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~~Interactive Promathia Mission Guide~~Follow

#1 Feb 23 2005 at 12:50 PM Rating: Excellent
NEW FORMAT as of October 13th 2005!
To navigate around, click on the mission that you want info for and you will be taken to a thread which holds the info for that mission. If you want to contribute to the guide, still post in THIS thread, that way i can control what goes in the mission threads and don't get any "your strategy sucks" flaming wars occurring. Warning: you WILL be nuked if this occurs. Also, I am looking for any links you found helpful. It is simply too much effort to look throught the entire site for helpful links. >.<

If this guide doesn't please you, GO TO ERECIA'S GUIDE! it owns and has pictures, very well organized. --> Smiley: bowdown~~linkage~~

Also, since many people have requested the old version, here is a link to it too :) your welcome

So without further ado, I give you..

The Promathia Mission Anthologies

Chapter 1: Ancient Flames Beckon
-PM1-1 Rites of Life
-PM1-2 Below the Arks
-PM1-3 The Mothercrystals
Chapter 2: The Isle of Forgotten Saints
-PM2-1 An Invitation West
-PM2-2 The Lost City
-PM2-3 Distant Beliefs
-PM2-4 An Eternal Melody
-PM2-5 Ancient Vows
Chapter 4: A Transient Dream
-PM3-1 The Call of the Wyrmking
-PM3-2 A Vessel Without a Captain
-PM3-3 The Road Forks
~PM3-3A Emerald Waters
*PM3-3A1 Vicissitudes
*PM3-3A2 Descendants of a Line Lost
*PM3-3A3 Louverance
~PM3-3B Memories of a Maiden
*PM3-3B1 Comedy of Errors, Act I
*PM3-3B2 Comedy of Errors, Act II
*PM3-3B3 Exit Stage Left
-PM3-4 Tending Aged Wounds
-PM3-5 Darkness Named
Chapter 4: The Cradles of Children Lost
-PM4-1 Sheltering Doubt
-PM4-2 The Savage
-PM4-3 The Secrets of Worship
-PM4-4 Slanderous Utterings
Chapter 5: The Return Home
-PM5-1 The Enduring Tumult of War
-PM5-2 Desires of Emptiness
-PM5-3 Three Paths
~PM5-3A Past Sins (Overview of Louverance Path)
*PM5-3A1 Southern Legend
*PM5-3A2 Partners Without Fame
*PM5-3A3 A Century of Hardship
*PM5-3A4 Departures
~PM5-3B The Pursuit of Paradise (Overview of Tenzen Path)
*PM5-3B1 Spiral
*PM5-3B2 Branded
*PM5-3B3 Pride and Honor
*PM5-3B4 And the Compass Guides
~PM5-3C Where Messengers Gather (Overview of Ulmia Path)
*PM5-3C1 Entanglement
*PM5-3C2 Head Wind
*PM5-3C3 Flames for the Dead
Chapter 6: Echoes of Time
-PM6-1 For Whom the Verse is Sung
-PM6-2 A Place to Return
-PM6-3 More Questions Than Answers
-PM6-4 One to be Feared
Chapter 7: In the Light of the Crystal
-PM7-1 Chains and Bonds
-PM7-2 Flames in the Darkness
-PM7-3 Fire in the Eyes of Men
-PM7-4 Calm Before the Storm
-PM7-5 The Warrior's Path
Chapter 8: Emptiness Bleeds
-PM8-1 Garden of Antiquity
-PM8-2 A Fate Decided
-PM8-3 When Angels Fall
-PM8-4 Dawn
-PM8-5 The Last Verse

PM Quests


Edited, Aug 20th 2006 at 8:44am EDT by Queuebicks
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#2 Feb 23 2005 at 6:49 PM Rating: Good
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7-4: Talk to Cid. Cutscene. Three things to do here, hit 'em up in any order you please.

Misareaux Coast: go check "Storage Compartment" on the broken down shed near the gate to Riverne. NM bugard will spawn. Hits hard but very slowly. Long battle, but if you can blink his attacks (and have someone to heal you if utsusemi drops), not hard. Has a special that removes your food effect. :P

Bibiki Bay: go check ??? in that little cave in the far northwest corner of the normal (not Purgonorgo) Bibiki map. NM sea monk will spawn. Hits fast but misses very consistently. Eventually uses Hundred Fists, where it misses even faster. Has sea monk attacks for AOE water damage and stat-downs. Again, long but not very hard battle.

Carpenter's Landing: go check ??? at northern corner of *eastern* CL entrance (i.e. the entrance for South Landing). NM cryptonberry (NIN) will spawn, and will promptly summon three more NM cryptonberries (BLM, SMN, and THF, and an elemental for the SMN). All have 2-hours. None of them have all that much HP, so they die pretty quickly. Cryptonberries are sleepable with Sleepga, but not very easily.

After each fight, of course, check the respective spot again. When you've seen all three cutscenes (the one in CL is mighty confusing), return to Cid for another cutscene.

7-5: Go to Sealion's Den and talk to Sueleen. Then you're ready for the next BC fight (which I have yet to win), by checking the locked gate in Sealion's Den. It's on the same airship arena as the 6-4 BC. And your opponent is ... a spoiler.

