Unofficial Final Fantasy XI Guide
CAMPS LV59 C
Val ley Of Sorrows
LV70
S
Party Level Range Lv59-62
lowly but surely we are reaching the end of the ladder. By this point you might have dabbled in
Popularity of Zone 5/10
Requirements to Enter None
the choices available to you in the newest expansion areas, but now they will become even friendlier and will probably offer the best XP you’ll ever see. Some of the locations you can visit in this range later become prime Merit Party spots, so take the time to learn the zones and find the maps. It is at this stage that skill chaining can become almost obsolete as people focus on fast killing heavy chaining melee parties, but there is still a place for every mage job. This is also the point at which the monsters you must fight for decent XP are of a considerably higher level than the kind you are used to.
Medicines/Items None
Nearest Outpost/Teleport Cape Terrigan
Outpost
http://ffxi.allakhazam.com/images/areas/VALLE
Y_OF_SORROWS.jpg
This zone is directly connected to where
you have been camping in Cape Terrigan. Chances are you might have run into this zone while escaping a monster link. Once inside you don’t need to move very far to find the targets for this range. If, for whatever reason other than killing things in a party, you wanted to explore the zone both Sneak and Invisible would be required.
The other end of this place can be reached
by going through Gustav Tunnel, but this works one way. If you come via Gustav you won’t be able to get deeper into the valley and if you drop down to that half you can’t get back either.
Unofficial Final Fantasy XI Guide
for those who remember that there are camps here to be used. At any point you see a crab enemy you should identify that camp as an easy and fast location.
The Fish are secondary targets because of
problematic status effects and annoying self buffs. A dispeller is a must for this camp if you want fast kills as the defense boosts the craps give themselves are high. A mage heavy party could circumvent the need for a dispeller.
The party simply must have Barwatera on
it for this camp also, since you will be fighting nothing but enemies that use AOE water element moves. Other things to remember about this camp are that deeper into the tunnel that you are camping at the mouth off is a zone, which is a convenient escape route.
Unofficial Final Fantasy XI Guide
L v 56 -5 9
Cape Teriggan
Camp Locations: (I-9)
Supported Parties: 1-2
Party Level Range Lv55-59
Popularity of Zone 6/10
R o bber Cr a b
Requirements to Enter None
Level Lv59-60
Medicines/Items Sneak,
Family Crab
Invisible
Aggro Sound
Nearest Outpost/Teleport Zone Outpost
Link
No
Weaknesses Ice, Thunder
http://ffxi.allakhazam.com/images/areas/CAPE
Resistances Water
_TERIGGAN.jpg
This zone is found on the far side of Kuftal
Ter r o r P u gil
Tunnel and can be thought of like a scarier high level version of the dunes. This is full of enemies that aggro to both sight and sound so you must travel through it with the utmost of caution.
Level Lv60-65
Family Fish
Aggro Sight
Link
Yes
Weaknesses Ice, Thunder
Resistances Water
In days gone by this was the main place
parties went to reach Lv60, but things changed. Although people tend to go elsewhere now, that actually works out better
Unofficial Final Fantasy XI Guide
You will find a mix of mage and melee
W ea po n s
type weapons strewn down both staircases opposite the camp position, which is basically where you appear when you zone in. This obviously means you have an escape route right there in case of problems and should have no problems with running out of things to pull.
Level Lv57-63
Family Weapon
Aggro Sound
Link
No
Weaknesses Fire
The mage type you will meet is a Red
Resistances Elements
Mage, so it is advised to have someone who can successfully Silence them as well as someone able to Dispel any buffs it might cast on itself (they will be pulled with buffs already active if they have been spawned for a while).
This location is an unknown camp option
for this level range. It will probably always be empty, but if it isn’t then don’t come here as it is only suitable for one party (check before heading out!).
You may or may not have experienced
fighting Weapon types yet. Watch out for Smite of Rage, a single target high damage attack, and Whirl of Rage which is a lesser damage AOE. Having stunners or melee that has shadows makes killing these a lot easier on the healer. Also note that other than its weakness, Weapons have a slight resistance to all other elements.
