Experience Points: Guide for Levels 37-75

Experience Points 1-37 Work in progress. Starts at level 37. Guide is written in order, where the first entries on table are for parties starting at level x0 and the last entries on that table are for parties starting at level x9.

* means take special care when pulling a certain mob.

Camps with light red backgrounds are popular camps and some of them only support a limited number of parties. /sea the zone ahead of time before deciding on a camp.

Level 37-40

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! style="background:#ffdead;" width="10%"|Level ! style="background:#ffdead;" width="20%"|Zone ! style="background:#ffdead;" width="15%"|Mob(s) ! style="background:#ffdead;" width="20%"|Position(s) ! style="background:#ffdead;" width="35%"|Notes
 * - style="background:#ffd9d9;"
 * align="center" |37-40
 * rowspan="1" |Crawlers' Nest
 * align="left" |Nest Beetle
 * align="left" |G-9 Map 1
 * 1 party.
 * - style="background:#e3e6ff;"
 * align="center" |38-42
 * rowspan="1" |East Ronfaure (S)
 * align="left" |Colibri Ladybug
 * align="left" |H-8 (near Cheval River)
 * Arrowburn/daggerburn recommended, as both mobs very weak to piercing weapons. Try to set up camp along eastern side of the zone, but east of the river.
 * - style="background:#e3e6ff;"
 * align="center" |38-41
 * rowspan="1" |Fei'Yin
 * align="left" |Ore Golem Shadow
 * align="left" |J-7 Map 1 J-10 Map 1
 * 2 parties. Beware of farmers in area.  Ninja tank and white mage with Erase required.  Beware of weaker bats.
 * - style="background:#e3e6ff;"
 * align="center" |38-43
 * rowspan="1" |Yhoator Jungle
 * align="left" |Worker Crawler Big Jaw Tier 5 Goblins Master Coeurl
 * align="left" |J-7 F-9 F-11
 * Beware of NM at J-7 camp
 * - style="background:#e3e6ff;"
 * align="center" |38-42
 * rowspan="1" |Gustav Tunnel
 * align="left" |Hell Bat Hawker Tier 5 Goblins Makara Greater Gayla
 * align="left" |K-7 G-9 E-12
 * Beware of Bune and NM Goblin. Camps on the first map.
 * - style="background:#e3e6ff;"
 * align="center" |38-42 41-45
 * rowspan="1" |Sea Serpent Grotto
 * align="left" |Grotto Pugil Bigclaw Sahagain
 * align="left" |Silver Beastcoin Door L-12 Map 1
 * 2 parties. Strongest mobs behind Silver Beastcoin door.  Roaming parties heavily recommened if fighting behind the door.
 * - style="background:#e3e6ff;"
 * align="center" |38-42
 * rowspan="1" |Misareaux Coast
 * align="left" |Makara Bigclaw Diatryma Mantrap
 * align="left" |F-4 H-5 I-6
 * Diatrymas do not sleep. All members must complete COP Chapter 1.
 * - style="background:#e3e6ff;"
 * align="center" |39-40
 * rowspan="1" |Pso'Xja
 * align="left" |Maze Lizard Diremite
 * align="left" |F-7 tower (first room) 40 cap area (G-7 tower)
 * Warp/Teleport/Escape required to get out of G-7 tower. F-7 tower is uncapped.  White Mage required.
 * - style="background:#e3e6ff;"
 * align="center" |37-40
 * rowspan="1" |Sanctuary of Zi'Tah
 * align="left" |Goblin Ogrefly Lesser Gaylas
 * align="left" |Outpost
 * Mages must /whm. Excellent camp for daggerburn or arrowburn.  Beware of the Rock Golem's location.  Bats are often used to maintain chains.
 * - style="background:#e3e6ff;"
 * align="center" |40
 * rowspan="1" |Phomiuna Aqueducts
 * align="left" |Makara Hell Bat Diremite
 * align="left" |Map 2
 * 1 party. 40-cap area.  WHM with Erase required.  All members must be on COP2-3 or past that point.
 * - style="background:#e3e6ff;"
 * align="center" |40
 * rowspan="1" |Riverne - Site A01
 * align="left" |Hawker
 * align="left" |
 * All mages need to have /whm. Barwatera is a must.  All members should have level 40 or higher jobs.  40-cap area.  All members must be on COP2-5 or past that point.
 * }
 * }

Level 40s

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! style="background:#ffdead;" width="10%"|Level ! style="background:#ffdead;" width="20%"|Zone ! style="background:#ffdead;" width="15%"|Mob(s) ! style="background:#ffdead;" width="20%"|Position(s) ! style="background:#ffdead;" width="35%"|Notes
 * - style="background:#e3e6ff;"
 * align="center" |40-43
 * rowspan="1" |Toraimarai Canal
 * align="left" |Makara Hell Bat Bigclaw Canal Bats
 * align="left" |H-6/H-7 Map 1 I-9 Map 1 F-9 Map 1
 * At least 1 member must have Portal Charm. Everything aggros sound.  Spot Sneaking around slimes and skeletons may be necessary.
