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PM 5-3 Three Paths  

Realm:Other
Start Area: Metalworks
Start NPC:Cid (H - 8)
Type:Mission
Related Areas:Metalworks
Related Mobs:Cid (H - 8)
Perih Vashai (K - 7)
Mission:5 - 3
Min Level:1
Max Level:75
Reward: 1000 Exp per fight
Rating
*****
(Average from 9 ratings)
Items Required:Blackened Muddy Siredon
Title Obtained:Treader of an Icy Past
This Quest requires Promathia
This Mission is Not Skippable
Previous Mission: PM 5-2 Desires of Emptiness
Next Mission: PM 6-1 For Whom the Verse is Sung
Last Updated: Sun Nov 15 18:55:47 2009

Contents [hide]

Mission Orders

To break the Wyrmking's pact, you must locate the Keeper of the Apocalypse as quickly as possible. To do that you must first learn more of Al'Taieu, as well as find Prishe and the mysterious boy.

Walkthrough

Similar to chapter 3's double forks, you can progress on the 3 separate forks simultaneously.

The Pursuit of Paradise, Tenzen Path

PM 5-3A1: Visit the ??? spot at (G-6) in La Theine for cutscene.

PM 5-3A2: Go to the tower closest to Fei-Yin (J-8) to enter the LV50 capped Pso'Xja. As you progress in there, checking the Stone Doors usually will activate the trap which spawns a Gargolye (On a run, every door spawned the Gargolye). If the Gargolye pops, you have to kill it to open the door. The path in here is a long and winding one with many stone doors to open. You will be fighting some tonberries, bats and magic pots along the way. At the end point, cast sneak and take the elevator down to the Avatar Gate for a cutscene.

PM 5-3A3: Go to Upper Jeuno infirmary and talk to Monberaux (G-10). Then go to the armory room in Ru'Lude Palace, and talk to Monberaux again.

PM 5-4A4: Exit through Upper Jeuno to Batallia. Walk out to the stone gates and turn left just beside the gate. You will find a hidden "???" mark on the ground. Check it for a cutscene. After the cutscene, check the ??? mark again to get a Key Item. Next head to Lower Delkfutt's 1st floor and check the Cermet Gate at (H-5) to spawn an NM.

PM 5-3A5: Next head to Beaucedine again and go to the tower nearest to the Battalia exit (H-10) to enter the LV60 capped Pso'Xja for a cutscene. This tower has many one way passages, to get to the Avatar gate follow the right wall until you get to I-8. once in the first room at I-8 head west into the next room and drop into the hole. In the room below head south and around the turn to a room at H-9. Head North in that room to get to the elevator. At the bottom of the elevator there will be some Diremites, one goblin and an elemental if there is a weather condition. At the bottom head to the Avatar gate to get a CS. After this, report back to Cid to end this route.

Where Messengers Gather, Ulmia Path

PM 5-3B1: Go to South San d'Oria (A-6) Trader's Manor and talk to Hinaree.

PM 5-4B2: Enter Port San d'Oria for event.

PM 5-3B3: Go to the Cathedral at North San d'Oria and talk to Chasalvige inside the manuscript room. Then go to Windurst Waters' Rhinostery and talk to Kerutoto. Then go to Windurst Walls and visit Yoran-Oran.

You will be told to go to Attohwa Chasm to find the 3 Tracker Mithras. They are waiting at the Boneyard Gully BC. This is a LV50 capped BC fight with the 3 Shikaree Mithras. Because of their WS spams, your PT might die to it pretty fast if without organized tactics. Together with a dragon call and a rabbit summon, there is a total of 5 mobs attacking. It will be best if you can sleepga them with BLM or lullaby them with a bard but only Shikaree Z has a higher probability being slept. At the beginning of the battle, have a PLD aim at Shikaree Z first and use Invincible (or get a brave tanker) to get hate and let the Summoner use Astral Flow (use avatar according to the elemental day) on the 5 mobs. This should reduce their HP to more than half. If anyone has a Siredon Grill item, this would be the time to use them. It would stop the Mithra you are fighting with to halt TP regen, so it won't keep spamming WS. As for the Summoner, quickly restore MP with HiEthers or Super Ether and use the 2nd Astral Flow. This should kill off Shikaree Z and the 2 pet summons, leaving Shikaree X and Y. If this works, the battle is half won! Concentrate on Y and then X cautiously. If the Summoner can still use Astral Flow, by all means go ahead ^_^. Please get a lot of Hi Potions along.

PM 5-3B4:

Next you have to go to Ulegerand Range to reach Bearclaw Pinnacle for another BC fight. To go to Bearclaw Pinnacle, go westward thru the first cave and you will reach a wide open area with an upslope with some Buffalo mobs roaming around. Somewhere around (J-10) there is a pithole on the ground. Drop down that hole and walk eastwards initially. You will come to a T-junction and walk Northward.