Unofficial Final Fantasy XI Guide
Ro ‘M aeve
removes the food effect of the one they attack. Rather than use nothing at all or hold back too much simply to avoid your food being stolen, just buy nice cheap food suggested in this guide. These enemies also have pretty low defense and don’t stand up to a strong party for long.
Party Level Range Lv53-55
Popularity of Zone 2/10
Requirements to Enter None
Medicines/Items None
The birds other TP moves include; a four
Nearest Outpost/Teleport Teleport-
fold single target attack and a single target TP reset. With the exception of the four fold attack against a Ninja tank, these TP moves are nothing to worry about.
Mea, Zi’tah
Outpost
http://ffxi.allakhazam.com/images/areas/ROM
Though you do not have to worry about it
AEVE.jpg
with these lesser birds, it is important to learn now that any other versions found elsewhere (called Greater Colibiri) have what can only be described as Return Magic. If any spell of any job is cast on them they will receive its effects/damage and then throw it back at whoever has hate.
This zone is found in the north of the
Sanctuary of Zi’tah, just hug all rights and go straight when you need to and you’ll find it without trying. Having a Chocobo from Jeuno or the Mea spire makes this trip a lot quicker.
L v 53 -5 5
Camp Locations: (H-11)
Supported Parties: 1
Unofficial Final Fantasy XI Guide
lot. Get used to Crab enemies being aggressive from this point on as most you’ll meet now will. The area at (J-9) is actually a big chamber, sporting a few corners and raised platforms that you can camp on.
Sneak is required if you don’t take a
Chocobo from Al Zahbi. This expansion area is right outside the city, so you can’t miss it. Everything in these areas is high level and should not be over estimated. In this zone and also the thickets, if you are around the city when a Besieged is underway you may run into the attacking enemy force in the wild, so be cautious in this situation.
The (G-3) camp is at the other end of the
tunnel you enter from, which is a hassle to get to but the added bonus of making this extra trip is that of all the camps it is the least likely to be taken by another party and that you are right next to a zone in case something goes wrong.
L v 54 -5 8
Camp Locations: (K-7), (G-8), (H-9)
Supported Parties: 2-3
Wajaom Woo dlands
L ess er Co lib ir i
Level Lv63-66
Party Level Range Lv54-58
Family Bird
Popularity of Zone 7/10
Aggro No
Requirements to Enter Treasure of
Link
No
Aht Urhgan
Weaknesses Piercing
Medicines/Items None
Resistances Wind
Nearest Outpost/Teleport None
So here we finally reach our first taste of
http://wiki.ffxiclopedia.org/images/f/fc/Wajao
the newest expansion. Be sure to switch from Signet to Sanction when partying in these new areas. Also; bring cheap food. All Colibiri have a very annoying move which
mWoodlands.png
Unofficial Final Fantasy XI Guide
It is also worth mentioning that sometimes
Ku ftal Tu nn el
a Wyvern might be patrolling the tunnels you pass through to reach the other end of the tunnel. If this is up put Invisible on and be aware that its vision distance is far beyond a players and if you can see it coming towards you then it has already seen you.
Party Level Range Lv52-55
Popularity of Zone 10/10
Requirements to Enter None
Medicines/Items Sneak
L v 52 -5 5
Nearest Outpost/Teleport Teleport-
Camp Locations: (H-13), (J-9), (G-3),
Altepa
(J-5)
Supported Parties: 3-5
http://wiki.ffxiclopedia.org/images/3/3b/Kuftal
1.jpg
R o bber Cr a b
To find this tunnel requires you to go back
Level Lv60-65
out into the western desert this time taking right turns mostly, heading for (H-4). You’ll know you are heading the right direction if you pass by some Manticore and Cactuar.
Family Crab
Aggro Sound
Link
No
Sneak is only required if you must go to
Weaknesses Ice, Thunder
the camps at the far side of the dungeon, nothing is required for the ones near the entrance. Don’t forget your meds even if you think the front camps are free as this place can become overcrowded very quickly. Stick to the floor you start on and you will not need anything else but be aware that if you go deeper down Invisible is required for some monsters you would encounter.
Resistances Water
Crab enemies, how we missed you. There
is nothing new here from these familiar enemies and they don’t put up much of a fight. The only real difference between these crabs and some you’ve met before is that these ones aggro as well as link, making the camp around (J-5) the most dangerous of the
Unofficial Final Fantasy XI Guide
aware that pops will link. Being at the upper slope is probably best as this will allow your puller to find out ranging the Black Mage type Antican simpler.
