first. The locations of rifts are G10, H5, I6. H5 is the easiest to gather at. It is Southeast of the Southern San d'Oria Exit. Once everyone is gathered and not afk have one person check the rift and spawn Sarimanok. This is a Puk NM. Somnial Durance is AoE sleep (dmg will not wake you), but basically whack the NM until you get 100% white light and then kill it. CHECK CHEST. Head to the Maw to East Ronfaure [S] and find another rift. They are in the exact same spots so the H5 one will be closest. Some idiot may not have the maw active so be ready to wait for him to find his way there. He'll probably not have any way to get to San d'Oria [S] either. Anyway, once you get everyone gathered and awake, have one person pop Cottus. This NM is a Giga. Colossal Slam should be stunned. It is AoE heavy dmg and zombie (cannot be healed). NM will always use Mercurial Strike as first TP move. The following TP move depends on the dmg from the Strike. Strike damage is always 111, 222, 333, 444, 555, 666, 777, 888, 999, or 1111 before damage reduction. If the base number is 888+, Colossal Slam is the next TP move. If the base damage is 1111 NM wil use Meikyo Shisui and use Colossal Slam 3 times in a row. Get the procs you can and kill it. CHECK CHEST. Once both NMs are defeated Report back to ANY VW Refiner and ask to have your Crimson Stratum Abyssite examined. The Refiner should upgrade it to Crimson Stratum Abyssite II. Restock on voidstones from officer while here. At this point he will be able to warp you to the next battle. Please note that Refiners can only warp you to location in the same time frame. So a [S] area refiner can only warp you to [S] areas and the "present" time Refiners can only warp you to the "present" time areas. Head to Ordelle's Caves. Rifts are located at F11 on map 1, G8 on map 2 or H9 on map 3. MAKE SURE EVERYONE KNOWS WHICH RIFT TO GO TO. If you do not plan ahead half your group will be lost and the everyone will be arguing over which group is the one that's lost. My preference is the F11 site. To reach it head east from the entrance then follow the wall on your right until you find the rift. You will pass thru several rooms before you get there, but instructions are simple. The G8 site is about the same distance and is west from the start and then follow the right wall. Anyway once everyone is ready have one person pop Krabimanjaro This NM is a giant crab. It does resist physical damage so hate control can be an issue, but the fight is still pretty straight forward. Be careful of it's Venom Shower (AoE poison 40/tick). Make sure you get 100% white light then kill it. CHECK CHEST. Once you have defeated this NM head back to ANY VW Refiner and have Crimson Stratum Abyssite II examined. The Refiner should upgrade it to Crimson Stratum Abyssite III. Restock on voidstones from officer while here. At this point he will be able to warp you to the next battle and the previous battles. Please note that Refiners can only warp you to location in the same time frame. So a [S] area refiner can only warp you to [S] areas and the "present" time Refiners can only warp you to the "present" time areas. You can do these 2 in either order, but since you are already in the "present" form the last fight most groups will do Jugner Forest first. The rifts are at F9, I7 or J5. If you warp from the VW Refiner F9 is the closest rift. Just head north to the Rift. Once everyone is ready, have one person pop Belphoebe. This NM is a Pixie. Fairies are cheating little bastards and this fight can get out of hand if people not paying attention. It will use all the Breeze TP moves. Spring is AoE Sleep and TP drain. Norn Arrows is the worst move as it is Encumbrance (cannot equip gear) and high damage. NM also casts all spells up to ~ja & ~ga4 in all elements. Under 25% HP it will start casting Death. Get white light to 100% and red light also if possible since this does drop several valuable items. Kill NM and CHECK CHEST. Head to Jugner Forest [S]. I like to use recall-Jugner and head west to the rift at F9 but again all the rift are in the same spots. Once everyone is ready have one person pop Kholomodumo. This mob is a Behemoth. This fight is also not an automatic win. below 50% NM will use Acursed Armor. This is Curse Spikes so any melee striking the NM has their MaxHP reduced to 25%. This makes them easy prey for any of the other TP moves. This curse is removable. NM will also use Ecliptic Meteor as a TP move. This is high damage, Bio, and Paralysis. This is in addition to casting the spell Meteor. Amnesiac Blast (conal Amnesia) will also cause issues at this stage. NM is not immune to stun, but will usually resist it. Get the lights you can and kill it. CHECK CHEST. Once both NMs are defeated Report back to ANY VW Refiner and ask to have your Crimson Stratum Abyssite III examined. The Refiner should upgrade it to Crimson Stratum Abyssite IV. Restock on voidstones from officer while here. At this point he will be able to warp you to the next battle and the previous battles. Please note that Refiners can only warp you to location in the same time frame. So a [S] area refiner can only warp you to [S] areas and the "present" time Refiners can only warp you to the "present" time areas. Head to King Ranperre's Tomb and find a rift. Rift locations are G8 or H7 on map 1, or G-10 on map 2. H7 is the most common choice although even it is a long run from the entrance. Enter and head underground. When you reach the next above ground section head east and reenter the tunnels. In the first room with more than one exit, go north. Continue North until you have a choice of North and West. Go West and then North and follow this path to the Rift. Once everyone is there and ready have one person pop Hahava. NM is a Naraka Demon. NM casts all fire spells and most enfeebles as AoE. It has 2 stances. Yaksha is melee stance. In this stance TP moves are Bliss (Conal dmg, ATT-, MATT-), Damnation (Conal dmg, DEF-, MDEF-), and under 50% Oblivion (AoE Heavy Dmg, and all stats -110). Raksha is the magic stance. In this stance TP moves are Judgement (AoE dmg, Silence, Amnesia, Bind), Illusion (AoE dmg, Paralysis, Curse), and under 50% Vengeance (AoE dmg, weakness, muddle). This NM builds resistance to stun so only stun under 50%. Oblivion should be stunned. Vengeance MUST be stunned. NM seems to resist weapon skills but should die regularly to a alliance of 99s as long as no one panics and focuses on procs. Kill and CHECK CHEST. Congratulations on completing the San d'Oria Path.

