Beastmaster Viable Hunting Grounds

Please feel free to add any new Beastmaster camps discovered but please stick to the format for ease of reading and printing. A template for new hunting areas can be found at the bottom.

10-14: Konschtat Highlands
PETS: Mad Sheep [11-13] PREY: Rock Eaters [7-11], Mad Sheep [11-13], Quadav [Onyx] [10-16], Goblins [Digger, Ambusher, Butcher, Tinkerer] [11-16] NOTES: 10-11, solo Rock Eaters. 11-14, use Mad Sheep vs. Mad Sheep, Goblins, and Quadav

10-15: La Theine Plateau
PETS: Steppe Hares [7-10], Strolling Saplings [7-10], Rock Eaters [7-11], Huge Wasps [8-12], Plague Bats [9-11], Akbabas [9-13], Grass Funguar [11-13], Mad Sheep [11-13], Poison Bats [11-14], Thickshells [12-14], Poison Funguar [14-16] PREY: Rock Eaters [7-11], Strolling Saplings [7-10], Orcs [Grapplers, Mesmerizers, Fodder] [8-10], Akbabas [9-13], Grass Funguar [11-13], Mad Sheep [11-13], Poison Bats [11-14], Thickshells [12-14], Poison Funguar [14-16] NOTES: 10-11, Solo Rock Eaters. 12-14, Camp ponds. 15, Running camp in 'Funguar Alley', near Ordelles Caves entrance.

10-16: Tahrongi Canyon
PETS: Canyon Rarabs [7-10], Pygmaioi [7-11], Strolling Saplings [7-10], Canyon Crawlers [11-13], Wild Dhalmel [14-16] PREY: Canyon Rarabs [7-10], Pygmaioi [7-11], Strolling Saplings [7-10], Canyon Crawlers [11-13], Yagudo [Mendicant, Persecutor, Piper] [12-16], Wild Dhalmel [14-16] NOTES: 12-16, Camp near Meriphataud Mountains zone.

12-14: Dangruf Wadi
PETS: Wadi Leech [11-14] PREY: Goblins [Ambusher, Butcher, Tinkerer] [12-16] NOTES:

12-16: Inner Horutoto Ruins
[Lily's Tower Entrance, E. Sarutabaruta at J-7] PETS: Beady Beetles [11-16], Bat Battalions [12-15] PREY: Beady Beetles [11-16], Bat Battalions [12-15], Goblins [Ambushers, Butchers, Tinkerers] [14-18] NOTES: Enter Camp through “cracked wall” at G-8.

15; 19: Jugner Forest
PETS: Wandering Saplings [13-16], Land Pugil [17-20], Snipper [17-20] PREY: Screamers [15-18], Land Pugil [17-20], Snipper [17-20] NOTES: 15, Use Saplings vs. Screamers. 19, Camp at Lake in Northwest. Use Land Pugils and Snippers vs. Same type mobs.

15-17: Meriphataud Mountains
PETS: Night Bats [13-16], Wandering Saplings [13-16], Black Bats [15-18], Jubjubs [15-18] PREY: Wandering Saplings [13-16], Jubjubs [15-18], Hill Lizards [19-22] NOTES: Camp near Tahrongi Canyon zone.

15-19: Valkurm Dunes
PETS: Night Bats [12-15], Hill Lizards [15-18], Sand Hares [15-18] PREY: Night Bats [12-15], Hill Lizards [15-18], Sand Hares [15-18], Goblins [Butcher, Tinkerer, Ambusher] [17-20], Snippers [20-22], Brutal Sheep [20-23], Goblins [Leecher, Mugger, Gambler] [22-25] NOTES: 15-16, Camps near La Theine Plateau or Konschtat Highlands zones. 17, Camp D-8 is good for lizards. 18-19, Camps near La Theine Plateau zone, Konschtat Highlands zone, or D-8.

16-19: Maze of Shakhrami
PETS: Stink Bats [15-18] PREY: Goblins [Ambushers, Tinkerers, Butchers] [16-18], Maze Makers [18-21] NOTES: Bats very efficient pets, but link. Be careful.

16-19: Ordelle's Caves
PETS: Stink Bats [15-18], Blood Bunny [17-19], Snippers [17-20], Hognosed Bat [17-20], Stalking Sapling [18-21], Thread Leeches [18-21] PREY: Stink Bats [15-18], Blood Bunny [17-19], Goblins [Tinkerer, Ambusher, Butcher] [17-20], Snippers [17-20], Hognosed Bat [17-20], Stalking Sapling [18-21], Thread Leeches [18-21] NOTES: Use the 'Rescue Drill' Entrance, where NPCs are located. Camp first main room.

17-19: Buburimu Peninsula
PETS: Mighty Rarabs [15-18], Sylvestre [15-18] PREY: Mighty Rarabs [15-18], Sylvestre [15-18], Goblins [Ambushers, Butchers, Tinkerers] [17-20] NOTES: Camp at E-9

17-19: Carpenters' Landing
PETS: Digger Wasps [14-17], Beady Beetles [15-18], Poison Funguars [16-19], Land Pugils [17-19] PREY: Digger Wasps [14-17], Beady Beetles [15-18], Orcs [Grunts, Neckchoppers, Stonechuckers] [16-20], Land Pugils [17-19], Flytraps [18-22], Glide Bombs [20-21], Marsh Funguars [20-24] NOTES: Camp at North Landing. At night Bulldog Bats spawn and aggro. They range from Easy Prey-Tough.

18-19: Pashhow Marshlands
PETS: Black Bats [15-18], Water Wasps [15-18], Land Pugils [17-20], Snippers [17-20] PREY: Black Bats [15-18], Land Pugils [17-20], Snippers [17-20], Gadfly [18-21], Carnivorous Crawlers [20-23], Quadav [Brass, Copper, Old] [20-26], Goblins [Gambler, Leecher, Mugger] [21-25], Goobbues [22-25] NOTES: Best camps are near the water areas, and the best one being the South-eastern water pond. Water elementals will spawn in these areas during a rain storm.

20; 23-26; 28: Ordelle's Caves
PETS: Hognosed Bat [17-20], Stalking Sapling [18-21], Thread Leeches [18-21], Dung Beetles [23-26], Shriekers [24-27], Clippers [26-29] PREY: Hognosed Bat [17-20], Stalking Sapling [18-21], Thread Leeches [18-21], Goblins [Leecher, Gambler, Mugger] [22-26], Will-o'-the-Wisp [23-25], Dung Beetles [23-26], Clippers [26-29], Goliath Beetles [29-31] NOTES: 20, Use the 'Rescue Drill' Entrance, where NPCs are located. Turn right off of main room until you reach suitable mobs. Bring Sneak Oils and Prism Powders. 23-26, Use Dung Beetles vs. Dung Beetles, Will-o'-the-Wisp, and Goblins. 28, Camp is Paladin quest room. Use Shriekers and Clippers against Clippers and Goliath Beetles.

20-21; 23; 29: Carpenters' Landing
PETS: Beady Beetles [15-18], Land Pugil [17-19], Flytraps [18-22], Stag Beetles [20-23], Marsh Funguars [20-24], Fosse Pugils [22-24], Battrap [23-27], Diving Beetles [27-30], Shriekers [28-31], Sabertooth Tigers [29-32], Birdtraps [29-33] PREY: Orcs [Grunt, Neckchopper, Stonechucker] [16-20], Land Pugil [17-19], Flytraps [18-22], Glide Bombs [20-21], Stag Beetles [20-23], Marsh Funguars [20-24], Orcs [Curesemakers, Fighters, Serjeants] [21-25], Ghouls [21-27], Fosse Pugils [22-24], Diving Beetles [27-30], Shriekers [28-31], Sabertooth Tigers [29-32], Birdtraps [29-33] NOTES: 20, Camp in North landing and use Beady Beetles, Land Pugils and Flytraps vs. Orcs, Land Pugils, Flytraps, or Gliding Bombs. 20-21, Camp near Jugner zone. Use Stag Beetles, Marsh Funguars, and Digger Wasps vs. Stag Beetles and Marsh Funguars. 23, Camp on Central Landing. 29, Camp in I-12. Use Diving Beetles, Shriekers, Birdtraps, and Sabertooth Tigers on same mobs.

20-21: Meriphataud Mountains
PETS: Crane Fly [18-21], Hill Lizards [19-22] PREY: Crane Fly [18-21], Hill Lizards [19-22], Goblins [Gamblers, Leechers, Muggers] [21-25] NOTES: Camp near the outpost. 20-25: Jugner Forest PETS: Land Pugil [17-20], Snipper [17-20], Forest Leeches [19-22], Stag Beetles [20-23], Jugner Funguar [21-25] PREY: Land Pugil [17-20], Snipper [17-20], Jugner Funguar [21-25] NOTES: 20, Camp at Lake in Northwest. 21, Choose from a variety of mobs. Fight all but walking trees and Elementals. 22-24, Run along road and use Forest Leeches against Jugner Funguar. 25, Camp in Spore Hollow. Use Funguar vs. Funguar. 20-24: Pashhow Marshlands PETS: Land Pugils [17-20], Snippers [17-20], Carnivorous Crawlers [20-23], Thread Leeches [20-23], Marsh Funguars [21-25] PREY: Carnivorous Crawlers [20-23], Quadav [Brass, Copper, Old] [20-26], Goblins [Gambler, Leecher, Mugger] [21-25], Marsh Funguars [21-25], Goobbues [22-25] NOTES: 20, Best camps are near the water areas, and the best one being the South-eastern water pond. Water elementals will spawn in these areas during a rain storm. 21-24, Head to upper left corner for good leveling spot.

