Unofficial Final Fantasy XI Guide-chapter011

Unofficial Final Fantasy XI Guide
Ghosts should only be pulled if you really
L em ur e
need as, even ignoring the AOE Curse it can do, they resist pretty much everything besides magic. As with the skeletons, these will aggro through sneak if you have yellow or lower HP status.
Level Lv80-85
Family Ghost
Aggro Sound
Link
No
The Hound type monsters are nothing
Weaknesses Fire, Light
special and are easily dispatched, but at the same time don’t seem to offer up as much XP as the other targets. As with the others, they will aggro you through Sneak if you have yellow status HP or lower.
Ice, Dark, Blunt, Piercing,
Resistances
Slashing
Although not required, it is highly
recommended that you bring as many Monks as possible to this party. If you are not aware; Monks get bonus damage against skeleton type monsters and utterly destroy them. This camp is also a possibility for a Manaburn party of Black Mages. For standard set ups of melee and support this camp will not prove as good as elsewhere, but is often empty.
Th e Sh ri ne Of Ru ‘Avi tau
Party Level Range Lv70-75
Popularity of Zone 7/10
Requirements to Enter Zilart
Mission 13
The Skeletons are your primary target and
Medicines/Items Sneak
have resistances against most other weapon types, which is what makes them a bit tougher to take down unless you are a Monk. AOE Blind, AOE Drain, and single target Slow are also very annoying. The Black Mage type of Skeleton also knows some very dangerous spells. Even with Sneak on, these monsters aggro HP that is on yellow status or lower.
Nearest Outpost/Teleport None
http://wiki.ffxiclopedia.org/images/6/66/RuAvi
tau2.png

 

Unofficial Final Fantasy XI Guide-chapter012

Unofficial Final Fantasy XI Guide
Overall this is a challenging camp better
L v 72 -7 5
suited for somewhere quiet to reach Lv75, rather than a place to go to in the hunt of Merit Points.
Camp Locations: (E-7), (J-8)
Supported Parties: 1-2
Spa r to i
King Ranpe rre’s To mb
Level Lv80-85
Family Skeleton
Party Level Range Lv72-75
Aggro Sound
Popularity of Zone 6/10
Link
Yes
Requirements to Enter None
Weaknesses Blunt, Fire, Light
Medicines/Items Sneak
Resistances Dark, Ice, Piercing, Slashing
Nearest Outpost/Teleport Teleport-Holla,
Ronfaure
Outpost
Ha t i
Level Lv80-85
http://wiki.ffxiclopedia.org/images/a/ab/KingRa
nperresTomb2.png
Family Hound
Aggro Sound
The area of the tomb which interests you is
the lower levels where the level of enemies drastically shoots up. Knowing where the Strange Apparatus ‘Secret Room’ of this place is will help you located the areas of interest. For those that don’t; work your way to the lower levels where enemies become far stronger and aim for (E-7) area of the map. You may also recognize this floor if you have ever taken part in a Vrtra kill, as you would pass it to reach the HNM Wyrm.
Link
No
Weaknesses Fire, Light
Resistances Ice, Dark

 