 * - style="background:#e3e6ff;"
 * align="center" |40-43
 * rowspan="1" |Garlaige Citadel
 * align="left" |Citadel Bats
 * align="left" |staircase on map 1 behind Gate 1.
 * Beware of undead and magic sensitive mobs behind Gate 1.
 * - style="background:#e3e6ff;"
 * align="center" |40-43
 * rowspan="1" |Eastern Altepa Desert
 * align="left" |Tier 5 Goblins
 * align="left" |Outpost
 * Beware of Lost Soul.
 * - style="background:#ffd9d9;"
 * align="center" |41-44
 * rowspan="1" |Crawlers' Nest
 * align="left" |Soldier Crawler Doom Scorpion
 * align="left" |G-9 Map 1 South end of North Map North end of South Map
 * Watch out for Water Elemental on south map.
 * - style="background:#e3e6ff;"
 * align="center" |41-44
 * rowspan="1" |Attohwa Chasm
 * align="left" |Ogrefly Master Lizard
 * align="left" |L-10
 * 1 party. WHM is required.  Mages must sub WHM.
 * - style="background:#ffd9d9;"
 * align="center" |41-45
 * rowspan="1" |Western Altepa Desert
 * align="left" |Desert Beetle
 * align="left" |Revelation Rock H-10
 * Watch out for links that happen due to pops.
 * - style="background:#e3e6ff;"
 * align="center" |42-45
 * rowspan="1" |Xarcabard
 * align="left" |Kindred
 * align="left" |Baileys zone
 * 1 party.
 * - style="background:#e3e6ff;"
 * align="center" |42-47
 * rowspan="1" |Sanctuary of Zi'Tah
 * align="left" |Master Coeurl Skeleton Hell Hound
 * align="left" |E-8 Ro'Maeve
 * Mages must /whm and bring echo drops. At least 1 WHM recommended, or mages must carry remedies.  Monk parties, blue mage parties, and manaburn parties have an advantage here.  During day it will be coeurls, at night undead.
 * - style="background:#e3e6ff;"
 * align="center" |42-45
 * rowspan="1" |Castle Zvahl Baileys
 * align="left" |Demon Pawn Tier 5 Goblins Evil Eye
 * align="left" |Baileys zone Goblin Section
 * 1 party. Oils and powders required to reach goblin section.  Kindred will resist lullaby.
 * - style="background:#ffd9d9;"
 * align="center" |42-45
 * rowspan="1" |Crawlers' Nest
 * align="left" |Labyrinth Lizard Hornfly
 * align="left" |North map between lizard rooms South Map for Hornflies.
 * 1 party for lizards. WHM or /whm required.
 * - style="background:#e3e6ff;"
 * align="center" |43-46
 * rowspan="1" |Lufaise Meadows
 * align="left" |Leshachikha
 * align="left" |G-6
 * Beware of Thunder Elemental that spawns by Leshys. All members must complete COP Chapter 1.
 * - style="background:#e3e6ff;"
 * align="center" |44-48
 * rowspan="1" |Labyrinth of Onzozo
 * align="left" |Cockatrice Tier 6 Goblin
 * align="left" |H-9
 * Know when that cockatrice in H-9 tunnel will repop. WHM required for Stona.  Echo Drops strongly recommended.  Avoid Goblin Miners if possible (THF goblin)
 * - style="background:#e3e6ff;"
 * align="center" |45-49
 * rowspan="1" |Yhoator Jungle
 * align="left" |Tier 6 Goblin
 * align="left" |Ifrit Cauldron zones I-7
 * 3 parties. RNG and WAR goblins
 * - style="background:#ffd9d9;"
 * align="center" |45-49 EA 49-52 WA
 * rowspan="1" |Quicksand Caves
 * align="left" |Helm Beetle Sand Spider Antica
 * align="left" |K-9 EA: main zone, C-9, H-11 J-10 EA: zone, east end of hall J-9 WA: zone, E-11 (leads to another map in small hallway)
 * There is a level difference of the mobs. Weakest from East Altepa zones and strongest in West Altepa zones.  Each camp supports 1 party.  Echo drops strongly recommended.  Certain camps require sneak to reach.  Carby pulling recommended at the E-11 camp if you enter from western altepa desert.
 * - style="background:#e3e6ff;"
 * align="center" |46-50
 * rowspan="1" |Bostaunieux Oubliette
 * align="left" |Funnel Bats
 * align="left" |Just south of sewer hatch landing
 * Sneak up before dropping down. Watch out for pops.  Bring a Bard and/or Carby pull.  Don't go past the hounds.
 * - style="background:#ffd9d9;"
 * align="center" |46-52
 * rowspan="1" |Garlaige Citadel
 * align="left" |Funnel Bats Chamber Beetle Explosure*
 * align="left" |Basement Front side of Gate 2 Behind Gate 2
 * 4 parties. Watch out for backside Citadel Bats if camping in Basement.  If in Basement, watch out for HNM Serket.  Only fish bombs if party members need 50 cap item.  Ranged pull only (certain mobs detect magic).
