User talk:ShadowKatze/Missions

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

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

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

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

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

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

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

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

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

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

3-3 Appointment to Jeuno
Talk to any gate gaurd to select mission. Go to Metalworks and talk to Lucius (I-9) for key item. Go to Ru'Lude Gardens in Jeuno and talk to Goggehn (H-10) at your embassy. If you already have the Delkfutt's Tower key, go directly to the basement thru the door at E-8 on the first floor. Otherwise here is how to reach the top. Either get the map (thru a simple quest - The Antique Collector) or print out copies to follow. A level 50 can solo this on most jobs, but a group of lower levels is fine too. You will need sneak and invisible unless you plan to kill the entire tower. F1: exit at E-6, F2: exit at I-9, F3: exit at G-6, F4: exit at I-6, F5: exit at H-9, F6: exit at J-10, F7: exit at F6, F8: exit at I-6, F9: exit at I-9, F8(again): exit at F-9, F9(again): Exit at F-6. Once on F10 head to H-8 and kill the giant black Giga there (name is Porphyrion). The others will link, so if you are low level, you will need to clear them out slowly then pull the NM. When he dies, he drops 6 copies of the key. Everyone needs a copy and I would save it for later, since it makes climbing the tower to farm or help others much faster. Use key on elevator by the NM spawn point and go down. You will need the key again for the door at the bottom. Trade the key to the door at K-9 (you can skip straight to here if you already had the key) for a cut scene then return to your embassy (check ambassador's door and with clerk) in Jeuno for your reward. You should get Rank 4 and 5,000 gil.

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

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

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

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

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

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

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

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

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

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

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

Windurst Missions
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. Then 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. Then 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, provides more story.

1-3 The Price of Peace
Talk to any gate gaurd to select mission. Then head to Windurst Water (south) and talk to Leppe-Hoppe on top of the Rhinostery at J-9. Then preoceed 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.