Unofficial Final Fantasy XI Guide-chapter013

Unofficial Final Fantasy XI Guide
magic, but I suspect that is even higher for Dark Magic. This means a mage heavy party would not fair as well as a melee centered group.
M o lec h
Level Lv83-87
Family Taurus
Aggro True Sight
The floating eyes like to cast magic as well
as Magic Barrier, making them impervious to all magic. They also use a different shield which protects them against all ranged attacks. As far as offensive TP moves go they have a single target damage attack and Lv5 Petrify (if your level is divisible by five then you will be petrified). The Petrify attack does not last that long. These eye monsters share the same all elements defense bonus as the Demons.
Link Yes
Weaknesses Light
Resistances None
This is a challenging camp, and although
you can technically go for the Buffolo type monsters they are often farmed and not as common as the enemies listed above. It is a good idea to have a White Mage and Bard support combination (not required, just a good idea).
If you are killing so fast that you need yet
another target then consider the True Sight aggro Taurus monsters. However, it is advised that even if you have a White Mage or someone capable of using the spell Cursna, that your tank carries at least one stack of Holy Water. The Taurus are capable of using Doom on a target facing them (if you turn fast enough it will have no effect) and only Cursna or Holy Waters can remove Doom before it counts down and one shots you. Note that neither has a 100% chance of removing Doom and it might take a few tries.
Your primary targets should be the
Demons which come in a few flavors here indicated by the job after their ‘Kindred’ name. The Black Mage Demons are probably the most troublesome in terms of spells and abilities so be careful with them and have a stunner of some kind to stop area spells. Demons have AOE slow, a single target hard hitting but stunnable attack called Condemnation and a single target Drain. All Demons regardless of class have a permanent 25% (approx) bonus against all elements of

 

Unofficial Final Fantasy XI Guide-chapter014

Unofficial Final Fantasy XI Guide
zone also requires passing through where an HNM Wyrm spawns which is True Sight. Any and all Taurus type enemies are also True Sight and should be given a wide berth.
Ule gu erand Range
Party Level Range Lv70-75
Popularity of Zone 6/10
L v 70 -7 5
Requirements to Enter Chains of
Camp Locations: (G-5), (G-7), (J-5)
Promathia
Supported Parties: 2-3
Medicines/Items Sneak,
Invisible
K i ndr ed
Nearest Outpost/Teleport Teleport-
Vhazl
Level Lv80-85
Family Demon
http://ffxi.allakhazam.com/images/areas/Ulegu
Aggro Sight
erand-Range.jpg
Link
Yes
The first thing to note about this zone is
Weaknesses Light
that although Chains of Promathia expansion required too enter it, no mission progress is needed at all. Once you have the expansion activated you can zone into this area by taking the upper cliff side zone facing Castle Zvahl next to where an outpost flag/Beastman flag is located depending on who owns the region.
Resistances Elements
Sm o len ko s
Level Lv80-85
Family Ahriman
Aggro Sight/Sound
The other important thing to note about
Link
No
this area that it is very high level and you should travel through it with the utmost of care. To reach some of the camps to the upper north and round to the far west of the
Weaknesses None
Resistances Elements

 

Unofficial Final Fantasy XI Guide-chapter015

Unofficial Final Fantasy XI Guide
on the left going deeper, or the cave blocked by a bolder. This bolder randomly raises and lowers so if it is blocking your way then you must wait at the bottom of the mound until it gets out of the way. Once down it is pretty much a linear path to the safe area you can camp as all other routes are dead ends prior to it.
Lv 69 – 73
Camp Locations: (H-9)
Supported Parties: 1
O vi nn ik
Level Lv80-85
Family Tiger
A W hi te M age i s re qui r ed for thi s
Aggro Sight
c am p. This reason is two fold; firstly because the Cockatrice type enemies can petrify and secondly because the Tigers have very potent AOE paralyze. Echo Drops are also suggested for any job that uses magic as Cockatrice can also inflict Silence.
Link
No
Weaknesses Thunder, Fire
Resistances Ice
G re at er Co cka tr ic e
This camp is a pain because of the TP
moves of the Cockatrice listed above as well as cone shaped attacks from the Tigers but has its solitude strongly in its favor. I don’t remember the last time I saw anyone of this level range in the cave to get XP. Things slow down around Lv73 although it is possible to get Lv75 here but it is not suitable for Merit Points.
Level Lv80-85
Family Cockatrice
Aggro Sight
Link
No
Weaknesses Wind
Resistances Earth
To reach the floor you are interested in
you must travel to the first very large chamber as if you were passing through the tunnel and take a sharp left up a small mound. At the top you will either see a cave

 