Windurst Path
Talk to VW officer at G5 in Windusrt Waters (north map) OR G5 in Windusrt Waters [S] (north map) to get Jade Stratum Abyssite. YOU MUST HAVE THIS. Once EVERYONE has this KI and at least 2 voidstones proceed to the first NM. A good way to check that you have the KI is to ask the VW refiner to teleport you to the NM zone. They can warp you to any zone you have (or have had) the KI for. You can do these 2 in either order, but it's typically easier to do the one in West Sarutabaruta first. The locations of rifts are E10, H5 or I11. I11 is the easiest to gather at. It is South of the Port Windurst Exit. Once everyone is gathered and not afk have one person check the rift and spawn Virvatuli. This is a Corpselight NM. It will cast most enfeebles as AoE spells and nuke using all Ice Spells. Below 25% it will cast Death. It takes damage fast so get 100% white light and then kill it. CHECK CHEST. Head to the Maw to West Sarutabaruta [S] and find another rift. They are in the exact same spots so the I11 one will be closest. Some idiot will not have the maw active so be ready to wait for him to find his way there. He'll probably not have any way to get to Windurst [S] either. Anyway, once you get everyone gathered and awake, have one person pop Pancimanci. This NM is a Giant Mandy. It will use Dream Flower (AoE sleep that damage does not wake you from) and cast thunderga3 and a few AoE enfeelbles. Under 50% it will use Fatal Scream that is AoE Doom (death) with a 10 seconds countdown. Get red light as high as you can becuase it does have good drops then kill it. CHECK CHEST. Once both NMs are defeated Report back to ANY VW Refiner and ask to have your Jade Stratum Abyssite examined. The Refiner should upgrade it to Jade Stratum Abyssite II. Restock on voidstones from officer while here. At this point he will be able to warp you to the next battle. Please note that Refiners can only warp you to location in the same time frame. So a [S] area refiner can only warp you to [S] areas and the "present" time Refiners can only warp you to the "present" time areas. Head to Maze of Shakhrami. Rifts are located at D8 on map 1, G5 on map 2 or I8 on map 3. There is no real reason to use any rift except the one at D8 which is just inside the entrance. Once everyone is ready have one person pop Ogbunabali. This NM is an Antlion. DDs should not all stand in front of NM and they should try to face it away from mages. It will use Quake Blast under 50% (AoE gear strip) and then follow it up with a conal damage attack. Stunning this is helpful but not required as long as DDs have requip macros. Make sure you get 100% white light then kill it. CHECK CHEST. Once you have defeated this NM head back to ANY VW Refiner and have Jade Stratum Abyssite II examined. The Refiner should upgrade it to Jade Stratum Abyssite III. Restock on voidstones from officer while here. At this point he will be able to warp you to the next battle and the previous battles. Please note that Refiners can only warp you to location in the same time frame. So a [S] area refiner can only warp you to [S] areas and the "present" time Refiners can only warp you to the "present" time areas. You can do these 2 in either order, but since you are already in the "present" form the last fight most groups will do Meriphataud Mountains first. The rifts are at D5, E4 or H11. If you warp from the VW Refiner H11 is the closest rift. Just head east to the Rift. Once everyone is ready, have one person pop Lord Asag. This NM is a Vampyr. Vamps can get out of hand if people not paying attention. It will use all fire spells and also cast AoE enfeebles. Nocturnal Servitude is Conal Charm. Light based sleep is usually needed to reliably sleep charmed people (they turn into bats). Under 25% HP it will start casting Death. Get white light to 100% and red light also if possible since this does drop several valuable items. Kill NM and CHECK CHEST. Head to Meriphataud Mountains [S]. I like to use recall-Meriph and head south to the rift at H11, however if you don't have 3 WHMs or more likely people don't have the telecrystal, the other 2 rifts are close to the OP for campaign warp. One is north and other west. Once everyone is ready and at same rift, have one person pop Akupara. This mob is a Adamantoise. This fight is faily basic. NM will use all earth spells and enfeebles. It will use AoE multiple dispel, but the main move is Testudo Tremor that is heavy AoE damage. NM is immune to stun. Get the lights you can and kill it. CHECK CHEST. Once both NMs are defeated Report back to ANY VW Refiner and ask to have your Jade Stratum Abyssite III examined. The Refiner should upgrade it to Jade Stratum Abyssite IV. Restock on voidstones from officer while here. At this point he will be able to warp you to the next battle and the previous battles. Please note that Refiners can only warp you to location in the same time frame. So a [S] area refiner can only warp you to [S] areas and the "present" time Refiners can only warp you to the "present" time areas. Head to Outer Horutoto Ruins (Amaryilis Tower) and find a rift. Rift locations are on map 1 at G6 or I6, or on map 2 at F6. The Map one locations are the fastest to reach. Just enter the ruins and at the bottom of stairs head either east or west. Most people use the one at G6. Personally I prefer the F6 location on map 2. This is harder to reach and people get lost but it allows you to position better for the actual fight and kite the NM if things are going poorly. To reach F6 head to the I6 room and exit it thru the hidden door (cracked wall). Follow the right hand wall until you find rift. Be aware that you will need sneak if you want to avoid aggro even at 99. Anyway, once everyone is there and ready have one person pop Voidwrought. NM is a Iron Giant. NM casts all Thunder spells and most enfeebles as AoE. Iron Giants are annoying, but above 50% fight usually goes fairly smooth. Under 50% NM will use the following TP moves. Arm Cannon which is a ranged AoE centered on the target. It inflicts MaxMP&HP to 50%. Ballistic Kick which is conal Throatstab (HP to 1% and hate reset), Knockback, and Encumbrance (cannot equip anything). Eradicator which is weakness for 30-60 seconds. Also anytime the NM casts a spell it gains shock spikes which increase in damage as fight goes along. As long a people don't panic you should win. The F6 location not only allows for more kiting but more range DDs also. Anyway get your lights and kill it. CHECK CHEST. Congratulations on completing the Windurst Path.

To get the next cut scene you must have entered the Flux at H9 in Xarcabard [S] at least once (his can have happened whenever). This is the Walk of Echoes Flux and you must be on at least Mission 3 of the Wings of the Goddess storyline (mission must be active of completed in log) to access it. Once you have entered the Flux and completed the 3 above paths you are ready to advance in the mission. Head to Pashhow Marshlands [S] (recall-pashh is fastest) and check the Flux at J9 (just south of the telepoint for a cutscene. Then head to any of the 3 starting towns (or their [S] versions) and talk to the VW officer there for a cutscene and KI to complete this mission.

2: Drafted by the Duchy
Head to Jeuno and talk to the Duke about the Void Watch situation. This can be done in Ru'Lude Gardens at the door @ H6/7 or in Sauromugue Champaign [S] at the gate @ E6. You only need to check one location and will get a cutscene and 2 KIs needed to continue in voidwatch. The main KI will be White Stratum Abyssite. This completes this mission.

3: Battle on a New Front
Now it's time to start killing NMs again. Make sure you have voidstones. There are 12 fights divided into 2 tiers so you will need to restock at some point, but you will be by VW officers often so this is just an issue of remembering. Within the tiers, these fights can be done in any order, but you must complete all of Tier 1 to advance to Tier 2. I will list them in the order I personally find the easiest transportwise. A good group can do all 12 in one sitting, but people usually divide them into 2 separate runs.

Jeuno Path Tier One
Head to Batallia Downs. Rifts are at G8, I9, or J10. I9 and J10 area almost identical distance but most people do J10. Both are southwest of the Upper Jeuno Exit. Honestly I don't see a difference. Once everyone is ready, have one person pop Cherufe. NM is a Wivre. Stun Crippling Slam (AoE Knockback, Paralysis, heavy dmg) if possible. All melee should attempt to stay on the sides of NM. It takes reduced dmg from the front and uses nastier TP moves if hate is drawn from the rear. Be careful that the knockback effect does not push anyone out of range of the battle. Otherwise fight is pretty straight forward. Try to cap white and red light since this NM does have valuable drops. Kill it and CHECK CHEST. Head to Rolanberry Fields. Rifts are at E10, F8, or G7. G7 is the closest to run to. Zone in from Batallia and follow the right hand wall south past maw until you find the rift. Once everyone is ready have one person pop Yatagarasu. This NM is a Roc. It's typical Roc fight. Dread Shriek is AoE Dmg, Terror, & hate reset. Since it's a Roc it does all the high level BRD songs. Get the procs you can and kill it. CHECK CHEST. Head to Sauromugue Champaign. Rifts are at G6, I6, or K10. G6 is the closest to run to. Zone in from Rolanberry and follow the right wall to the bone spine. Rift is just east of north end of spine. Once everyone is ready have one person pop Goji. NM is Gargouille. It can be annoying like most Gargouille mobs but the fight should be easy enough as long as healers are paying attention. Get lights if you can as it does drop a valuable item then kill it. CHECK CHEST Restock Stones while close to VW officer at Jeuno Gate Head to Rolanberry and use the Maw at G6 to enter Rolanberry Fields [S]. Rifts are at E10, F8, or G7. G7 is the closest again. Once everyone is there, have one person pop Agathos. NM is a Amphiptere. This fight is probably the most annoying to this Tier. NM casts all Wind Spells plus paralyga and silencega. It's TP moves are typical for it's type except Reaving Wind adds a knockback aura preventing anyone from meleeing the NM. Care must be taken to not be knocked out of range by this aura, but the NM will stay stationary while aura is up. Warped Wail is AoE Max HP & MP which can result in people being one shotted by spells if not removed quickly. Obviously increased range capable DDs make this fight faster. Getting procs also is obviously helpful in preventing the NM from acting. Kill it and CHECK CHEST. Head to Batallia Downs [S]. Rifts are at G8, I9, or J10. J10 is slightly closer coming in from Rolanberry. Once everyone is ready, have one person pop Taweret. NM is Giant Bugard. Fight is pretty straight forward. Tyrant Tusk should be stunned if at all possible. It is conal heavy dmg AND if the dmg taken puts you below 50% it automatically KOs you. It also adds Bio effect. Get the lights is you can as it does drop a valuable item then kill it. CHECK CHEST. Head to Sauromugue Champaign. Rifts are at G6, I6, or K10. G6 is the closest again. Once everyone is there, have one person pop Gugalanna. NM is a Tauri. As you might expect with a Taurus mob, this fight can go horribly wrong in hurry. Shadows will block his 2 main melee TP moves. These are Lethal Triclip (AoE Dmg, Knockback, and MaxHP down) and Ruinous Scythe (AoE Heavy dmg, Stun, and MaxHP down). The Max HP down can be as much as 90% which obviously means any follow up attack will kill the target if it lands. Lithic Ray is dia and petrify. This is a gaze attack to mages should stand facing away form mob and be ready to remove petrification. It's big move is Apocalyptic Ray. This is a conal Doom (10 second) attack. It is NOT a gaze attack and facing away will offer no protection. Mages should try to remove doom as son as possible from melee. Melee should try to not all stand on the same side of NM so as not to all be stoned or doomed at once. Stunning Apocalyptic Ray is advised. Get the lights if you can because it does drop valuable items. Kill it and CHECK CHEST. Once you defeat all 6 NMs, report back to ANY VW refiner (one will be close if you followed above order) and have your White Stratum Abyssite examined. He should upgrade it to White Stratum Abyssite II. Restock on Voidstones also.

