Mission Name Project: Shantottofication
Number 13
Start NPC Mahogany Door in Sacrificial Chamber
Reward 750EXP, Tonberry Key (not to be confused with Tonberry Key)
Repeatable Yes
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Sisters in Arms An Uneasy Peace


  • After getting the cs in the previous mission Sisters in Arms check the Mahogany Door in the Sacrificial Chamber a second time to enter the battlefield.
    • Any player can help with this fight, regardless of add-on progress or even if they have the add-on at all. If the player first entering the battlefield receives buffs from Tablets of Hexes he's collected, the same buffs will be applied to all alliance members upon entry.

Tablet of Hexes

  • Any Hexes you possess upon entry are consumed. If all 16 are collected, you will be bestowed the following enhancements:
    • Primary stats (STR, DEX, etc) and six elemental resistances (all except Light and Darkness) will be increased by 150.
    • Maximum HP/MP will be multiplied by 3. This will also affect HP/MP granted by gear and food, so plan accordingly.
      • HP and MP recovered while healing is not enhanced. In case of a wipe, mages should plan to bring MP restorative medicines and/or hMP food to help speed up MP recovery. %HP/MP recovery items will naturally be more effective than fixed value recovery medicines.
      • Enhanced HP will affect Job Abilities that are HP-dependent. For example, Devotion can restore over 800 MP. For Scholars, Sublimation may be too time-consuming to charge for this fight.
    • Due to stat boosts, potency of most spells is enhanced. For example, Magic Fruit can cure over 550 HP. However, spells not affected heavily by stats, such as Cura are not affected.
    • Blood Pact power will be enhanced. For example, Healing Ruby II can cure 800 HP. Note that Elemental Siphon is not enhanced.
    • A special Reraise is applied that does not inflict weakness upon use. Note that it does not fully restore HP and MP upon use and will only function once.
      • This Reraise will not be removed if you are ejected from the battlefield.
  • As stated above, players without any Hexes in their possession will receive all the above buffs, regardless of their progress in the add-on. However, your HP and MP will *not* be set to full, as it is for players with all 16 hexes.

The Battle

See Discussion page for strategy information.

*This is a 30-minute, uncapped battle against D. Shantotto (Black Mage - Shadow Coat Set) and Shantotto (Black Mage - Errant Houppelande Set).

  • Buffs and TP will wear upon entry, and EXP is not lost upon death.
  • D. Shantotto and Shantotto appear to have access to all standard Scythe and Staff Weapon Skills respectively.
  • Shantotto will cast Light-based spells including, but not limited to: Holy/II, Protect/Shell V, Thunder, Aero and Fire III and IV, as well as Burst, Flare and Tornado. Below 10%, Shantotto gains access to Meteor and may use it at any time after that (even after a wipe).
  • D. Shantotto will cast Darkness-based spells including, but not limited to: Dispelga, Drain, Aspir, Water, Stone and Blizzard III/IV/-ga III, as well as Freeze, Quake and Flood.
  • When either Shantotto reaches 75%, 50%, 25%, and 10% HP, she appears to enter a temporary "rage" in which she calls the other (regardless of hate and HP level) to her to chain powerful weapon skills together, resulting in Level 3 skillchains, massive AoE damage and many negative status effects. While in this state, the raged Shantotto gains a very powerful defense increase, some form of Regain or Store TPExclamation, and cannot be defeated (she can be reduced to 1% HP but will take 0 damage until the rage status ends).

Each Shantotto rages separately.

  • Each Shantotto will only rage once at each HP interval, meaning if you wipe and Reraise, the raged Shantotto will not rage again at 75%, 50%, etc.
  • When raged, Shantotto will only nuke with Tier I spells, but at a much faster rate.
  • Slow is less than 10% and is overwritten by Haste and Refueling.
  • Paralyze is extremely potent (70-80% proc rate). It should be removed as soon as possible.
  • Both Shantottos must be defeated in order to win.


  • Everyone participating in the fight for credit should collect all 16 Hexes.
  • All mages should bring a stack or more of Echo Drops and some form of MP recovery food and/or medicine.
  • Remedies are useful, but not necessary, for this fight.
  • The Blue Magic spell Saline Coat and the Corsair roll Magus's Roll greatly reduce damage taken from magic and are useful for this fight if they are available.
  • A common winning strategy is to have one member hold Shantotto in the circle while the rest of the party defeats D. Shantotto by the entrance.
  • Alexander's Perfect Defense dramatically decreases all damage taken and greatly increases the party's resistance to enfeebling effects.
  • Elemental Magic is ineffective for this fight.

Game Description

Mission Orders
The inimitably fiendish Shantottofication curse, if allowed to wreak havoc on the land, would spell the end of the world as we know it. Only you can prevent an unimaginable fate from befalling Vana'diel!
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