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#1 Oct 03 2004 at 4:18 PM Rating: Excellent
Recon Missions - Go out a day or an hour prior to when the static gets on to check the areas out. See where the mobs are, where the PTs are camping at, and most importantly getting that area in my search menu. It is essential for checking how many PTs are currently in the zone at YOUR level. It can easily be the deciding factor before taking 6 people to Kuftal or Crawler's Nest.
1) How are we getting there?
2) Where is camp? Do we need oils and powder to get there?
3) What mobs are we fighting? Do we need certain items to fight?
4) How many PTs are there at the moment? (Use Search and number of people at your level in the zone and also the number of leaders)
5) How many PTs in Jeuno are in our level getting ready to depart? Are the going to the same place we are? (Check Jeuno for PTs at your level)
6) How are we getting back? (Bring a Black Mage - Or Instant Warps/Warp Cudgel)
7) I also remind everyone to reset signet before leaving Jeuno.
8) How long can we stay there? Do I know how to get there?


MAPS! Click Me!


10's

Valkurm Dunes
General Valkurm Rules: Remember to bring silent oil to pass through the tunnels if you do not want sand bat aggro.

Camp: Konschtat Highlands Zone. East Wall (M-10)
PT Lv10-12 - Enemy: Hill Lizard
PT Lv11-13 - Enemy: 1st Tier Goblins
Details: Random Goblin Spawns.

Camp: La Thiene Plateau Zone. West Wall (K-6)
PT Lv11-13 - Enemy: 1st Tier Goblins
Details: Possible Goblin Trains.

Camp: Elevated Portion (I-8)
PT Lv13-15 - Enemy: Snipper
PT Lv16-17 - Enemy: 2nd Tier Goblins

Camp: Siren Sands
PT Lv13-15 - Enemy: Snippers
PT Lv14-16 - Enemy: Damselfy
PT Lv16-17 - Enemy: 2nd Tier Goblins
PT Lv18-20 - Enemy: Beach Pugil
Details: It can sometimes be very bad here at night. Bogy spawns on the Beach.

Camp: Whitebone Sands
PT Lv13-15 - Enemy: Snippers
PT Lv16-17 - Enemy: 2nd Tier Goblins
PT Lv18-20 - Enemy: Beach Pugil
Details: It can sometimes be very bad here at night. Bogy spawns on the Beach. Damesflies will be lacking since Emperor spawns in the area.

Camp: Oasis (I-7)
PT Lv13-15 - Enemy: Snippers
PT Lv14-16 - Enemy: Damselfy
PT Lv16-17 - Enemy: 2nd Tier Goblins
Details: Nice safe camp. Under no circumstances should you use AOE. Be very careful of engaging in attack. Leeches link.

Camp: Outpost (I-7)
PT Lv11-14 - Enemy: 1st Tier Goblins
PT Lv13-15 - Enemy: Snippers
PT Lv14-16 - Enemy: Damselfy
PT Lv16-17 - Enemy: 2nd Tier Goblins
Details: Long pulls for Snippers. ~ Closest camp to Selbina Zone.

Camp: North Wall (J-6)
PT Lv13-15 - Enemy: Snippers
PT Lv14-16 - Enemy: Brutal Sheep
PT Lv14-16 - Enemy: Damselfy
PT Lv16-17 - Enemy: 2nd Tier Goblins
Details: Be wary of Goblin spawns. If you are going to attack the sheep. They link and have the mage stand as far apart from the PT as possible. AOE Sleep.

Camp: Gob Hill (D-6)
PT Lv16-18 - Enemy: 2nd Tier Goblins
Details: Camp on the Elevated Portion as far north as possible. Watch for Ghoul Spawns.

Camp: Secret Beach (B-7)
PT Lv13-15 - Enemy: Snippers
PT Lv16-18 - Enemy: 2nd Tier Goblins
PT Lv18-20 - Enemy: Beach Pugil
Details: I can't tell you how to get there; it wouldn't be a secret then, would it? Watch for Bogy spawns on the beach. The ??? are Samurai and White Mage AF1.

Maze of Shakhrami

Camp: Wander 1st Level(D-9)(E-9) 2nd Level (E-8)(F-8)
PT Lv10-14 - Enemy: Maze Makers
Solo Lv12-16 - Enemy: Maze Makers
PT Lv17-19 - Enemy: 2nd Tier Goblins
Details: Ensure you take the right tunnel at the intersection at E-8.

Meriphataud Mountains

Camp: the first rock bridge across the road
PT Lv 11-13 - Enemy : Hill Lizards
Details: The zone isnt too far but if you get a link you may not make it, depending where you camp at. There is a sentry post at Tahrongi canyon zone so you can set HP there and be near the XP mobs. There is no aggro in the south area except for the night bats. they dont even spawn near the spot I camp at.

Korroloka Tunnel

Camp: Zeruhn Mines Zone - (K-8)(J-8)
PT Lv15-20 - Enemy: Land Worms
Solo Lv19-23 - Enemy: Land Worms
Details: There's the tunnel and room as you come down from the zone from Zeruhn mines (a ramp at the end leads down into the center gulch)

Camp: Worm Room - (C-8)(D-8)
PT Lv15-20 - Enemy: Land Worms
Details:I know he mentioned about wandering around in the first few passageways, but anyways. I don't have a map right in front of me, and its been awhile since I've EXP'd there, but if you take the Upper Road through Korroloka (as you enter KT, you take the first left you see, and DON'T fall off the bridge), you will come to two rooms seperated by a short length of bridge with small pools of water. This is where Morion Worm is spawned. This room can spawn up to 5 worms, and the "Room" (more like a hallway) can spawn up to 4 of them. If you have a mostly Mage party with a ranger or two, you can kill these worms in record time. I've gotten from Lv16 to Lv20 in the matter of a couple hours here. The exp literally flies, 170, 200+ each, for Constant Chain #4s. The occaisonal Morion hunter isn't a problem, as they don't need to kill worms to get Morion to spawn, so that's also good. Just ... stay away from Morion if someone spawns it, just in case it decides to use an AoE attack.

Camp: Altepa Desert Zone - (C-8)(D-8)
PT Lv15-20 - Enemy: Land Worms
Details: Sneak and Invisible are required to get here.

Camp: The Stairs (K-8)(D-8)
PT Lv20-23 - Enemy: Land Worms
Details: Camp on the stairs leading down to the main path. Be watchful of Worm pops for AOE.

Camp: Clipper Room
PT Lv24-26 - Enemy: Clippers
Details: Take the first left down the tunnel and stay above the main tunnel. Eventually you should come to a room full of clippers. Great Levelling. Pugs aggro.

Buburimu

Camp: Outpost back Fence
PT Lv10-14 - Enemy: Sylvestre
PT Lv10-14 - Enemy: Mighty Rarabs
PT Lv14-16 - Enemy: Zu
PT Lv15-17 - Enemy: Dhalmels
PT Lv16-17 - Enemy: 2nd Tier Goblins
Details: Watch for Goblin aggro on the way to the outpost. As for Valkurm, be careful at night.