Jeuno Path Tier Two
None of these fights are easy and people need to pay attention and use temp items and get procs. Head to Garlaige Citadel. Use the VW warp option so everyone is at same spot. Rifts are at G9 & H7 on Map 1 and at G8 on Map 2. G8 is the one typically used. Enter from the VW warp location. Proceed south to I9, then east. Turn north at first branch which will take you up some stairs. At top of stairs turn south and follow hallway until you find Rift. Once everyone finds the rift, have one person pop Roly-Poly. This mob is a flan. It will cast all light spells and also most AoE enfeebles. It has strong regen and enlight effects that cannot be dispelled. It will resist physical damage and is weak to magic damage so hate control can be an issue. The main move to stun is Gush o' Goo. This is AoE dmg, Bind, and Encumberance (cannot equip gear). This fight can go poorly if people don't proc and use their temp items properly. Get procs, Kill NM, CHECK CHEST. Head to Crawlers' Nest. Use the VW warp option again so everyone is in the same place. Rifts are at F6, F8, or I7 on Map 2. I7 is in second room if you enter form VW warp location. Once everyone is there, have one person pop Mellonia. NM is gnat. IT will cast all Water and Wind spells. NM will have Auras during the fight. They increase in strength as the fight proceeds, but are reset when NM is successfully procced. Auras are Bio (20-100+ per tick), Silence, or Amnesia. It will use all the normal gnat TP moves and adds a special one called Booming Bombination that is dmg, DEF-, and MDEF-. As long as you proc regularly this fight should go well. Kill NM and CHECK CHEST. Head to The Eldieme Necropolis. Rifts are on Map 2 at J6, J10, or L9. J10 is the most common spot because it can be reached without messing with the door and switches. If you use the VW warp, enter Necropolis and take the south path thru floor one until you reach the western large room at F8. Drop thru one of the holes to reach map 2. Head north and take the first path west to reach rift. You can also enter from H8 in Batallia and head south to rift. Once everyone is at rift have one person pop Gasha. This NM is different than others you have fought to this point. You need to kill him 3 times. Each time he respawns he will have a new aura and full set of new procs. Each form is slightly tougher than the previous form. Form one has a silence aura. Form two has Amnesia aura. This form is can be hard if you do not have enough magic DDs (BLU is great). Form three has Paralysis aura. All the Forms use normal skeleton TP moves. Forms two and three also use Crepusle Blade (AoE damage, Bio 50 per tick, & Curse). Fight should go smoothly as long as people just fight. Kill it and CHECK CHEST. Restock on voidstones at this point. Head to Garlaige Citadel [S]. Use the Campaign Warp option NOT the VW warp. This will put you close to the rift at H7. Just head north until you find it. Once everyone us ready have one person pop Laidly Laurence. NM is a Sandworm. Sandworms are annoying. 3 TP moves should be noted. Extreme Purgation is AoE Steal all buffs. For this reason it is advisable to limit the buffs used party. Any buffs stolen must be dispel singularly. Gorge is random damage spread across all in range. This can be light or heavy depending on other factors, but it is best to have everyone in range even mages. Disgorge is average damage spread among all in range. Gorge and Disgorge should be stunned if possible. Get the procs and kill NM. CHECK CHEST. Head to Crawlers' Nest [S]. Use VW warp option and go to same rift at I7. Once everyone is ready have one person pop Nympha Eunomia. This NM is a wamouracampa but once you kill it will respawn as Kalos Eunomia which is a moth. Both forms use fire spells with the moth using all including firaja and firaga4. The first form has a full time slow aura. When moth spawns it will have a full new set of procs. Moth has Addle aura full time. Both forms use all the TP moves common to their forms. The first form should be easy enough fight. If you are trying to cap lights, do it on this form. Things to note on the moth that cause this fight to go horribly wrong. Fire Break can do massive fire dmg. Keep barfire up at all times. Exuviation is harmless unless you enfeeble the NM. DO NOT ENFEEBLE THIS NM. This includes any DOT Damage and any added effects of weapon skills. Each debuff will heal the NM a few thousand HP in addition to being erased by Exuviation. Nothing kills this fight faster than seeing the NM heal for 20k form every TP move. Some debuffs are also procs. Do not try to proc with enfeebles unless they are level 3 or level 5. it's simply not worth it for level 1 procs. Kill NM. CHECK CHEST. Head to The Eldieme Necropolis [S]. I would head to the J10 rift again. Be aware that all the rifts will be surrounded by mobs that will aggro level 99 characters. This is mostly an issue after the fight so people should be healed and sneaked before the chest items are taken and the rift respawns. Once everyone is ready have one person pop Giltine. This NM is a Corse. It will use all the normal corse TP move and cast all Thunder and Dark spells. Under 50% can cast Death. It will typically use the combo of Memento Mori > Spell > Gala Macabre (AoE Charm). If any of these moves are stunned NM will not continue the combo. Obviously having all the melees charmed will cause huge issues so this combo must be stunned. NM also gains shock spikes while casting spells. These spike get stronger and its HP drop and can end up doing over 1k damage. As along as people don't panic it is possible to kite the NM with a blink kite while alliance recovers if needed. Procs are key to winning (like all VW fights). Kill NM. CHECK CHEST. Get out fast. After completing all 6 NMs, speak to any VW officer for a short cut scene and a KI. Head to Sauromugue Champaign [S] and check the gate leading to Jeuno @ E6 for a cutscene and reward of 30,000 gil. Most people skip this step and then later can figure out why they can't progress later in the story. This cut scene and reward does not have to be gotten now, but there is no real reason not to do it now and will save time later. Head to Ru'Lude Gardens and check the Duke's Door @ H6/7 for a cut scene and KIs. This should upgrade your White Stratum Abyssite II to White Stratum Abyssite III.

4: VW Op#126-Qufim Incursion
3 more NM to kill now. These 3 all have very popular drops and people will often make parties to fight just one of them multiple times so finding these fights is typically easier. I will present them in my personal order of ease if doing all 3 in a row for completion of mission. Head out of Port Jeuno to Qufim Island. Make sure everyone has at least 3 Voidstones. Rifts in Qufim are at G6, H6, or I7. I7 is the closest to town. Just follow the right wall from town until you get to it. Once everyone is ready have one person pop Kaggen. NM is a Mantis. Mantis are evil. As long as you proc consistently you should win fairly easily. If NM is allowed to run around spamming TP moves for any extended period of time, you'll probably lose. It's attacks are like Iron Giants in that they are all AoE. Here are it's TP moves. Slicing Sickle is conal heavy, dmg, knockback, and DEF down. Be sure to know get knocked out of fight area. Raptorial Claw is AoE Heavy dmg, knockback, and Magic DEF down. Again be sure not to be knocked out of range. Macerating Bile is AoE Bio and -20 to all stats. Phlegm Expulsion is AoE slow, silence, and amnesia. Fanatic's Drink blocks this so keeping it up is obviously useful. Preying Posture is ATT, ACC, Magic ATT Magic ACC up for NM and strong DEF down aura. Dispellers should immediately dispell this move. It will take 4 successful dispells to remove all effects and Aura is not removable. As soon as Preying Posture is used, stunners should be on alert. Death Prophet is conal Death and needs to be stunned. NM does build resistance to stun so only stunning this move is advised. NM will normally only use this move under 50% and it will only be after Preying Posture although NM does not always use it after Posture. NM also casts all Wind nukes thru areoja, sleepga, paralyga, and graviga. Kill NM. CHECK CHEST. Head to Delkfutt's Tower. Rifts are in basement at G9, on floor 2 at F5, or on floor 3 at I6. The basement location is the closest and I recommend using it. However be aware that you must have the Delkfutt Key (Key Item) (which you have if you are rank 4 or higher in any city). If some people don't have this key it will be faster to use the Floor 2 location. To reach basement head left at first branch and then stay on the right hand wall until you reach the door. Go thru and down to rift. To reach Floor 2 head right at the first branch and follow halls until you reach stairs. Go up and find rift. Once everyone is at the same rift, have one person pop Akvan. NM is Ahriman. Range DDs take this NM down very quickly. Fight is easiest of these 3. NM does cast a lot of spells. Basically has access to all spells short of meteor. Will cast Death. TP moves are mostly harmless, however it does have 2 that cause problems. Magic Shield makes it immune to magic (and therefore most stuns). It will use this move often and it also means you can't magic proc him while it up. To cap light you may need to have your physical DDs turn to allow mages to get procs when shield is down. Deathly Glare is a gaze attack that kills everyone in front of NM that is facing him. Mages should always face away from NM. Melee should turn when he ready it. Kill NM. CHECK CHEST. Head out of Delkfutt's. Escape is good if you have it. Once out of tower head north and enter Behemoth's Dominion. The tunnel is long, but it's pretty hard to get lost. Rifts in Dominion are at E7, H8, or J10. J10 is the closest to where you zone in. Once everyone is ready have one person pop Pil. NM is Caturae. Caturae are very dangerous. This one can cast all spells except death and meteor. It uses 4 TP moves. Shah Mat is gaze Terror and Doom. This sounds bad and is, but you can avoid it by facing away from the NM while his eyes are glowing (mages should always face away). Melee that get trapped by the gaze can only be saved by someone getting hate from another direction and having the NM turn his gaze elsewhere which ends both effects. Malign Invocation is AoE dmg and amnesia. Flank Opening is AoE dmg, Knockback, and DEF down. Be careful not to be knocked out of fight area. Both Invocation and Open damage will increase if NM has used Bishop's Gambit prior to activating them. Bishop's Gambit also removes all debuffs from NM and heals him for roughly 2200. Gambit also creates a shield around NM that makes it immune to all damage except a randomly selected type. Types are H2H, Blunt, Slashing, Piercing, Ranged, and Magic. Also Quick Draw and Twilight Scythe will ignore Shield. Shield is removed by any proc (shield itself does not block procs) or by dealing 1100 dmg thru shield. NM tends to spam this move on occasion which means level 1 procs you know for sure should be saved to dispell shield. This is by far the hardest fight of this set, but if people just focus it should be fairly smooth. Kill NM. CHECK CHEST. After killing all 3 NMs talk to any VW Officer for KI. Head to Ru'Lude Gardens and check the Duke's Door at H6/7 again. You should get a cut scene and 50k gil to end this mission.