 * - style="background:#ffd9d9;"
 * align="center" |46-52
 * rowspan="1" |Crawlers' Nest
 * align="left" |Rumble Crawler Blazer Beetle Dragonfly Exoray* Wespe*
 * align="left" |North map (Rumble Room) or South Map (hidden hallway, Rumble Room, Exoray Room)
 * Take care of Wespe's move (especially Final Sting which ignores defense). Pull Exorays only if a party member needs the 50 cap quest item.  Beware of elementals.
 * - style="background:#e3e6ff;"
 * align="center" |47-53
 * rowspan="1" |Sea Serpent Grotto
 * align="left" |Rock Crab Sahagain
 * align="left" |Behind mythril beastcoin door
 * 1 party. With exception of leeches, all the mobs aggro sound.  Level difference of mobs behind door, with mobs by pugils stronger.
 * - style="background:#e3e6ff;"
 * align="center" |48-54
 * rowspan="1" |The Eldieme Necropolis
 * align="left" |Ka Lich Mummy Fallen Knight
 * align="left" |Beaucedine side Hume Bones Camp.
 * Ninja tank for Kas, Monk/Manaburn party recommended. Beware of elementals at Hume Bones spot.
 * - style="background:#e3e6ff;"
 * align="center" |49-55
 * rowspan="1" |Toraimarai Canal
 * align="left" |Lich Canal Pugil
 * align="left" |Full Moon Fountain G-7 Map 2
 * Monk or manaburn party recommended for skeletons. Beware of weaker mobs that may wander.  At least 1 member must have Portal Charm.  Canal Pugils are underground parts of Map 2.
 * }
 * }

50s

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! style="background:#ffdead;" width="10%"|Level ! style="background:#ffdead;" width="20%"|Zone ! style="background:#ffdead;" width="15%"|Mob(s) ! style="background:#ffdead;" width="20%"|Position(s) ! style="background:#ffdead;" width="35%"|Notes
 * - style="background:#ffd9d9;"
 * align="center" |50-54 53-57
 * rowspan="1" |Crawlers' Nest
 * align="left" |Helm Beetle 53:Knight Crawler 53:Crawler Hunter
 * align="left" |South Map Rumble Room Queen Crawler Room
 * 1 party at each camp. Beware of the pop in hallways at either camp.  Coffer key dropping mobs.  Beware of scorpion's moves.
 * - style="background:#ffd9d9;"
 * align="center" |51-56
 * rowspan="1" |Kuftal Tunnel
 * align="left" |Robber Crab Sand Lizard
 * align="left" |Altep zone Terrigan Zone Lizard Room
 * 4 parties. Members must be closer to level 54-55 before lizards can be pulled.  Beware of Guierve and Air Elementals.
 * - style="background:#e3e6ff;"
 * align="center" |51-55
 * rowspan="1" |Bostaunieux Oubliette
 * align="left" |Werebat
 * align="left" |West Ronfaure zone
 * 1 party. Beware of the undead further in.
 * - style="background:#e3e6ff;"
 * align="center" |51-55
 * rowspan="1" |Boyahda Tree
 * align="left" |Bark Spider
 * align="left" |First map funguar rooms
 * 2 parties. WHM required for Erase.
 * - style="background:#e3e6ff;"
 * align="center" |52-55
 * rowspan="1" |Uleguerand Range
 * align="left" |Variable Hare Uleguerand Tiger
 * align="left" |Near the zone
 * 2 parties. Beware of snoll and hounds.  Mages must sub WHM.
 * - style="background:#e3e6ff;"
 * align="center" |53-57
 * rowspan="1" |Ro'Maeve
 * align="left" |1st tier weapons
 * align="left" |Zitah zone
 * 1 party. Ranged pull only.
 * - style="background:#e3e6ff;"
 * align="center" |53-57
 * rowspan="1" |Garlaige Citadel
 * align="left" |Over Weapon Vault Weapon
 * align="left" |Basement
 * 1 party. Coffer key dropping mob.
 * - style="background:#ffd9d9;"
 * align="center" |53-57
 * rowspan="1" |King Ranperre's Tomb
 * align="left" |Dire Bat Armet Beetle
 * align="left" |Second map stairs
 * 2 parties. Beware of repops.
 * - style="background:#e3e6ff;"
 * align="center" |54-57
 * rowspan="1" |Boyahda Tree
 * align="left" |Robber Crab Knight Crawler
 * align="left" |First map lake
 * 2 parties. Beware of water elementals and NM crab.
 * - style="background:#ffd9d9;"
 * align="center" |54-60
 * rowspan="1" |Bhaflau Thickets
 * align="left" |Lesser Colibri 58: Aht Urhgan Attercop
 * align="left" |I-8 H-10
 * 2 parties. Do not chain the colibri until 54 at the earliest.
 * - style="background:#ffd9d9;"
 * align="center" |54-58
 * rowspan="1" |Wajaom Woodlands
 * align="left" |Lesser Colibri
 * align="left" |K-7 Leypoint
 * 3 parties. Beware of the Air Elemental spawns just south of Leypoint.  54 is the earliest you can chain these mobs.