Bearclaw Pinnacle BC is a LV60 capped fight. This fight involves 1 Snoll Tzar bomb boss. This boss is a bit... well... tricky. You are given 45 seconds (yes...seconds -_-; ) to defeat the bomb, similar to the timb bomb BCNM. The bomb will grow in size 3 times (long time FF fans should find that familiar LOL) before it explodes. And whether you die to that explosion or not, you will be expelled from the BC and the fight fails. Therefore you need to do mucho damage and FAST! When I went, we had a PT config of RNG, SAM, RDM, RDM, RDM, SMN. RNG had a SAM sub, while SAM subbed RNG and both the attackers gained TP to 100% before entering BC. We also brought along Hi-reraiser potion since we don't have a WHM. Once in the BC, do the necessary buffs. At the start, RNG n SAM spams as many Sidewinders as possible, and the 3 RDMs chainspell Fire2, SMN use Ifrit Astral Flow. If anyone has Shu-Meyu Salt item, this would be a good time to use it if you think you can win the battle. The Salt will increase the time limit by 15 seconds.

If (touch wood) in the event, you failed the BC and survive, you will be booted out of the BC. Also you will have a status effect of Slip where you lose 32HP per 3 seconds. If you have very low HP remaining, you may die off. If you already died, dun reraise yourself too quickly.

After the fight, go back to Cid and report to him.

Past Sins, Louverance Path

PM 5-3C1: Go to Tavnazian Safehold and talk with Despachiaire.

PM 5-3C2 - Southern Legend: Go to Windurst Woods and talk to Perih Vashai at (K-7).

PM 5-3C3: Next go to Bibiki Bay and take the ManaClipper to Purgonorgo Isle and go to the south bay (H-11) where you'll find a NPC WarMachine. Check it for a cutscene. After that, visit Yoran Oran in Windurst Walls for another cutscene.

PM 5-3C4: After the next BC each member will need a Gold Key (rare). These drop from several Goblins in Newton Movalpolos, including Goblin Fireman, Goblin Packman, and a few others. Next go back to WinWalls and talk with Yoran-Oran. Then go to Movalpolos Oldton to activate another cutscene. Head to (K-10) where you can see the NPC moblins and the Rusty Levers. If you have a Snow Lily (Rare/Ex) item with you, you can trade it to Tarnotik NPC moblin on the left who will warp you directly to the BC entrance. Beware this only applies to the person using it, not the whole PT. If someone doesn't have a Snow Lily, you have to get 3 person to activate the 3 Levers at the same time to raise the bridge to cross to Movalpolos Newton and use at least 3 Firesand items to activate the Furnace to turn the Turnstile Gates for the PT to reach the BC...very troublesome. Snow Lily can be obtained from Ulegerand Tigers or Cwn Awwn dogs at Ulegerand Range. You can also pay for the solo ENM and be warped there. Any way you can get to Mine Shaft #2716 will work.

PM 5-4C5: Mine Shaft #2716 BC 60 cap 4 Moblins and one Bugbear. The Bugbear is Bugbby (WAR/MNK) and uses Mighty Strikes. The 4 Moblins are Chekochuk (BLM), Movamuq (WHM), Swipostik (THF), and Trikotrak (RDM). They can not be slept and but they can be silenced, bound, normal debuffs, ect. The 4 Moblins to not hit hard and are not as bad as Bugbby. The main problem in the BC is controlling 5 mobs that can't be slept. It is recomened that you take out the WHM, BLM, RDM, THF, then Bugbby in that order. Make sure to silence the BLM, he likes to cast sleepga and knows AM. All of the mobs talk in /say to each other and request support of eachother, usually resulting in the others going to fight whoever has hate on the one that called. This isn't strong, a voke or flash will usually get their attention back. Our party set up was PLD, WHM, MNK, BLM, RDM, RNG and we did just fine.

After fight return to Cid for CS, then return to #2716. If you the solo ENM to get out to the BC then you just have to pay 2k again to get warped there. Trade your gold key to the BC to get a CS, and then return to Cid to complete the path.