20-25: Buburimu Peninsula
PETS: Bull Dhalmels [20-23], Carnivorous Crawlers [20-23], Zus [20-23], Poison Leech [21-25] PREY: Carnivorous Crawlers [20-23], Zus [20-23], Goblins [Gambler, Leecher, Mugger] [22-25], Shoal Pugil [24-28] NOTES: 21-22, Camp at E-9. Use Carnivorous Crawlers or Bull Dhalmels vs. Goblins. 23, Camp near Mhaura. 24-25, Use Poison Leeches against Shoal Pugils on the beaches.

20-25: Valkurm Dunes
PETS: Sand Hares [15-18], Snippers [20-22], Brutal Sheep [20-23], Damselfly [20-23], Thread Leeches [21-25], Beach Pugils [23-26] PREY: Snippers [20-22], Brutal Sheep [20-23], Damselfly [20-23], Thread Leeches [21-25], Goblins [Leecher, Mugger, and Gambler] [22-25], Beach Pugils [23-26] NOTES: Good camps at J-6 or the western Hidden Beach.

21-24; 29: Maze of Shakhrami
PETS: Combats [20-23], Carnivorous Crawlers [22-25], Ancient Bats [26-29], Caterchipillar [29-31] PREY: Combats [20-23], Carnivorous Crawlers [22-25], Goblins [Furrier, Pathfinder, Smithy, Shaman] [31-34] NOTES: 21-24, From Main entrance chamber take left tunnel, and hug left wall. Go up ramp and drop off back of raised area. Take right tunnel to camp. 29, Camp near entrance from Buburimu Peninsula. Use Ancient Bats and Caterchipillars vs. Goblins. Exping at the Buburimu spot @ 29 will enhance a hidden passive skill of your own - aggro/area awareness. This skill will sharpen over the levels and one day you will start going into areas ignoring sneak/invis.. like you own the place. ;p Some of you BSTs may know what I mean."

22-27; 29: Korroloka Tunnel
PETS: Land Worms [20-25], Seeker Bats [22-26], Jelly [23-27], Combats [27-30], Huge Spiders [28-31], Thread Leeches [28-31], Clippers [29-32] PREY: Land Worms [20-25], Combats [27-30], Huge Spiders [28-31], Thread Leeches [28-31], Clippers [29-32], Greater Pugils [30-33] NOTES: 23-23, Use Land Worms and Seeker Bats vs. Land Worms, Combats, and Huge Spiders. 24, Use Seeker Bats and Jellies vs. Seeker Bats and Land Worms. 25, Use Seeker Bats vs. Seeker Bats and Worms. 26, Use Seeker Bats vs. Combats. 27, Use Seeker Bats and Jellies vs. Combats and Spiders. 29, Use Huge Spiders, Combats, Clippers, and Thread Leeches vs. the same mobs and Greater Pugils. Good camp is Pugil pools and spider room. If exping in the main alley, stay alert of any aggro mobs (slimes) sneaking up on you while fighting a mob. The tunnel is somewhat narrow and the mobs can only go 1 of 2 ways - east or west."

24-25: Batallia Downs
PETS: May Fly [22-26], Clippers [23-25], Ba [25-28] PREY: May Fly [22-26], Clippers [23-25], Ba [25-28] NOTES:

25-28: Rolanberry Fields
PETS: Death Wasps [22-26], Berry Grubs [25-28] PREY: Death Wasps [22-26], Goblins Bees [23-25], Moon Bats [23-26], Berry Grubs [25-28], Goblins [Gambler, Leecher, Mugger] [26-30], Quadav [Brass, Copper] [26-30], Goobbue Farmers [28-32] NOTES: Good camps near Pashhow Marshland zone or the Fountain of Promises at E-9.

25-29: Qufim Island
PETS: Land Worms [25-27], Dark Bats [25-27], Seeker Bats [25-27], Clippers [25-29], Ancient Bats [27-29], Glow Bats [27-29], Greater Pugils [28-30] PREY: Land Worms [25-27], Clippers [25-29], Giants [Hunter, Ascetic, Ranger, Trapper] [28-30], Dancing Weapons [28-30], Wights [28-30] NOTES: 26-27, Good camps near H-6 and I-7. Dark bats are night only, and Ancient and Seeker Bats are found near Behemoth’s Dominion. 28-29, Use bats or pugils vs. Wights and Dancing Weapons.

27: Sauromugue Champaign
PETS: Hill Lizards [22-26], Diving Beetles [25-28] PREY: Goblins [Gambler, Leecher, Mugger] [25-30] NOTES:

30-32: Carpenters' Landing
PETS: Diving Beetles [27-30], Shriekers [28-31], Birdtraps [29-33], Sabertooth Tigers [29-32] PREY: Diving Beetles [27-30], Shriekers [28-31], Birdtraps [29-33], Sabertooth Tigers [29-32] NOTES: Birdtraps resist charm.

30-32: Korroloka Tunnel
PETS: Combats [27-30], Huge Spiders [28-31], Thread Leeches [28-31], Clippers [29-32] PREY: Combats [27-30], Huge Spiders [28-31], Thread Leeches [28-31], Clippers [29-32], Greater Pugils [30-33] NOTES: Camp at Pugil and Clipper pools. Use Spider room next door when pools clear. Be careful of Sea Monk spawn, Slime spawn, and NM spider pop Falcatus Aranei.

30-32: Maze of Shakhrami
PETS: Ancient Bats [26-29], Caterchipillars [29-31] PREY: Goblins [Furrier, Pathfinder, Shaman, Smithy] [31-34] NOTES: Enter from Buburimu Peninsula. Both pets and mobs aggro

30-34: Qufim Island
PETS: Dark Bats [25-27], Clippers [25-29], Glow Bats [27-29], Greater Pugils [28-30], Acrophies [32-34] PREY: Giants [Hunter, Ascetic, Ranger, Trapper] [28-30], Dancing Weapons [28-30], Wights [28-30], Acrophies [32-34] NOTES: 30, Bats, Crabs, and Pugils vs. Giants, Weapons, and Wights. 31-32, Pugils vs. Giants with a Clipper back-up. Giant Hunter has ranged attack. 33-34, Acrophies vs. Acrophies, Goblin Bounty Hunters. Use Dia to speed up fight as acro will tank well.

31-33: Batallia Downs
PETS: Sabertooth Tigers [28-32] PREY: Goblins [Furrier, Pathfinder, Shaman, Smithy] [28-36] NOTES:

32-37: Lufaise Meadows
PETS: Miner Bees [31-34], Acrophies [33-36], Tavnazian Sheep [33-37] PREY: Miner Bees [31-34], Tavnazian Sheep [33-37], Bugards [34-37], Orcs [Brawler, Beastrider, Nightraider, Impaler] [35-38] NOTES: 32-34, Use Bees or Sheep vs. Bees, Sheep, Bugards, or Orcs. 35-36, Camp at Lake [I-8]. Use Acrophies or Sheep vs. Orcs.

32-39: Eastern Altepa Desert
PETS: Giant Spiders [30-34], Sand Beetles [36-40], Desert Dhalmels [39-44] PREY: Giant Spiders [30-34], Sand Beetles [36-40], Antica [Auxiliarius, Faber, Funditor] [35-39], Goblin Trader Spider Pet [38-40], Desert Dhalmels [39-44], Antica [Decurio, Sagittarius, Speculator] [44-49] NOTES: 32-35, Pets and mobs spread out, use Widescan. Avoid fighting Dhamels. Goblin pets are weak for their con strength, just fight them with pet when goblin is not looking. 36, Camp North of Korroloka Zone entrance, where entrance to Quicksand Caves exists (tough spot to level). Begin using Beetles as pets in addition to spiders. 37-38, Dhalmels become a viable target mob, as well as high-tiered Anticans (ants tough fights!) 39, Move camp to Western Altepa zone. Use Beetles and Dhalmels vs. Dhalmels and high-tiered anticans.

32-36: Gusgen Mines
PETS: Myconids [30-32], Gallinippers [32-35] PREY: Feu Follet [35-38] NOTES: Camp in Basement. Bring Sneak Oils and Prism Powder. Do not fight with pet.

33-37: Bibiki Bay
PETS: Efts [33-36], Marine Dhalmels [33-37], Island Rarabs [34-38] PREY: Efts, [33-36], Marine Dhalmels [33-37], Ravens [36-39], Goblins [Shaman, Smithy] [34-36] NOTES: 33, Camp from entrance to dock. Use Efts or Dhalmels vs. Efts, Dhalmels, Ravens, or Goblins. Tough to level at 33. 34-35, Camp near dock. Use Efts, Dhalmels or Rarabs vs. Efts, Dhalmels, Rarabs or Ravens. 36-37, Use Efts vs. Ravens and Dhalmels. [F-6 Tunnel changed after update] Look out for Geist Wall, an Eft TP attack (they use it OFTEN) that will strip you of your buffs. Either don't waste your Reraise Earring, don't fight with your pet, or if you're using an Eft pet, use Sic or Leave before they can turn and use it on you.

Be advised that the notorious monster Intulo [46-47] can spawn on the slope near the dock, thus you may have to deal with other players killing off the Efts while camping him. There is enough alternative monsters to not make this an issue.

36-39: Sea Serpent Grotto
PETS: Royal Leeches [35-38], Undead Bats [36-39] MOBS: Sahagin [Pond, Spring, Lake] [36-39], Undead Bats [36-39], Ironshells [37-41], Ghasts [38-41] NOTES: 36, Fight fish men near the zone in the first 3 rooms, M-5. 37-39, Fight ghasts in the areas beyond the leech room, F-7.