Suffice it to say he has three helpers (BLM or RDM, WHM, and RNG or SAM I think), whom you can't hurt or disable by any means. And he can Meikyo Shisui and make what I guess could only be a level *four* skillchain called Cosmic Elucidation (for 1000+ *AOE* damage). Which is why we have yet to win that BC. Will give more detailed strategies and info when we actually win this one.

Oh yeah, and no level cap.
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#3 Feb 23 2005 at 7:52 PM Rating: Decent
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Vilurum wrote:
7-4: Talk to Cid. Cutscene. Three things to do here, hit 'em up in any order you please.

Misareaux Coast: go check "Storage Compartment" on the broken down shed near the gate to Riverne. NM bugard will spawn. Hits hard but very slowly. Long battle, but if you can blink his attacks (and have someone to heal you if utsusemi drops), not hard. Has a special that removes your food effect. :P

Bibiki Bay: go check ??? in that little cave in the far northwest corner of the normal (not Purgonorgo) Bibiki map. NM sea monk will spawn. Hits fast but misses very consistently. Eventually uses Hundred Fists, where it misses even faster. Has sea monk attacks for AOE water damage and stat-downs. Again, long but not very hard battle.

Carpenter's Landing: go check ??? at northern corner of *eastern* CL entrance (i.e. the entrance for South Landing). NM cryptonberry (NIN) will spawn, and will promptly summon three more NM cryptonberries (BLM, SMN, and THF, and an elemental for the SMN). All have 2-hours. None of them have all that much HP, so they die pretty quickly. Cryptonberries are sleepable with Sleepga, but not very easily.

After each fight, of course, check the respective spot again. When you've seen all three cutscenes (the one in CL is mighty confusing), return to Cid for another cutscene.

7-5: Go to Sealion's Den and talk to Sueleen. Then you're ready for the next BC fight (which I have yet to win), by checking the locked gate in Sealion's Den. It's on the same airship arena as the 6-4 BC. And your opponent is ... a spoiler.

Suffice it to say he has three helpers (BLM or RDM, WHM, and RNG or SAM I think), whom you can't hurt or disable by any means. And he can Meikyo Shisui and make what I guess could only be a level *four* skillchain called Cosmic Elucidation (for 1000+ *AOE* damage). Which is why we have yet to win that BC. Will give more detailed strategies and info when we actually win this one.

Oh yeah, and no level cap.
The opponints a spoiler?

*imagines the word "Spoiler" killing you" rofl..

Thanks for the info.
#4 Feb 23 2005 at 10:31 PM Rating: Decent
Vil, lemme know how Al'Tieu is when you get there, and can i get the titles of those other 2 missions?
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#5 Feb 24 2005 at 5:05 AM Rating: Excellent
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7-4 is Calm Before the Storm

7-5 is The Warrior's Path
key to winning this battle is speed. skillchains and magic bursts. Team of WHM BLM RDM MNK RNG WAR (all 75 except blm at 69), beat in under 3 minutes.

Chapter 8 is Emptiness Bleeds

8-1 is Garden of Antiquity



Edited, Thu Feb 24 05:09:51 2005 by IndianaOfAsura
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#6 Feb 24 2005 at 5:16 AM Rating: Good
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Alternative key to winning the 7-5 battle is to incapacitate him when he tries to self-skillchain. Bind, Stun, Gravity, and even Lullaby, all work on him and quite reliably too.

Al'Taieu is ... cool. (You've all seen the pictures ... it looks like that. Except you're in there. And the music is nice.) And very very weird. I can't pronounce a single enemy name there, and I certainly can't remember how to spell them. Like a lot of things in this game, they have apostrophes in their names. :P

To anyone who gets there, I just have to say ... avoid going near the manta-shark things under your feet, or going underneath those flying UFO jellyfish things way above your head. Everything else, knock yourself out, it's aggro-free. (Though one type of enemy will follow you around as if it's aggroing, but not actually attack. Does pretty much rule out any AOE moves though.)
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#7 Feb 24 2005 at 8:51 PM Rating: Decent
added in a bunch of links to threads i found on this forum
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#8 Feb 25 2005 at 2:18 AM Rating: Good
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A note on Diabolos:

Just before you engage Diabolos, when you're on the floor above, take a good look at the tiles. The tiles that will fall are actually marked (they look a bit raised). We tested this out while fighting Diabolos by positioning our melee and mages according to the raised tiles. It worked brilliantly and allowed us to provide enough space between the mages and melee to avoid it's Nightmare special.
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#9 Feb 25 2005 at 12:44 PM Rating: Excellent
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8-1. Head to H-11 and click on Crystalline Field. It will be locked. You need to head to 3 towers to unlock it. Head directly south to tower at H-13. Click on Rubious Crystal to spawn 3 NMs. Kill them and click on Rubious Crystal again. Head to tower at D-10. Click on Rubious Crystal to spawn 3 NMs. Kill them and click on Rubious Crystal again. Head to tower at L-10. Click on Rubious Crystal to spawn 3 NMs. Kill them, click on Rubious Crystal, and then head back to Crystalline Field at H-11. Click Crystalline Field. You will be ported in Grand Palace of Hu'Zxoi. Inside, head north and click on Gate of the God. You will receive Taznavian Ring.

This seems to be the current end of CoP.

Additional info on the NMs.
The NMs are all called Ru'aern. They are similar to beastman in regards that they each have a job and each uses two hour. Each tower has a specifc set of jobs, but I didn't write that down. Jobs for the Ru'aern include MNK, WHM, BLM, RDM, RNG, PLD, DRK, and WAR. I don't recall the ninth job. It may have been THF. There are 2 more inaccessible towers on the map, and they probably spawn the other 6 jobs.