 * - style="background:#e3e6ff;"
 * align="center" |55-59
 * rowspan="1" |Caedarva Mire
 * align="left" |Marsh Murre
 * align="left" |Outside Nashmau
 * 1 party per zone.
 * - style="background:#e3e6ff;"
 * align="center" |55-59
 * rowspan="1" |Attohwa Chasm
 * align="left" |Monarch Ogrefly
 * align="left" |F-6
 * 1 party. Mages must be WHM or /WHM.
 * - style="background:#ffd9d9;"
 * align="center" |55-60
 * rowspan="1" |Gustav Tunnel
 * align="left" |Robber Crab Tier 7 Goblin
 * align="left" |South end of Map 2
 * 2 parties. Beware of Doom Guard and NM Goblin.  WHM/BST/WAR testimony mobs.
 * - style="background:#ffd9d9;"
 * align="center" |55-59
 * rowspan="1" |Vunkerl Inlet (S)
 * align="left" |Robber Crab Stygian Pugil
 * align="left" |G-9
 * 1 party. Beware of Thunder Elemental.  Easy access to camp as it is near the fort, and you can talk to the C.A. to warp to that area.  The pugils and crabs do not aggro, and a pixie roams along the northwest part.  It is also possible to set up camp on the bridge for shorter pulls, but campaign battles often spill out.
 * - style="background:#e3e6ff;"
 * align="center" |55-60
 * rowspan="1" |Cape Teriggan
 * align="left" |Sand Lizard Velociraptor Tier 7 Goblin
 * align="left" |Outpost Center of Map
 * 2 parties. WHM required.  All members should have outpost warp unlocked for easy camp access.
 * - style="background:#ffd9d9;"
 * align="center" |56-60
 * rowspan="1" |Cape Teriggan
 * align="left" |Robber Crab Terror Pugil
 * align="left" |South Valley of Sorrows zone.
 * 2 parties. All members should have outpost warp unlocked for easy camp access.
 * - style="background:#ffd9d9;"
 * align="center" |56-60
 * rowspan="1" |Toraimarai Canal
 * align="left" |Scavenger Crab Stygian Pugil
 * align="left" |I-8 Map 2 (small connecting hallway)
 * All members should have access to this zone from Windurst Walls (which is quested). Sneak required to reach camp, which is actually between crab/pugil pops.  Take care of Cutlass Scorpion in the room.  Coffer key dropping mobs.  The room has about 15-20 mobs to kill in 16 minutes.
 * - style="background:#e3e6ff;"
 * align="center" |56-60
 * rowspan="1" |Kuftal Tunnel
 * align="left" |Deinonychus Spider Tier 7 Goblin
 * align="left" |Phantom Lake WSNM camp
 * 3 parties. Take special care if a scorpion pops "out of place" at the lake (rarely happens).  If that happens move to the other camp or suicide pull the scorpion out of the room.  WSNM camp will have occasional AFP.
 * - style="background:#e3e6ff;"
 * align="center" |56-60 59-63
 * rowspan="1" |Quicksand Caves
 * align="left" |Spider Antica Sand Lizard
 * align="left" |56: West Altepa D-11 59: West Altepa G-6
 * 2 parties. Level difference of mobs by zone.  Echo Drops required.  WHM required.  Testimony mobs (BLM/PLD/RNG/WAR).
 * - style="background:#ffd9d9;"
 * align="center" |58-62
 * rowspan="1" |Valley of Sorrows
 * align="left" |Velociraptor Peryton
 * align="left" |Either cave leading to Cape Terrigan
 * 2 parties. Perytons do not sleep.
 * - style="background:#e3e6ff;"
 * align="center" |58-62
 * rowspan="1" |Upper Delkfutt's Tower
 * align="left" |Bats Gigas Magic Pot.
 * align="left" |Between 11th and 12th floors
 * 1 party. Beware of magic senstive mobs.  Testimony mobs (RDM/BST/WAR/MNK/RNG).  Monks recommended for magic pots.
 * - style="background:#e3e6ff;"
 * align="center" |58-63
 * rowspan="1" |Davoi
 * align="left" |Tier 7 Orcs
 * align="left" |Village Hall
 * 2 parties. Coffer key dropping mobs.  Testimony mobs.  More inside the cavern.
 * - style="background:#e3e6ff;"
 * align="center" |58-63
 * rowspan="1" |Beadeaux
 * align="left" |Tier 7 Quadav
 * align="left" |4-door room.
 * 1 party. Carby pulling strongly recommended.  Echo drops and silent oils required to reach camp.  Coffer key and PLD/WAR/THF/BLM testimony mobs.
 * - style="background:#e3e6ff;"
 * align="center" |58-61
 * rowspan="1" |Castle Zvahl Baileys
 * align="left" |Ahriman 3rd tier Kindred
 * align="left" |Corner rooms in underground
 * 1 party. Coffer key dropping mobs.  DRK/SAM/BLM/SMN/WAR testimony mobs.