37-39: Purgonorgo Isle
PETS: Jagils [36-38], Alraunes [37-40], Krakens [37-40], Viscous Clots [38-40] PREY: Alraunes [37-40], Krakens [37-40], Toucans [38-40] NOTES: Came here @ 38 and went to the Southern-most beach to check things out. At I-10 there are two rooms connected in sequence to the beach. Two Alraunes spawn in the eastern-most room, converted [well, postpatch ghetto converted] them to EM and pulled Toucans from the room that connects camp and the beach [two spawn here], then used Jagil's to pull toucans from the beach to camp. Usually after clearing the two in the central room, and pulling two off of the beach, the two in the central room had respawned. Worked out fairly well, no worry about agro or links [unless you mischarm an Alraune] in this room, and managed to get Chain 3 with fair consistency. The Viscous Clots on the island have an 'Added Effect: Drain' when landing a melee hit. They are difficult to charm (as are all slimes) so once I had charmed one I held onto it, not using 'Leave', and proceeded to kill every mob in the area. It absorbs damage well and even when it takes a few hits, it just drains the mobs hp when it hits it and was always near full hp."

39-44: Yuhtunga Jungle
PETS: Soldier Crawlers [37-41] PREY: Goblins [Poachers] [42-47] NOTES: Camp at H-11, through tunnel east of outpost. Occasionally, a Lava Bomb [47-49] will spawn in one clearing. 2 crawler per one gob should be enough, Poachers are weak for their level. Beware, suicide bomb very strong but can make for fast exp. Convert local pets to EM and don't let them despawn. Gobs will not link if you fight in their area or the area of the last Gob you ko'd. E-9 is also a nice spot, in the wide open area. Lots of crawlers and goblins around. The goblins have a wide wondering radius, tricky but links are managable. Everything here is on a 5-minute re-spawn timer. Fast exp and a zone is nearby in case of emergencies.

40-43: Riverne - Site A01
[Level Capped at 40] PETS: Hawkertraps [39-41], Riverne Vultures [39-43] PREY: Hippogryphs [41-43], Firedrakes [42-45] NOTES: Hawkertraps are difficult to charm and Firedrakes are tougher than they con. I rarely had too many respawning problems because the pets tend to have a pretty narrow level range and a wide wandering radius. If you have a pet and pass through a displacement portal, your pet will follow. This can come in handy when you want to grab a pet from the 'other side' and bring it over to battle a mob. It also counts as 'zoning' in that the engaged mob you are battling will not follow you through a displacement if you leave. If in an emergency, keep in mind that it takes a moment or two when clicking the portal to get the screen asking if you are sure you want to pass through... and if trying to run away, if a mob takes a swing in your direction it will tell you 'Event canceled' and you will have to try again. ;p If you are a 75 wanting to merit here, set your exp settings to 'Merit Points' and you will then get exp just like if you were lvl 40 and there will be no exp penalties."

40-44: Behemoth's Dominion
PETS: Lesser Gaylas [40-42], Greater Gaylas [42-44] PREY: Greater Gaylas [42-44], Demonic Weapons [45-46] NOTES: Camp in the first large room you come to, after entering from Qufim Island; a Thunder Elemental will occasionally spawn here, but the room is large enough to avoid any serious problems with spellcasting. Sneak or Silent Oils are highly recommended, as all of the bats aggro to sound and Lesser Gaylas will link. For levels 40-42, convert two Lesser Gaylas to EM and then alternate between them to take down a T/VT Greater Gayla. At level 43, use Lesser Gaylas and Greater Gaylas against an EM/T Greater Gayla. At level 44, convert the Greater Gaylas to EM and alternate between them to take down one of the Demonic Weapons; Lesser Gaylas can be substituted should one/both of the Greater Gaylas die from DoT.

41; 42-43: Crawlers' Nest
Level 41 PETS: Death Jackets [40-42], Worker Crawlers [40-44] PREY: Death Jackets [40-42], Worker Crawlers [40-44] NOTES: Camp upstairs before main Lizard room. Both bees and worker crawlers were good. DC to T. the mobs spawn relatively close together. It should also be noted that the Worker Crawlers near the entrance are lower level than those near the Maze Lizard room. Levels 42-43 PETS: Maze Lizards [41-44] PREY: Worker Crawlers [40-44] NOTES: This camp is a bit risky compared to other locations but it is worth the chain 3-5 "if" there are no exp parties present. At 42, almost all Maze Lizards con Even Match with the occassional Decent Challenge or Tough. One EM lizard is more than enough for most Tough crawlers; crawlers were very easy to Slow with no enfeebling gear as well if you are /whm. If there is 2+ exp parties present, I would suggest camping elsewhere. NOTES: At ~45, depending on your server/economy/campers, charming Worker Crawlers and exping off Killer Mushrooms (first map, small room @ K-10) is decent exp as well as some nice gil when you get a King Truffle to drop. Truffles are rare drops; I averaged about 1-3 an hour. ** Be very careful of links here when solo ** 41-42 [43 might be slow]: Eastern Altepa Desert PETS: Sand Beetles [36-40], Desert Dhalmels [39-44] PREY: Desert Dhalmels [39-44] NOTES: Camp near the zone line to Western. About 6-8 dhalmel spawn around there. They are somewhat spread out in groups of two. Beetles are too weak to take down a T dhalmel all by themsleves so I usually use them to soften up prey. 44-46: Western Altepa Desert PETS: Desert Spiders [40-44], Desert Dhalmels [44-48] PREY: Antican Essedariuses [41-45], Desert Worms [43-47], Desert Dhalmels [44-48] NOTES: Stick to the easternmost region of the map (L-6 to L-7 region) and stay mobile. Take care when fighting Desert Dhalmels, as their Healing Breeze can potentially heal upwards of 300 HP at a time. Desert Worms make for excellent prey, but only emerge during nighttime (19:00 to 5:00). Watch out for the occasional Cactuar, Earth Elemental, and Tulwar Scorpion.

44-46: Yhoator Jungle
PETS: Worker Crawlers [43-46] PREY: Goblins [Poacher] [45-49] NOTES: 44-46, Camp at E-9 and use Crawlers vs. Goblins. Do not fight Master Coeurls [47-50] due to their tough special attack. At E-9 there should be enough crawlers there that you dont really have to worry about running out of pets. 3 gobs to fight, 1 at the south end 1 at north end. The middle gob has a weird spawn pattern. Sometime he spawns at the middle, sometime he spawns at the south end. Also north end gob spawn will sometimes differ as well. He might spawn at the end with the NPC gob or at the T intersection. Silverglade: "Opo are naturally resistant to charm but if you want to live dangerously, use Young Opo-Opo as pets as early as lvl 44 and forget the crawlers. The Opo are fierce and tear up gobs." NOTES: Came Here at lvl 44, most crawlers con as tough. I would recommend coming here at 45. I came here at 44, most crawlers were Decent Challenge or Even Match. They could very easily be converted to Even Match. However I chose to use Young Opo-Opos as pets. A Decent Challenge opo-opo could virtually solo a Very Tough goblin. I also found their charm resistance wasn't a problem since I only needed one per goblin. If an opo was to die early I used a crawler to finish the goblin off.

45-49: Misareaux Coast
PETS: [Big Claw] [45-48], [Makara] [46-49], [Mantrap] [45-49] PREY: [Big Claw] [45-48], [Makara] [46-49], [Mantrap] [45-49], [Diatryma] [47-51] NOTES: Camp along the river that spans nothern portion of Misareaux Coast. Beware Makara and Diatryma agro and link, and Mantraps have a slight reistance to charm. If you have Sacrarium access, you can zone there in case of an emergency.

45-52: Gustav Tunnel
PETS: Hell Bats [44-48], Hawkers [45-48], Labyrinth Leeches [45-48], Greater Gaylas [46-49], Labyrinth Lizards [46-49] PREY: Hawkers [45-48], Goblins [Reapers, Poachers, Robbers] [46-49], Labyrinth Lizards [46-49], Makara [46-49], Goblin Pets [Pets of Goblin Shepherds] [~55?] NOTES: 45, Use Hell Bats, Hawkers, and Labyrinth Leeches vs. Goblins. 46-49, Use same pets plus Greater Gaylas and Labyringth Leeches vs. Goblin Shepherd Pets, Goblins, Hawkers, Makaras, and Lizards. Pull Goblin pet when goblin not looking, as pet weak for con strength. Use lizards against Makaras, Makara aggro but don't link. 50-52, Goblin pets. Camp in extension to high level area of tunnel, near Teriggan zone. Make sure goblin facing away from his pet before engaging it. Killing the gob pets is amazing exp and relatively simple once you get the timing and strategy down. However, normal exp pt's will show up from time to time and they will (usually) not care if you are exping on the gob pets and your exp may come to a screeching halt. You may also have pt's show up to try and force-pop the NM Wyvernpoacher Drachlox (drops Othinus' Bow) that is a lottery spawn NM among the gobs, and those trying to farm a specific testimony for LB5."

47-50: Labyrinth of Onzozo
PETS: Labyrinth Leeches [45-48] PREY: Goblins [46-49], Cockatrice [50-53], Mushussu [51-57] NOTES: Camp in the tunnel just before the first open cockatrice/scorp room. Charm leeches and pull mobs back to the tunnel. The roaming range of the leeches is pretty large, so they don't despawn if they are released in the tunnel. Beware that an Air Elemental [60-62] frequently spawns in the tunnel, however there is enough room in tunnel to cast spells and avoid aggro just be careful.

48-49: Crawlers' Nest
PETS: Doom Scorpion [45-47], Soldier Crawlers [47-49] PREY: Soldier Crawlers [47-49], Witch Hazel [50-52], Exoray [51-54] NOTES: Head towards at the (I-9) intersection on the second map. Use the DC Scorpion at (I-10) and DC/EM Crawlers in the corridors against EM/T Crawlers and the occasional wandering Witch Hazel at (H-9); this region is typically devoid of parties so mobs should be plentiful. Sometimes a lone Exoray can be found at (H-9) as well, helpful for BSTs looking to collect Exoray Mold for In Defiant Challenge. Use Sneak/Silent Oils (or Charm+Leave and Tame) to slip past Crawlers as needed.