Edited, Fri Feb 25 14:57:36 2005 by IndianaOfAsura

Edited, Fri Feb 25 14:58:17 2005 by IndianaOfAsura
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#10 Feb 26 2005 at 6:58 PM Rating: Good
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Ru'aern job details:

South tower: WHM, WAR, SAM
East tower: BLM, PLD, MNK
West tower: RDM, RNG, DRK

All fight like your standard NM beastman of the respective job, complete with 2-hours. Along with Aern abilities thrown into the mix, of course. Play with a few of the local Ul'aerns and Om'aerns to learn what they're capable of before spawning the NMs.

They're basically immune to Lullaby, but can be slept (with some difficulty) with BLM Sleepga. Elemental Seal + Sleep(ga) II is advised.

If you get the map you can see that there are two more towers (northeast and northwest) in the inaccessible northern half of the map. If it's possible to get there in a future patch (it's not possible to get there now), and if there *are* fights at those two towers, they would presumably have the remaining six jobs: THF, SMN, NIN, BRD, BST, and DRG.

Just like in Dynamis, the only 2-hours you should seriously be concerned with are Hundred Fists, Mijin Gakure, and Astral Flow (with honorable mention going to Eagle Eye Shot). And since NIN and SMN aren't among the job types you fight for this mission, that just leaves the MNK and the RNG to watch out for.
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#11 Feb 28 2005 at 2:28 PM Rating: Good
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for 3-3b3, the antlion returns to loose sands every time it uses tp
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#12 Mar 06 2005 at 5:35 PM Rating: Decent
added in a few things i think, been a while since i actually did the update lol
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#13 Mar 07 2005 at 11:50 PM Rating: Good
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Something to add for NM Old Professor Mariselle fight in M4-3(The Secrets of Worship):

The NM casts Sleepga (quite frequently for my fight). Therefore, it is good to let the mages spread out the rooms, eg : WHM stand one side of the room and BLM/WHM stand the opposite of the room. Not sure whether poison potion helps as we did not use any.
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#14 Mar 10 2005 at 3:06 AM Rating: Good
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Another update about 4-3 Ghost

He will bind you, warp, and then there is a *very* high chance you will somehow auto-target a mob if there is one right next to you. If you have seen a bind MPK before, this is the same thing...except YOU are the monster being bound.

Ectosmash really messes up the targetting system. To counter-act this, pull outside the room.

#15 Mar 14 2005 at 4:17 AM Rating: Good
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One thing to note that between talking to Cid to end 7-3, and to start 7-4, you must wait 1 vana'diel day. If you go back to back, you'll get a little 2 line cutscene from him (something about how he's glad he ran into Prishe again), but thats not what you want. Wait until he says something about going to the different places to find people.
#16 Mar 14 2005 at 4:27 AM Rating: Decent
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You finished Promathia while new Missions were just added in February? O.o;;
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#17 Mar 14 2005 at 12:56 PM Rating: Good
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The only things that were added in February were 7-4, 7-5, and 8-1 (which is the current mission limit, and no, the story's not over yet). Most everyone who's gotten to 8-1 by this point, had already gotten up to the previous mission limit - 7-3 - and was patiently waiting there at the time of the update.

Of course, some people were probably partway through the missions but not yet up to 7-3, by the time the patch rolled around ... but there's been plenty of time between the patch and now, for them to not only finish the remaining pre-patch missions, but also do the post-patch missiosn.

Personally it took me from late December until shortly before the February patch, to get up to 7-3 and get stuck by the patch (our group could only meet on Friday afternoons and Saturday late morning to early afternoon). Got to Al'Taieu on patch day, and finished up the NM fights in Al'Taieu to get to Hu'Xzoi a few days later on our usual static meeting days (after getting the rest of the group to Al'Taieu).
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#18 Mar 19 2005 at 2:01 PM Rating: Good
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Bump, because people keep bumping the *earlier* version of the mission guide, and this one's more up to date.
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#19 Mar 19 2005 at 5:39 PM Rating: Good
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A tip to easily beating the Ghost with even only 5 people is to pull him *aaaallll* the way to where the Azren Kruga are.

Kill them first as they are ridiculously weak, but you dont want them to interfere.

When he uses his Ecto-smash ability, he will warp *BACK* to his *Original* spawn position. This gives you 10-20 seconds to rest up and wait for him to come back. There is a glitch in this where his pupils will be un-targettable, but it goes away and they are weak anyway.

Good luck!

I'm personally doing Snoll Tzar on Monday.
#20 Mar 19 2005 at 8:26 PM Rating: Decent
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Wow! Nice guide, must've taken quite some time to make! ^^ Rate up and BUMP!
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#21 Mar 20 2005 at 2:24 AM Rating: Good
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Quote:
7-3: Fire in the Eyes of Men Go to Mine Shaft #2716 (no idea if snow lilies still work, but ahriman tears do).
Snow lillies do not work. Don't waste time or gil farming or buying these for 7-3. Ahriman tears work if you have the specific quest for them. Otherwise you'll have to run around with firesands in Newton Movalopos.

Btw, great guide.