 * - style="background:#e3e6ff;"
 * align="center" |58-62
 * rowspan="1" |Wajaom Woodlands
 * align="left" |Wajaom Tiger
 * align="left" |Near Al Zahbi
 * 1 party. Use colibris as chain fillers.  Fomor at night will detect job abilities.  /whm.
 * }
 * }

60s

 * {| border="0" width="100%" cellpadding="1" cellspacing="1"

! style="background:#ffdead;" width="10%"|Level ! style="background:#ffdead;" width="20%"|Zone ! style="background:#ffdead;" width="15%"|Mob(s) ! style="background:#ffdead;" width="20%"|Position(s) ! style="background:#ffdead;" width="35%"|Notes
 * - style="background:#e3e6ff;"
 * align="center" |60-64
 * rowspan="1" |Aydeewa Subterrane
 * align="left" |Defoliator Treant Sapling* Puktrap Aydeewa Diremite
 * align="left" |G-10 Wajoam I-10 Wajoam I-6 Wajoam by BLU flag quest.
 * Melees should be on the upper end of the 60-64 range, especially against Diremites. Beware of slimes and/or chigoes at some of the camps.  If mixing in Puktraps, do not use Poisona on the poison effect from crawlers because Puktraps use a sleepga-type move, Soporific.  Saplings are slightly weaker mobs.
 * - style="background:#ffd9d9;"
 * align="center" |60-65
 * rowspan="1" |Bibiki Bay
 * align="left" |Tragopan Tier 1 Hobgoblin
 * align="left" |Northwest
 * Goblins have higher tendency to use suicidal goblin bombs.
 * - style="background:#e3e6ff;"
 * align="center" |60-64
 * rowspan="1" |Labyrinth of Onzozo
 * align="left" |Torama Tier 7 Goblin
 * align="left" |Ose camp
 * Melees should be on the upper end of the 60-63 range, especially against Toramas. 2 parties
 * - style="background:#e3e6ff;"
 * align="center" |60-62
 * rowspan="1" |Pso'Xja
 * align="left" |Dire Bat Frost Lizard
 * align="left" |F-7 tower Basement 2
 * Oils and powders required. Hug right path.  Uncapped zone.
 * - style="background:#e3e6ff;"
 * align="center" |60-64
 * rowspan="1" |Uleguerand Range
 * align="left" |Nival Raptor
 * align="left" |J-10/I-9 area
 * Oils and powders required. 3 to 5 camps.  Mages must /whm.
 * - style="background:#e3e6ff;"
 * align="center" |60-64
 * rowspan="1" |Wajaom Woodlands
 * align="left" |Puk Aht Urhgan Attercop
 * align="left" |G-13 I-11
 * Arrowburn recommended. Avoid the morbols, although there are spots were puks can safely be pulled to.
 * - style="background:#e3e6ff;"
 * align="center" |61-65
 * rowspan="1" |Sea Serpent Grotto
 * align="left" |Greatclaw Mindgazer Sahagin
 * align="left" |Behind Gold Beastcoin Door WSNM spot
 * Camp behind the gold door if possible, going deeper in towards the pond just west of Zuug camp. Roaming party possible.  Water Elemental Danger, but only if you go towards WSNM spot.  WSNM camp will require a Sahagin Key to access.
 * - style="background:#ffd9d9;"
 * align="center" |63-67
 * rowspan="1" |Bhaflau Thickets
 * align="left" |Date Eruca Colibri Trolls
 * align="left" |F/G-8 (Halvung zone) F-9 (Watchtower) G-6
 * Eruca much stronger on Firesday. Arrowburn recommended on Colibri, as black mages are crippled.  Melee should be closer to 63-64 on Colibri.  Halvung camp is the only one with Eruca and Trolls.
 * - style="background:#e3e6ff;"
 * align="center" |63-65
 * rowspan="1" |Cape Teriggan
 * align="left" |Sand Cockatrice
 * align="left" |Center of map
 * Watch for slightly weaker raptors and goblins. WHM required for Stona.
 * - style="background:#e3e6ff;"
 * align="center" |63-65
 * rowspan="1" |Attohwa Chasm
 * align="left" |Tracker Antlion Trench Antlion
 * align="left" |F-6
 * Near Boneyard Gully. Sneak required to reach camp.  Pullers must be aware of poisonous flower.  WHM recommended for Erase.
 * - style="background:#e3e6ff;"
 * align="center" |64-67
 * rowspan="1" |Boyahda Tree
 * align="left" |Steelshell Processionaire Water Elemental*
 * align="left" |Tree Cloister of Storms Blood Ball room West Waterfall
 * Sneak required. During Water Elemental season, use West Waterfall camp for Crabs and pull crawlers to land in Blood Ball room.  Manaburn parties, however, should have no trouble with elementals.
 * - style="background:#e3e6ff;"
 * align="center" |64-67
 * rowspan="1" |Ru'Aun Gardens
 * align="left" |Flamingo Sprinkler
 * align="left" |Around various islands
 * Monks recommended for Sprinklers (very weak to blunt), and party members should be around 65-66 before pulling them.