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 2 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: After you have as many lanterns as you feel you need, I recommend reseting your tonberry hate by using the Everyone's Grudge quest. At a bare minimum your tank should do this, but it's a safe idea for everyone (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 3: 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 4: Finding the BC for the fight. Enter the temple at same location as other steps. Head south, north, north at the 3 brnaches 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, as can most 60+ parties 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). 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. 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 sceond 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: 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
If you still have the key here, you can use it to go up to floor 10. If not see any of the nation missions (obtaining Rank 5) for the climb route. Enter tower (with key) and take a left to E-8 (past the stairs) and use key to enter door (each person must have). 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 group. 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. Poision 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 jut 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 both. 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 yo udo, burning works great and probably has the fewest deaths. Suggested kill order would be TT, MR, GK, HM, EV. 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 and 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 fo the 3 bosses inside the crags. These fights (and the areas leading to them) are all 30 cap. The fights themselves allow 6 people to enter. I recommend the following order: Dem, Mea, Holla. This is because I find Dem to be by far the easiest and Holla the most dangerous to an inexperienced group. You get a CS everytime you enter a unbeaten promy and a CS after each win. On the third win you will get a CS putting you on mission 2-1. I will talk about each boss separately, but first let review what to bring. Amina: Everyone should bring Hysteroanima and Psychoanima. Terroanima is optional, but not a bad idea if your main DDs are RNGs. Establish and order of use and stick to it. If you use a second anima of the same type before the first one wears it is wasted. However the mob can be affected by all 3 types at once. If everyone brought anima, then start the fight out by using it and go from there. If you are short some, then start out using Psycho and then start on hystero at about 60% since TP spam mode begins around 50% most fights (it gets really bad under 20%). Terro is for emergency use only. Psychoanima blocks all normal attacks from the mob for around 30 seconds. Hysteroanima blocks all TP moves from the mob for around 30 seconds. The mob will still ready these moves, but they will no be completed. Terroanima forces the mob to flee from the person that has hate for around 30 seconds. It can still attack if it get close to someone. Food/Meds: Hi-pots for the tank especially a PLD. Not bad for DDs either depending on healing. Ethers of some sort for SMNs to make sure you can astral 3 times if needed. Juice of some sort for all mages. MP+ Food for mages. ATT+ for DDs. DEF+ for PLD. However on Holla Melees should not eat food at all Climbing: Step one is to pick a promy. After you enter, each floor has increasingly dangerous enemies. It is generally wise to not fight more than you need to. Since they weakened the enemies and number present, it is now fine to fight as needed even on floor 4, but I would not suggest fighting more than 1 enemy at a time. Also note that on floor 3 there can be a NM that should be avoided by most 6 person parties. On each floor there are Memory Receptacle that you must fight to unlock the warp to the next floor. These are gaurded by weak mobs that spawn from the receptacle. You should kill all of these first then attack when everyone is ready (MRs do not aggro). During the fight DDs should use AoE Weeaponskills to kill any spawns or have a RNG pick them off. MRs do a heavy AoE knockback move, so melees should stand with their back to a pillar for the fight. Mages can stay out fo the AoE and then run in to heal after it goes off. Having stoneskin up not a bad idea either. Floor 1 has only one MR. Floors 2 & 3 each have 3 to choose from. The correct one is random. After you kill the MR the warp will only stay open a few minutes (if none appear move to another site), so raise (if needed) and go thru before resting. Mages should go thru first with DDs gaurding against the smaller mobs that may have spawned during the fight. Floor 4 just has an exit into the spire where you prepare for the real fight. Most people just have a NIN or /NIN (SMN can as well) train the mobs from the starting point to the spire. This relies on that person knowing the way (at least one of you should check out the maps online). You can just follow the wall (left or right works) to