Note: There is no a longer level restriction on any Promyvion area. Some information here still refers to what the mission is like to do at level 30. The entire mission, including all memory receptacles and NMs, can be easily soloed by any job at level 75 and even considerably lower. No Anima are needed. However, be aware that there are new, high-level enemies ranging from about level 78 to 80+ in these areas, but they can be avoided easily. Trusts can be called through the entire climb and Spire fight, making it possible to solo this at 40 or even earlier.
Anima can be used to weaken the bosses for this mission, but they are only needed if everyone in your party is a very low level. You can farm the Recollections or buy them from the Auction House. Upon trading a Recollection and 2,000 gil to Harith, you will receive an Anima. If this is your first time doing Promathia Mission 1-3 and you have never entered Promyvion, you cannot trade Harith to get Anima. You will have to buy them premade from the Auction House. This is why it is beneficial to have the custscenes done and have entered and exited at least one Promyvion before.
If you have entered one of the 3 areas before and then go to another without clearing the one you previously enter, you have to seal your memories of the previous one, which you will be prompted to do when checking the Shattered Telepoint at a different Crag.
Enemies in Promyvion are called "The Empty". Each Promyvion has 4 different kinds of Empty: Wanderers, Weepers, Seethers, and a final type that is exclusive to each Promyvion. The monsters have a level range depending on islands like so:
Weepers and Wanderers are the weakest monster types, besides Strays.
Do not bother with Sneak or Invisible, because all monsters on all islands are True Sight and aggressive, but only enemies with similar elemental cores will link.
Buffs no longer wear off when entering Promyvion. Maps on this site show the locations of all the Memory Receptacles and teleport locations.
To proceed to the next island in the sequence, you must find and defeat a Memory Receptacle. They appear on teleport platforms found on each island. There are several possible locations on the second and third islands. The locations of those Memory Receptacles is random. Receptacles spawn several Strays. If the Memory Receptacle is real, a Memory Stream appears upon defeat, and you have three minutes to enter this stream and proceed to the next island. If the Memory Receptacle is a decoy, nothing appears.
If you need to return to a previous island, search for a platform that has a live portal, but no Memory Receptacle in it. That is the portal back.
On the final island, there is no Memory Receptacle, but a zoneline to the Spire (battlefield entrance). It may be very difficult to avoid aggro on the fourth floor if you have no high level players to clear the path, but if you get caught and the castle-like structure is nearby, you should be able to zone easily.
If using anima in a party, you may want to agree on an order of use for anima. They last 30 seconds and overlap (using one during the effect of another of the same type resets the duration to 30 seconds), but panicking and using three at once is a waste. Also note that the effects of anima stack, so you can use Psychoanima and Hysteroanima in pairs to stop all attacks.
Ancient Flames Beckon
Boss fights allow up to six players to fight. The fight is called "Ancient Flames Beckon."
Buffs except food cancel upon entering the battlefield.
Anima have the same effects on all three bosses:
Psychoanima causes the boss to be 100% intimidated by players for ~30 seconds, stopping all normal attacks (prevents 7-8 attacks).
Hysteroanima causes the boss's special attacks to fail for ~20 seconds. They are still readied, but do not execute. This is especially useful in the last 20% of the boss' HP, when they start to spam their TP attacks.
Terroanima causes the boss to run away from the player with hate for ~30 seconds.
Impalement: Drops the target to 5% HP and reduces target's enmity, similiar to Throat Stab. Can be avoided by running out of range.
Don't panic when it uses this attack, because it reduces enmity to minimum, causing the Delver to move onto someone else, giving time to Cure. If solo, it is worthwhile to have medicines ready for this attack. This is its deadliest TP move.
This TP move can be used at any time, but happens most beginning at 50% HP. The Progenerator is immune to Sleep and Bind, but the pets are not. This is its deadliest TP move. The additional monsters can cause problems if not dealt with and killed. The pets continue to be generated if some are killed, up to a maximum of 6 pets, and they share hate with the Progenerator.
Trinary Tap: Drains 1-3 status effects (including Food and Utsusemi) or 200 HP from the target if no positive status effects are present.
It is usually recommended that the tank eat no food for this NM fight. Other ideas used are to buff somewhat useless buffs like: Barsilencera, Barpoisonra, or Bard songs. Avoid using elemental barspells if you have a Black Mage nuking in your party.
Winds of Promyvion: Removes one negative status from the NM. It's useful to enfeeble the NM, as he may often use this in place of more devastating TP attacks. Slow works well for activating this TP move.
If you are a high level doing the Promyvions, you can ignore the parts in Jeuno and go straight to a Crag and fight through it. The Bosses and most NMs are very easy to solo at 70+ as long as you watch out for the enemies that are still aggressive toward you.