 * - style="background:#e3e6ff;"
 * align="center" |64-68
 * rowspan="1" |Wajaom Woodlands
 * align="left" |Carmine Eruca Woodtrolls
 * align="left" |C-8/D-8
 * One party. Do not camp at Halvung zoneline but just to the east or north.  Trolls are RNG-WAR-DRK-MNK.
 * - style="background:#ffd9d9;"
 * align="center" |65-69
 * rowspan="1" |Mount Zhayolm
 * align="left" |Magmatic Eruca Sicklemoon Jagil Assassin Fly Wootzshell
 * align="left" |L-8 K-8 I-8 I-9
 * Eurca stronger during Fire weather (rare occurance) and firesday. Level difference by what zone you camp.  Pugils, Crabs, and Flies on the 2 western camps.  Party should be on the upper end of 66-68 range for the flies.  Supports 4 parties.  Beware of the slightly stronger Phasma at night, and for NM Eruca at westernmost camp.
 * - style="background:#e3e6ff;"
 * align="center" |65-69
 * rowspan="1" |Halvung
 * align="left" |Magmatic Eruca Bats
 * align="left" |zone to Thickets
 * Eruca stronger during Fire weather and Firesday. Mages must sub WHM.
 * - style="background:#ffd9d9;"
 * align="center" |65-67
 * rowspan="1" |Arrapago Reef
 * align="left" |Fomor
 * align="left" |Cutter BC
 * Take the zone in Dvucca Isle that leads to the Cutter. Camp on the docks by the cutter.  16 minutes to kill 8 fomor.  Mages must sub WHM for Erase.  Supports only 1 party.
 * - style="background:#e3e6ff;"
 * align="center" |65-68
 * rowspan="1" |Mamook
 * align="left" |Hunting Raptor Mammol Ja
 * align="left" |E-12 Wajaom zone
 * Avoid Mammol Ja Mimickers [BLU]. Beware of any NM Mammol Jas that may pop in the area.
 * - style="background:#e3e6ff;"
 * align="center" |65-71
 * rowspan="1" |Pso'Xja
 * align="left" |Purgatory Bat Frost Lizard Diremite Aura Pot
 * align="left" |F-7 tower Basement 2 or 3
 * Oils and powders required. Hug right path.  Pots are weakest, Diremites the strongest.
 * - style="background:#e3e6ff;"
 * align="center" |65-69
 * rowspan="1" |Den of Rancor
 * align="left" |Stygian Pugil Doom Toad
 * align="left" |Cloister of Tides
 * Oils and powders required to safely get there. Paintbrush key item required for one member.
 * - style="background:#ffd9d9;"
 * align="center" |65-67 67-71
 * rowspan="1" |Bibiki Bay
 * align="left" |Catoblepas Goblins
 * align="left" |North and South
 * Level difference of mobs. Mobs in northern part weaker than the ones in southern part.
 * - style="background:#ffd9d9;"
 * align="center" |67-71
 * rowspan="1" |Den of Rancor
 * align="left" |Tormentor Puck
 * align="left" |Yhoator Jungle zone
 * Mostly the lizards, but take care of the occasional, out of place Puck. Supports 1 party.
 * - style="background:#e3e6ff;"
 * align="center" |67-70
 * rowspan="1" |Ve'Lugannon Palace
 * align="left" |Weapons
 * align="left" |
 * Oils and powders required, with emphasis on oils. Ranged pull only.
 * - style="background:#e3e6ff;"
 * align="center" |67-71
 * rowspan="1" |Bhaflau Thickets
 * align="left" |Marid Marid's Chigoe
 * align="left" |F-8 G-7
 * Initially you will chain off the chigoes spawned off the Marids. Preferred pt setup is NIN, THF, BLM (or SAM), PLD, BRD, RDM.  Once chigoe pops the pld vokes it backwards (still engaged to Marid), and either BLM uses Blizzard III or SAM uses a weaponskill on the chigoe to kill it.  Starting at 71, however, Marids should be chained.  Chigoes don't always give XP.
 * - style="background:#e3e6ff;"
 * align="center" |67-71
 * rowspan="1" |Wajaom Woodlands
 * align="left" |Marid Marid's Chigoe
 * align="left" |I-7
 * See above.
 * - style="background:#e3e6ff;"
 * align="center" |67-70
 * rowspan="1" |Gustav Tunnel
 * align="left" |Demonic Pugil Skeletons
 * align="left" |Ungur/Taxim camps
 * Sneak and Invisible required, with emphasis on sneak once past goblin room. Monk or manaburn party recommended.
 * - style="background:#e3e6ff;"
 * align="center" |67-70
 * rowspan="1" |Boyahda Tree
 * align="left" |Darter Bark Tarantula Korrigan
 * align="left" |Blood Ball Room Dragon's Aery zone West Waterfall
 * Use crawlers or crabs to fill in chains. Beware of Water Elemental season.
 * - style="background:#e3e6ff;"
 * align="center" |67-70
 * rowspan="1" |Dragon's Aery
 * align="left" |Darter Bark Tarantula
 * align="left" |Lake
 * Take care if HNM is due up.