48-50: Western Altepa Desert
PETS: Desert Beetles [47-51] PREY: Antican Eques [45-49], Antican Retiarius [45-49], Desert Beetles [47-51] NOTES: Head out to Revelation Rock at (G-7)/(H-7) and do laps, charming DC/EM Beetles and using them against EM/T Anticans and EM/T Beetles. There are usually enough Beetles to sustain a few beastmasters and/or parties simultaneously. Beware of the Desert Worms that spawn at night; they are no match for Beetles but can still be a nuisance, as they aggro to sound and can cast Bind.

49-54: Lufaise Meadows
PETS: Leshachikha (sapling)[49-53] PREY: Leshy (treant)[52-54] NOTES: Camp @ G-6. Treant and saplings do not aggro. Leshy do not link but Leshachikha will link to a Leshy. A camp of partied Fomors spawn at night around the campfire. Do not engage under all costs since they will fight you in a party. Lightning Elles spawn occasionally. You can see Bahamut flying through the sky at 14:00.

50-54: Sea Serpent Grotto
PETS: Sahagin Parasites [50-53] PREY: Sahagins [Swamp, Marsh, Bog] [52-59] NOTES: Camp behind Mythril Door in "nook" at [J-5] [Trade Mythril Beastcoin to door]. Convert the two leeches near/in nook to EM and pull Sahagins back to nook area. Recommend using the brown BRD Sahagins as chain closers since they are significantly easier/faster to kill. Avoid DRG Sahagins if you can; they can make quick work of a leech when they want to. Duo'd here 51-53 and did very well with little chance of deaths. Be aware that Mouu the Waverider and Pahh the Gullcaller can spawn here. Pahh the Gullcaller can be easily duo'd during exp here using leech pets and possibly solo'd with some luck (and no RMT killing your pets).

50-54: Crawlers' Nest
PETS: Soldier Crawlers [47-49], Labyrinth Lizards [49-51], Witch Hazel [50-52], Hornfly [50-53], Exorays [51-54], Mushussu [53-55], Rumble Crawler [53-55] PREY: Labyrinth Lizards [49-51], Hornfly [50-53], Exorays [51-54], Blazer Beetle [52-54], Mushussu [53-55], Rumble Crawler [53-55] NOTES: 50-51, Use Soldier Crawlers, Labyrinth Lizards, and Hornflies vs. Labyrinth Lizards and Hornflies. Near the Labryth Lizard area. Camp in one of the hallways that have 2 sprouts and convert them to EM. You can convert easily just charm them, pull them out of radius and leave. Once they're EM, just pull lizards back into the hallway, if they link, no worries, just leave, the extra lizard will disappear, and charm the other sprout you converted and go on your way. 51-53, Drop down into the Labyrinth lizard room and head left up the tunnel. There's a large group of saplings there. Beware, they link, but I only mischarmed at 50 while trying to charm toughs. The target prey are exorays -- one spawns in the same tunnel as the saplings, and 4 or so more spawn in a little circular area. You can leave the saplings pretty much anywhere in the tunnels without them despawning. 52, Use Exorays and Hornflies vs. Exorays and Hornflies. 53, Use Exorays and Hornflies vs. Exorays, Blazer Beetles, Mushussu, and Rumble Crawlers. 54, Add Mushussu and Rumble Crawlers to pet list vs. Mushussu, Blazer Beetles, and Rumble Crawlers. The Nest is like a miniature Boyahda Tree: BST land. You can stay here a very long time. The only downside is that you may often be competing with normal exp pt's, NPC-levelers, and farmers."

52-53: Quicksand Caves
PETS: Sand Spiders [51-55] PREY: Helm Beetles [51-58] NOTES: Camp in K-7. (?)

53-57: Crawlers' Nest
(Duo-Trio) PETS: Rumble Crawler [53-55], Wespe [55-57] PREY: Crawler Hunter [60-62], Knight Crawler [60-63] NOTES: First off, don't try this as a poor BST, you need light staff and both pieces of AF by 54 (boots and gloves). Both peices have +charm which adds to the length of time you can charm a monster (but does not help in charming it). Get a light staff (+10% charm success) and when trio-ing, have the third be either another bst or a rdm, you have to duo here minimum. Camp is pretty much on top of the first crawler hunter in the tunnel between the rumbler room and the knight crawler room. 53, Af boots and an axe have +charm, use at least the boots as you will be charming Toughs (get a lightstaff) and get a Rdm for dia2, para, slow, regen, and dispel. 54, Use AF gloves have +charm, was going way faster exp/hour as bst+bst+rdm, than bst+bst. 55, I dropped the rdm here and went bst/whm (with gaudy) + bst/nin. 56, I actually moved on here but you can still exp here for a bit as duo.

53-58: Bostaunieux Oubliette
PETS: Dark Aspic [52-54], at 57-58 Werebats [55-59] PREY: Werebats [55-59] NOTES: Before entering the Oubliette sneak up and drop down, run to the very end near the West Ronfaure exit. Just before the exit there is a sewer tunnel with 4 Dark Aspics inside [2 at the begining and 2 at the end] use these to fight the Werebats and as long as you are in this area your pets won't Despawn. EXP starts to slow down at 58. Also possible to pull Bats from closer to the enterance and bring them back to the tunnel to keep your pet from despawning.

(Note: Do not attempt to use the slimes from the Chateau entrance. This got me dead THREE TIMES before I realized I was supposed to use one of the OTHER two. -_-;  Your sneak simply will not last the run of the zone, and if the Slime catches up with you and hits you near other mobs, you're toast.)

Additional Info: The tunnel you want is next to the Garms; it's the last left turn before the exit to West Ron. There are two slimes in this tunnel: one of them is way at the back, and the other is near the front of the tunnel. You will have to contend with the second slime, so be sure to sneak up while your slime regens and after you charm [it should be droppable anywhere around the front part of the tunnel]. This sounds annoying, but it's really not bad for the value of the camp, and I did it without really noticing after a while. You can melee with the slime as long as you are in the section of the tunnel the slime came from, as in my experience they do not enter one another's roam radius. Keep an eye on that other slime while you fight.

If you do get stuck at these levels, try this camp and see if it works for you. You might want to try it a little later if the slimes are still conning EM: that's one of the little tricks this update has run me up against, any camp is still usable as long as high repops are out of the picture and there are still EM/T to chain. The camp is high-risk, high-reward. It can be a true test for you. You are surrounded by sound and/or blood aggro in a claustrophobic boxed tunnel space. If in an emergency, it may be tough to reach the W.Ronfaure zoneline without being sneaked and out of yellow hp. ... but a DC slime can solo a VT werebat! That is the beauty of this legendary BST lvling spot. *Fun facts: Werebats do not link with other Werebats. Nope! bats that do not link. That being said, Funnel Bats or any other bats will link with the Werebat... and a second Werebat will link with the linked Funnel Bats.. but not the original Werebat. Clear as mud? ;p"

There is another camp that works here at about the same level ranges (maybe even one level lower). Once you enter and head toward the suggested camp above, stop a short ways in by the very first undead hound (unsure on exacpt mob name) you see. Your prey will be the slimes in the canal to the south of you and your prey will be the undead dog, and the bats to the west of that dog. Only real worry is when you get disease and can't heal. Luckily if your BST/whm or BST/nin you shoul be fine. You can blink away a hit or two once you release your pet or cast regen and get to full. Disease lasts a little while, but should wear off before you need to rest. You want to try to Leave your pet, use WS to kill your mob, then recahrm before the slime despawns. One slime can go through at least 2 if not 3 prey here. --NoOneLeft 15:37, 29 January 2007 (EST)

54-58 Garlaige Citadel
PETS: Funnel Bats [51-55], Chamber Beetle [56-58] PREY: Funnel Bats [51-55], Chamber Beetle [56-58], Hellmine [59-62], Magic Jug [62-64], Undead NOTES: Camp in the basement (54+), or behind Banishing Gate #2 (56+) 54-55 - Use Funnel bats on Hellmines. If you run out of mines use Bats vs Bats or Bats vs Beetles. 56 - Beetles should be mostly EM now, use Beetles vs Beetles or hellmines. 57-58 - Beetles vs Beetles, Magic Pots and Undead. As a duo you can start killing magic pots at 55 if you get bored with hellmines, they range from VT-IT at that level. Also, you can kill undead and magic pots as a duo at 56, just let pets fight most of the battle on undead to avoid Blood Saber. BTW, post patch I imagine this is one of the most favorable spots given the large supply of pets in a close area. 56-58 - Beetles vs Hellmines and Beetles. If you can manage to pass Banishing Gate #2 with the help of 3 others, there are chamber beetles there. To the east is a room with 3 Hellmines which can be killed with the chamber beetles. Once the 3 Hellmines are dead, you can start beetle vs. beetle until the Hellmines respawn. Coffers also spawn behind Gate #2, so you could get your Beast Helm while you're at it; the Hellmines drop coffer keys.

55-56/57: Crawlers' Nest
PETS: Rumble Crawlers[53-55] PREY: Helm Beetles [59-62] NOTES: [Helm Beetle hall off of the "Donut Room"] This works best as a duo, since the helm beetles will finish off your first crawler fairly quickly if it is the only pet hitting and then you take the chance of the beetle despawning during a pet switch. Pick up your pets in G-9 and send one of the BST with a pet towards E-8 [where the beetles hang out]...attack the beetle and heal your pet back to a nice camp spot around F-9 where the other duo partner can be waiting. The two rumble crawlers will take down Helm beetle easily with your help. Release right at the end, the crawlers despawn so you just go back to the rumble crawler room to get some more. You can have problems if [1] other BST are working in there [2] you get a link. If you get a link though, /leave the pulling pet, and grab a new one from the room, your duo partner should be engaging the beetle as he chases you, so you should be ok.