5: A Cait Calls
Head to Pashhow Marshlands [S]. Recall-Pashh is best. Check the Conflux at J9 just south of telecrystal for a cut scene to end this mission.

6: The Truth Is Out There
Talk to any VW officer in the present for a cut scene and KI to end mission.

7: Re-Drafted by the Duchy
Head to Ru'Lude Gardens and check the Duke's Door at H6/7 again. You should get a cut scene and 2 KIs to end the mission. This will upgrade your White Stratum Abyssite III to White Stratum Abyssite IV.

8: A New Menace
OK back to killing NMs again. There are 6 NMs in 2 tiers again. You can kill the NMs inside a tier in any order, but the tiers themselves need to be completed in order if you plan to continue. I'll present them in my preference, but really it doesn't matter.

Jeuno Path Tier Four
Make sure everyone has at least 3 Voidstones. Head to East Sarutabaruta. Rifts are at G11, H6, and J5. G11 is just north of where the VW warp option puts you. Once everyone is there, have one person pop Rw Nw Prt M Hrw. This NM is a book. It casts all spells other than death and meteor. It likes to use chainspell. However the real danger is it's TP move. It will use draw-in, but it only really has 1 TP move. Exponential Burst is very heavy AoE damage and Magic DEF down. Fanatic's Drink blocks this move. People will try to tell you Fool's Drink is better because of the chainspell nukes. I laugh at these people while I walk over their dead bodies to kill the NM. This mob dies rather quickly with legitimate DDs so make sure people know how to proc and get lights capped before they kill it. Kill NM. CHECK CHEST. Encourage all physical DDs to invest in ACC food for this fight. It will save a lot of time. Head to West Ronfaure. Rifts are at G11, H6, and J5. H6 is the closest to the VW warp option. It is north of the hills southwest form warp in spot. Once everyone is ready, have one person pop Lancing Lamorak. NM is a Beetle. It has high Evasion and most people will benefit from ACC food. NM casts Wind nukes thru Aeroja and silencega. Mages should attempt to not be in front of NM due to heavy damage from conal TP moves. You can stun the ga and ja nukes to make it easier on healers but the main note on this fight is that NM gains 5-10 shadows every time he casts a spell or uses a TP move. One of the support jobs such as brd or cor should /whm and cast Diaga every time to dispell these shadows. DDs should make sure no shadows are up before WSs or single target nukes. Fight is about normal if people have enough ACC and wipe the shadows promptly. Fight is very long if not. Kill NM. CHECK CHEST. Head to South Gustaberg. Rifts are at J10, K7, and L9. The L9 location is the one typically used because it is half way between the warp in from VW option and the Abyssea option. As long as you have everyone at the same rift, any of them are close to the correct warp though. Once everyone is ready, have one person pop Bhishani. NM is a Pixie. As you know I don't like Pixie NMs. This one uses all Wind and Ice spells and cast most enfeebles as AoE versions. It of course uses all the Breeze TP moves. Remember to wake up people after Spring Breeze. It has 2 big TP moves. Eldritch Wind is AoE Dmg, AoE full Dispell, AoE Addle, and AoE Plague (unremovable). Norn Arrows are AoE heavy dmg, Knockback, and Encumbrance (cannot equip gear). Norn Arrows is large range and all non melees should try to stay out of range of this move. MNK is a good DD on this fight just because of the constant gear stripping making it hard to get melee procs or even damage in some cases. Additional ranged DDs can be useful. This is hardest fight of the tier, but this is mainly an issue of people getting frustrated. Get procs as much as possible and kill it. CHECK CHEST. Check with any VW Refiner and have your White Stratum Abyssite IV examined. He should upgrade it to White Stratum Abyssite V at this point. If so, you may now proceed to Tier Five.

Jeuno Path Tier Five
Make sure everyone has at least 3 Voidstones. Have a WHM or /WHM in each party and tell everyone to NOT warp after each fight. Head to La Theine Plateau. Rifts are at E5, I11, and L8. E5 is easiest to get to. Use Abyssea warp option (VW warp will put you in exactly the same spot but cost 5x as much) and follow the wall south and east to rift. Once everyone is there, have one person pop Stachysaurus. This NM is a wivre. Basic Wivre strategy applies. Stay to sides and try not to draw hate form the rear. Stun Crippling slam (AoE heavy damage and AoE strong Paralysis) if possible. Get procs and you're fine. Kill NM. CHECK CHEST. Head to Tahrongi Canyon. Use Teleport Mea if possible. When some moron warps instead, tell them to use the VW Warp option to Maze of Shakhrami NOT Tahrongi Canyon. When they continue to not listen make them run to same rift as everyone else. Rifts are at I9, I12, and J6. J6 is east of Crag Mea by the wall. Once everyone is ready, have one person pop Smierc. NM is a Skeleton. Naturally Blunt DDs do well on this NM. IT will use hte typical skeleon TP moves with the special one of Cloudscourge which is AoE dmg and Terror. It's a small area so non melees should easily stay out of range. As it gets lower HP it will gain increasing fast cast to the point it will instantly cast spells. It has access to all nukes including Meteor. Some people recommend Fool's Drink for this and there is some justification, however I would stick with fanatic's drink to block Blood Saber (AoE Drain) and let the healers do their job. Just get your procs and kill NM. CHECK CHEST. Head to Konschtat Highlands. Use Teleport Dem if possible. When some moron warps instead, tell them to use the VW Warp option to Gusgen Mines NOT Konschtat Highlands. When they continue to not listen make them run to same rift as everyone else. Rifts are at G4, I11, and J8. J8 is Southeast of Crag Dem. It is against the wall in the corner of the grid. Once everyone is ready, have one person pop Gwynn Ap Nudd. NM is a Corpselight. This NM is deadly if allowed to act freely. It will cast all ice and thunder nukes and also will cast Death. All of these may randomly be instant cast. That said a lot of people again recommend using Fool's Drink. I call these the dead people and move on. Melee might have some slight justification for using Fool's Drink, but I still would say it's a poor decision. NM uses Corpse Breath (Conal dmg and Blind) which is mostly harmless, but it also uses Louring Skies. Skies is AoE dmg, AoE Paralysis, and AoE Bind. The AoE is quite large, but not quite max casting range. This combo usually is what wipes alliances. Fanatic's Drink blocks it and healers especially need to not be paralyzed. Again Blunt dmg is preferred. Make sure to go for procs. Kill NM. CHECK CHEST. Once you have killed all 3 NMs, return to Jeuno and talk to the Duke at the door in Ru'Lude Gardens for a cut scene and 50k gil reward.