Edited, Sun Mar 20 02:34:50 2005 by fastcart
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#22 Mar 20 2005 at 11:36 AM Rating: Decent
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Also a note, Chains of Promathia is supposedly 13 chapters long according to SE. So look forward to 5 more chapters. ^^ Note: I don't remember where I found this information, but I can probably find a link easily.

On a side note... *how* will they be able to add more Chains of Promathia missions with many areas being *used up*. We will probably be going back to old areas for some of the missions, but that is to be expected. When I look at all the areas added in CoP (Including BCNM areas), I only find 31-32. They said over 40 will be added, so I expect 8 more. What could they be?

EDIT: Realise that this info is incorrect now (1/2 a year later). Don't take it as fact, as we know CoP is pretty much over, sadly.

Edited, Wed Nov 9 20:49:52 2005 by BlackRagnarok
#23 Mar 20 2005 at 3:12 PM Rating: Good
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*** Correction! ***

1 Game Day MUST pass between 7.3 and 7.4.
Cid will not give you the mission "Calm Before The Storm" unless a day has passed.

-Avotas





#24 Mar 21 2005 at 10:01 PM Rating: Good
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Your guide is incredible, thank you. There's only one thing about it that's kinda annoying me. Chapter 2 is called "The Island of Forgotten Saints" not "The Island of Forgotten Dreams". That is all. Thanks again for the great guide!
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#25 Mar 21 2005 at 10:01 PM Rating: Decent
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Your guide is incredible, thank you. There's only one thing about it that's kinda annoying me. Chapter 2 is called "The Isle of Forgotten Saints" not "The Isle of Forgotten Dreams". That is all. Thanks again for the great guide!
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#26 Mar 21 2005 at 10:09 PM Rating: Decent
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BlackRagnarok wrote:
Also a note, Chains of Promathia is supposedly 13 chapters long according to SE. So look forward to 5 more chapters. ^^ Note: I don't remember where I found this information, but I can probably find a link easily.

On a side note... *how* will they be able to add more Chains of Promathia missions with many areas being *used up*. We will probably be going back to old areas for some of the missions, but that is to be expected. When I look at all the areas added in CoP (Including BCNM areas), I only find 31-32. They said over 40 will be added, so I expect 8 more. What could they be?
Plus Garden of Ru'Hmlet and Garnd Palace of Hu'Xzoi are HUMONGOUS areas.

And we may be climbing a couple uncapped Pso''Xja toweres, ya never know :P
#27 Mar 24 2005 at 5:29 AM Rating: Decent
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I remember seeing information about such things as Dynamis-Valkrum and Dio-something Ghelbsa Outpost/Purogongo Island.
new area overlaps on old ones for CoP missions?
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#28 Mar 26 2005 at 12:32 PM Rating: Good
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Compassion wrote:
I remember seeing information about such things as Dynamis-Valkrum and Dio-something Ghelbsa Outpost/Purogongo Island.
new area overlaps on old ones for CoP missions?
Here's a link to the thread you're probably referring to: ffxi.allakhazam.com/forum.html?forum=10&mid=1095125351101956670

Note that I made the post a long time ago; some of the listed areas (such as Al'Taieu) have subsequently been added to the game. People doubted me at the time (and rated down for it), but I have subsequently been proven right. (Interesting, though, that the area names have been there all along, but the Lumoria region was only added recently. That means there could be more regions to be released.)
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#29 Mar 26 2005 at 1:29 PM Rating: Good
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There's also this area name called "The Last Stand" that's been kicking around in that data file for I dunno how long. It's in there with La'Loff Amphitheater and Celestial Nexus too. (Which doesn't necessarily mean anything, but it could imply that one day there may be more Zilart added.)
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#30 Mar 27 2005 at 6:51 PM Rating: Decent
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The Last Stand might be the planned site for the final battle. I think I read in one of Hashmalum's posts that it was a part of the original set of zones, not the Zilart zones based on its numbering or something like that. Hashmalum can confirm that or correct me on that.

Is there any evidence that would point to where it is located, like a region or even what it looks like?
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#31 Mar 30 2005 at 4:26 PM Rating: Decent
sry i havent been able to update much lately, just got back from vacation w/o the net -.- i'll get around to updating this soon enough tho, glad to see you guys rated me up to a 5 tho^^ now if i could only get a sticky...
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#32 Apr 04 2005 at 6:44 AM Rating: Decent
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*points to your Promy runs*

See, Pandemonium server? This proves that RDM can win Promyvions! Now invite me to do Mea and Holla, dammit! >D
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#33 Apr 06 2005 at 4:51 PM Rating: Good
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Ultima strategy:

My CoP PT is 1/4 on Ultima and Omega. The first time we all died, the second and third time were marred by disconnects. Our PT setup was NIN RNG RNG BLM WHM RDM. While this may seem like the "perfect" setup, it isn't foolproof and indeed it takes a good strategy to win this BC.

MELEE JOBS: Sub NIN. Many of Omega's and Ultima's attacks are blinkable, and a NIN SJ has the added bonus of Subtle Blow which reduces, however small it may be, their TP gain. STAY AWAY FROM ULTIMA AND OMEGA. Omega has AoE stat absorb, and Ultima has Equalizer. Every melee job, with the exception of Dragoon, has some sort of ranged attack skill. Eat Sushi, used ranged attack to gain TP, and go in and WS. Monks, get MND gear, Boost, and Chi Blast. Beastmasters can, of course, send in their pets.