55-57 Pso'Xja
(Behind Blue Stone Door in Tower at G-9 in Beaucedine Glacier) PETS: Camazotz 52-57, Labyrinth Lizard 52-58, Diremite Stalker 57-59 PREY: Camazotz 52-57, Labyrinth Lizard 52-58, Diremite Stalker 57-59, Cryptonberry Cutter 53-59, Cryptonberry Plaguer 53-59, Cryptonberry Stalker 53-60, Magic Millstone 54-58, Gargoyle 53-57 NOTES: The main floor is good for earlier levels (52-54), but the mobs downstairs behind the Blue Stone Door are at the higher end of the range (see Pso'Xja Map 7). We exp'd here as a duo briefly at level 55, and again at level 57. The Crytonberries never conned less than EM at 57. When you go through the Blue Stone Door, sneak up and drop down into the hole. There's a Treasure Chest at the bottom. You'll then pass through a corridor with 3 Diremite Stalkers and one Cryptonberry Plaguer. You'll need invisible to avoid the Cryptonberry, but these Diremites do not aggro. In the room at the end of the corridor are two Magic Millstones (aggro magic), two Camazotz (aggro sound), and one Labyrinth Lizard in the room with the door at the back right. Through the round room to the south, there are 4 Gargoyles, and the far back room has 2 Labyrinth Lizards and 2 Magic Millstones. During ice weather, an Ice Elemental spawns in the small room in the southwest corner, while a Treasure Chest is in the other room. Up the stairs from the Treasure Chest are 3 Cryptonberries (Cutter - NIN, Stalker - THF, Plaguer - BLM). Additional Info: At level 57, we would typically grab the bats and kill the pots in the first room, then the Cryptonberry from the corridor with the diremites, along with any of the Tough diremites, and the lizard if it was tough. Then we'd move to the other room with the pots, and use the lizards there (assuming they were EM or DC) to kill the pots. Then we'd grab one of the bats from the other room to use as a "sacrifice puller" for the Cryptonberries on the stairs. The pulling BST would cast sneak to avoid the Treasure Chest, and send the bat in on one of the cryptonberries, using heel then leave after the bat and its followers were in the room with us. The linked cryptonberries would despawn and we'd fight the remaining one using the lizards. We weren't racking up big numbers per kill in this camp, but did often manage Chain #4s and an occasional Chain #5. Be wary of pulling hate on the Cryptonberries, as Throat Stab can be very painful. A set of Crow Gear is highly recommended.

55-58: Labyrinth of Onzozo
PETS: Mushussu [51-57], Flying Manta [55-59] PREY: Mushussu [51-57], Goblins [Hunter, Bouncer, Miner, Enchanter] [51-58], Flying Manta [55-59] NOTES: 55-58, Camp in F-7 or G-7. Use Mushussu or Mantas vs. Mushussu, Goblins, or Mantas. NM Peg Powler spawns here, but must be 56 minimum before taking on solo. Use sneak. This works the same, as the pets/prey are all in the same location pretty much.

58-61 Toraimarai Canal
PETS: Impish Bats [58-60] PREY: Fleshcraver/Mindcraver [60-62] NOTES: "T-Intersection" Near Windurst Walls Zone. Kill off bat in middle of hallway to make things easier. Use bats in West end by skele spawns as starter pets, then use bats at East end of hall to finish. Let skeleton come down hall to finishing bat spawn area before "Fight" to avoid despawning. It is helpful to have Toraimarai Canal access from the Windy Walls zone. This is obtained by completing a series of quests from the Rhinostery, starting with "Food for Thought".

58-61: Uleguerand Range
PETS: Variable Hares [58-61] PREY: Variable Hares [58-61], Esbats [59-61], Uleguerand Tigers [59-62], Snolls [60-63] NOTES: Cast invisible, hug right wall until you come to tunnel entrance. Much safer than at start of zone. Camp at tunnel. Use Hares vs. Bats, Tigers, and Snolls. Alternative camp, Go down the ramp on the left, to the wide open plain where there are buffalos. You'll have plenty of room to manuever down here, and plenty of bunnies to charm and snolls to kill. Take note that at level 57 there wont be many "decent to even match pets". The best level to start exping is at around level 59.

59-62: Attohwa Chasm
PETS: Tulwar Scorpions [58-59] PREY: Sand Lizards [65-67] Notes: Would be best to trio at 59, and duo is pretty good at 60. Advised not to solo here. Went here at lvl 60 and got very fast exp with another BST. All Scorps were Decent Challenge but they pack a punch vs. VT lizards so exp is good. Since they were all DC I imagine it would be very good exp here at 59 with all scorps conning EM. Use sneak when running over some of the cracked earth because some places have antlions underground that will aggro and use 'Pit Ambush' and jump up and hit you pretty hard. There are several antlions like this that vary in level: Pit Antlion, Trench Antlion and the lvl 76+ one - Cave Antlion. They are all charmable mobs, btw. Not every crack in the ground has this risk but if you spend enough time in this zone you will begin to remember the exact spots where this ambush can happen - if not sneaked that is. Be wary of getting too close to some of the the plants around the zone. They emit an intense poison that can infect you and do -20 hp per tick. This is especially annoying at night when undead come out to play and you have no poisona or cures. It does not last too long but it does some serious damage."

59-61: Quicksand Caves
PETS: Sand Lizards [56-59] PREY: Any anticans near the zone entrance. VT-IT. Notes: Enter from the far southwest entrance of Western Altepa Desert where you take a tunnel up to a platform where 3-4 Manticores pop. Not really recommended for solo until 60 or 61, and even then it's better as a duo. The BLM types are easy to kill solo, but the PLD types have CureIV which can be a real pain. With xp ring as duo we'd get 220-250 xp per kill. 150-180 per kill without. Once we hit 61 we moved on to the tree, but probably could have grinded it out there until 62. Bring lots of inventory space as you'll have tons of dark crystals, antican robes and some pauldrons by the end of the day. Duo here is recommended. Soloing would take a while on these antica and require several pet swaps. I will also add that antica have probably the highest AI of any FFXi mob. They cure 4 themselves when low on hp. If one links, his actions seem based on the mob's condition and yours. It might give the mob cure 4 (more than once), it might try and finish you off. Once I was in a normal exp pt on another job and we were at zone for camp. Some other player was running to the zone with a bunch of linked aggro antica. A PLD antica in his train cast cure 4 on our exp mob and did not link or aggro, but de-spawn when that guy zoned. But we had almost killed our exp mob and that passing antica cured it."

60-62: Boyahda Tree
PETS: Death Caps [60-63] PREY: Bark Spiders [60-63], Death Caps [60-63], Moss Eaters [62-66], Robber Crabs [62-66], Knight Crawlers [62-67] NOTES: Camp is the room at the four corners of H-11, H-12, I-11 and I-12. Pull prey to center of room to fight. Duo works great at 60 and 61, Solo better at 62. Only fight Moss Eaters if you run out of other Prey, as Whirl Claws can be nasty. Everything but Crabs link. Only Crawlers and Crabs aggro sound.

61-65: Caedarva Mire
PETS: Caedarva Leech [~63-65], Treant Sapling [61-64] PREY: Marsh Murre [~64-66], Orderly Imp [63-68] NOTES: Exit from Nashmau's west doorway (G-7). You can get sanction with refresh from Nabihwah(H-6). The refresh stops when you get to 65% of your max MP, but it stacks with the refresh of your Gaudy Harness. Some people feel the refresh of the Gaudy Harness is good enough. Seems to depend mostly on your play style. There are no Chigoe from the zone point to the start of the cemetery area. Mobs do not aggro in this camp, but Marsh Murre link and have a big roaming range. Keep that in mind if pet swaps are needed. If you walk to the cemetery, Chigoe and Imps will aggro. Since this is a popular camp, you can also try the eastern camp by the large lake(H-10/I-10). There are Chigoe there, but they stay in very specific areas away from the lake. With some recon and a sharp eye there are two more viable Leech/Sapling vs Murre/Imp camps on the eastern area of Caedarva Mire. 61-62: Convert the 2 saplings outside the gate to EM. After that it's super easy to kill birds with 1 pet swap. Watch out for linking birds and sapling's AOE sic attacks. Experience is great at 5-6k per hour. There are two more saplings a bit farther in (past the little pond, near the Mithra NPC) if you want to setup a second camp. However, there are usually several birds close together in that camp. This makes pet swaps more dangerous. 63: Use saplings and leeches to fight leeches and birds 64: Use saplings, leeches and birds to fight birds. One leech pops very near the zone, another on the other end of the pond. Convert leeches to EM and alternate between them. At 64, one leech will take out any bird for consistent chain 4's. Only needed Zeta twice. 65: Use leeches and birds to fight birds and imps (in the graveyard). Slower at 65 as some birds popped DC, but too easy to leave.
 * from Bekisa: This camp is the best solo exp I have come across so far on BST. Constant chain 4 or 5's depending on how far you need to pull back a bird to your sappling area (so they dont despawn of course ^^) and exp per kill with ring ranging 300-550 exp while solo.  No aggro at 61-64; ToAU exp bonus; pets have a very large area they can be released; never had competition!  Sanction: Refresh and I leave my Gaudy harness in mog locker now.  If you avoid AoE, BST/NIN with sanction: regen is awesome as well but I prefered /WHM for Dia and Slow here ^^.