Camp: Mhaura Zone
PT Lv15-17 - Enemy: Dhalmels
PT Lv16-18 - Enemy: 2nd Tier Goblins

Camp: East Beach
PT Lv18-20 - Enemy: Shal Pugils



20's

Sanctuary of Zi'tah

Camp: Meriphataud Zone
PT Lv19-23 - Enemy: Goblins
PT Lv19-23 - Enemy: Ancient Bats

Carpenter's Landing

Camp: N. Sandy Zone
PT Lv13-15 - Enemy: Wasps
PT Lv13-15 - Enemy: Beetles

Camp: West Jugner Zone - Unknown specific Camp
PT Lv21-24 - Enemy: Mushrooms
PT Lv21-24 - Enemy: Tigers

Camp: East Jugner Zone - Unknown specific Camp
PT Lv24-26 - Enemy: Tigers
PT Lv24-26 - Enemy: Pugs

Sauromugue Champaign

Camp: (G-7)(G-8)
PT Lv19-21 - Enemy: Diving Beetle
Details: Great and safe campsite, and very easy to chain the beetles to 4 or 5. Campsite only supports one party.

Camp: Canyon (G-7)
PT Lv31-33 - Enemy: Evil Weapons

Qufim

Camp: Tunnel Entrance (I-8)
PT Lv19-21 - Enemy: Land Worms
PT Lv22-23 - Enemy: Clippers
PT Lv23-25 - Enemy: Pugs
Details: Undead and Giant trains. Two PTs.

Camp: Frozen Lake (H-7)
PT Lv19-21 - Enemy: Land Worms
PT Lv22-23 - Enemy: Clippers
Details: Undead at night.

Camp: Delkfutt Zone (F-6)
PT Lv22-23 - Enemy: Clippers
PT Lv23-24 - Enemy: Giants
PT Lv23-25 - Enemy: Pugs
PT Lv23-25 - Enemy: Weapons
Details: Undead and Giant trains. Numerous PTs try to camp here.

Camp: Pug Alley (H-6)
PT Lv22-23 - Enemy: Clippers
PT Lv23-24 - Enemy: Giants
PT Lv23-25 - Enemy: Pugs
PT Lv23-25 - Enemy: Weapons
Details: Best place to pull Pugs. Undead do not spawn here. Watch for the Kraken to the East. Two PTs.

Camp: Lower Delkfutt's Tower
PT Lv23-24 - Enemy: Goblins
PT Lv23-25 - Enemy: Giants
Details: Although technically not part of Qufim, many people use this area interchangeably. Immediate Right for Gobs. Left for Giants.

Batailla Downs

Camp: Cave (K-7)
PT Lv20-22 - Enemy: Clippers
PT Lv22-24 - Enemy: 1st Tier Orcs
Details: Widescan is almost necessary to pull.

Camp: Eldieme Burial Mound (I-7)
PT Lv24-27 - Enemy: Tigers
PT Lv24-27 - Enemy: 2nd Tier Orcs
Details: Widescan is not as necessary. Pullers ~ be wary of initial exit from the mound. Aggro possible. Easy Zone into Eldieme.

Yuhtunga
Here is a great map to help navigate Yuhtunga. I wish it was on Alla. It?s one of Belwyn?s.

Camp: Kazham Zone (G-5)
PT Lv24-27 - Enemy: Yuhtunga Mandragora
PT Lv26-29 - Enemy: Golbin Smithy
Details: The best camp is to stick to the left wall upon Kazham exit and hug it until you reach the incline behind the wooden barrier. The SE most barrier is dangerous to camp.

Camp: Outpost (G-11)
PT Lv26-29 - Enemy: Goblin Furriers
Details: Widescan is a huge help here. Watch for the Roses, they are 50+. Since these are ranged Goblins, ensure the puller runs past the PT, otherwise you have to run out to it. That is not a good thing. Also, try to convince people to bring Silent Oils, a trip to Norg is required to exit the area.

Camp: Cliff (H-10)
PT Lv26-29 - Enemy: Goblin Furriers
Details: See Outpost camp Details.

Camp: Sea Serpent Grotto Zone (E-11)
PT Lv28-32 - Enemy: Makara
PT Lv28-32 - Enemy: Sahagin
Details: A Makara pops at the entrance to the Tunnel. Makara aggro.

Camp: Incline Camp (E-11)
PT Lv28-32 - Enemy: Sahagin
Details: Camp on the Incline Ramp that you use to exit the South Yuhtunga jungle to go back to civilization.



30's

Yhoator

Camp: Yuhtunga Zone (F-7)
PT Lv27-30 - Enemy: Yhoator Mandragora
PT Lv30-32 - Enemy: Golbin Smithy
Details: Numerous camps. The hidden tunnel at F-8 is out of the way. If your gonna kill gobs, go join the rest of the PTs as you can prevent trains by clearing the local area of gobs.

Bibiki Bay

Camp: Manaclipper Boat Dock (Top of the Slope)
PT Lv25-27 - Enemy: Dhalmel
PT Lv26-28 - Enemy: Goblin Furrier
PT Lv27-30 - Enemy: Tropical Rarabs
PT Lv27-30 - Enemy: Raven

Camp: Purgonorgo Isle
PT Lv31-33 - Enemy: Toucans
PT Lv32-34 - Enemy: Alraune
PT Lv33-35 - Enemy: Opo-Opos
Details:[ Manaclipper ride required to get here. Alraune link. Opo-Opo's have an AOE dispel (whm must be vigilant concerning buffs)

Attowha Chasm

Camp: Maze Zone line (G-10)
PT Lv26-29 - Enemy: Hecteyes
Details: They use Paralyze-ga but it wears quickly.

Eastern Altepa Desert

Camp: Korroloka Zone
PT Lv26-31 - Enemy: Giant Spider

Camp: West Altepa Desert Zone (I-6)
PT Lv26-31 - Enemy: Giant Spider
PT Lv31-34 - Enemy: Sand Beetles
PT Lv32-35 - Enemy: Desert Dhalmels
Details: Camp by the Conquest Guard. Elementals spawn. Only Anticans and Scorpions aggro here. Beetles and Dhalmels link.

Sea Serpent Grotto

Camp: Norg Zone
PT Lv32-34 - Enemy: Ironshell
PT Lv31-34 - Enemy: Ghast
Details: Silent Oil or Sneak is required to reach this camp.

Rolanberry Fields

Camp: Outcropping (K-7)
PT Lv31-33 - Enemy: Evil Weapons
Details: Just South of Lower Jeuno Zone. Easy trip. Easy xp.

Garliage Citadel1st Floor

Camp: Stairs - Sauromugue Zone
PT Lv32-34 - Enemy: Siege Bats
PT Lv33-35 - Enemy: Beetle
Details: Danger - Trains to zone.

Camp: 1st Banishing Gate
PT Lv32-34 - Enemy: Siege Bats
PT Lv34-37 - Enemy: Beetle
Details: Great camp. Invisible is required to reach it.

Eldieme Necropolis

Camp: Batailla Downs Zone
PT Lv34-38 - Enemy: Gazers
Details: Mages should face away from the mob. Use silence often.