9: No Rest for the Weary
Head to the past and talk to any VW officer in the [S] zones for a cut scene and KI. Check the Gate in Sauromugue Champaign [S] @ E/F6 for a cut scene and 2 KIs. This will upgrade your White Stratum Abyssite V to White Stratum Abyssite VI. If you cannot get the cut scene from the officer it means you don't have the cut scene from the gate mentioned in mission #3 after finishing Jeuno Path Tier Two. You will need to check the gate for your reward then wait until the next game day to get these cut scenes.

10: A World in Flux
OK last set of NMs for the main path. There has been some confusion because the original location for one of these NMs glitches some players so that NM can be spawned in 2 different zones. It should be noted that since these NMs are in the [S] time frame retrace is more useful than warp after battles. Here are the write ups for the NMs in order of difficulty. Easiest first. Head to Grauberg [S]. Rifts are at D14, G7, or G11. D14 is just north of the VW warp in location and I would recommend this location although using the campaign warp and proceeding to rift at G7 works also. Once everyone is ready, have one person pop Ocythoe. NM is a Harpy. As discussed earlier these really suck, but this time around you should have a lot more temp items and atmacites do use. NM will cast all thunder spells including thundaja. To review harpy TP moves are as follows. Rending Talons is dmg and knockback. It is single target, but as will all knockback moves you need to be aware of where you are and stay in the fight area. As this pop location it is best tank NM with back to the wall if possible. Shrieking Gale is AoE Dmg, AoE dispell (2-4 buffs), and hate reset. Wings of Agony is AoE dmg, AoE Paralysis (cannot be removed), and AoE Sleep (dmg will not wake you). This should be stunned if possible. Wings of Woe is AoE Dmg, AoE Plague, and AoE Silence. This is dangerous, but not as deadly as Agony unless it catches most of healers. This NM also has a special TP move called Keraunos Quill. This is AoE dmg, AoE Paralysis, and AoE Weapon strip (cannot reequip for random time). This should also be stunned if possible. NM also has shock spikes during (and shortly after ) TP moves. These can range from annoying stuns to dangerous damage. All in all as long as you don't panic and focus on proccing this fight should end in victory even after a wipe. Once you kill NM, CHECK CHEST. Head to Vunkerl Inlet [S]. Rifts are at F5, G8, or G13. F5 is just south of the VW warp in location and most people use this spot. You can also use the campaign warp option and go north or south to the other spots. Personally I like the G8 location, but the F5 spot is fine. Once everyone is at the same rift, have one person pop Gaunab. NM is a Mantis. Again Mantis suck, but you have more temp items and Atmacites. NM will cast all fire spells and most enfeebles in AoE versions. It also has permanent blaze spikes. To review Mantis TP moves are as follows. Slicing Sickle is conal heavy dmg, conal knockback, and conal DEF down. Raptorial Claw is AoE heavy dmg, AoE knockback, and Aoe Magic DEF down. Macerating Bile is AoE bio and AoE all stats down (-20). Phlegm Expulsion is AoE Slow, AoE Silence, and AoE Amnesia. Preying Posture is ATT up, ACC up, Magic ATT up, and Magic ACC up for NM. These are dispellable but must be dispelled individually. The magic ATT up can drastically increase the dmg from blaze spikes. It has a unique TP move call Immolating Claw which is conal dmg and plague. Proccing is key to keeping this fight short and winnable. Kill NM and CHECK CHEST. OK for this NM you have 2 choices for zone. You can go to Fort Karugo-Narugo [S] and use a rift at D12, I11, or K8. These rifts were glitching some players and SE added Rifts in Beaucedine Glacier as a "temp" fix, but they have shown no indication of fixing the issue so those rifts remain and are easier to use for the most part. Rifts in Glacier are at I8, G9, J10. This is present Glacier NOT the [S] version. J10 is the most common spot. Just head north and follow the right hand wall after using the VW warp option. One thing to note is the [S] VW refiners will warp you to the present day Glacier the same as the present Refiners. This is the only time this is allowed. Whichever zone or rift you choose, make sure everyone knows how to get there. Once every does arrive, have one person pop Kalasutrax. NM is a Naraka Demon. This NM is hard enough I would seriously consider using a displacer to make the win easier. If you are farming for gear it's still worth the displacer if the part has any issues. Unlike the one on the Sandy path, this NM has only one type of stance. It will cast all water and earth spell as well as AoE enfeebles and at low HP Death (single target). Stun death if possible. TP moves are as follows. Raksha Stance is the most annoying move. It is full erase and increases the rate of casting magic. The main threat of this move is that it gives 50% Physical Damage reduction. This reduction is cumulative so that one use is -50% PDT, a second use is -75% PDT, and so forth. If NM uses this move several times in row it can quickly become almost impossible to damage him resulting in a very frustrating fight. This stance also opens up the following Raksha moves. Judgement is AoE Dmg, AoE Silence, AoE Amnesia, and AoE Bind. Illusion is AoE Dmg, AoE Paralysis, and AoE Curse. Vengeance is AoE Dmg, AoE Weakness, and AoE Muddle (cannot use items). All of these TP move obviously are bad, but this NM also has it's own special move called Yama's Judgement. This is AoE Dmg and AoE Doom (5 seconds). Stun as many TP moves as you can and try to proc as often as possible. It is advisable for all people to use only fanatic's drink so that any proc recharging even one temp item will replace it. Fanatic's drink blocks all TP moves. Personally I've never seen a fight that got out of control with NM won. if you can't keep him procced he's just too cheap. Kill NM and CHECK CHEST. Once you have defeated all 3 NMs check with the VW officer in Sauromugue Champaign [S] by the gate at E/F6 for a cut scene and KI. Check the gate next to him after you have the KI for another cut scene and reward of 30k gil to complete this mission.

11: Between a Rock and Rift
Head to Pashhow Marshlands [S] and check the flux at J9 for a cut scene to complete this mission. This is just south of the the Pashhow Telepoint.

12: A Farewell to Felines
Wait one game day after previous mission and speak to ANY VW officer for cut scene and KI to complete this mission.

13: Third Tour of Duchy
Check either the Duke's Door in Ru'Lude Gardens OR the gate in Sauromugue Champaign [S] for a cut scene to end this mission.

14: Glimmer of Hope
Make sure you have at least one Voidstone KI on you. Head to Pashhow Marshlands [S] and check the flux at J9. You are now able to enter Walk of Echoes from this location. Enter and check the Glimmer right beside where you warp in for a cut scene to complete this mission. This will trade 1 voidstone for 1 Kupofried's corundum. You will now automatically start to accrue corundums just like voidstones and will be able to trade Petrifacts to the glimmer to have them converted to corundums.

15: Brace for the Unknown
Choose warp to ??? option. If you don't you can return to the glimmer at any time and select this option. This will continue your cut scene from the previous mission and give you another KI and access to Provenance.

16: Provenance
The previous cut scene leaves you in provenance. To get the next CSs you need KIs obtained from the fights in this zone. However since the KIs can randomly be obtained from any VW fight the odds are you already have them. So skip to the end of this mission and get the cut scenes, but since most groups fight these KI fights every time they do provenance I will give a review of them. Updates have allowed displacers to be used in these fights now so that is an option to consider if you are having problems with them. The fights are hard, but winnable with a well equipped group of players that don't panic. Make sure ONLY ONE person is starting these fights. They are BC style fights where everyone must enter, but only the first person to enter can use displacers and it is very important to make sure everyone is present because battle is sealed so AFK people cannot come in and help or get KI once fight starts. If someone that does not have the KI gets locked out they can purchase the KI from VW Officers, but this is generally a waste. If not using displacers it's not a bad idea to use a BRD rotation for these fights. All 3 fights are against Caturae type mobs. 2 per fight. General strat is to kite one and kill the other. The order is important but basically it's kite the one on the right and kill the one on the left first. Most jobs can kite these mobs as long as they have movement plus and procs are steady so they can have fanatic's drink up most of the time. No mobs will have a visible HP bar in these fights. There are 3 fights and they may be done in any order. I'll list in the order I think is best to do, but honestly it doesn't matter that much. Basically if you proc and can keep fanatic's drink up most of the time you win. If not you lose. It is worth considering only using the fanatic's drink and reraise scroll (as needed) temps to increase the likelihood of having a fanatic's drink to use. Be aware that there is no chest after these fights but each player gets a reward by checking the Glimmering Troves scattered around the zone. Any player may check any trove to get their reward.