 * - style="background:#e3e6ff;"
 * align="center" |67-70
 * rowspan="1" |Uleguerand Range
 * align="left" |Nightmare Bats
 * align="left" |Bearclaw Pinnacle camp (north zone)
 * Oils and powders required. Moving party suggested.  Mages must sub WHM.  Mobs are underground.
 * - style="background:#e3e6ff;"
 * align="center" |68-71?
 * rowspan="1" |Caedarva Mire (Dvucca Isle)
 * align="left" |Ephramadian Shade
 * align="left" |G-11
 * Shades are Fomor.
 * - style="background:#e3e6ff;"
 * align="center" |68-72
 * rowspan="1" |Newton Movalpolos
 * align="left" |Purgatory Bat second tier goblins and moblins
 * align="left" |Near Mine Shafts
 * Mobs may be bunched together. Mages need to sub WHM.
 * - style="background:#e3e6ff;"
 * align="center" |68-72
 * rowspan="1" |Cape Teriggan
 * align="left" |Greater Manticore
 * align="left" |Cloister of Gales Northern Valley of Sorrows
 * Beware of NM by Valley of Sorrows. May have to use Goblins (in tunnel) or Cockatrices as chain fillers.  Ninja tank recommended, and mages must sub WHM and stay far back.
 * - style="background:#ffd9d9;"
 * align="center" |69-75
 * rowspan="1" |Kuftal Tunnel
 * align="left" |Tiger Cockatrice
 * align="left" |below Rock
 * Melees should be upper end of level range. Cockatrices and Wyverns still VT-IT at 75.
 * - style="background:#e3e6ff;"
 * align="center" |69-73
 * rowspan="1" |Ro'Maeve
 * align="left" |Weapons Golem
 * align="left" |Behind moon gate Pot WSNM area
 * Oils and powders required (emphasis on oils). Ranged pull only.  Beware of pops.
 * }
 * }

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 * {| border="0" width="100%" cellpadding="1" cellspacing="1"

! style="background:#ffdead;" width="10%"|Level ! style="background:#ffdead;" width="20%"|Zone ! style="background:#ffdead;" width="15%"|Mob(s) ! style="background:#ffdead;" width="20%"|Position(s) ! style="background:#ffdead;" width="35%"|Notes
 * - style="background:#ffd9d9;"
 * align="center" |70-73 74-75
 * rowspan="1" |Mamook
 * align="left" |Sea Puk Spinner Ziz Nippers 74: Mamool Ja (True Sight) 74: Watch Wyvern
 * align="left" |G-9 Map 1 H-10 Map 1 J-8 Map 2 F-8 Map 1 I-9 Map 2 H-8 Map 2
 * Once you get through a few early Mamool Ja to reach map 2, you got a choice of several mobs to chain on. Supports 4 parties.  I-9 Map 2 has a NM that pops on lower level, but as long you remain on upper level you should not have to worry about it.  All mobs on 16 minute repops.  Party members must be at least level 74 for Mamool Jas and Wyverns.  Stationary merit parties should try to work their way to the H-8 Map 2 camp (small room where only 2 spinners pop and pulls can be done in either direction); roaming parties will find other two map 2 camps attractive.  If Mammok has the Astral Candenscence, at least 2 or 3 Map 3 camps will become available to roaming parties.
 * - style="background:#ffd9d9;"
 * align="center" |70-73 74-75
 * rowspan="1" |Bhaflau Thickets (Mamool Ja Staging Point)
 * align="left" |Sea Puk 74: Mamool Ja 74: Skoffin
 * align="left" |H-10 H-9 I-9
 * 3 parties. Party members must be at least level 74 (including Bards) for Mamool Jas and Skoffins.  Beware of Fang Rush.
 * - style="background:#ffd9d9;"
 * align="center" |72-75
 * rowspan="1" |Bhaflau Thickets (Tandjana Islet)
 * align="left" |74: Mamool Ja 72: Greater Colibri 74: Wivre
 * align="left" |F-6 (3 levels)
 * 3-5 parties. Tandjana Islet is reached via Nyzul Isle Staging Point.  Top level has Mamool Ja, middle and lower levels have Colibri and Wivre.  Wivres are often manaburned, usually in a duo or trio via Sleep + Nuke.
 * - style="background:#ffd9d9;"
 * align="center" |67-75
 * rowspan="1" |Caedarva Mire (Azouph Isle East)
 * align="left" |Heraldic Imp Jnun Spongilla Fly
 * align="left" |J-7 J-8 I-8
 * ~4 parties. Attack Imps from behind.  Jnuns do not aggro during the daylight hours.  Beware of Water Elemental pop around the Jnuns.
 * - style="background:#e3e6ff;"
 * align="center" |71-75
 * rowspan="1" |Caedarva Mire (Dvucca Isle)
 * align="left" |Lamia Idolater Heraldic Imp Jnun
 * align="left" |staging point
 * Idolater is actually a Qutrub, good for a SC/MB party. Watch out for Skeleton and Ghost aggro.  Due to lack of Imps at the main camp, Jnuns can be used to as an secondary option.