Unofficial Final Fantasy XI Guide-chapter016

Unofficial Final Fantasy XI Guide
are surprisingly soft skinned for the most part, but thanks to the AOE Stoneskin TP move called Diamondhide it can draw out fights making this slower than alternative areas. Also note that Diamondhide is far stronger than the Blue Mage equivalent or any similar spell other jobs have and it cannot be dispelled, you must damage your way through it.
Kuftal Tu nne l
Party Level Range Lv69-73
Popularity of Zone 4/10
Requirements to Enter None
Medicines/Items Sneak,
Invisible
You may notice other enemy types around,
Nearest Outpost/Teleport Teleport-
Altepa
such as Puddings, but those are much better targets for Manaburn parties comprised of just Black Mages using the Nuke-Sleep-Nuke method of fighting. For your general party or Merit set up only attack the various trolls. My best advice for coming here is to only consider it as a last resort (though I don’t mean to put anyone off coming here) if everywhere else is full. Time spent killing trolls will never amount to the same number of kills in other zones, but if those zones are packed then this place can come out on top.
http://wiki.ffxiclopedia.org/images/6/6c/Kuftal
3.jpg
I am sure that you are at least aware of
Kuftal Tunnel by now, even if it was only a passing visit in the mid fifties. However, there is more than one floor to this cavern and the deeper you go the more dangerous and high level the enemies become, which is why it is of interest at this level range. This was once a far more popular place but is now a little redundant, which often makes it totally void of parties your level.

 

Unofficial Final Fantasy XI Guide-chapter017

Unofficial Final Fantasy XI Guide
To obtain this Key Item for yourself you
best but keep in mind that neither can really be considered totally safe. There is also a sort of boxed off area you will be able to see from this position but do not go near it as that is where the HNM Cerberus spawns.
must examine the gate to receive a message about needing something to open it. Now turn back the way you came and begin looking for a random spawning ‘???’ you must examine to get the item. It usually spawns by the exhaust shafts hidden in corners or large black buildings near ledges. Beware of Sneak and Invisible aggro monsters when traveling around looking for this.
Trolls come in a variety of jobs, all of
which are pointed out by the monsters name (I.E. Hilltroll Dark Knight) and are a mixed bunch of melee, mage, and support jobs. Which of the two main camp locations you chose will dictate which types you mostly run into. The area near Cerberus has a lot of Dark Knights, Rangers, Red Mages, Monks, and Paladins whereas further down and on the ground level you are more likely to find Puppetmasters, and Warriors.
Lv 69 – 75
Camp Locations: (I-8), (H-8)
Supported Parties: 2-3
Tr o lls
The Ranger type of troll works a bit
Level Lv82-87
differently TP move wise to the others so I’ll explain his routine first. He carries a large cannon on his back which he pulls out slowly to fire ranged attacks at single target, but he also as a TP move which makes the cannon burst fire, hitting everyone around the target.
Family Troll
Aggro Sight
Link Yes
Weaknesses None
Resistances None
The generic moves that all trolls share are
The first camp point is a general position;
as follows; a single target damage and knock back or petrify move, AOE Stoneskin, and AOE Defense and Magic Defense down. Trolls all naturally have a lot of HP but they
it’s an area with a raised platform you can go up on or camp under with trolls patrolling both levels of it. Pick whichever suits you

 