Beguiling Radiance
NMs are Pil & Sarbaz. Kill the Sarbaz and kite Pil. Sarbaz TP Moves: Tabbiyaa Gambit - Heal & full erase on NM. Occasionally gives a damage shield which is vulnerable to only one type of damage (h2h, blunt, piercing, slashing, ranged, magic). Shield drops when sufficient damage is dealt or a weakness is triggered. Stygian Cyclone - Low AoE magical damage and silence effect. Malign Invocation - High AoE damage and Amnesia. Discordant Gambit - AoE medium damage, knockback, and Inhibit TP. Pawn's Penumbra - 20' AoE low damage, Dispel and resets all Job Ability timers. This is only used under 50% HP and is blocked by Fanatic's Drink. Pil TP Moves: Tabbiyaa Gambit - Heal & full erase on NM. Occasionally gives a damage shield which is vulnerable to only one type of damage (h2h, blunt, piercing, slashing, ranged, magic). Shield drops when sufficient damage is dealt or a weakness is triggered. Shah Mat - Gaze attack Terror & Doom (10 count). Melee need to be on multiple sides so they can bounce hate and negate gaze. Mages should all face away from NM. Flank Opening - AoE high damage and knockback. NM gains Defense Down aura Malign Invocation - High AoE damage and Amnesia. Discordant Gambit - AoE medium damage, knockback, and Inhibit TP.

Maddening Radiance
NMs are Shah & Wazir. Kill Wazir and kite Shah. This is very important. Wazir TP Moves: Tabbiyaa Gambit - Heal & full erase on NM. Occasionally gives a damage shield which is vulnerable to only one type of damage (h2h, blunt, piercing, slashing, ranged, magic). Shield drops when sufficient damage is dealt or a weakness is triggered. Deathly Diminuendo - AoE Curse & Bio Diabolic Claw - Single target damage Stygian Cyclone - Low AoE magical damage and silence effect. Malign Invocation - High AoE damage and Amnesia. Hellish Crescendo - Moderate AoE damage and Paralysis. Shah Mat - Gaze attack Terror & Doom (10 count). Melee need to be on multiple sides so they can bounce hate and negate gaze. Mages should all face away from NM. Discordant Gambit - AoE medium damage, knockback, and Inhibit TP. False Promises - AoE charm and Caturae costume. Charmed players will have encharn on melee attacks. Only gains access to this move if Shah is defeated first. Shah TP Moves: Tabbiyaa Gambit - Heal & full erase on NM. Occasionally gives a damage shield which is vulnerable to only one type of damage (h2h, blunt, piercing, slashing, ranged, magic). Shield drops when sufficient damage is dealt or a weakness is triggered. Shah Mat - Gaze attack Terror & Doom (10 count). Melee need to be on multiple sides so they can bounce hate and negate gaze. Mages should all face away from NM. Deathly Diminuendo - AoE Curse & Bio Flank Opening - AoE high damage and knockback. NM gains Defense Down aura Beleaguerment - AoE medium damage, Slow, Strong Dia, Weight, and Zombie (cannot be healed by any means) Shah's Decree - AoE damage, Bio, and Obliviscence (disables sub jobs). Pawn's Penumbra - 20' AoE low damage, Dispel and resets all Job Ability timers. This is only used under 50% HP and is blocked by Fanatic's Drink. Unchivalrous Stab - Long range AoE all attributes down, max HP, MP, and TP down. This is only used under 50% HP and is blocked by Fanatic's Drink.

Seductive Radiance
NMs are Asb & Rukh. Kill Rukh and kite Asb. This will not go as smoothly as the others because these two sort of choose who you fight. They share hate and swap positions on certain TP moves so once the kiter loses hate, whoever is being attacked by Asb should begin kiting until kiter can regain hate. Ruhk TP Moves: Tabbiyaa Gambit - Heal & full erase on NM. Occasionally gives a damage shield which is vulnerable to only one type of damage (h2h, blunt, piercing, slashing, ranged, magic). Shield drops when sufficient damage is dealt or a weakness is triggered. If both NM are still present they will swap positions and both attack the player with the most current hate. This drops lock on. Shah Mat - Gaze attack Terror & Doom (10 count). Melee need to be on multiple sides so they can bounce hate and negate gaze. Mages should all face away from NM. Stygian Cyclone - Low AoE magical damage and silence effect. Malign Invocation - High AoE damage and Amnesia. Discordant Gambit - AoE medium damage, knockback, and Inhibit TP. Beleaguerment - AoE medium damage, Slow, Strong Dia, Weight, and Zombie (cannot be healed by any means). This move is only used under 50% HP. Asb TP Moves: Tabbiyaa Gambit - Heal & full erase on NM. Occasionally gives a damage shield which is vulnerable to only one type of damage (h2h, blunt, piercing, slashing, ranged, magic). Shield drops when sufficient damage is dealt or a weakness is triggered. If both NM are still present they will swap positions and both attack the player with the most current hate. This drops lock on. Diabolic Claw - Single target damage Shah Mat - Gaze attack Terror & Doom (10 count). Melee need to be on multiple sides so they can bounce hate and negate gaze. Mages should all face away from NM. Deathly Diminuendo - AoE Curse & Bio Hellish Crescendo - Moderate AoE damage and Paralysis. Unchivalrous Stab - Long range AoE all attributes down, max HP, MP, and TP down. This is only used under 50% HP and is blocked by Fanatic's Drink. After each fight you will receive a KI petrifact matching that radiance. Once you have 2 of these KIs check the Regal Pawprints in Provenance for a cut scene. Once you have all 3 check the Pawprints for another cut scene. Then check the Provenance Protocrystal for another cut scene. to end this mission.

17: Crystal Guardian
Make sure EVERYONE has the 3 KIs fro mthe 3 fights in the previous mission. These are lost upon entry so if you are helping to redo the fight you will need to reacquire the KIs. Also make sure EVERYONE has the cut scenes from the regal pawprints (two cut scenes) and the Provenance Protocrystal. Once EVERYONE is ready and clear on what is expected in this fight, have ONE AND ONLY ONE person check the crystal to enter the fight. It is now possible to use displacers on this fight and I would recommend doing so unless you are absolutely sure all 18 people are going to do exactly the right thing. I would use 2 displacers (this would mean one on each KI fight and then two on the main fight) but using more isn't bad if you are worried about the fight. Even with the displacers, this fight is hard. Once the first person enters (this is only person that can use displacers) everyone else should check the crystal and enter. Fight is against a really cool looking Crystal Dragon (note this is not a dragon for purposes of family). You will need at least 3 BLMs in this fight and I would recommend a THF since Treasure Hunter does effect drops. Two BRDs for a bard rotation is highly recommended. A SCH for Embrava will also greatly help. Since most of the NMs in the 3 KI fights have the ability to set job ability timers to maximum, make sure everyone has there super power ability available. There are lots of way to reset these now so figure it out. BLMs must have a stun rotation. You must stun EVERY spell the NM casts if possible. Some are such short casting time it will be impossible to get them all, but try anyway. DO NOT stun ANY TP moves. It's not worth it. Make sure you have people assigned to take on the adds. Some will be immune to Magic damage and some will be immune to physical. Certain weapons and weapon skills (Wildfire is popular and Requiescat also works) will bypass these immunities. Someone will need to call out which adds appear and if they are physical or magical. Magical one can be nuked by the BLMs and SCH that are not on stun. Physical ones will have to be killed by Melee with big weapon skills. RNG or COR can damage both types with Wildfire. All melee should stand on paws of NM similar to any other Wyrm fight. Melee attacks from NM will have enstun (other eneffects are possible if you are not in front if NM, but you should always be in front of NM, but not directly in front of head. Mages should stay back at edge of casting range to limit damage taken.  All players should keep Fanatic's Drink up as much as possible. Plan for someone with auto reraise to hold the mob in the event of a wipe.  NM has Alliance hate so holder must drop form alliance until everyone is unweak and ready to engage.  This isn't ideal but fight is still winnable. Procs are key.  NM will reset all procs at 50% HP and if you are in trouble, /fume also works as discussed earlier. NM has hidden HP bar, but you can tell HP% by what stance he is in.  Total HP is around 350k.  I will discuss the fight in terms on stances. Stance 1 Wings closed Prismatic Breath: Conal damage & Inhibit TP. Acicular Brand: AoE damage Orogenesis: AoE damage, Weight, Choke, & Evasion Down Diffractive Break: AoE damage, Amnesia, Muddle, & Silence Euhedral Swat: High AoE damage/knockback, Attack Down, and Defense Down. Only used if hate drawn from behind NM. Spells: All Tier 3 nukes and all AoE Enfeebles. Any successful spell will summon an add. Stance 2 Two wings open. Adopted at 75% HP Crystallite Shower: AoE damage, Dia, Slow, & Addle. Graviton Crux: AoE HP drain, attribute absorb (random) & partial draw-in (pulls players in range towards Provenance Watcher), gains temporary Damage Spikes. Spells: Nukes become Tier 4 and ~ga3 as well as holy and comet. Any successful spell will summon an add. Stance 3 Four wings open. Adopted at 50% HP. This will reset all procs. Phason Beam: AoE damage & Magic Defense Down Crystal Bolide: AoE damage, Terror, & Obliviscence (disables sub jobs) Fragor Maximus: AoE damage and weakness, NM gains strong intimidation effect. Spells: Nukes becoam Tier 5 and ~ga4 as well as Holy 2 and Meteor. Any successful spell will summon an add. At 25% HP ~ga4 is replaced by ~ga5. Adds All adds are nonmoving objects that generate an aura based on their element. Element is based on the element of the spell that summon them. Each active add reduces all damage taken by NM. One reduces dmg 50% two reduce dmg 80% and three reduce it by 99%. Adds take damage based on element. Light based adds (Light, Thunder, Wind, Fire) are immune to physical damage. Dark based adds (Dark, Earth, Ice, Water) are immune to magical damage. Auras by element: Darkness (red/purple glow): Bio, 5-count Doom. Everyone should keep Doom Screen Temp item active as much as possible. This must be destroyed quickly or you lose. Light (white/light blue glow): Dia, Zombie (cannot be healed by any means). This must be destroyed quickly or you lose. Fire (red glow): Burn, Attack Down. Ice (light blue glow): Frost, Magic Attack Down. Wind (green glow): Choke, Evasion Down. Earth (yellow glow): Rasp, Defense Down. Thunder (purple glow): Shock, Accuracy Down. Water (blue glow): Drown, Magic Defense Down. Slow and steady probably won't win this fight. Soul Voice & Embrava everyone and have Melee use Mighty Strikes, Hundred Fists, Etc to open the fight. Continue to use temps and abilities to deal damage as quickly as possible but at the same time you must proc any opportunity you have. COR should be in party with DDs with best spike damage super powers for possible Wild Card. Hopefully it will be in stance 3 before your initial onslaught ends. From that point, slow and steady will win as long as you stun spells and kill any adds quickly. Once you defeat the NM you will get some drops into the treasure pool as well as from the glimmering troves as well. Normally people will decide who will lot which pool drops before the fight, but that is up to individual group. After fight check the Regal Pawprints again for a cut scene to end this mission.