Western Altepa Desert

Camp: Korroloka Tunnel Zone (M-8)
PT Lv35-38 - Enemy: Desert Spiders
PT Lv36-39 - Enemy: Desert Dhalmels
Details: Dhalmels and Spiders Link.

Camp: Revelation Rock (H-7)
PT Lv39-42 - Enemy: Dhalmels
PT Lv41-43 - Enemy: Beetle
Details: Beetles Link! Numerous camps can be supported on Revelation Rock. Choose a gully that does not have pops on it if you can. If not, expect pops and bring a rdm or brd.

Behemoth's Domain

Camp: (I-9)(H-8) Tunnel Entrance
PT Lv32-34 - Enemy: Lesser Gaylas
PT Lv34-36 - Enemy: Greater Gaylas
Details: Watch for undead. Close chains with Demonic Weapons. Lesser's use Jet Streams, Greaters do not.

Crawler's Nest1st Floor

Camp: Entrance(L-8)
PT Lv35-36 - Enemy: Worker Crawlers
Details: Crawlers link.

Camp: Drop Down Room(I-9)
PT Lv36-39 - Enemy: Worker Crawlers
Details: Crawlers Link. This location can support 3 PTs.

Camp: South Tunnel(I-10)
PT Lv36-39 - Enemy: Worker Crawlers
Details: Camp just over the hill to in the tunnel that leads to the South from the Drop Down Room.

Camp: Nest Beetles(G-9)
PT Lv38-40 - Enemy: Nest Beetles
Details: Aggro. 2 PTs can be supported here. No AOE.

Camp: Racetrack Room
PT Lv39-41 - Enemy: Soldier Crawlers
Details: You can reach here by taking the South tunnel.

Gustav Tunnel

Camp: Valkurm Dunes - Secret Beach Zone (K-7)
PT Lv37-41 - Enemy: Hell Bat
PT Lv38-42 - Enemy: Golbin
PT Lv38-42 - Enemy: Hawker
Details: Links are possible on the pull back. Bats pop in camp, link.

Sanctuary of Zi'Tah

Camp: Behind Outpost
PT Lv37-41 - Enemy: Myxomycete
PT Lv37-40 - Enemy: Ogrefly
PT Lv38-42 - Enemy: Goblin
Details: Gaylas aggro at night. Experienced PT should be able to handle links.



40's

Yhoator Jungle

Camp: Tele-Yhoat Crystal
PT Lv37-40 - Enemy: Worker Crawler
PT Lv39-42 - Enemy: Master Coeurl
Details: Right inside the ring of stones on the Telepoint. Really on room for 1 PT, could possibly do 2 if coordinated and maybe not doing the same mobs for XP. Start with the Crawlers and then chain up to or just move up to the Coeurl's closer to level 40. Endless chains. Crawlers do not aggro, not sure if they link as we never had one link, but never had a bad pull to see... Ocassionaly a Gob will wander through the camp, but they are easily killed by even half HP party

Eastern Altepa Desert

Camp: Outpost
PT Lv39-42 - Enemy: Goblin
Details: Camp on the Eastern Ridge to the SE of the Outpost. Watch for undead at night.

Labyrinth of Onzozo

Camp: Buburimu Zone
PT Lv42-44 - Enemy: Goblin
PT Lv42-44 - Enemy: Cockatrice
Details: Camp at the entrance and kill the 3 Gobs near the entrance and finish the chain with Cockatrices further down in the tunnel. Very safe and always empty. Supports only 1 party.

Camp: Tunnel Camp (J-8)
PT Lv42-44 - Enemy: Goblin
PT Lv42-44 - Enemy: Cockatrice
Details: The only thing to watch out for is the occasional cockatrice pop in the tunnel itself, but this is quite infrequent and easily dealth with as the tunnel is quite long anyway.

Xarcabard

Camp: Castle Zvahl Zone
PT Lv42-44 - Enemy: Demons
Details: Here's how to do it successfully: camp in Xarcabard, right inside the castle gate. Demons are totally linktacular, and you *will* get adds unless your puller is legendary. If you do get an add and one of the demons is a wizard, kill the wizard first 'cause he can really mess you up otherwise. If you get two adds, you might need to zone, but you might not. ^_~ The biggest problem you'll run into is AF-wearing people training things to the zone because they didn't expect to find people EXPing there. ^^ Erase is really helpful against demons, but we were successful without it. And keeping everyone hasted seems to protect against the icky Slow effect. Fusion and Distortion chains both work well. We hit chain 5 several times there and made crazy EXP and piles of dark crystals. *_*

Crawler's Nest2nd Floor

Camp: I-6 Racetrack
PT Lv40-43 - Enemy: Soldier Crawler
PT Lv40-43 - Enemy: Hornfly
PT Lv43-45 - Enemy: Blazer Beetle
Details: Only one, maybe two PTs can camp here.

Camp: Strange Apparutus
PT Lv40-43 - Enemy: Soldier Crawler
PT Lv40-43 - Enemy: Hornfly
PT Lv43-45 - Enemy: Blazer Beetle
Details: There is also another location, in the racetrack room. Head South from the entrance and at the half-way point (about the middle of J-8 is a false wall) 2 PTs can be supported here. Pullers must use ranged attack or be very wary of aggro.

Camp: Labyrinth Lizards (H-7/8)
PT Lv42-45 - Enemy: Labyrinth Lizards
Details: H-7/8. Worker Crawler Room, take 2nd right, cont. past Doom Scorpion and Soldiers. Drop down into Lizard Room (Sound Aggro) and camp in the North Tunnel.

Camp: Rumble Crawler Room (F-9)
PT Lv46-49 - Enemy: Rumble Crawler
Details: One PT.

Camp: Tunnel ~ Racetrack Room
PT Lv51-53 - Enemy: Helm Beetle
Details: Two PTs.

Camp: Tunnel ~ Racetrack Room (D-7)
PT Lv54-55 - Enemy: Knight Crawler
Details: One PT.

Quicksand Caves

Camp: Altepa Zone Line (K-3)(J-5)
PT Lv45-46 - Enemy: Spider
PT Lv45-46 - Enemy: Helm Beetle
PT Lv46-47 - Enemy: Anticans
Details: Enter Quicksand at K-7 from Eastern Altepa. Spiders don't aggro. They do link. Beetles do not aggro. Princeps = PLD (hard) Signifers = BLM (Silence) Hastatus = WAR (easy)

Camp: Altepa Zone Line
PT Lv47-48 - Enemy: Spider
PT Lv47-48 - Enemy: Helm Beetle
PT Lv48-49 - Enemy: Anticans
Details: Enter Quicksand at J-9 from Eastern Altepa. Spiders don't aggro. They do link. Beetles do not aggro. Princeps = PLD (hard) Signifers = BLM (Silence) Hastatus = WAR (easy)

West Altepa

Camp: Scorch Vale Boxes (D-9)
PT Lv45-47 - Enemy: Goblin
Details: Kill goblins in near the oasis in scorch vale. Camp behind the boxes to the east of the oasis. However the party must be able to deal with the occasional cactuar that will wander through camp and any possible undead that may aggro at night.