62-65: Wajaom Woodlands
PETS: Worker Pephredo [62-64] Lesser Colibri [63-65] PREY: Lesser Colibri [63-65] Red Kisser {67~?] NOTES: Camp is at I-7. With your empress band, and the bonus from sanction, the experience rolls in extremely fast here (chain 4 is very common). Bees are very easy to convert to EM, but they do link on sight, so try to charm one that is alone on one side of the hive to prevent links. Only the soldier bees are aggro. The leeches are not aggro. The Marids don't aggro and your bee pets don't have any AOE sic moves to attract unwanted attention. Apparently the Giant Marid in Wajaom aggros to sight, but I haven't seen one at this camp site yet. The Colibris don't link or aggro, making this very safe and steady exp. Finish off a Colibri with Rampage and then immediately recharm your bee to keep it from despawning. Release it near the hive (to heal normally) and charm another EM to keep the chains going.

Personal Note: I stayed here till 64 as the XP was still good. Most bee's pop at DC or EM. Killing the four Colibri in the area and occasionally catching the 5th respawn for a Chain#5. I used a soldier pephredo to kill the last one. XP lost, but you get chain bonus so its still worth while. Try it out.

64-65: Camp at I-7/8. Use Bees and Colibri against the Red Kissers. The bees and most of the colibri will pop DC/EM so you will have alot of pets to use. At level 64 the leeches con VT so you will need at least 2-3 pets per leech. Duo is recommended. WARNING: Be careful at the I-8 camp because there are 2 Soldier Pephredo and aggroing one might link both nests. Also avoid meleeing with your pet till the very end to keep hate off during pet swaps.

62-64: Ifrit's Cauldron
PETS: Dire Bats [60-64] Volcano Wasp [61-64]Old Opo-opos [62-65] PREY: Volcanic Gas [62-68] NOTES: Dire Bats only come out at night time ranging from Decent to Tough. For Opo's, it is better to wait at lvl 63 to start charming them. Opo-Opos are found at the western entrance when entering from Yhoator Jungle, Volcano Wasps are at the eastern entrance.

62-64: Boyahda Tree
PETS: Moss Eaters [62-66], Mourioches [62-68], Knight Crawlers [62-67] PREY: Robber Crabs [62-66], Knight Crawlers [62-67] NOTES: Be prepared to deal with EXP parties and occasional skill-up soloists. Camped in the first robber room, in front of the ledge on the far side of the tree. Mouriches and Moss Eaters will pop EM, and occasionally Knight Crawlers. The area is surrounded by Robber Crabs: make sure to pull your pets back to the grassy area in front of the ledge. You may drop a pet almost anywhere here and it won't despawn. Keep in mind there are more pets and prey in the next room, after you drop down the ledge, and if you're feeling adventurous Old Gobbue pops here from time to time. In my experience most of the mandies in the second room were still T at 64, and are quite dangerous to convert, so be careful.

62-65: Cape Teriggan
PETS: Beach Bunny [62-65], Sand Lizards [62-66] PREY: Goblins [Alchemists, Mercenaries, Sheperds, Bandits] [65-68] NOTES: 62-65, camp near outpost. Fight all Goblins except bandit. Avoid like the plague. Releasing you pet will most of the time make it despawn but there are so many pets around that you will not have to worry. Most gobs require at least 2 pets to kill, som VTS will require 3 maybe. DROPS: Goblin Shepherds drop Beastmaster testimony. Fire, Lightning, gold beastcoins, random WHM scrolls to npc, and the occational ram skin. WARNING: Skeletons come out at night and rare fire elementals spawn near outpost. If you pull the goblin to where you bunny/lizard came from its not bad. You can keep a few EM's around pretty easily this way since if you fight where you got them, they should exhibit the old behavior of regening. Once you get rolling and get most of the gobby pops gone, this becomes easier since they wont be around to bother you as much. It isnt ideal, but it works

63-68: Upper Delkfutt's Tower
[Floors 11-12] PETS: Incubus Bats [62-64], Dire Bats [64-66] PREY: Jotunns [Gatekeeper, Hallkeeper, Wallkeeper, Wildkeeper] [65-69], Magic Pots [68-70] NOTES: 2 possible camps. For pots and jotunns, camp near 11th and 12 floor stairs. For just Jotunns, camp next to teleporter on the 12th floor. The teleporter is nice if you are finding that the dire bats are all Ts. 63: [Risky]camp next to teleporter. Two triple bats there. The only problem withi this camp is that there is only 2 bats there. If you despawn a bat it may repop as T. Only try this at 63 if have no where else to go. If things go bad you can use teleporter to jet out of there agro free. 64: Incubus Bats vs Jotuns, All triple bats will spawn EM/DC making this place next to the teleporter prime. Easy to pull and leave pets with out the fear of getting agro. Once you charm your pet, SNEAK UP!!!! I can't stress this enuf lol, as you will have to walk thru the other bats to get to ur prey & once more to get back to camp. Once they are fighting walk back to the stairs and Heel [or Leave if you get link, which you will^^] a little ways down the stairs start the fight again. Pet switch before the first pet dies so you only have to wait 1 minute for repop as apposed to 8-10 for a death repop ; ;. Stoneskin is a lifesaver here as the Jotunn do a nasty AoE attack. 65: camp near teleporter or at stairs. Use all bats…some dire bats might respawn DC so use them to pull upstairs on the 12th floor so they don’t despawn. Fight jotunns and pots. 66: camp at the stair and use all bats. All bats will now con EM/DC. Pots are your main targets now. T-VT. Use all bats. 67: same as 66 68: pots spawn EM now but still can be killed with bats. Warning: Don’t fight dolls. Pots have nasty AoE and agro to sounds and to magic so keep you distance on them. This May not be the best of camps since the Alky/Pallas patch due to competition from players on the Jotunns.

64-72: Attohwa Chasm
PETS: Cutlass Scorpions[66-69], Sand Lizards[65-67], Monarch Ogrefly[65-67], Tracker Antlions[70-73] PREY: Sand Lizards[65-67], Monarch Ogrefly[65-67], Tracker Antlions[70-73], Corses[??], Skeletons[??] Notes: I'm not too sure what lvl the scorps are for sure. 64 right? hmm. Anywho, the mobs are relatively mixed and close together so it is possible to chain here, even as a 72BLM/BST. Athough at 72 its hard to find a EM Antlion to kill, but you could duo or trio or quatro the arch corses at that lvl for decent xp. Except they only come out at night. I think I have solo'd the Arch corses but they take a long time to kill solo, I think duo or more is faster xp. During the day you could run around on cracks trying to pop the Cave Antlions, but this is dangerous, because they'll triple attack you and eat thru ur stoneskin and blink before you even sic your pet on them. You can only pop these w/ aggro ; ; The damselflies in this zone have a unique special attack not seen anywhere else. It is called 'Somersault' and it is a hard-hitting directional attack where it will do a looping circle in the air. It is blockable with blink or utsusemi."

65-68: Wajaom Woodlands
PETS: Worker Pephredo (non-aggro, linking) [62-64?], Soldier Pephredo (aggro, linking) [64-65], Aht Urhgan Attercop [65-67?] (linking, non-aggro) PREY: Puk [68-70] (sight & sound aggro, non-linking) NOTES: Two camps at (H-11) and (H-12). Two Harvesting Points appear in this area, so bring some sickles for extra gil. /NIN with sanction Regen works great here 66+ Utsusemi will absorb the AOE knock back move, usually knocking off 2 shadows. Just make sure you recast it and you will be safe. From Tomatoes: At H-11, Camp under the south stone arch near the water. Puk's have fast attack rate and often spam fairly disruptive WS moves (one is AoE Flash, another is a 4 shadow Blink). Position yourself with your back to the stone arch or wall (or at the very least not in a position to get blown into an Ameretat by the Puk's knockback AoE damage move. From User:Schultz: Camps H-11 and H-12 are great although sometimes you will get a TP burn party show up. The H-12 camp is free of Ameretat so the only thing that you will have to contend with is a Ghost that spawns at night down the southern side of the area. There are 4 Aht Urhgan Attercop that spawn in the North-East corner of the area, and another that spawns and walks around the middle of the area. Puks are found in the NE corner, middle, and two down the South end of the area. Chain from NE, Center, 1st South Puk then back to the NE Puk. 65: Camp to the north of the arch around the Pephredo hive. Use 2 bees against one spider.  Chain 2 is easy, chain 3 is possible. Chain 4... maybe ^^ 66: EM vs T, or EM vs VT with a pet change at 70% 67: EM vs T 68: DC vs T
 * Due to March 2007 patch, Aht Urhgan Attercop in Wajaom Woodlands now link with other Attercops correctly.

Bees vs. Puks can work at level 64. Camp in G-11 near the Pephredo Hive. There will be 1 Soldier Pephredo and 3 Worker Pephredo. Nothing aggros in this camp with the exception of the Puks. As far as your Prey, there are 2 Puks on the East side of this camp, and several more in the passage to the Southeast.

First, down convert the Soldier to EM if necessary; then, charm a Worker and attack a Puk. When your Worker is almost dead, charm the Soldier and finish off the Puk. Exp is fairly good, though chain 3 is rare due to the long fights. Also, if you mischarm and link the entire hive, run through the water to lose links/aggro.

66-68: Pso'Xja
PETS: Diremite Assaulter [66-68], Snow Lizards [66-68], Dire Bats [66-68], Thousand Eyes [??-??] PREY: Diremite Assaulter [66-68], Snow Lizards [66-68], Dire Bats [66-68], Maledict Millstone [65-68] NOTES: Use entrance south of Xarcabard zone in Beaucedine Glacier. To access camp, cast Sneak / Invisble and drop into holes on the second level. Enter at [F-7] from Beaudecine Glacier and drop down the western of the two holes, the one at [G-8]. Be sure to have sneak/invis up before dropping down. When you drop down, stay to the left and find the empty room. Use that as camp. It's wonderful because you can release a pet and it just disappears... no need to worry about making sure you release him where he won't interfere with your next fight. Bats vs Pots works very nicely. Thousand Eyes vs Bats also works very nicely. You also get to farm light & dark crystals this way, so you can make decent cash while you XP. Warning: Keep to the corner of the room and keep the magic use to a minimum. There's an Avalanche [bomb] below you that might decided to come up the hole in the floor and beat you to death. From: I went here as level 65 because the Dire Bats were listed as being from level 64-68. After trying to convert them for a while I never got anything lower than T. I have changed their level to 66-68, although that may not be correct either. I went in the other side and tested Snow Lizards and the Diremite Assaulters and the same thing, never got a EM or lower, only T, so I'm thinking they are 66-68 too.