 * - style="background:#e3e6ff;"
 * align="center" |73-75
 * rowspan="1" |Caedarva Mire (Azouph Isle West)
 * align="left" |Elder Treant Heraldic Imp
 * align="left" |F-9
 * Saplings will link with Treants, but are Easy Prey. There are only 3 imp spawns at this camp.  Treants are weak to slashing type weapons, making Rampage-burn parties very powerful here.
 * - style="background:#ffd9d9;"
 * align="center" |72-75
 * rowspan="1" |Lufaise Meadows
 * align="left" |Abraxas Tavnazian Ram
 * align="left" |J-8
 * 2 parties. All members must have completed COP Chapter 1.  Thief puller required (Hide is necessary to ditch uninvited birds, as they will not sleep) (Susceptible to Lullaby).  Ninja tank strongly recommended against Rams.
 * - style="background:#ffd9d9;"
 * align="center" |72-75
 * rowspan="1" |King Ranperre's Tomb
 * align="left" |Undead
 * align="left" |Map 2 (Hidden Room or southern path)
 * 2 parties. Monk or Manaburn party recommended.  If the southern path (used by roaming parties) is taken, you may encounter scorpions.
 * - style="background:#e3e6ff;"
 * align="center" |73-75
 * rowspan="1" |Uleguerand Range
 * align="left" |Kindred Smolenkos King Buffalo* Molech
 * align="left" |J-5 G-6 G-8*
 * Go counterclockwise around the zone and don't fall in any holes. Buffalo only at G-8 camp and manaburn recommended for them.  Mages must /whm, and everyone should bring Holy Water.
 * - style="background:#e3e6ff;"
 * align="center" |73-75
 * rowspan="1" |Mount Zhayolm
 * align="left" |Ebony Pudding
 * align="left" |I-7
 * Manaburn only. Cast Metal Plate required.
 * - style="background:#e3e6ff;"
 * align="center" |71-75
 * rowspan="1" |Ve'Lugannon Palace
 * align="left" |Enkidu
 * align="left" |Zipacna camp
 * Not uncommon to see 2-3 parties here, especially during JP primetime. These are slightly weaker than Aura Statues.  Although an recent update took away the Diorite drop from them, these statues can still con VT to IT at 75.  The Zip camp is not a detector-friendly area, however, a BLM can one-shot them with a IV magic.
 * - style="background:#ffd9d9;"
 * align="center" |73-75
 * rowspan="1" |The Shrine of Ru'Avitau
 * align="left" |Decorative Weapon Aura Weapon Aura Statue Aura Pot
 * align="left" |Main Entrance F-8/G-8 Celestial Nexus Ulli camp Olla camp
 * 1 party per camp. /WHM and Ninja Tank for Statues.  Monk party for pots.  Ranged pull only.  Oils and powders required, with emphasis on oils.
 * - style="background:#ffd9d9;"
 * align="center" |74-75
 * rowspan="1" |Mount Zhayolm
 * align="left" |Hilltrolls Wamoura
 * align="left" |H-8 I-8 C-7
 * Watch out for Earth Elementals. Ranged pull only on Wamouras.  Wamouras should be manaburned if possible (they move very slowly and can be aspired).  Cast Metal Plate required.  Party members should be on a constant lookout for pops when fighting trolls (mostly RNG/DRK/RDM/WAR trolls; the other trolls are seldom engaged).  This camp is more for the balanced party (with darkness or distortion skillchain), some camp on upper levels, others camp closer to the Wamouras.
 * - style="background:#ffd9d9;"
 * align="center" |71-75
 * rowspan="1" |Caedarva Mire (Hediva Isle)
 * align="left" |Heraldic Imp 75: Soulflayer
 * align="left" |I-7 Map 4 (just west of HNM camp in a long narrow pathway not on map) H-9 Map 4
 * Most of the time, the chaining will be on Imps. Despite the detection behaviors, the aggro range of the Soulflayers is small and a ranged puller can easily pull around them (there is much higher chance of bard getting soulflayer aggro from pulling with elegy because bard must be closer to the Imp than a ranged puller).  A bard is essentially required along with a Blue Mage or Dark Knight for Stun, as Soulflayers cannot be silenced and will use -ga III and single target IV spells.  Mages must sub white mage for erase, paralyna, and blindna.  If you head to the I-7 camp, you will likely have to lullaby the imps that you encounter, the Soulflayers are spread out and easily avoided.  Soulflayers will resist Dispel and Sleep but not Finale and Lullaby.  This camp is only accessible via Nyzul Isle staging point.  Most parties won't be able to deal with Soulflayers, so be prepared to zone their aggro.  A good party should be able to get constant chain 4 or 5 off imps but rarely any higher than that.
 * - style="background:#e3e6ff;"
 * align="center" |74-75
 * rowspan="1" |Halvung
 * align="left" |Trolls (True Sight) Wamoura Moblin
 * align="left" |3rd map @ BC 2nd map by jail cells
 * 3rd map Camp only available if Halvung has control of AC. Most of the chaining will be on trolls.  Cast Metal Plate is required to use G-7 zone into Halvung from Mt. Zhayolm to access second map camp.
 * }
 * }