Yhoator Jungle

Camp: Ifrit's Cauldron (G-6)(I-6)
PT Lv43-45 - Enemy: Goblin Reaper
PT Lv44-47 - Enemy: Goblin Hunter/Bouncer
Details: I tried the Yhoator Jungle spot from 44-47 and it was amazing EXP, very safe at the Ifrit's Cauldron zone - and a pretty setting. Make sure to have barfira and stun ready because those gobs have pretty dangerous bombs.

Garlaige Citadel 2nd Floor

Camp: More Stairs
PT Lv49-51 - Enemy: Funnel Bats
PT Lv50-52 - Enemy: Champer Beetle
Details: Enter Garlaige and fall down on the left hallways first hole. Camp on the underground map at G-7 Entrance. Be careful of links.

Camp: Basement Tunnel
PT Lv49-51 - Enemy: Funnel Bats
PT Lv50-52 - Enemy: Champer Beetle
Details: The Tunnel at H-8 in the Basment.



50's

Uleguerand Range

Camp: Zoneline
PT Lv51-53 - Enemy: Tigers
PT Lv51-53 - Enemy: Variable Rabbits
Details: As soon as you zone into Uleguerand Range, you can camp at zone immediately so no <pos> is needed. Rabbits are there at zone. They don't aggro, nor do they link. You will also see Uleguerand Tiger and Snoll (bomb). You can exp off of the Tigers and Rabbits. Even the bombs if you will lucky enought against self destruct.

Kuftal Tunnel

Camp: Entrance
PT Lv53-55 - Enemy: Robber Crabs
Details: Camp on the cliff as you enter. Easy for mages or ranged att to pull the crabs below. 1 PT can camp here. 2 PTs can camp in the tunnel to the right as you enter. Its necessary for pullers to use sneak. Camp close to the Terrigan Zone line. There are no haunts and lots of crabs. Camp on the ledge at J-10 against the wall. This is in the big map and can be reached by staying to the right wall. Sneak is required to move about Kuftal safetly.

Camp: 1st Tunnel
PT Lv53-55 - Enemy: Robber Crabs
Details: Camp in the tunnel to your immediate right as you enter.

Camp: Mid Kuftal (J-10)
PT Lv53-55 - Enemy: Robber Crabs
PT Lv54-57 - Enemy: Sand Lizard
Details: Sneak is required to get to this camp. Hug the Right wall as you enter. Camp at Sand waterfalls ahead of you.

Camp: Exit
PT Lv53-55 - Enemy: Robber Crabs
Details: Sneak is required to get to this camp. Camp on the stairs leading out to Cape Terrigan.

Camp: Worm Stairs (G-8)
PT Lv56-57 - Enemy: Spiders
Details: Sneak is required to get to this camp. Camp on the stairs with the Worms on them. Worms do not aggro. Air elementals can pop on EVERY set of stairs in the zone. This camp is not safe, the elementals will wreck a party of this level.

Camp: Phantom Pool (I-6)
PT Lv58-60 - Enemy: Velociraptor
PT Lv60-62 - Enemy: Goblin
Details: Sneak is required to get to this camp. Head NW at the Sand waterfalls, go past the spiders and down to the next level.

King Ranperre's Tomb

Camp: Entrance
PT Lv54-56 - Enemy: Dire Bats
Details: Camp immediately on the zone into the secret tomb. You must fight at the entrance here. Dire Bats pop very close to the zone line. Only one PT can do this. Worms do not aggro.

Camp: Hecteye North Tunnel(G-8)
PT Lv54-56 - Enemy: Dire Bats
PT Lv54-56 - Enemy: Hecteyes
Details: They don't link. Silence/Stun required. NW of the Thousand Eyes room. Camp just outside the tunnel leading to the Hecteyes room, for best results. Don't forget to bring that God Puller, since you'll need him, and watch that bat spawn in the tunnel. Can make life interesting (Read: Dangerous), so keep an eye out. Have the mages face away from the mob to avoid paralyze-ga.

Camp: Steps
PT Lv54-56 - Enemy: Dire Bats
PT Lv56-57 - Enemy: Armet Beetle
Details: Camp H-8 on the steps. Be wary of exiting the tunnel without Invisible to pull beetles. Watch for bat aggro.

Boyahda Tree

Camp: Mushroom Rooms (L-8)(K-10)(H-12)
PT Lv53-55 - Enemy: Bark Spiders
Details: The hallways are littered with them. Camp in any of the funguar rooms. Easy pulls, Easy xp. Spiders Link.

Camp: Grassy Knolls(I-9)(G-8)(E-6)(D-4)
PT Lv54-56 - Enemy: Robber Crabs
Details: Knight Crawlers can be used to build chains. Camp on any elevated areas away from water. Do not drop down any cliffs.

Gustav Tunnel

Camp: Unknown Location
PT Lv56-61 - Enemy: Golbins
Details: Enter Gustav Tunnel and follow the right wall until you get to a tunnel. Make the right, and you should go down a spiral tunnel. Camp at the end of the tunnel. Watch for bune, as he pops outside this tunnel before entrance. Watch for wyvernpoacher drachlox, as he pops down where you pull from. Pull crabs and goblins

Camp: Unknown Specific Camp
PT Lv59-62 - Enemy: Skeleton
Details: The popular camp area with all the gobs and crabs, go South.

Cape Terrigan

Camp: Outpost
PT Lv54-57 - Enemy: Beach Bunny
PT Lv54-57 - Enemy: Sand Lizard
PT Lv54-57 - Enemy: Goblin
Details: You camp by the SW side of the outpost as nothing that aggros wanders over there. Everything listed above has low attack, low defense, and low HP. Just literally pull whatever you see and keep the chains going. Repops are around 7 minutes so you won't have a shortage of monsters. Be careful, as Goblin Shepards call upon Rabbit Familiars and they DO link with bunnies.

Camp: Tunnel Sorrow (I-9/10)
PT Lv57-60 - Enemy: Robber Crab
PT Lv59-61 - Enemy: Velociraptor
PT Lv59-61 - Enemy: Pugil
Details: Thief or Nin puller for the raptors.

Newton Movapolas

Camp: See Details
PT Lv58-60 - Enemy: Moblins
Details: As referenced by the maps on http://ffxi-atlas.com/, take path #1 (J-8) from Oldton Movalpolis to Newton Movalpolis. It's easy to reach either from the northern North Gustaberg entrance or Gusgen Mines entrance (which would be simpler to reach, being just off of the Dem crag).

You'll need invisible. From the first gate platform you reach (E-7/F-7 border) head north. We didn't need to open the gate, but I'm not sure if the gate may rotate and require adjusting. From the landing just north of the gate head left to a cave tunnel. Camp there and pull from the platforms or from the back of the tunnel.

There are two Dire Bats in the tunnel. They do not agro, but will link with the bat familiars of Goblin Foremen. You can use them to fill out chains as needed. The goblins here do not use bomb toss, though they do have a few other tricks.

60's

Sea Serpent Grotto

Camp: Outside of Gold Door
Details: Unknown Details. Unsure of location.