WHITE MAGES: Stay on your toes and watch for status effects. Ultima's Slow especially sucks, if you don't have Erase, BUY IT. Get a Vile Elixir and Vile +1 for this fight, you'll need the HP and MP after taking Equalizer.

BLACK MAGES: Save your damaging spells for the last 20% or so HP. Until then, STUN STUN STUN. Omega may use Discharger and gain complete magic immunity, so watch out for that.

RED MAGES: Gravity Omega when he gets to 20% or when he uses Pile Pitch. Other than that, enfeeble as normal. Bring Vile Elixir and Vile+1 for MP for Chainspell. Haste the WHM, they're going to need that recast timer on Erase lowered. Barthundra may help, but we won the fight without ever using it.

Positioning on this battlefield is important. Your PT should be positioned like so.

  ---------------- 
     *Tank         **Melees 
     ^MOB            | 
     |               | 
     |               | 
     -----Mages------|


This positioning offers several advantages. First, only the tank eats directional AoE, and second, if the melees gain hate (or when the mob uses hate reset), only they will be hit by the AoE.

Omega: Around 12,000 HP. Can be bound and gravitied. Cannot be slept.

Ion Efflux - Paralysis that's so effective it's almost like Stop from previous FF games.
Discharger - Magic Shield, cannot Dispel or Finale
Shock Spikes
Target Analysis - AoE, Drains a certain amount of stats from the targets. This can drain multiple shadows from NIN.
Pile Pitch - Hate reset, target is knocked to 5% HP
Guided Missile - Directional AoE physical attack.

Ultima: Around 12,000 HP. Can be bound and gravitied. Cannot be slept.

Nuclear Waste - -50 to all elemental resistances. Unknown if bar-spell counters this, but don't waste MP trying, he'll just spam it.
Chemical Bomb - Spider Web, Sticky Thread, Hojo: San all into one . Doubles recast timers. If multiple people are hit with it, Divine Seal+Erase.
Hydro Canon (yes, it's spelled with one "n".) Water attack.
Turbofan - Wind attack
Equalizer - AoE death. Does about 600 damage to those in range; mages without blink and stoneskin are going to be oneshotted. A SMN friend of mine said that this move was hate reset; he said that shortly before this move the PLD used Invincible and was basically ignored. Used at low HP.
Antimatter - Directional death. Can be blinked. Used at low HP.


Edited, Wed Apr 6 18:05:49 2005 by Mifaco

Edited, Wed Apr 6 18:09:08 2005 by Mifaco
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#34 Apr 06 2005 at 4:59 PM Rating: Good
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Alternate Oruyu Strat:

Last night I beat him with smn smn pld pld rng blm.

Really no one did much of anything except for the 2 smns, 2 people were there just to see if we could do it.

Anyway onto strat. 2 SMNS each with Refresh Drinks and ethers can easily handle the dragon. Pop Garuda and then have both smns use aerial armor. (Garuda blinks herself for those who didn't know.) Leave the summons out while the blood pact timer runs down. Then have the 2 smns assault Ouryu, Yag Drink, Astral Flow, Aerial Blast him, hi-ether, wait, Aerial Blast, hi-ether, wait, Aerial Blast. At this point the battle should be over or you should only have to take him down a little farther to win. If you don't have a rng to EES at the end whatever 4 other party members you brought should be able to finish him pretty fast.

For this battle you WANT him in the air, his in-air standard attack will only do ~15 damage to a garuda per hit.

Bring along some kind of tank if things go wrong; IE summons die close together and Ouryu goes after one of the smns, and someone like a rng that can EES for quick high damage.

All in all this type of battle will be all about resists to Aerial Blasts. I went on Windsday with double wind weather, so we had resisted AB's for ~650, to normal AB at around 890-930, to AB with day effect around 980 and then AB with day effect and weather effect for ~1056.

3-5 SMNS would make it easier as you could lay down 6-10 aerial blasts in a shorter amount of time, 6 SMNS would be sick where you probably could beat this guy inunder 2 minutes.

Other things to take into consideration:
1. Don't heal the SMNS until the Astral Flow cycle is done, summons hold hate pretty well after Aerial Blast but it get dangerous when you have to recast and have no hate buildup on the avatar.
2. Generally speaking all the other members should stay far enough away from the battle as to not get caught in touchdown so that you don't have any unecessary damage/healing taking place.
3. If you have austere gear borrow/bring it. a couple seconds less BP timer is good here as it can mean a dead wyrm(not dragon) or you having to resummon and risk him coming after you.

Try it and have fun. We almost set the record this way. It's realativly painless and low cost, not farming mismelts or tons or items for anyone other than the summoners with the refresh drinks and the hi-ethers. Also you can bring just about any job/level along to leech the battle, esp if you have 3 smns.
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#35 Apr 06 2005 at 8:21 PM Rating: Good
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Ultima also Spams wirecutter which does 200 to 300 on a pld. This probably was what killed us as it kept the pld in the 900 range, where it then proceded to do back to back water elemental attacks for 480 each.