67-73: Bhaflau Thickets
PETS: Red Kissers [68-69], Wajaom Tigers [65-68], Colibri [71-73] PREY: Colibri [71-73] Date Eruca [72-74] Troll Sabreur [71-73] Troll Surveillant [71-73] Troll Shieldbearer [71-73] Submitted by Vauce of Pandemonium NOTES: There is a pond at G-8 that has three Red Kisser spawns. Colibri are all over the place here, and have low defense and evasion. Usually one Red Kisser can take down a Colibri if you fight along side it. You may need to swap pets once with the weakest Red Kisser against the strongest Colibri. Colibri use Snatch Morsel which will steal your food so be sure to control hate. I continually got chain 4 here and leveled from 69-71 in two days. Be sure to pick up sanction from the guards in Al Zhabi before going out for an extra 15% XP per kill, and I recommmend getting the Regen sanction for /NIN setup and the Refresh sanction for the /WHM setup (/NIN highly recommended). Marid farmers will often leave the Marid's Chigoes laying around, so ensure the area you are going to fight in is Chigoe free. 67-71: You can use an alternate camp in the north part of (G-7) if the pond is taken. Plenty of tigers spawn in (H-7), and the Colibri pop quickly enough in the (G-7) tunnel that you'll probably never go through more than the first two. Sneak recommended to get past the one or two Treants that spawn near the mouth of the tunnel; take care as an Air Elemental will spawn in the area where your pets are when Wind Weather is up. The tigers are usually strong enough to take down a Colibri if you melee alongside them (pet food for emergencies is recommended, of course) but be prepared to find a new pet even with pet food, and chaining up to #2 is pretty consistant. Would not recommend using the Treant Saplings in the area as pets unless you plan to pull the Colibri back to (H-7), which will drastically slow down your XP. The tunnel is aggro free, and it will be safe for using your tiger's Sic attacks once you get control over the respawns.

Additional notes for this camp: I worked it with a Duo partner from 67-70 on the Colibri Prey with Tiger Pets at 67, switching to Red Kissers at 68. There are only 3 kissers, so it's best to try and recharm the one with the most HP left after the killing blow, working them in rotation with one of you picking up a new one from the pond, and the other grabbing a new prey. We consistantly got Chain #4 here at 67, and Chain #5 at 68 and up working the Red Kissers this way. We didn't worry about converting tough Kissers either. Run thru the pond on mischarms to shed hate, even from linked kissers, the short run in the water sheds it fast. [Edit] This is not quite correct, if you get a link, they will keep attacking even in the water, as they pick up aggro from one another. Tame your mischarm, then move in water far enough so the link won't spill aggro.

71-73: You can use Colibri VS Colibri for decent XP. If you find the area by the pond too crowded with competition, you can move near the watchtower @ F-9 where there are a bunch more Colibri that aren't usually camped. Another alternative camp is up at (F/G-6). Treants spawn in the main room, and bats spawn at night. Colibri Vs Date Eruca @ F-8 works nicely as well. 72-73: Pit Colibri and Date Eruca against the Trolls @ F-8. [Edit] Trolls are often more trouble than they're worth. As long as you don't have much competition for the rest, getting good chains (up to #4) pitting Date Eruca against Colibri and Date Eruca works very well. From Cheeks:The Red Kissers are actually 68-69, so the tiger camp works better at 67. From Bekisa: I camped G-8 most of the time from 67 to 71 all solo. At 67, leeches sometimes came uncharmed before the higher level Colibri were finished but using BST AF during charming seems to help prevent this most of the time. At 67-68, yes you will be charming Tough's but don't worry about it. I still maintained 5k/hour exp here until 69-70 when a few times I got above 8k/hour. Mind you, the camp will need to be empty of other BST, random-job/BST and exp parties killing Colibri. At 70 I used BST/NIN with sanction refresh while using 2x Rune Axe's. You could also use your Gaudy Harness for the latent on the axes but I found much better results with a Hauberk and I rarely ever used +CHR gear to charm because Apollo's Staff was enough once I hit 69. Mischarmed maybe 10 times total in 4 levels. <3 leeches. --Bekisa 10:11, 2 April 2007 (EDT)

68-71?: Aydeewa Subterrane
PETS: Phlebotomic Slugs (leech) [68-70], Slime Molds (slime) [69-70] PREY: Phlebotomic Slugs [68-70], Defoliator [68-71] NOTES: 68-69, Entrance #9 at F11-G11 in Wajaom Woodlands, From Scalor: I had a great time here, leeches are fun pets/prey. I know the exp was not as good as in the other camps, but I liked this place because I had it all to myself. No other BSTs or exp PTs showed up during the two days I spent here. Keep searching for those EM-T leeches to kill. Didn't use slimes as pets that often, only when I saw a DC one, and even those I had trouble charming. 69-71, Enter from E-9 Wajaom Woodlands, From Tomatoes: Camp in tunnel leading to large room w/ Ameretats and Defols. Slime Mold can take on Defoliator as long as there isn't too much Poison Breath spam. May want to consider /rdm to Dispel Defense Boost before WS. I think this would be much better/safer as a duo spot, as the Defoliators do not go down easily. Otherwise, the pets and pulls are pretty close together.

WARNING If you go too far in you will find Quijirn and around them you will find FLEES! (AKA a type of chigoe) I went in exploring and saw a lone Quijirn who was VT and since I had a slime pet I thought it would be fun to try and kill him.... bad move, FLEES all over and death. --NoOneLeft 15:44, 29 January 2007 (EST)

67-75+ [Merits]: Boyahda Tree
PETS: Moss Eaters [62-66], Mourioches [62-68], Skimmers [72-74], Korrigans [72-75] PREY: Steelshells [73-76], Elder Goobbues [74-77] NOTES: 67-72, Camp upstairs. Solo / Duo and use Mourioches vs. Steelshells, or a Trio to fight Goobbues. Very hard to solo steelshells as they hit very hard. Was taking me 3 or 4 Mourioche's at level 68. --NoOneLeft 00:07, 23 February 2007 (EST) 72-75, Solo Camp Upstairs in main room. Use Korrigans or Skimmers vs. Elder Goobbues or Steelshells. You do not have to pull the elders back down to the lower clearing. The camp in the tunnel has been affected very little by the patch, in fact it may have helped the 3 mandies that spawn in the tunnel going up actually. The only effect the patch had is that the mandies from the clearing despawn and 1 min later are back where they were and so far as I can tell that same level since I've not seen any weaker. The ones in the tunnel seemed to respawn after death faster and quite often when we fought inside the tunnel fully and not in the mouth of the tunnel did not despawn at all. So list that camp as fine if you knew how to work it in the first place.

69-72: Ifrit's Cauldron
PETS: Nightmare Bats [68-72] PREY: Volcanic Bombs [71-78] 69: convert all bats you will use in the area to EM-DC. This will take a while to get the bats the way you want them. When fighting make sure you use heel and make bats fight in their respawn area so they don't depop. This will ensure that you have good pets to fight will all the time so you dont have to convert them too much. 70-72: doing the same thing as 69 but now it doesn't take to long to covert NOTES: Safer now that your bats can depop instead of aggroing on the return trip. Should be the same with other "throw stuff at it until it blows up" camps. Try to prevent pets from depoping as much as you can. This will ensure you have EM-DC pets all the time.

67-73: Caedarva Mire
PETS: Wild Karakul [68-70], Oil Slick [65-67] PREY: Jnun [72-74] NOTES: Enter from Nashmau's north entrance and head east, under the tunnel and find the pond at J-8. There are multiple Wild Karakul in the area as pets and they do not aggro. At levels 69-70 these should be your primary pets. At level 71+ use the Oil Slicks. There are three Jnun in the ponds with a fast respawn. With Karakul you will need to swap once per fight, so it is best to engage with your second pet only to avoid aggro on the swap. Oil Slicks will often survive the fight. Watch out for the Water Elemental in the are during rainy weather. Peallaidh (NM) also spawns here as a lottery spawn from the Wild Karakul. Note also that the Jnun here are lower level than other areas of the zone. DROPS: Dark Crystals. Undead Skins (sell to NPC for 800g if AH is undesireable). Revival Tree Roots (sell in stacks on AH). [Edit] While this camp works, xp is slow, and the oil slicks are difficult to charm. I got nearly 50% mischarms at 71 with good gear. *The oil slicks here seem no worse than anywhere else. If you have light staff you should be fine charming them even if they are EM. The bad thing with using them is the fact that the Jnun still hit them hard and pet swapping with slimes is not fun. -- --NoOneLeft 15:44, 29 January 2007 (EST)
 * Level 69 BST duo can tear this camp up. My partner and I got chain #4 consistently, and slime mischarms weren't a problem, as we could charm them off each other. A solo BST, however, may find that stubborn slimes can be fatal. --Sivara
 * Only 3 Jnun made this camp slow exp compared to chaining 4-5 Colibri constantly - 3-4k/hour compared to 5-7k/hour on Colibri (if the Thickets camp is empty at G-8). Quite a few times I had to wait for another Jnun to pop and ended up killing an Imp.  I used this camp as an option a few times from 69-72 when the Thickets camp was crowded.  --Bekisa 04:38, 5 April 2007 (EDT)