Camp: Inside of Ornamental Door
PT Lv59-62 - Enemy: Dire Bats
PT Lv60-63 - Enemy: Great Claw
PT Lv60-63 - Enemy: Devil Manta
PT Lv59-63 - Enemy: Mindgazer
PT Lv59-63 - Enemy: Sahagin
Details: Water Elemental Danger. You need to complete the quest: The Sahagin Key to open this door.

Ro'Maeve

Camp: Zi-tah Zone
PT Lv54-58 - Enemy: Killing Weapon
PT Lv55-57 - Enemy: Ominous Weapon
Details: Right by the zone in from Zi-tah there's more than enough weapons to make a good chain for even 2 parties, and most people not going for Sky access don't even know about it.

Upper Delkfutt's Tower

Camp: 11th Floor
PT Lv54-57 - Enemy: Incubus Bats
PT Lv58-60 - Enemy: Jotunn
Details: Off the last porter and take a right, through the door and past Demonic Doll, up the stairs and camp at the top of the stairs. There are 2 Incubus bats in a hallway that were VT to me @58 but make decent enough chain starters. past the hallway are giants war and mnk types that give out very nice exp for up to 59. They have tons of hit points and the mnk's double attack are a little draining but nothing epic. We did good to kill the 2 bats and 2-3 more giants for chain 4-5 before having to rest. By the time we rested full the bats had respawned and were patiently waiting for our next chain. Only problem with this camp is that without escape there's no clean way out and even with escape unless everyone in your party has their key leftover from 3-3 it's slong trip back. And yes, you can use your key to go back UP the elevator. The upside is, because of this, you will never, ever, have to compete with another party in this camp.

Camp: 12th Floor
PT Lv60-62 - Enemy: Dire Bats
PT Lv60-62 - Enemy: Jotunn
Details: Cross the 11th floor from the previous camp. Camp on the stairs to the 12th floor. 2 Dire Bats spawn at the top of the stairs.

Quicksand Caves

Camp: West Altepa Entrance
PT Lv57-59 - Enemy: Anticans
Details: Head through The G-5 Entrance off of Western Altepa Desert. The Spider by the zone will agro but he's easily slept and if you know the respawn timer he's not a bother (it's 16 minutes btw). You'll be taking him and anticans right by the zone. blm,rng,war,pld types so be ready with silence and make sure mage/nin types have echo drops for combatting AoE Silence.

Valley of Sorrows

Camp: Terrigan Tunnel (from Terrigan J8)
PT Lv59-61 - Enemy: Velociraptor
PT Lv59-61 - Enemy: Peryton
Details: Can Hold Two PTs

Camp: Terrigan (from Terrigan I-9/10)
PT Lv59-61 - Enemy: Velociraptor
PT Lv59-61 - Enemy: Peryton
Details: One PT

Monastic Cavern

Camp: Banishing Gate
PT Lv60-63 - Enemy: Orcs
Details: Orcs Campjust after the banishing gate (same place as level 60 cap item)

Labyrinth of Onzozo

Camp: Tunnel (F-6)
PT Lv61-63 - Enemy: Toramas
Details: Two PTs can reasonably chain here.

Attohwa Chasm

Camp: (F-7)and(F-6) Caves.
PT Lv60-62 - Enemy: Tracker Antlions
Details: Antlions are non-aggro, but do link. I'm not too good with the area, as I was dragged there the other night, but it's the first big open area after you zone in from Shakrami. You run past some scorpions (which are aggro to sound, but are EP), and then you'll see antlions. We camped in the entrance of the tunnel to Bone Yard gully. Be warned, the antlions have AOE blind, a cone poison attack similiar to the poison like flies and a bind move, they also have quite a bit of life, and also link by sound. XP was decent, and it is a very good spot if onzozo is packed or if you would rather xp on someting with considerable less evasion than the Toramas. (Antilions are Weak to Wind)

First off, Atthowa Chasm is seperated into 2 parts. The east part has much lower lvl mobs, and the west part has much higher mobs. You will be camping on the West, but must go through the east to get to it.

How to get to the camp:
Zone into maze of Shakrami from the Tharongi Canyon entrance. Bear left, up to the second lvl, and zone into Atthowa Chasm. Go strait, past the bridge over the very deep gorge (take some pics here if you want its rather nice looking). Go North to the first tunnel, and then east again into the east side of Atthowa Chasm. Then turn left, hugging the left wall till your first tunnel. Go west again, hugging the left wall, and past the gorge again. Follow the path past the gorge yet again (you will wind west and south then back north to get to this point). Continue following the path, and cross the gorge one last time, and eventually enter the Western half of Atthowa Chasm. Go north (or right), and hug the right wall, to the tunnel that leads to Boneyard Gulley. Camp is right inside that tunnel. The Tracker Antilions do not agro (though other kinds may as someone in our party agroed another kind when we were lost in the south western part which you should avoid).

Total travel time if you dont get lost from teleport mea, is approx 15 minutes. There is virtually nothing that will agro you the entire way to camp, if you follow these directions. Everything is Too weak, and that makes this a very easy camp to get to.

Just spent a while XPing in Attohwa Chasm as a 61 BRD in a 61-62 party and have a few notes.

#1: We camped in a different area to that listed in the directions above, which is a lot quicker to reach. Zone in from MoS, but don't cross the first bridge you come to. Instead, take the left cave entrance on the same side as you entered from, follow the tunnel around and after a short run you'll zone into a wide area with Tulwar Scorpions. These conned DC to me at 61 and aggro to sound, so sneak up. We headed SW from this point until we began to see Antlions, and then camped in a rocky area with a pair of Sand Lizards wandering around it.

#2: Antlions have fairly low evasion but plenty of HP. We never managed a chain #5, and chain #4 was a push. Our set up was NIN, DRG, SAM, BLM, BRD and WHM. As BRD I was using double minuet on the DRG and SAM as they were having few accuracy problems.

XP for the Antlions in a 61-62 party was around 150-170xp each.

#3: Our NIN noticed that the Antlions AOE blind attack dropped all her shadows. This wasn't a huge problem as she's a hell of a player, but for others coming to the area it's something to bear in mind.

#4: Once, as our puller was coming back with a Tracker Antlion, a Trench Antlion suddenly erupted from the ground just in front of the camp (the same stretch he had run over 30+ times previously) and hit him for 300+ damage. Fortunately we were able to keep it slept with no resists while we dealt with the regular antlion, before turning our attention to the unwelcome visitor. We killed it without any trouble, it was of comparable toughness to the Tracker Antlions.

Uleguerand Range

Camp: The down ramp at J-10
PT Lv60-63 - Enemy: Nival Raptor
Details: Getting to the ramp requires traversing the first field (invis to get past tigers and bombs, careful of magic agro) to the first cave (a bat or two is in here, can just kill it or sneak past), then use sneak to get to the down ramp (shouldn't have to get close enough to the bomb to worry about invis). Very quick and simple. At the top of the ramp are about 10 Nival Raptors. They have a 5 minute respawn time. At 62-63 we could get chain 5 without breaking a sweat for 4k+/hour, and even got chain 6 a few times. Space for one party (possibly two if they're both lower level and going slow, and there's noone at the bottom of the ramp killing buffalo).