Wirecutter is a real killer.
#36 Apr 14 2005 at 2:21 PM Rating: Decent
finally got around to updating the guide w/ any replies that have been posted.

i was about to add in some other threads, but i moved away fromt the page and lost it all ; ; if someone would be kind enough to compile them all, i would be MOST appreciative^^

2 things: one, remember, a thread rated as 5.00 can still be rated up and effect the users karma^^

two, do i have to do anything special to get this thing stickied? @.@

Edited, Thu Apr 14 15:59:04 2005 by Queuebicks
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#37 Apr 19 2005 at 10:15 AM Rating: Decent
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bump
#38 Apr 25 2005 at 5:09 AM Rating: Good
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My CoP static beat Ouryu last week with the following jobs: NIN RNG RNG BRD RDM WHM (so yes, it is feasible without a PLD tank).

We basically kept him on the ground at all times. It took us about 2h with a THF to farm enough feathers for 12 Mistmelt Salts, although 8-9 were actually used (out of these, 3 were wasted on simultaneous uses, but we had a moment of panic ;)).

Our NIN kitted Ouryu by running around him (and not in wide circles), which helped a lot with the RNG targetting, and the WHM curing. We did sleep him twice in order to Curaga and rest up a bit, and used double EES at about 40% to finish him off.

[edit] Grammar...

Edited, Mon Apr 25 19:20:43 2005 by Bouledepoils
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#39 Apr 25 2005 at 3:05 PM Rating: Decent
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Sorry to post off topic, but in the last update (April 21, 2005) were any new CoP missions added? If so, what is the current mission cap? I'm still only on CoP 1-3 and am missing out on all this CoP greatness ;_;

Anyway, this is a great guide, thank you for taking the time to write all this up and thanks to everyone who contributed.
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#40 Apr 25 2005 at 6:26 PM Rating: Decent
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Beat Prof. Mariselle tonight, with NIN RNG RNG THF RDM WHM. It was ridiculously easy with a single party, no medecine used, we just kept hitting him until he died.

We had much much more trouble with Keremet (he used Charm a lot on us, got us wiped twice before we could manage, by sheer luck, to kill him), in fact, than we had with prof. Mariselle ^^; A 2-PT alliance should be able to handle him pretty easily though.


Edited, Mon Apr 25 19:29:25 2005 by Bouledepoils
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#41 Apr 25 2005 at 10:48 PM Rating: Good
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There were a few new missions added.

8-2: A Fate Decided
8-3: When Angels Fall

I can give a blurb on each of them. Can't give good directions on navigating around Hu'Xzoi (and only passable directions for Ru'Hmet), so I'm not gonna try. Look up and print out the maps for each area, it'll make life easier.

8-2: Check eastern portal in Hu'Xzoi lobby hall for cutscene. Check it again to pass through. You're now in Hu'Xzoi itself ... and the entire mission is simply to make it all the way through Hu'Xzoi to a Cermet Portal at the end (north-center, lower floor, approaching from the north).

This basically involves hassling avoiding enemies and escorting Quasilumins. It's not *difficult* (for a party), and it's usually pretty straightforward where you want to go. But it is very time-consuming.

Aerns are non-aggro still. Euvhis aggro true sight (maybe true sound) when they're "open", and also link (with what, exactly, I'm not sure) even if they're closed. If they're standing around open they stay open, if closed they stay closed. They don't transform like the ghrahs.

Ghrahs are those crystalline things, and they periodically transform from a round ball (which is non aggro) to a something-else (which is true sound aggro). As soon as it starts its transformation animation the aggro rule changes, so if you run past a ball and it transforms into a bird as you go by, you've got aggro. Be warned. They're like Empty in that they have a visible elemental core which determines what element attacks they use, and what elements they're strong and weak to.

Zdeis are like a cross between a pot and a mask, and are basically brown things that (usually) stay in one spot and spin around. They have a small blue "eye" on one side and a larger, more decorated blue "eye" on the opposite side. They are true sight, and their sight side is the larger of the two eyes.

Some zdeis do not spin, and their large eye is permanently facing in some inconvenient direction, so it's impossible to avoid aggroing them. The rest, unless they're spinning *fast*, you can simply walk up to their "back" and circle around them, staying "behind" the whole time, and not get aggro. If they spin too fast you can't move fast enough.

A few warnings:
When your travels get around to the southwest part of the upper floor, you'll find a portal leading east, that asks for confirmation before going through. Do *not* go through it. This leads back to the lobby and is one-way (you may recall checking the west door in the lobby to find out that it can't be opened from that side), and if you go through, you lose all your progress trudging through Hu'Xzoi.
???'s are traps and will warp you out. If you find one, don't check it.
Similarly, don't Escape unless you absolutely have to, because you will, again, have to repeat the entire trip if you leave.

When you get to the final Cermet Portal, buff up and check it to spawn an Ix'ghrah. This is stronger than the normal Eo'ghrah enemies around Hu'Xzoi, but not massively so. Party of 75's should have no difficulty whatsoever. Watch out for its attacks (it has some that the normal ghrahs do not), and note that this one can morph into human form, not just bird or spider.

After smiting, check portal again for cutscene. Now, unless you want to walk all the way back to that one-way door, you *do* want to use Escape or something to get out magically.

8-3: Back in the lobby of Hu'Xzoi, check Gate of the Gods (dead ahead, you checked in 8-1), and now you can go through there to Ru'Hmet. You'll get a cutscene upon zoning in. You now have two objectives:

1. Reclaim your lost Light. This is Light of Vahzl for Humes, Light of Holla for Tarutarus, and ... I actually don't recall which was which for the other races. I'm gonna go out on a limb and say that Dem is Elvaan, Mea is Mithra, and Al'Taieu is Galka. Someone please pop in and correct me if I'm wrong.