get to the MR/Spire, but if you do this be sure to go slow and safe and kill any aggros. Party: The ideal Party is SMNx6 or RNGx6 (2hour and done). However normal people can beat these easily with a balanced party. I would recommend the following: 2 Tank - WAR/NINx2, 1 Healer - WHM, 3 DDs - SMNs, RNGs, or WARs. Honestly, any combination will work as long as you have tank, healer, DDs. I'm just stating ideals. I think I have done Promy with people on all the jobs except DNC and SCH and I see both of them as being great for it. Everyone should be ready to 2hour, but you can do these fights easily without 2hours if everyone has anima. Bosses: DEM - This boss has high DEF, but really doesn't fight back much. He can do an AoE Para move, an AoE damage move, and a 200 HP drain (ignores shadows). However, his special move is called Fission. He can make up to 6 little copies of himself (1 at a time) to help fight. These can eat thru a blink tank quickly, but they have low HP. If you have a SMN (the more the better), they can kill all offspring with 1 Astral Flow (this also does 10-20% of the boss health). For this reason SMN is the best DD here. If you don't have one, assign another DD to engage them if they come. If anima use is consistant, they will never appear. MEA - This boss has high EVA and can hit fairly hard. I would definitely recommend a blink tank(and any melee DD should /NIN if they can). He can do a high damage/knockback AoE called carousel that is absorbed by shadows. He also has an AoE poison, an AoE slow/gravity, and a throatstab type move (reduce target to 5% HP and resets hate). SMN is still a great DD with Astral Flow, but a RNG using holy bolt and Eagle Eye Shot (does 20-30%) is nice too. If Anima not used correctly he will spam carousel toward the end and wipe your party. HOLLA - This boss can steal your buffs. Do not use protect/shell or DEF food on your tanks. His steal move will even steal shadows, so a PLD or maybe a WAR/MNK tank is best. If there are no buffs to steal the move drains 200 HP and he spams it if anima not properly used. He also can erase himself, do AoE Plague, and AoE damage. His worst move is AoE sleep/curse so bring poison potions for everyone. RNG is best DD here. If you are a SMN, you must unsummon your avatar if it is slept or any bloodpact used (including astral ones) will be lost. Also, it is best to cast an ~ga spell before Eagle Eye Shot or Astral Flow if the boss has absorb any shadows. Fight: The general idea is to plan to 2hour. As I said, with anima this is not needed, but makes for much safer and faster fights. If you really want to blitz all 3 quickly though, bring and apply anima (everyone) and just chip them down. Anima can buy you 3+ minutes of the mob not fighting back so go nuts on it and save you 2hours for holla (the most dangerous). If you use WAR/NINs, they can Mighty Strikes to start the fight, since this helps them hold hate and does damage. MNKs (and other melee DDs) should wait until hate is established before they 2hour. They should also wait for the first hysteroanima to be used since they may generate a lot of TP in the mob (especialy MNK) and their 2hour is wasted if they get slept (holla) or die from hate (mea). As stated above, SMN can do 10-20% per astral flow pact. I generally astral around 50%, but if you have SMNx2 (or more, do it as soon as hate is established and repeat every minute. Fight should end before (or on) your 3rd one.  Notes for SMNs: Use the avatar strong on the day you are fighting, Make sure avatar is awake (holla), Make sure hate is steady so the target will not move, and Make sure you have at least 60MP.  Obviously Terroanima is very bad for SMNs.  I also would prefer not to fight on light or dark day, but if you do use an elemental avatar (Carby is weak attacker, Some people like Fenrir for howling moon - I don't, Diabolos should never be used for astral pacts due to the nature of Ruinous Omen).  If you are using RNGs as your main DD, as stated above Eagle Eye Shot does 20-30%.  This is great as a finish move, but obvious generates a lot of hate.  RNG should always bring a terroanima for use if EES fails to kill the mob.  Obviously, if you have both RNG and SMN DDs, you would be better served to let the SMNs astral flow early in the fight and have the RNGs finish the damage at the end. If using BLM as DD, they should apply a terroanima and then manafont when they think they can finish the fight. I recommend using the element of the day for this as a SMN would. Again, they should go after the SMN since they are using terroanima and this will render the SMN useless. WHM should always bring reraise in case of a wipe prior to use of the 2hours and a Terroanima to use in case benediction is needed. The main thing about the fight (and this is always true of any situation) is to not panic. Bad things can happen, mistakes can be made, mobs can get in lucky hits, and if you all stay focused you can still win. Also I can't say this enough, bring anima. It's cheap (especially if you farm it) and highly effective.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