Camp: The down ramp at J-10
PT Lv63-65 - Enemy: Giant Buffalo
Details: Same camp, but at the bottom of the ramp. There are a fair number of giant buffalo easily pullable from the field below the ramp. Occasionally hunted by farmers. Should be good up to 65 or so, should you wish to XP there. Space for one party.

Bibiki Bay
-General Bibiki Bay Notes: Avoid the Blaggers. Thiefs have wicked evasion.

Camp: Southern F-8
PT Lv62-64 - Enemy: Goblin
Details: Same method as above.

Camp: Southern G-11 (Ocean Cliffs)
PT Lv65-68 - Enemy: Goblin
Details: The Martialists, Alastors, Physicians and the occasional Angler. Careful, the Ranglers are harder than most. End with chain 5 on the poor bunny.

Camp: Middle F-10 (Cave)
PT Lv65-68 - Enemy: Goblin
Details: The Martialists, Alastors, Physicians and the occasional Angler. Careful, the Ranglers are harder than most. End with chain 5 on the poor bunny.

Camp: Middle F-9 (Dhalmel Camps) X2
PT Lv65-68 - Enemy: Goblin
PT Lv67-70 - Enemy: Dhalmels
Details: The Martialists, Alastors, Physicians and the occasional Angler. Careful, the Ranglers are harder than most. End with chain 5 on the poor bunny.

Camp: Middle F-9 (Dhalmel Camps) X2
PT Lv65-68 - Enemy: Goblin
PT Lv67-70 - Enemy: Dhalmels
Details: The Martialists, Alastors, Physicians and the occasional Angler. Careful, the Ranglers are harder than most. End with chain 5 on the poor bunny.

Camp: Cave on the Beach G-11
PT Lv69-71 - Enemy: Goblin Angler
Details:

Ru'Aun Gardens

Camp: Unknown Specific Camp
PT Lv64-65 - Enemy: Flamingos
Details: Sky Access is required to get here.

The Boyahda Tree

General Boyahda Notes: Do NOT attack Korrigans. Rangers can scavenge Darksteel boltheads here.

Camp: Cloister Waterfall
PT Lv63-65 - Enemy: Korrigan
PT Lv64-66 - Enemy: Skimmer

PT Lv64-66 - Enemy: Steelshell
Details: Waterfall outside of the cloister of storms. Level on Steelshells and possibly skimmers. Skimmers link like crazy and I have seen 1 too many parties wiped out/forced to escape.
Korrigan Details: Linkable! We decided to pull one of the Korrigan (the black mandragora) just for the hell of it. We loved them. Much *much* softer than the steelshells, if not a bit more annoying. They have the classic AoE sleep, and I saw one special that hit our DRK for 340ish damage, but other than that, they seemed great. We'll be intermixing them with processionaire on Tuesday.

Camp: Waterfall Tunnels
PT Lv63-65 - Enemy: Korrigan
PT Lv63-67 - Enemy: Processionaire
PT Lv67-69 - Enemy: Elder Goobbue
Details: There is a series of tunnels just to the east of the waterfall to level on Processionaries. Take the first right and the slope is a good camp with one pop every 15-20 min.

Camp: Dragon Aery Zone
PT Lv67-69 - Enemy: Darter
PT Lv68-70 - Enemy: Bark Tarantula
Details: Occasional Spider Pops.

Camp: The Lake
PT Lv67-69 - Enemy: Darter
Details: Get to the area with the waterfall and drop down the water slopes on the Right. Turn left at the bottom then take the right most tunnel to come to a small island like area surrounded by water. Ancient Gobbue spawns here. Don't mess with him. This camp is my favorite. Processionaries are also good here.

Den of Rancor

Camp: Cloister of Tides
PT Lv65-67 - Enemy: Pugils
Details: We went down deep into the underworld of the Den of Rancor under the Temple of Unpronouncable to fight Stygian Pugils. We set up camp right at the zone of the Cloister of Tides and started chaining 5 on these pugils. The only thing in the area besides the Pugils were a couple of big fat blobby Doom Toads. Well, naturally I (the one with the deathwish) wanted to fight one, just for the novelty of it. We quickly discovered how good an idea it was when we beat it without too much trouble and got 321 EXP for it! We developed a pattern where we'd fight the Stygian Pugils for about 200 EXP each, and get chain 4 on a Doom Toad (they took a little too long to use them as chain 5's), which led to some spectacular results for EXP. The thing about getting there is that it takes a lot of invis'ing through the Temple above, and going past the Paintbrush room, and once you get into the Den of Rancor, you need sneak as well. If you have someone who knows exactly how to get to the Cloister of Tides, then you're good.

Camp: Yhoator Jungle Zone
PT Lv67-69 - Enemy: Tormentor
Details - Tormentors are Lizzies and are very easy to hit, just lots of HP. There are about 9 spawns so it gets really tight if two PTs camp them, the alternative is:

Camp: Temple Zone
PT Lv67-69 - Enemy: Puck
Details - Pucks are little black mandies. Its just like fighting in the 20s all over again. As you enter the zone from Yhoator Jungle, take the first right, then continue until you can make a sharp left just before the pucks. The slope down is the camp. Don't fall.

Gustav Tunnel

Camp: (G-7)(H-7)
PT Lv67-70 - Enemy: Skeleton
Details:The popular camp area with all the gobs and crabs, if you go to the northern side, the skeletons are harder and good from 65-68. A MNK and a Light Skillchain are great to have here.

Shrine of Ru'Avitau

Camp: Unknown Specific Camp
PT Lv67-70 - Enemy: Decorative Weapons
Details: I can't really list a camp, as there's at least 6 throughout the shrine. The *best* camp is the mobile one, where you alternate between two gates -- each gate has 7 weapons -- and have your mages stand behind the door so when it closes they can reopen it.

Camp: Unknown Specific Camp
PT Lv69-72 - Enemy: Aura Weapons
Details: "Eww! RDM mobs!?" Yeah, because they have pitiful defense, attack, HP, and their AoE hits for half as much as the Decorative Weapons even though Aura Weapons are 2 levels higher. Suck it up, silence them, and have fun with flowing EXP. There are at least 4 camps I've spotted running through the shrine various times, if not more.

Cape Terrigan

Camp: Outside Cloister of Gales
PT Lv68-72 - Enemy: Manticores
Details: Paladins are crippled by Max MP down. Ninja tanks recommended.

Camp: Eastern Tunnel
PT Lv68-72 - Enemy: Manticores
Details: DC Gobs are in the tunnel... may interrupt chains.

Camp: (F-9)
PT Lv66-67 - Enemy: Demonic Pugil
PT Lv67-70 - Enemy: Skeleton
Details: Semi-Dangerous camp... occasional skele HP aggro, but a careful PT will be ok. Pugs yield ~150 at this level. Skele's ~180.