Lv 49 – 52
Camp Locations: (I-9)
Supported Parties: 1-2
The beetles are the same as ever and
He lm B eet le
should be what you focus on pulling. Antican are full of horrible TP moves, but the Black Mage ones, if silenced, go down very quickly. The Warrior types hit hard but aren’t so tough in comparison to the Paladin type which should be avoided as it is far too much of a hassle to kill.
Level Lv54-58
Family Beetle
Aggro No
Link Yes
Weaknesses Ice, Light
Resistances None
The TP moves you need to be aware of are
as follows; AOE small petrify which resets hate, AOE silence, Evasion/Defense Buffs, and AOE blind. As you can probably imagine it is tough to deal with so many status effects and Echo Drops are simply a must for mage jobs and any melee jobs which need spells. Also note that the AOE silence move has a massive range, only slightly less than the maximum distance of Cure.
An ti ca n
Level Lv56-60
Family Antica
Aggro Sound
Link Yes
Weaknesses Wind
Resistances Earth, Dark
The position listed above is a guide line
only. You can camp around any where on the two slopes or right back further down the tunnel if you prefer. Beetles spawn around the slopes so if you are focusing on them be
Unofficial Final Fantasy XI Guide
CAMPS LV49 C
http://ffxi.allakhazam.com/db/quests.html?
fquest=710
LV60
http://wiki.ffxiclopedia.org/Staging_Points
W
Qu icksand Caves
hile working your way through this level range, keep in mind that you can also go after your job’s
Party Level Range Lv49-52
unique Artifact Armour. For most jobs this equipment is just for show and does no really help much, but others get lucky so don’t neglect doing them. A handy side effect of partying in most of the places you can chose from in this range is that coffer keys you may need drop in some places, so check ahead of time which you require. Dispeller and refreshing are now a necessity for your parties, it is very rare to try and XP without either at this point.
Popularity of Zone 7/10
Requirements to Enter None
Medicines/Items None
Nearest Outpost/Teleport Teleport-
Altep, East
Altepa
Outpost
http://wiki.ffxiclopedia.org/images/b/bd/Quick
sand-caves-3.jpg
This is the first set of levels where the
newest expansion will come into focus and it is highly recommended you have this pack. Having it is not enough however as a quest to gain access to all areas is also needed to be completed. It is also recommended that once you become a Mercenary (complete the first two easy missions of the expansion) that you visit each Staging Point and register your data so that you can teleport out to them at the cost of 200 IS. Information about this quest and staging points can be found below;
Once more your camps for this set of
levels are right at the start of certain entrances so you do not need medicines once inside. Outside, you will either need a Chocobo or both Sneak and Invisible. To reach the section of the caves that you need to know about for this level look at (J-9) in the western desert for a slope leading to a cave. Hugging left should put you at it if you don’t have the map of the desert.
Unofficial Final Fantasy XI Guide
These camps are often quite crowded
Lv 45 – 49
which really drags down just how well they work but if you can get them to yourself then this is amazing XP. The Bats are the triple type so their TP moves can be quite annoying (AOE attack down and single target three hit assault) but are the easiest target. The Beetles here have high defense even before they self buff so don’t even consider fighting them without dispel or a party that can handle long battles.
Camp Locations: (G-7), (H-8), (I-8)
Supported Parties: 2-3
Fu nn el B a ts
Level Lv45-48
Family Bat
Aggro Sound
Link Yes
The only other note about camping down
Weaknesses Wind, Light
here is the lack of a safety net. However, if you have a Black Mage then they will have access to the spell Escape by this point, which removes the mage and anyone around him from the dungeon. It has a long cast time, so tell him to cast it quick off the bat if you feel things are going wrong. Also, this is the chamber where an HNM called Serket can spawn, if it happens to be up stay well clear of it and consider moving elsewhere unless it is killed (stay even further away while it is being fought, its AOE moves will most likely one-shot you and have a huge reach).
Resistances Dark
C ha mbe r B eet le
Level Lv48-52
Family Beetle
Aggro Sight
Link Yes
Weaknesses Ice, Light
Resistances None