Unofficial Final Fantasy XI Guide-chapter018

Unofficial Final Fantasy XI Guide
using up in a short period of time, this is more beneficial to your party than simply holding back because you don’t want to lose your three hour long food buff.
M oun t Zhayol m
Party Level Range Lv69-75
Popularity of Zone 8/10
Melee can burn through these birds
amazingly fast, but there is no place for offensive mage types like Black Mage unfortunately. Having melee that can protect themselves from damage (by subbing Ninja for example) help with the lack of downtime. Also, don’t dismiss bringing more than one Dragoon to here or the other camp area as they perform exceptionally against things weak to piercing. A melee heavy party here will probably provide you with the best Merit experiences of your game life, so take the time to learn how to get there C its well worth it.
Requirements to Enter Treasure of
Aht Urhgan
Medicines/Items Sneak,
Invisible
Nearest Outpost/Teleport Halvung
Staging Point
http://wiki.ffxiclopedia.org/images/6/6e/Mount
Zhayolm.png
This zone is a nice alternative to the
usually over crowded Mire and Thickets reached easiest after having found the Staging Point at least once. If not, you need to travel through the mountain (a zone called Halvung) to reach the areas the camp positions related too. You will also need a Key Item in the shape of a metal plate needed to open a gate you must pass by to reach these camps. Only one person in the party needs this item as long as they are willing to wait for everyone to let them through.

 

Unofficial Final Fantasy XI Guide-chapter019

Unofficial Final Fantasy XI Guide
monsters that look like they should aggro, but actually don’t. This makes anywhere on this isle below the level on which the Mamool stand a viable camping location.
G r ea te r C ol ibir i
Level Lv80-85
Family Colibiri
Aggro No
See above for notes on Mamool Ja. Also,
Wivre are technically doable for XP, but I really don’t recommend it. They take ages to go down and have a very, very, annoying AOE fire damage move that it they like to spam when almost dead.
Link Yes
Weaknesses Piercing
Resistances Wind
Ma m o ol Ja
Greater Colibiri are far more dangerous
than the lesser variety, since they have what I mentioned previously as a trait similar to Return Magic in other Final Fantasy games. Whatever spell is cast on it; it will take the effects/damage as normal and then use it back against whoever has hate. Since they can still be slept this does not cause problems for lining up monsters to be fought, just make sure your sleepers don’t use any AOE sleep moves or the party might be in trouble.
Level Lv82-87
Family Mamool Ja
Aggro Sight
Link Yes
Weaknesses None
Resistances None
This alternative area of the same zone
reachable through a longer trek offers a slightly different option to an overcrowded Mamool Ja and Puk camp. There is still the option of fighting what is basically the same types of Mamool Ja here, but the real targets are dozens upon dozens of squishy Greater Colibiri surrounded by intimidating giant
Colibiri types love to steal food and since
hate bounces around all over the place do not use expensive food no matter what position you are in. Bring along a stack or two or nice cheap food that you don’t mind

 

Unofficial Final Fantasy XI Guide-chapter020

Unofficial Final Fantasy XI Guide
guideline as you can camp anywhere around this small lump of land surrounded by two zones and a Staging Point (excellent safety nets).
That’s just the start of the bad things about
them. TP wise, they have accuracy and evasion buffs as well as a single target high damage fire element attack called Fire Spit. This can (randomly) absorb a full three shadows instead of doing damage but do not rely on this as even if you have four shadows it will sometimes just decide to pass through.
Puks should be your main target because
they are soft and die very quickly with AOE moves that are more annoying than dangerous. Mamool on the other hand range widely in how dangerous they can be.
You will find a variety of jobs here
amongst the Mamool Ja, mostly Dragoons, Ninjas, Thieves, Black Mages, White Mages, and Blue Mages. The Thief and Blue Mage types are the most dangerous and should be avoided if possible.
Scoffin can be reasonably dangerous
thanks to Radiant Breath (cone shaped AOE damage + Silence + Slow) and are irritating thanks to Dispelling Wind. Pull as a true last resort to keep a chain going and if your healers can handle your tank taking a bit more damage than you might be accustomed too.
So considering all that what is good about
them? They give a good deal of XP even if you chain slow. It is recommended even if the melees think they have a lot of accuracy already, that they use an accuracy food when fighting Mamool Ja.
The first general points about Mamool Ja
are as follows; they are very high level, they are very evasive, they use either the same weapon skills or equivalent to player’s weapon skills of the type of weapon they are holding (I.E Vorpal Blade if using a sword), and can sometimes have their weapon broken or they will hurl it at whoever has hate.
(Nyzul Isle)