70's

Kuftal Tunnel

Camp: I-7 Tunnel
PT Lv70-72 - Enemy: Ovinnik
PT Lv73-74 - Enemy: Landons
Details: They are past the rock (G-9 2nd Map) that goes up and down. Both aggro to Sight. Tigers do a AOE Paralyze attack that is VERY annoying

Camp: I-9 Tunnel
PT Lv70-72 - Enemy: Ovinnik
PT Lv73-74 - Enemy: Landons
Details: Same as above Camp.

King Ranperre's Tomb

Camp: Unknown Location
PT Lv70-75 - Enemy: Skeletons
Details: Unknown specifics.

Ro'Maeve
General Notes: I'd like to point out some changes regarding Ro'Maeve. First off, you can start on weapons as early as 70-71. It helps to have a bard though as hitting can be a problem. Also, as with all weapons, watch out for the hellish AOE stun. It's important that everyone in your party have at least two silent oils. Once you get past the zone line going in, it's not really safe to cast until you get to your camp. The zone is full of weapons, pots, and dolls, all of which aggro on magic.

Camp: C-7 West Moon Gate
PT Lv70-75 - Enemy: Infernal Weapon
PT Lv70-75 - Enemy: Apocalyptic Weapon
PT Lv70-75 - Enemy: Darksteel Golem
Details: You will have to get past the Moon Gate to get into here. Just inside the gate. The benefit here is you can pull from either side. It's critical that you have a rdm or brd who is on top of things, however, as you *will* get adds/links. or take a left or a right after passing the moongate, it doesn't matter. Stay on the upper level and find a room in the wall that doesn't have a pot spawn. I believe on both east and west sides, if you take a right, then hug the wall to your left, the first or second room is safe to camp in.

Camp: M-7 East Moon Gate
PT Lv70-75 - Enemy: Infernal Weapon
PT Lv70-75 - Enemy: Apocalyptic Weapon
PT Lv70-75 - Enemy: Darksteel Golem
Details: Same as above.

Shrine of Ru'Avitau

Camp: Unknown Location
PT Lv72-75 - Enemy: Aura Statues
Details: Sky access is required. Zilart Mission 13. Golems AOE bind and stun.

Lufaise Meadows

Camp: J-8
PT Lv72-75 - Enemy: Abraxas
Details:I camped here last night, so I thought I would add a few notes on these things.

First of all, this is a GREAT XP spot for 75 PTs, since you can find IT and VT mobs in great supply and hardly any competition.

The two mobs you would aim for are the Abraxas (Greater Bird) and the Tavzanian Rams (Ram).

The Abaraxas are mostly VT to 75, with a few ITs here and there. They are almost exactly like the Greater Birds in Valley of Sorrows; they hit quite hard and drop light crystals. There are lots of them around and they seemed to repop quickly.

The Tavzanian Rams are another thing altogether. They are all IT to 75s, and they hit like a truck. They have very strong Max HP Down and Line-Of-Sight AOE Petrify attacks. They make great chain enders, but I would only suggest fighting them with a Ninja tank and a WHM for Stona. If you have neither, I would suggest sticking to the Abraxas only.

2 obvious campsites that I saw: the first at J-7 near Blueblade Fell (watch for Fomors behind you), and the other at the SW corner of K-7 at the entrance of the tunnel. Lots of mobs, I imagine this place could support 2-3 parties quite well.


Lv 14-20 Korroloka Tunnel
Lv 20-27 Batailla Downs/Sauromugue
Lv 26-33 Eastern Altepa Desert
Lv 31-34 Sea Serpent Grotto
Lv 35-43 Western Altepa Desert
Lv 37-42 Gustav Tunnel
Lv 45-49 Quicksand Caves
Lv 49-51 Garlaige Citadel
Lv 51-53 Ulegaraund Range
Lv 54-57 King Ranperre's Tomb
Lv 56-61 Gustav Tunnel
Lv 59-63 Sea Serpent Grotto
Lv 62-64 Bibiki Bay
Lv 65-67 Den of Rancor
Lv 67-70 Boyahda Tree
Lv 70-73 KRT


Edited, Tue May 17 02:53:21 2005 by AmbroseOdin

Edited, Thu Sep 15 01:34:22 2005 by AmbroseOdin
#2 Oct 03 2004 at 4:19 PM Rating: Decent
Good post... Rated up!! :)
#3 Oct 03 2004 at 4:20 PM Rating: Decent
This is a very good post, you deserve the rate up im giving you ^^
#4 Oct 03 2004 at 4:25 PM Rating: Decent
*
224 posts
(Good Job!)

Rate up.
#5 Oct 03 2004 at 6:10 PM Rating: Excellent
Thanks! I appreciate it. Any suggestions or additions would help tremendously.
#6 Oct 03 2004 at 6:15 PM Rating: Decent
wow, a useful post, AND a Xaioxaio avatar! I wish I could rate you up!
#7 Oct 03 2004 at 7:56 PM Rating: Decent
Sage
****
4,281 posts
This is fantastic. I'm always trying to avoid the hotspots... I shall bookmark this and cherish it forever and ever.
____________________________
Philemon on Valefor
Gjallarhorn 4/17/08
Daurdabla 5/9/11
Carnwenhan 5/4/12
Ryunohige 10/29/12
#8 Oct 03 2004 at 11:09 PM Rating: Good
Bumping! I'd love to add some information to this thread.
#9 Oct 03 2004 at 11:28 PM Rating: Decent
***
1,458 posts
AmbroseOdin wrote:
Rolanberry Fields
31-33 Camp on the Cliff outcropping an K-7. Pull Evil Weapons. Great XP.


Likewise, same type of Weapons in Sauromugue Champaign and Batallia Downs.


AmbroseOdin wrote:
Western Altepa Desert
41-43 Camp at H-7 on Revelation Rock. Beetles.


Same Camp. Level 39-42. Desert Dhalmel.

#10 Oct 04 2004 at 12:05 AM Rating: Decent
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216 posts
At 54 (id reccomend 55 or 56 though, we were going a tad slow >.<) you can hunt Robbers in Boyhada tree. Not too hard to get to the camp site, since nothing along the correct path will aggro. You can run in from the front entrance and try and find your way, or come around the back entrance (follow the goobbue farmers, they run that path all the time) and will lead you directly to the robber room. Id say it supports 1-2 parties, more then that and your gonna end up short on a few pulls.

Can hunt the robbers for the high exp, but expect long fights. Knight Crawlers make good prey and drop quite a bit faster then the crabs, but there IS an exp difference after the patch. Crab fights: 180-240 exp, crawler fights 180 always.

Multiple camps, high ledges, cave entrances, just be careful not to fight with your back to one of the crawler caves or fall down the ledge that leads to the back of the zone (id assume to Dragons Aery too, there are Ancient Goobbues within sight)

Oh, and watch out for Aquarious (sp), he hurts.
#11 Oct 04 2004 at 2:28 AM Rating: Decent
*
214 posts
Regarding Buburimu in the 10-14 range, I've always used the Outpost (inside the fence in the Outpost backyard) near the Tahrongi border. It's not uncommon to find another party here, but then, that applies to most places. You can fight Zu here as well and keep going up beyond the 10-14 range, or move on to the Mhaura entrance to fight Dhalmels, Goblins, and Zu. As we all know, Dhalmels are soft and squishy and their XP tastes good. There's sometimes competition from Dhalmel farmers, though. There's also usually some BST scattered around Buburimu, but they rarely go through mobs fast enough to have any effect on the plentiful mob population here.