5-2 Desires of Emptiness
THIS AREA AND FIGHT ARE LEVEL CAP 50. As with the other Promy climbs having a map accessible helps, but is not required. The basic climb strategy is the same. Stay together, try not to fight unless forced (and never link), follow the outer wall to find targets (only if no map). You still have to kill Memory Receptacles to unlock the warps up. They are still random as to if they are real or fake. Review the other promy notes for strategy. Here I will go over the new features. Floor 1: No change. Floor 2: No change. Floor 3: Before finding the receptacle, you need to find the Memory Flux (J-8). The Flux is always at a fixed location. Checking it will pop a NM. It is a larger version of the boss from Promy Dem. Use the same stategy to defeat it without anima or 2hours. Your DDs might want to store TP on a smaller mob in the area to start the fight. With 6 this can be a challenge, but doable. An alliance should have little trouble. The main concern as always is the smaller mobs that it can spawn. These should be killed quickly if the main mob is at high HP (they will die with it). BLU is again a good job for this because of the stun spam. Also a COR for Monk's Roll is very nice. Everyone should have reraise in case fight goes poorly though. After NM dies EVERYONE CHECK THE FLUX. You will get a cutscene required for the final fight. If you zone, before checking the flux, you will have to fight the NM again and your party will hate you. Zoning (aside from the obvious) includes being tractored and going to a different floor inside Promy V. If you are dead when the NM dies, that's fine. There is now time limit on getting the cutscene. You just can't zone. Once you get the cutscene you can warp directly to this flux from the door if you return. Once everyone has the cutscene seek out the receptacle as normal and continue up. Floor 4: Again you must first find a Flux (M-6). Checking the flux pops a NM again. This is a larger version of the Mea Boss. As with that fight Carousel is the worst move (but asorbed by shadows). He can also do impalement (drops HP to 5% and hate reset). He also does a poison and gravity move. Again everyone should have reraise, but the fight should go smoothly even with 6 (more still better). Again BLU and COR are nice to have. After NM dies EVERYONE CHECK THE FLUX. Again these cutscenes are required and if you zone you have to fight again and your party will really hate you. After getting this cutscene you can warp to this flux from the entrance door. Once everyone has the cutscene seek out the receptacle and head up. Floor 5: Find the Flux at D-6. The NM from this one is a version of the Holla boss (which is no surprise if you were paying attention). Remember that he has that nasty AoE sleep (so poison potions help) and can steal buffs (so don't over buff the tank). Try to keep at least 1 buff on everyone though so he steals that rather than HP. Again I recommend Reraise for all and an alliance, but 6 can do. BLU & COR always help. After NM dies EVERYONE CHECK THE FLUX. Seriously, these are required and if you miss this one your party will want to see you flayed alive. Same as with other 2, you can not zone, but other than that there is no time limit. Also after the cutscene you can warp back to the flux from the entrance door. After everyone has the cutscene head to G-8 and enter the spire. As with the other promy fights, this is an uncapped area to rest and talk strategy in. If you did not get all 3 cutscenes from the fluxes you will not be able to enter (note attempting to enter counts as zoning if you are missing the last cutscene) and you will have to explain to your party why they have to refight one (or more) of the NMs. For this fight, EVERYONE should bring ALL 3 anima. The odds are you will not use all of them, but so much better to have and not need than need and not have. Also they sell fairly well, so if unused you get the money back (or make money if you farmed them). The only good part is that if you need to resupply you can warp right back to that floor 5 flux (this also lets friends come help if you lose party members at some point). Other than the anima, you should consider the following supplies. Mages should bring refresh drinks (ethers if you are really worried) and MP+ food. Melee (maybe others) should have a supply of poison potions. DDs should have their best party food. Tank may want to skip food because of the drain ability of the holla boss, but should at least have a supply of hi-potions (PLD will want refresh drink and maybe ethers). Everyone should have reraise. This fight is 6 person only, so if you came as an alliance you will need to break up now. Once you complete the fight, you can choose to return here, so some people can go twice is numbers are not evenly divided into balanced parties. The actual fight is against harder versions of all 3 bosses from the first promys. Don't panic though, you fight them one at a time for the most part. Note that if you attack all 3 they will all attack you. When you enter, buff and rest MP. Before you will be the 3 NMs in the middle of the promy circle. From right to left it will be Holla, Mea, Dem. You can pull any one you want as they do not link. When the one you are fighting reaches 20% the next one to the left will aggro. When the second one reaches 20% the final one will aggro. This means that if you pull Holla, your order will be Holla-Mea-Dem. If you pull Mea, your order will be Mea-Dem-Holla. And if you pull Dem, your order will be Dem-Holla-Mea. Which order you do this fight in depends on party set up and personal preference. Most people prefer, Mea-Dem-Holla. Personally I think I like Holla-Mea-Dem may better, but either is fine. I see no reason to pull Dem first ever. If you have 6 SMNs you can just have all astral flow and clear all mobs at once (and I would love to try that), but for normal people I will discuss a few of the strategies commonly used (or that I use). Keep in mind that as with the other promy mobs, these also have an elemental core that affects there resist rates to elemental attacks. Strat 1: Tank, PLD or NIN is fine although I probably prefer NIN. Healer, WHM would definitely be my choice here, in case benediction is needed. Buffer, COR is much better than BRD for this because of MNKs roll. DDs, MNK (to add to MNKs roll) and any spike damage DD will work. Back up healer, SMN. DDs should all /nin because a lot of the TP moves from the bosses can be absorbed by shadows. Pull Mea. Straight tank it to about 25%. If it uses impalement and kills your tank just exit and restart. At 25% have the tank use Hystreoanima and one DD use Psychoanima. The other DD should be able to 2hour at this point and kill it. The anima lasts about 30 seconds so if it wears have the tank use psycho and the DD use hystero. Dem will aggro at 20% so the buffer should hit him with a terroanima when he does. If it wears before the first mob is dead, the back up healer can use another one on him. When Mea dies, Commence the fight with Dem. If needed, the tank should be able to kite the Dem mob while the party rests. At 50% have the second DD use hystreo and then psycho anima on the mob. This should limit the number of babies it makes. If babies (more than one) are out before this SMN should astral flow and kill them all. When anima wears (wait until 25% if possible the buffer should reapply both anima (hystero first). This should last until mob is dead.  When Holla aggros, the DD should use anima on it.  If more than 2 are needed then it should go DD, DD, Tank, Healer.  Once Dem is dead target Holla.  Again Tank can kite if rest is needed.  Fight this mob straight up, but remember the sleep and the triple drain moves it has.  At 50% backup healer should use hystero and then psycho.  If others still have anima they should plan to use it when this wears.  The main healer should save their anima for 20%.  At that point use both (hystero first) and have the last DD 2hour (and SMN is they didn't earlier).  Should be an easy win as long as you have that last set of anima to finish him with. Strat 2: Tank, again either is fine but PLD may be better.  Healer, again WHM.  Buffer, 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 as buffer uses 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. You 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 mission. 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 cutscenes from have other quest 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 reach 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 on 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 will 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. 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 some 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. Ass 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, use 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 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 good odds of success). 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 the 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 othr 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 cutscene 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 batalia 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 agrro 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 hereand/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 thur 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). I 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 ot speed this up, 2hours are good for that, but not required (easiest fight really). Once all enemies are defeated al live get 1000 XP. Once fight done, escape and head to Bastok (this fastest assuming you are not from bastok). Talk to Cid. If you have not reported from teh other others paths yet, you will ned 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 cutscene 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 engag 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. 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 OK, but they are really squishy if shadows drop, so they have to be 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 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 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 (so watch reraise). 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 Dispelga and having no raiser with reraise still up on wipe. Have to really watch this. 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 adn 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 cutscene upon entering Al'Taieu (if you escaped after last fight it will be then). After cutscene 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 cutscene. 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. 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 cutscene. Once everyone has gotten the cutscene, 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 or COR, and a healer. Party 3 should be a COR 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 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. I have not yet attempted this fight, so I will add to the strat section when I have done it personally. 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. 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.