18: Endings and Beginnings
Exit from Provenance back to the Walk of Echoes for a cut scene to complete this mission.

19: Ad Infinitum
CONGRATULATIONS on completing the storyline. This mission will remain active much as with other storylines' final missions. All fights can be redone for drops. As I said not much story, but some good fights.

VW Bonus Paths
These fights are not required to complete the main mission storyline, but they do add Temp items and atmacites that can make the other fights easier. Like the original city paths, these paths may be done in any order as well with the exception of the bonus Jeuno path. As with other paths, you can do fights in a tier in any order as long as tiers are done in order.

Zilart Path
To start these missions you must only meet the level 75 requirement for voidwatch in general. However to complete them you will need to have Sky Access from doing the Zilart Missions. Talk to Kieran in Norg (I8 main room) to start missions. You then MUST talk to 2 other people to actually be approved for the fights. For the Jungle half of the first Tier, talk to Hildegard in Kazham (F9 by exit). For the Desert half talk to Gushing Spring in Rabao (G8 by Moogles). IF you have not talked to the appropriate NPC you will not be able to use the VW warp to those fights. You can choose to do either half without talking to the other NPC, but it simplifies matters if everyone talks to both first so there is not confusion later. Once you have the warps activated proceed to killing NMs. I'll list order I find convenient, but it doesn't matter. It is important to note that all Zilart path mobs have assistants the summon. For this reason, it is advisable to have a PLD pop the mob and take initial hate until the pets are summoned. PLD would then take pets off to hold while main NM is killed. I will note any exceptions to this in fight strat for each NM.

Jungle NMs
These 3 NMs share a KI as reward so if you do not get 100% on one you can still continue to the other 2 and get it from them. Holy Moly - Exit Kazham into the Yuhtunga Jungle and check rift at F11, G6, or J7. G6 is right by Kazham. This is a Rafflesia. It summons 2 smaller Rafflesia to assist it. The biggest risk is AoE charm so the person holding the adds should be sure to be out of range so they can kite everyone if needed. Neith - Proceed to the The Temple of Uggalepih and check rift at K6 on map1, I9 on map1, or G8 on map2. K6 is first north from entrance. I9 is first south. Both are close. This is a Giant Diremite. The largest issue with him is Tarsal Slam, which is an AoE throatstab effect. IT can be stunned or blocked by fanatic's drink. He is assisted by 5 Spiders. Since adds will always TP as one group, 5 sickle slashes can kill most jobs if they all land. PLD should have no issues as along as he is outside the range of Tarsal Slam from big NM. Ildebrann - Proceed to Ifrit's Cauldron and check rift at F9 on map3, F9 on map5, or I6 on map5. I usually got F9 on map3. This is just following the right hand wall once you enter the zone. Go past Flame spout (ice cluster to make this faster), then once you are thru the crater and headed north again, switch to following the left wall. Rift will be at F9 in the next large open area. This is a Great Wyrm. He is by far the most dangerous of the NMs on this tier. To fight Wyrms, EVERYONE should stand on his front paws. Not directly in front of his head, but right on the paws off to the side slightly. This reduces the damage from his breath greatly and more importantly removes the chance of him using spike flail which can wipe and entire alliance. Flail is used only if the person with hate cannot be struck by a frontal melee attack of the dragon. Barfire should be use during this fight to further mitigate most damage. This NM summons 2 dahaks to assist him. Anytime the dahaks are present the NM will fly and become immune to melee damage. Therefore, unlike the other NMs you should plan on the PLD tanking the flying dragon while the DDS quickly kill the 2 adds. At this point the dragon will land and the fight can resume. The dragon landing will do damage to people close and in my experience getting everyone to quickly resume their positions by the dragons paws is the biggest challenge of this fight. The dragon will resummon his adds every few minutes forcing this process to be repeated, but most groups should be able to kill the NM before a second flight. Once these 3 NMs are defeated talk to Hildegard to conclude this half of the mission.

Desert NMs
These 3 NMs share KI as reward, so if you can't cap white light on one, you can get same KI from another. Sabotender Campeador - Proceed to Western Altepa Desert and check rift at L6, G10, or H5. L6 is just east of Rabao or H5 is just west of Kuftal entrance where you will be going next. This NM is a cactus. It will summon 4 smaller Cacti to help it. The main threat here is the various versions of 1000 Needles. The Smaller NMs will all TP together so 4000 Needles. Since PLDs don't typically have 4000HP it is best to tank them in range of several others to share damage. The Main NM will can use 1000, 2000, 4000, 10000, or 40000 needles so the more people close to the mob the better. If possible these should be stunned. Fanatic's drink should also work to block them. If the adds are killed, the NM will revive them AND level up so it is best to just proc and kill main NM quickly. Tangaroa - Proceed to Kuftal Tunnel and check rift at I8 on map 3, J9 on map2, or F8 on map2. J9 is the closest to the entrance. Just head left at first branch. This NM is an Uragnite. It is assisted by an assorted collection of sea mobs that spawn with it. The NM is annoying in that it can cast Poisonga (200/tick) and has a doom aura while it is in it's shell (will also regen). Typically it dies fast though so mages just need to watch the poison, especially if the pld tanking the adds gets hit by it. Malleator Maurok - Proceed to the Quicksand Caves and check rift at G9 on map3. Yes there are 2 other rifts, but honestly I've never used them and can't find a listing as to where they are. I've probably run by them but just never wrote it down. Enter QSC at J9 in Western Altepa Desert and rift is in first large room. This NM is a Giant Scorpion. It is assisted by 2 smaller scorpions. The main nasty TP move for this NM is a full gear strip. It's annoying but manageable as long as people don't panic. Once these 3 NMs are killed check back with Gushing Spring to complete this half of the Mission. Once both halves are completed, report back to Kieran to complete the mission.

Zilart Tier 2
Talk to Gilgamesh (behind door at L8). Talk to Kieran again to upgrade your abyssite to tier 2. Head out and kill 3 more NMs. Remember that if the atmacite refiner will not warp you to a zone then you didn't correctly upgrade and need to go back a step to do that. Each of these NMs has a seperate KI that they drop so you will want to get 100% white on each of them.