2. Get Brand of Dawn and Brand of Twilight to make the central elevator able to take you to the third floor.

You can do these in either order, you are (for the moment) stuck at an unresponsive door at the top of the elevator even if you do both.

Objective #1: There are five towers around the outside of Ru'Hmet. Each tower corresponds to one Light and thus to one race. You only have to climb the tower(s) that correspond to the Light(s) you need. So if your entire group is Hume, you only have to climb the tower that gives you Light of Vahzl. If you have three Humes, two Tarutarus, and a Mithra, then you have to climb those three towers (one for the three Humes to get it done, one for the two Tarutarus, and one for the Mithra).

Unhelpful lout that I am, I only know that the northmost tower is the one that worked for me, giving Light of Vahzl for Humes.

Each tower has four floors, and sneaking around rules are basically the same as in Hu'Xzoi, except it's generally speaking a shorter (and consequently easier) trip. Enemies are a level or two higher though, they give exp in the low 100's to a party of 75's, rather than exp around 40-50.

Also, in the towers, it may well be practical to just sleep anything that aggros and bolt for the teleporter to the next level up to reset hate. The towers aren't large so the teleporters aren't far apart. Fourth floor of each tower has no enemies, just an Ebon Panel.

First time you check an Ebon Panel (whether it's from your correct tower or not) you'll get a cutscene. Check it again and it'll either be unresponsive (wrong tower) or you'll get the option to use your mysterious amulet - do so, and you'll get your Light, and the title "Warrior of the Crystal".

Repeat process in varying towers (hopefully someone else can contribute which Light corresponds to which race and which tower to which Light), until your whole group has reclaimed their lost Light, and you now each have all five.

Objective #2: Approach the center of the map from either the east, the west, or the north. (There's a one-way door - going the wrong way of course - blocking your approach from the south.) In doing so, you will have to pass a "gauntlet" of Qn'zdeis in the last room before the center. This consists of four Qn'zdeis (NM) that are sitting on four pedestals around the outside of the room.

In order for the exit door (leading to the central chamber) to be open, all the Qn'zdeis must a. be alive and b. be on their pedestals (i.e. not aggroing anyone). So you have to somehow get your party across to the exit door and end up with the Qn'zdeis alive. Three methods:

1. Kill them (this is a tad tricky since they'll all link as soon as you attack one, and they're basically unsleepable). Go over to exit door. Wait for repop - it's quick, only about 5 minutes. This is the suggested method if you take an alliance or a confident powerhouse group.

2. (Best done with a WHM along, or at least a BRD.) Run across, die near the exit door, Reraise and Raise once the Qn'zdeis move back to their positions upon killing everyone, and proceed. For purposes of avoiding exp loss, RR3/R3 > RR2/R2 > Hymnus > RR1/R1. Note that Reraise (even RR1) trumps Hymnus in priority, so if you're going with Hymnus, be sure to cancel normal Reraise before dying. With some clever control over who has hate, and having someone die in the middle of the room and getting Tractored, it's probably possible to have one person get their attention while the rest bolt across, then Tractor and Raise the sacrifice.

3. Qn'zdeis aggro like any other zdei, and only see with their "big eye". Like other zdeis, they spin around. I'm pretty sure that in each room there is one that spins fast and three that spin slowly. It's conceivably possible to get across the room by hugging the side that has the slow-spinning zdeis, and moving only when they're not looking. Personally, I don't have the skill to do that, and I doubt most people do. Still, if someone's up for a test of their stealth skills, feel free to see if you can pull this off.

However you do it, eventually you make it into the central room. Here, there is an elevator. Take it on up. As a quasilumin here will tell you, you need Brand of Dawn/Twilight to get access to the third floor. So, go get them. Brand of Dawn is due north of the elevator. Brand of Twilight is due south. All you have to do is check the relevant Cermet Portal, say Yes, and get a quick cutscene with no fight. Simple, right?

Nah. See, there are these little teleporting vortexes blocking most of your east-west progress. Step into one and you're in the equivalent one on the opposite (east or west) side of the tower. Step into that and you're back where you started. And where you don't have vortexes blocking your way, you have piles of rubble, and where you don't, you don't have any direct path - you may find yourself *overlooking* a room you want to be in, by being on an upper ledge in it, but that doesn't do any good.

So, it's a nuisance. To get to Brand of Dawn, you do in fact go straight north from the starting point. Only minor detail - another gauntlet of Qn'zdeis in the way. In this case, the "exit" door that closes on you is the door to the elevator room you just came from, so you can run past them, through the still-usable "entrance" door, and continue on to the Cermet Portal. Assuming they don't kill you on the way. Then you have to get back past them to get back to the elevator area so you can start going for Brand of Twilight. Deal with Qn'zdeis however works best for your group.

Brand of Twilight is more complicated, but a lot safer. No stupid Qn'zdei gauntlets to pass. Make your way to the room south of the elevator (you can't go directly, so go east or west a room, then south, then back), then observe some oh-so-helpful piles of rubble blocking your way to the Cermet Portal at the south end of the room. Take one of the eastern exits from this room and make your way to the outside edge at the southeast corner.

Proceed north along the eastern edge of the central tower to the northeast corner, and then use the portals in either of the western exits to warp to the northwest corner. Go back south to the southwest corner, and take the unblocked exit here and proceed east, to find yourself back in the room with the Cermet Portal - but now you're south of all the piles of rubble, and can get at the portal to get your Brand of Twilight. Reverse steps to get back to the elevator.