Getting from the Outpost to Mhaura (or those beaches for the crabs) requires navigating past goblins, which usually isn't too big of a deal, but, unless everyone is carrying prism powders, you'll want to move as a group so you can handle goblin aggro if it occurs. Should be able to take them without trouble, since you're going to Mhaura for the purpose of fighting the tougher ones anyway.
#12 Oct 04 2004 at 9:09 AM Rating: Good
Thanks alot for the info. Added Lithiani, Rylock, and Kagami information. Thanks very much!

I also did an expedition to Boyahda to see what its like. First off, very pretty zone. So pretty in fact that I didn't see the Robber Crab aggro. >< Maybe I should start to bring my whm with me.
#13 Oct 04 2004 at 9:15 AM Rating: Decent
**
824 posts
Great post! Very useful for players wandering into a new XP area. It also gives some alternate leveling locations within the zone. Here's another for Yuhtunga: the top of the cliff at H-10 is great for levels 27/28-31/32 fighting Goblin Furriers. There is never anyone there, and I got three levels in that spot in one evening of leveling. Just be careful not to pull the (much tougher but no aggro) Crawlers and watch for Water Elementals.

#14 Oct 04 2004 at 10:19 AM Rating: Good
**
667 posts
I only have one complaint. You keep telling people to camp DIRECTLY ON THE ZONE LINE. This just means people are going to continue to complain whenever anything is zoned to that exit. If people think the ONLY safe place is right next to the zone line, they will never try any other areas. Good info though.
#15 Oct 04 2004 at 10:23 AM Rating: Good
*****
10,755 posts
Fantastic Summary. Rate up for you...

Quote:
Yhoator Jungle
48-52 Camp on the Ifrit’s Cauldron Zone line. Pull Gobs.


I think that we went from 44-48 on those gobs. Start with the Hunters, then proceed to Bouncers (or Reapers). Fantastic camp a Litte West of Zone line where nothing spawns. This place is amazing!
#16 Oct 04 2004 at 12:15 PM Rating: Good
Thanks for the input! I modified the post accordingly.

Thank you for the consctructive input Xanthius. Actually, some places must be camped on the zone line. Ranpierre's Tomb comes to mind. As for the rest of the zone references, I'll try to correct the ones I know, but I'd appreciate some input on where the camps actually are. I'd love to post the good camps off the zone. For instance, all the camps in Garliage ARE on the zone line, and I listed the only camp I knew of, off of the zone line.

On a different tact, in my 50s now, if I didn't have a mage with escape (tele just takes too long), I would prefer camping on or near the zone line... as long as the interruptions weren't too often. Safety is a paramount concern for me.

I'd also love to add some levels post 55 here, I'm not sure if I'll have the same difficulty when its time to move to Terrigan, or where the camps are.

Like I said before, I love the mystery tour database, but it only describes a zone and its level, it doesn't help me really plan an outing.

Thanks for the great inputs again!
#17 Oct 04 2004 at 7:51 PM Rating: Good
Bump.
#18 Oct 05 2004 at 4:14 PM Rating: Good
Hmmm. I'd love to improve this list... but this is everything I know. I'd eventually like to put this into a more Database type format, but first I really need help with the data. Or, maybe this isn't even useful at all for the majority of players?
#19 Oct 05 2004 at 10:38 PM Rating: Decent
**
352 posts
Rate up! And one small thing to add:

Quote:
Most of these questions sometimes don’t apply to pick-up PTs because usually, someone has been there already. But for meEthese are very important, I also don’t like wasting my friends time. Although, every once in a while I’ll end up doing just that. For instance, I don’t know how to xp off of demons in Castle Zvahl from 42-44, but we triedEand it was a disaster (although very fun).


Here's how to do it successfully: camp in Xarcabard, right inside the castle gate. Demons are totally linktacular, and you *will* get adds unless your puller is legendary. If you do get an add and one of the demons is a wizard, kill the wizard first 'cause he can really mess you up otherwise. If you get two adds, you might need to zone, but you might not. ^_~ The biggest problem you'll run into is AF-wearing people training things to the zone because they didn't expect to find people EXPing there. ^^ Erase is really helpful against demons, but we were successful without it. And keeping everyone hasted seems to protect against the icky Slow effect. Fusion and Distortion chains both work well. We hit chain 5 several times there and made crazy EXP and piles of dark crystals. *_*
#21 Oct 06 2004 at 8:20 PM Rating: Good
Quote:
Here's how to do it successfully: camp in Xarcabard, right inside the castle gate. Demons are totally linktacular, and you *will* get adds unless your puller is legendary. If you do get an add and one of the demons is a wizard, kill the wizard first 'cause he can really mess you up otherwise. If you get two adds, you might need to zone, but you might not. ^_~ The biggest problem you'll run into is AF-wearing people training things to the zone because they didn't expect to find people EXPing there. ^^ Erase is really helpful against demons, but we were successful without it. And keeping everyone hasted seems to protect against the icky Slow effect. Fusion and Distortion chains both work well. We hit chain 5 several times there and made crazy EXP and piles of dark crystals. *_*


Ohhhhhh. That's awesome! Thanks Lin, when we camped there, we ended up trying that strat, but I think we failed horribly because we didn't have a good puller at the time. I'm actually still pulling with Dragoon^^. And our Red Mage tried pulling too, but the links were crazy. I also don't think we camped close enough to the zone. But really... thanks, I've been wondering about that for about 10 levels now ><.
#22 Oct 08 2004 at 7:01 PM Rating: Good
Bump. I wish I could find a place to make this easy to find. I for one have found myself responding to lost of posts that could be answered by this thread. Hell, there's lots of posts like that.
#23 Oct 08 2004 at 7:31 PM Rating: Decent
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54 posts
Regarding the Weapons in Rolanberry: I partied around (K-7) and it seemed to be pretty safe. Our puller never had to go too far for a mob, and aggro wasn't a problem. However, the party didn't last long because we were too high of a level (~34) to be getting "enough" XP for some party members. Probably would've been better around 30-32.

Still, if it's not taken, nothing beats the canyon in Saruomugue. Safe, open, and a really short pull. Only problem is I don't see how more than 1 group can use it effectively, and I see it used about half the time. It's at (G-7) and you're pulling the same weapons as Rolanberry.
#24 Oct 08 2004 at 8:50 PM Rating: Good
Thanks MrMSTy, I needed that campsite for Sauromugue. As to the level, I agree, I think 34 is too high for that exp. We leveled perfectly at 32 and 33. Thanks alot!
#25 Oct 08 2004 at 8:55 PM Rating: Decent
Quote:
6) How are we getting back? (Bring a Black Mage)


I love it when my High Lv THF in LS ask me to come farm with him, and he Shares d=D
#26 Oct 08 2004 at 11:01 PM Rating: Good
Horribly Shameless Bump.
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