70-71: Wajaom Woodlands
PETS: Carmine Eruca [70] PREY: Carmine Eruca [70], Woodtroll Warrior [??? Tough], Woodtroll Ranger [??? Tough] NOTES: (C-8/D-8 on the Woodlands map). The really great aspect about this camp is there are three Erucas to use which all level 70. There is absolutely no fluctuation in level. They always spawn at level 70 so you can despawn them all you want, you'll always have an EM pet. The Trolls all con Tough, but chaining can be hard because of their Diamondhide move which is an uber stoneskin that takes a good while to chip away at. Kill the third Eruca to fill gaps between Warrior and Ranger spawns to keep chains. I highly recommend subbing RDM if you have it leveled high enough for Dispel (which I didn't) because their Stoneskin really sucks, but it's managable. Other than that, they do no TP move that is troubling at all. The only AoE move they do is a Defense/Magic Defense Down move that does no damage and wears off rather quickly making RDM the preferred sub for this camp to speed up kills. I did just fine with WHM sub however. There is a Woodtroll Warrior that roams the Eruca area that I always killed just for that reason. The Ranger near the zoneline is much easier than the warrior, and I highly recommend not even thinking about touching the Monk one. The Dark Knight isn't any harder than the Warrior, but you have to deal with the spells. [Edit]: I don't believe diamondhide is dispellable, it was not when I was exping my bard on the higher level trolls.
 * Agreed, Diamondhide cannot be dispelled. --Valyana 14:19, 2 March 2007 (EST)

[Edit]: I found the Eruca next to impossible to charm at lvl70, the fight took long and I needed a pet change, which mischarmed. Tried a few times, more mischarms than charms. Camp NOT recommended.--- Unknown
 * I disagree, maybe the above poster was trying to charm on Darksday. No worse than other Crawler type mobs for me --NoOneLeft 02:39, 31 January 2007 (EST)

70-73: Halvung
PETS: Purgatory Bat [70-72] (aggro), Volcanic Bats [70-71] (aggro), Magmatic Eruca [70-75] (sleep at night, aggro) PREY: Magmatic Eruca [70-75] (sleep at night, aggro), Trolls [aggro], Troll's Automaton, Moblins [aggro], Friar's Lantern (72-74) (aggro sight + magic) NOTES: Camp is an option should other areas be over crowded but exp can be slow for some. Enter from Bhaflau Thickets @ F-8. Bring some good attack gear to counter act the defensive buffs most prey here have if soloing or duo. Trolls have high HP and use Diamondhide so you may want to not attack until you pet swap once. Friar's Lantern drop Smoky Flask which is the trigger to spawn Big Bomb. Friar's Lantern can cast some stonger fire magic. 70-71, Fight bats and crawlers vs. Crawlers. 72-73 more crawlers will be DC-EM, use crawlers vs crawlers and trolls.

71-73: Bibiki Bay
PETS: Tragopan [71-73] PREY: Catoblepas [78-80] NOTES: Camp at [G-6]. This is best suited for duoing at both level 71 and 72. At 71 this is really great exp compared to the slow trucking in boyanda tree. Take care for parties who might take your pets [this is a zone where everyone goes to after all], but even with only 2 even match pets you should be able to get a lot of chain#4s. At 72, more birds will check as Even Match with a few Tough inbetween. The Dhamels will still check as VT, even at lvl 72 so lvling here all the way to 73 is perfect - if Bibiki isn't filled with parties, mind you.p

72-73 Mamook
PETS: Carriage Lizard [70-72], Puk [70-72] PREY: Battle Bugard [78], Mamool Ja [73-75] NOTES: Tried this with a 73-74 duo. Camp at the entrance to the tunnel to the northwest area of Mamook. 2 Lizard will own a Battle Bugard. However, the Mamool Ja often popped as decent challenge to the level 74, breaking chains. At 72 & 73, you can mix Battle Bugard and Mamool Ja for longer chains, since there are only 3 Battle Bugard at the Lizard camp. Alternatively, there is another camp where you use Suhur Mas and Puk vs Battle Bugard but it is much more dangerous. Be careful when fighting the Mamools. They have some special attacks like Firespit and that kicking move that can quickly and significantly alter the fight as you are gauging when to release the pet or consider a 2nd one or consider not meleeing due to hate."

72-75+: Ru'Aun Gardens
PETS: Flamingos [72-74] PREY: Flamingos [72-74], Sprinklers [73-76], Groundskeepers [75-78] NOTES: The main camp is around (H-10), the area immediately around the teleport from Hall of the Gods. Flamingos stick to the grassy areas where they spawn; the grass gives a rough (but not exact) boundary of the flamingos' spawn radius. Sprinklers can cast level 4 elemental magic, level 3 AoE elemental magic, Flare, and some assorted debuffs. It is not difficult to run from the AoE magic spells, and it is even possible to melee out of the AoE magic's range if you and your pet are on opposite sides of the sprinkler at maximum melee range. With 8 flamingos and 7 sprinklers around, the (H-10) camp is large enough to support two Beastmasters at once. 72: The Elemental Islands at F-9/E-8, F-6/G-5, I-5/J-6 and K-8/J-9 are Beastmasters Heaven at level 72. To reach the F-9/E-8 part for example, touch the Pincerstone at H-10 and use the blue Teleport at G-10 to get transported to the F-9/E-8 Ice Island. Walk up the stairs into the grass area. Here will be your camp. One Island consists of 2 parts with a large bridge connecting the two. You will probably use only one part. Each part contains 3 pair of Flamingo's, 6 birds in total. Convert one of each pair of Flamingos to EM. Use the EM Flamingo as pet and put it on the other EM or T Flamingo of the same pair. The EM Flamingo won't despawn. Simply run circles and work through each set of birds. By the time you're done with the 3rd set, the 1st set will be ready to use again. Chain 4-5 is very common. Keep running circles and keep killing birds. The Groundkeeper on the small bridge doesn't agro, neither the Elemental. If you're /WHM just be careful of Magic Agro. /NIN works perfect with no down time at all. You can join the fight quite from the beginning, just let the prey take about 2 or 3 hits from your pet. Pet swaps aren't necessary. Considering there are 4 of these combined Islands, these camps provide enough space for about 8 Beastmasters, without losing chains. - Tyre from Asura -

72-75+: Mount Zhayolm
PETS: Magmatic Eruca [71-75]

PREY: Sicklemoon Jagil [73-76], Magmatic Eruca [71-75]

NOTES:

[Pugil Route 72+]: Any of the Erucas can take down any Jagil with your help. The Erucas sleep at night and have auto TP regen when the volcano is active. Both Jagils and Erucas aggro and link by sound. Jagil aggro is very strange, sometimes near and sometimes very far. Wootzshell on the western shore aggro to sound. Phasmas pop in spaced out locations along the beaches at night and are blood/sound aggro. The Assassin Flies and Apkallu do not aggro. Good, safe exp but chains can get interrupted starting at 74 since the prey start checking as decent challenge. You can also fight Eruca v Eruca to keep the chain alive.

Once you get to level 74, do not bother using DC Jagils as pets. They are weaker than the Erucas and will slow down your kills. It's generally quicker to Charm them, pull them outside of their spawn radius and allow them to despawn, and hope they come back as EM+ while you move onto the next Jagil.

One camp with four Jagils is from (K-8) to (L-8) on the coastline. It's easy to reach this location from the Halvung Staging Point, but you will need both Sneak (Clots) and Invisible (Clusters). By the time you've killed all four Jagils, the first one or two will have respawned. At night, there are four Phasmas you will have to watch out for: one on the coast of (L-8) near the last Jagil, one a bit north where the Cast Metal Plate can spawn, one near the first Jagil at (K-8), and one up above on the ledge at (K-8) around the Erucas. Since the Erucas sleep at night, it's easy to fight away from the coastline without worrying about aggro. The Phasmas will despawn two Vana'diel hours before the Erucas awaken.

73-75+: Bibiki Bay
PETS: Tropical Rarabs [73-76] PREY: Catoblepas [78-80], Hobgoblin Physicians [76-78], Hobgoblin Blaggers [77-79], Hobgoblin Toreadors 76-79 NOTES: Camp 1 [Dhamel Route]: Good as a duo or solo, around [F-9]. Get a chain up on the Goblins then kill Catoblepas. The Rabbits have a big spawn area, so they don't depop very much as long as you keep them close to their pop area. You will start to get the rabbits areas very fast once you get there. It is easy to see. Camp 2 [Dhamel and Goblin Route]: Camp is on hill where 2 rabbits inhabit, as well as a number of Tragopan at [G-6]. Convert to EM, then pull with one, heel back to its area and let it fight Catoblepas [level 76-78 in this area] until 15-20% of its life is gone, then Leave, and charm other EM rabbit, ensuring to keep it in its area. Alternatively, convert both to EM, and pull with Tragopan utilizing leave, alternating between rabbits on each pull. Can obtain chain 2 or 3, topping out near 200, without Empress Band, at level 75. A Teine Sith (Bomb) may pop during fog, so be careful.

74-75+: Den of Rancor
PETS: Pucks [74-77] Million Eyes [73-76] PREY: Tormentors [75-79] NOTES: Still works if you periodically charm/leave or zone the mandies to convert them from T to DC-EM.

Template for new Areas
Below is a template you can use to start a new hunting area.

===[LEVEL RANGE]: ZONE NAME=== PETS: PET NAMEs [PET LEVEL RANGE] (OPTIONAL PET INFO) (If more than one pet, list them here separated by a comma) PREY: PREY NAMEs [PREY LEVEL RANGE] (OPTIONAL PREY INFO) (If more than one prey, list them here separated by a comma) NOTES: Extra information about the zone, where the camp is, things to be careful of (aggro from non-pet/non-prey mobs), and anything else helpful to use this camp. Information about different camps in the same zone should be on different lines using a tag.