Now the elevator will let you go to the third floor of the central tower, where you can do ... absolutely nothing at the moment. There's a door here, which will probably *eventually* be responsive (probably also assuming you got your Light), but at the moment it's inactive, just like the eastern portal in the lobby of Hu'Xzoi was inactive in the previous update.

That's it for missions for now. If, incidentally, you want the map of either area? (They're separate maps.) It's just like Al'Taieu, talk to every quasilumin in the zone (you can log or zone in the process, it's cumulative and doesn't reset), talking to the final one a second time for your map. Unlike Al'Taieu, *getting to* the quasilumins is a major horrible pain.
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#42 Apr 29 2005 at 9:16 PM Rating: Decent
OK, still wondering how to get this sucker stickied lol. darkprayer's guide got stickied real quick :( anyway, not that big of a deal.

added in the rest of the missions added in the latest update. i would still appreciate if someone compile a list of useful links on this forum^^
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#43 Apr 30 2005 at 12:06 PM Rating: Decent
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i would love for this to be stickied..vote up for stickying??lol

either way thanks for the effort in maintaining this guide..it got my static through a lot(even though we didnt follow it to the dot)and id say its the best guide ive read so far
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#44 Apr 30 2005 at 3:01 PM Rating: Good
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Bit of an update on the lights. I still don't know what tower is what, but as for which race loses which light:

Hume: Vahzl
Elvaan: Mea
Tarutaru: Holla
Mithra: Dem
Galka: ?

I unfortunately know no galkas with Al'Taieu access (it's a bit of an unpopular race among NA players; there are JP galkas in Al'Taieu that I've seen, but being Japanese, and since I don't speak the language, I can't really ask).

One possibility is they lose the Light of Al'Taieu right after getting it in the cutscene after the 7-5 BC. Alternatively, they get the Light of Al'Taieu along with everyone else, and then lose some other Light that one of the other races loses too (if that's the case they'd probably lose the same as the mithras).

And ... I really won't know, unless some galka with Al'Taieu access pops in to say what's what. :P

Side note: the Lights seem to be (blatantly in some cases and more subtle in others) the opposite of the racial flaws. This is assuming galkas lose Al'Taieu.

Hume - Apathy; Vahzl - Hope
Elvaan - Arrogance; Mea - Trust
Tarutaru - Cowardice; Holla - Courage
Mithra - Envy; Dem - Justice
Galka - Rage; Al'Taieu - Compassion

I don't know if this'll ever have any significance though.
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#45 Apr 30 2005 at 4:16 PM Rating: Good
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Quote:
Side note: the Lights seem to be (blatantly in some cases and more subtle in others) the opposite of the racial flaws. This is assuming galkas lose Al'Taieu.

Hume - Apathy; Vahzl - Hope
Elvaan - Arrogance; Mea - Trust
Tarutaru - Cowardice; Holla - Courage
Mithra - Envy; Dem - Justice
Galka - Rage; Al'Taieu - Compassion

I don't know if this'll ever have any significance though.


I think so. Promethia gave the 5 races their flaws. The lights could be a way Altana tries to fix the flaws. This 100% pure guess, as I'm stuck on 1-2 *mutter mutter*. It could also mean there's a 5th crag. Again, more baseless speculation

Anyway, great guide. It's bound to help me when I get around to completing them.
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#46 Apr 30 2005 at 11:02 PM Rating: Good
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The crags are built to house the mothercrystals, and we already know where all five of those are:

Dem: under crag of Dem (duh).
Holla, Mea: see Dem.
Vahzl: under Xarcabard (perhaps under Zvahl), and accessible via western Pso'Xja - *not* under Fei'Yin, Fei'Yin was never a crag.
Al'Taieu: under Hu'Xzoi in Al'Taieu - and yes, this means it's not really in Vana'diel.
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#47 May 01 2005 at 2:56 AM Rating: Decent
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Ligh tof Dem was the tower 2nd from the left. the north westish tower. For Mithras!!
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#48 May 01 2005 at 3:01 AM Rating: Decent
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New revelation. Since Mithra is the north west one. and Hume is north.

I remembered the AA battles were also in that order. so i'm gonna go out on a limb and say:

South west tower = Tarutaru
North west tower = MIthra
North tower = Hume
North east tower = Elvaan
South east tower = Galka

someone confirm this. but that's my best guess.
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#49 May 02 2005 at 2:43 PM Rating: Default
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Just a note, Omega has additional effect: Stun with his normal attacks, and Ultima has additional effect: Paralyze with his attacks. Ultima's paralyze took out my paladin's two hour >_<. Lost the fight at 1% health -.-
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#50 May 11 2005 at 8:17 PM Rating: Good
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Brought my WHM up to top floor of Ru Humet using Reraise 3
after the update.

Got a CS at the prevoriously inactive door and could enter a BC. The BC is against 4 of those pot things. There is a Door at the other side of the room - not sure if you have to kill them.


One of the Pot things dispelled my Reraise 3 - welcome back 74 :D Had no manpower for the BC avaiable - gonna try sunday
#51 May 11 2005 at 8:55 PM Rating: Decent
28 posts
holy sh*tniznit thats a long post....
~Goulash, the Fenrir WHM
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