Cath Palug - Proceed to The Sanctuary of Zi'Tah and check a rift at E9, F8, or G10. The G10 location is the best if doing this NM first. If you do Modron first doing the F8 pop might make more sense. This NM is a Coeurl. I is assisted by 2 other coeurl. The pets will use charge whisker repeatedly so pld should escort them away from the main fight. After that the fight is pretty basic. NM does have a special TP move that is AoE damage, para and mute though so mages should stay well back as mute CANNOT be removed. Modron - Proceed to the The Boyahda Tree and check a rift at G5 on map1, K8 on map1, or F7 on map2. K8 is the easiest location for this fight. NM is a Treant. It will summon 2 others to assist it. These should be held away from main fight. NMs are BLMs and will use high tier nukes of both single and AoE variety. One thing to watch for is pinecone bomb, which is AoE sleep and resets hate for everyone slept. Will most melee jobs will be fine vs the tree, mages can be quickly killed if they are "tanking" after a bomb. Mages should stay at maximum casting range to avoid being slept and quickly heal those that are. Mimic King - Proceed to Ro'Maeve and check a rift at E7, I9, or K8. All the rifts are about equal for location since everything aggros here. I9 is the closest to the start of the zone, but not by a lot. This mob is a mimic. It is assisted by 2 other mimics. Since mimics can't move, you must fight them all where they spawn. Normal strat is to have the DDs kill the 2 adds first while PLD holds NM. Unlike other adds they will not respawn. One add is called Mimic Mage and casts whatever spell the main NM is casting. The other is called Mimic Jester and does Death Trap (AoE stun and Poison) whenever the main NM does a TP move. It is better to kill the mage first then the jester since the main mob will cast more often than it will TP. Mimics will use draw-in whenever the person with hate is not in melee so mages should stay at max casting range and watch hate especially at the start of the fight. The NM does have one unique move called Pandora's Box, which is AoE all stats down plus bio. Temp items should be used to remove this. Other than that it's a pretty easy fight.

Once all three are defeated report back to Kieran to have abyssite upgraded to tier 3.

Zilart Tier 3
These 3 NMs are typically fought for drops of Heavy Metal rather than for completion so it is easier to get these wins shouting for one NM at a time. Of the 3 I see the most shouts for Uptala but Qilin is the easiest to kill in my opinion. One not about warping to these fights. SE should have made them like the other mobs where you warp to the stat of the zone they live in, but for some stupid reason you can only warp the to the Hall of the Gods and have to run to the fights from there. It may prove faster to use the old school Sky Warp from the crags or the new homepoint system to reach your rifts. Each of these NMs has a different KI to get also, so you should get white 100% on each. Aello - Proceed to Ru'Aun Gardens and check rift at G5, I11, or J6. I11 is right by start of the zone although with the homepoint system the other 2 sites are also doable. NM is a pink Harpy. This is an upgraded version of the Bastok Tier 4 boss. It is assisted by 4 Pixies. PLD should take Pixies away from main fight and let the DDs kill NM. PLD needs to be aware of hate reset that may affect pixies as well. Fight will go smoothly if procs happen regularly. If not, it can get ugly. Most TP moves are AoE and inflict some annoying status effects plus hate reset, so stunning them all would be nice. Fanatic's also blocks them. Shrieking Gale is AoE Multiple Dispel and hate reset (also resummons pets if they die). Wings of Agony is AoE sleep which is only removed by curing, not damage and Para which just plain cannot be removed. Typhoean Rage is Amnesia, Encumbrance (cannot equip gear), and Muddle (cannot use items) for a full minute. Kaleidoscopic Fury is Job Ability reset, all stats -60 and heavy Dia (up to 80 per tick). All of these deal AoE damage as well. NM also casts all high tier Fire nukes and various enfeebles as AoE. Harpies are just evil. Qilin - Proceed to The Shrine of Ru'Avitau and check rift at F6, F9, or J6 on map3 (this is map2 in game). Typically people will enter the shrine at I9 in Ru'Aun Gardens and proceed to the first warp pad (L8) then north to the F6 rift. Not sure why since all are equally close, but that's the preferred one on this server. NM is a Kirin clone. He does all the normal Manticore moves and also summons the "lesser" sky gods. When the adds are summoned any DD can handle one (including a BLM) so they are not a real issue. Honestly NM usually dies before he can summon any backup and is the easiest of these 3 by far to kill. Uptala - Proceed to Ve'Lugannon Palace and check rift at D5, G13, or M8. G13 seems to be the most accessible spot. Just enter from Ru'Aun Gardens at G10 and follow path to large room. This mob is a Naraka. A larger version so the San d'Orian path Tier 4 boss. It is assisted by 2 skeletons. Many groups choose to ignore the adds and kill the NM, but it is safer to have a PLD take them away once they spawn and just occupy them until the fight is over. Like the harpy, this mob uses only crappy TP moves, so stuns are good. Yaksha Stance increases Physical Damage, gives NM 50%MDT-, and a full erase. Yaksha Bliss is ATT- and MATT-. Yaksha Damnation is DEF- and MDEF-. Yaksha Oblivion is All stats -110. Sakra Storm is Paralyze, Muddle (cannot use items), Zombie (cannot be healed by any means), and hate reset. All effects are AoE and All moves also inflict moderate to heavy AoE damage NM will also cast all the highest nukes in Wind and Thunder. Naraka are evil too. Once all 3 have been defeated, report back to Kieran. Then speak to Gilgamesh to complete this mission line. As with most final missions this one will remain active and as with all VW, all fights are repeatable for drops.

CoP Path
The only requirements to do this path are to have access to Tavnazia and be at least level 75 (should be 99 though). Head to Tavnazian Safehold and talk to Owain to get this path started. Once you have the KI you will need to defeat 4 NMs. 2 are just outside of the safehold, but the other 2 are in outlying zones. Remember you will now be able to use VW warps to these zones. Each NM has a different KI so you will want to get 100% white on each.

CoP Tier 1
Abununnu - Proceed to Lufaise Meadows and check rift at H9, F8, or G7. H9 is the place typically used. NM is a demon. He is assisted by 2 lesser demons. One is a caster and one is melee only. Killing the adds grants added TP moves or spells (depending which is killed) to those usable by main NM. Since he starts using only his best Spells and TP moves, killing them actually makes him slightly easier to fight, but lots of group just hold them and kill NM, since they will respawn if killed (main page says they don not respawn, but from personal experience, this is incorrect). NM will cast All Ja spells and gains t5 single nukes and t4 ga nukes when spellcaster pet is killed. He uses Condemnation (Conal damage), Hellborn Yap (AoE Damage and blind), and Accurst Spear (Conal Damage, Curse, and Zombie). If melee pet killed he gains Quadrastrike (Damage) and Soul Drain (HP steal). As with other fights this is simple enough if you can proc regularly. Tsui-Goab - Proceed to Misareaux Coast and check rift at J8, J10, or I7. J8 is typically used for this NM. Mob is a Mantid and uses all the cheap mantid moves. It is assisted by 2 Flies and if they are killed NM levels up (and also resummons them). PLD should hold flies well away from NM since NM can also kill his own pets to level up. Flies will randomly reset hate so PLD needs to actively engage both of them. Almost all of the NMs TP moves inflict multiple status down effects so temp items should be used liberally to remove them. Other than that, Preying Posture needs to be dispelled immediately (this will take 4 dispels since it grants 4 buffs) and adds must be kept out of range of Exorend (frontal cone) because it will one shot them. NM nukes using all earth spells and can cast most AoE enfeebles. As long as flies remain alive this fight should go smoothly though. Isarukitsck - Proceed to Uleguerand Range and check rift at G10, G11, or J10/11(border). G11 is right by entrance to zone so easiest. NM is Apkallu. It is assisted by 3 lesser apkallu. The adds should be held by a PLD away from main fight. They will all TP together using either beak lunge (damage) or yawn (sleep). If they are killed, the NM gains damage taken reduction of approximately 30% per add killed until they are respawned. NM will call the adds to his aid at regular intervals so PLD needs to do his best to retain hate on all 3. NM uses all the normal Apkallu moves (most dangerous of these being Frigid Shuffle inflicting strong Para effect), but also has access to Whiteout. This is AoE sleep (only broken by cure), AoE Zombie (cannot recover HP by any means), and full reset on add hate causing them to assist main NM. Mages must stay at maximum range to avoid whiteout and quickly heal everyone slept. Sacrifice will remove zombie, but only from one person at a time. NM will also cast all Blizzard type nukes and most AoE enfeebles. As I've stated in other walkthrus, Apkallu should all be hunted to extinction. Fjalar - Proceed to Attohwa Chasm and check rift at After all 4 have been defeated, report back to Owain to complete this mission and start the next.

CoP Tier 2
Talk to Owain again for more backstory if you like. This is optional. Bismarck - After defeating Bismark, return to Owain to conclude this side story. As with all VW the fights remain open to do for drops and this mission remains active.