PM 5-3 Three Paths Spoilers

Mission Series

Final Fantasy XI
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This page last modified 2009-11-15 13:05:01.
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Last PM?
# Sep 07 2005 at 4:42 PM Rating: Decent
This isn't the last PM is it? I'm pretty sure I've seen search messages for PM 7-2 or smething.
Gargoyles
# Sep 06 2005 at 7:46 AM Rating: Decent
**
993 posts
Thieves can use lockpicks to disarm the pso'xja traps. I only had two on me(Was told you just needed to be a thf to disarm the traps) and just tried them on a hunch. Failed one time(Springing the trap) succeeded the other. Once or twice I did open the doors without sprining the traps just by checking them, but you can up your odds with picks.
Moblin BC and Lullaby
# Sep 05 2005 at 10:04 PM Rating: Good
**
504 posts
For the record, the Moblins are completely immune to Lullaby, or at least, not one stuck with two Hordes, and one Foe. Ow. Ow. Very much ow.
Moblin strategy
# Sep 03 2005 at 9:23 PM Rating: Default
*
134 posts
Moblins are foolproof with even a semi-competent crew of kiters, including 1 NIN, 1 RDM and 1 SMN. The other 3 members are neglibible, although you will need at least one melee of any class. I've conducted over a dozen runs in my linkshell using this method, and none of them were losses, even those runs consisting entirely of first-timers in the BC. No 2hours were needed (some people used them for fun) and all runs were won with either 0 deaths or 1 death. You won't break any records with this system, but it's also REALLY hard to ***** it up. The plan goes like this.

Overall kill over is Movamuq -> Chekochuk -> Trikotrak -> Swipostik -> Bugbby.

Upon entering the BC, everyone prepares. WHM or /WHM protectra/shellra once everyone is out of CS. PLD and RDM should use their highest Protect on themselves. NIN and those subbing NIN put up shadows. SMN uses BP Stoneskinga and rests till BP timer is near ready. Mages with Blink available use them at their discretion. Once everyone is ready, everyone approaches the center BC, with SMN and BLM in the lead. SMN summons Leviathan, and if BLM is present, BLM begin casting Flood on Movamuq (WHM), the leftmost moblin. As Flood is about to land, SMN should assault Leviathan on Movamuq and BP Water4. (If there are no BLM present, SMN still assaults and Water4's - the idea is to have initial hate on the avatar.)

When Water4/Flood land, all the moblins and Bugbby activate and aggro either the BLM or the SMN's avatar. When this happens, several things need to occur at once:
a) NIN vokes Bugbby (WAR/MNK) and kites up and down the entrance tunnel. Bugbby hits so fast and so hard that anyone other than NIN kiting him is HIGHLY discouraged - only a NIN has both the hate-grabbing power and the shadows to effectively kite Bugbby.
b) RDM tags Swipostik (THF) and kites alongside NIN, assisting with bind/gravity and healing if Bugbby punches through shadows.
c) Any melee, tank or RDM in the group tags Trikotrak (RDM) and kites in a circle around the center of the BC, where Movamuq and Chekochuk are being killed. This kiter should preferably be either a second RDM, a PLD, or any melee subbing /NIN. As a RDM Trikotrak is a good melee fighter as well as a decent caster, and if not kited can kill a melee or RDM very quickly.
d) Any melee, tank or RDM in the group solos Chekochuk (BLM)in the center of the circle. Chekochuk as a BLM is fairly weak physically, doesn't hit exceedingly hard, and has somewhat long casting times for his bigger spells, meaning a larger percentage of ability to interrupt his casting. He doesn't need to be kited, and can easily be soloed for a time by most melee; however, this is undoubtedly the most dangerous position of the group, as Chekochuk likes to cast 3rd tier spells and -agas. If Trikotrak's kiter is also a RDM, said kiter should attempt to silence Chekochuk for the soloer.

While all the kiting is going on, the SMN and sixth member (BLM if applicable, melee DD if not) kill Movamuq as quickly as possible. Flood should take nearly half of Movamuq's HP, and if Flood is unavailable, repeated Water4's will do the job. After Movamuq is dead, SMN and sixth member take Chekochuk (BLM) from the soloer nearby. This is the most dangerous transition of the fight, as depending on the speed of Movamuq's death, the soloer could be near death. With 3 people bashing him with weapons, avatars and spells, however, Chekochuk dies relatively quickly.

Once Chekochuk is down, all 3 members move on to Trikotrak (RDM), which should still be being kited around the center and therefore in close proximity. Once 4 people join in battle against Trikotrak, he goes down VERY fast - none of my runs reported any difficulty with him at all. After Trikotrak falls, the party in the center should move to the tunnel and take Swipostik (THF) from the kiting RDM. Kiting RDM should continue assisting the NIN kiting Bugbby while the other 4 assault the THF. Melee-heavy parties may have some difficulty at this point, as Swipostik has a THF's high evasion. SMN BPing Water4 and any other guaranteed damage or DOT (SA/TA, nukes, Dia, Bio, Banish, etc) should quickly take down his HP.

Now you're on the home stretch! Take Bugbby from the exhausted NIN and give it your all. Bugbby (WAR/MNK) possesses all bugbear abilities such as Bionic Boost (Counterstance), but will also use Mighty Strikes, and he has a metric ton of HP. Bugbby double attacks almost constantly and hits hard when his blows actually land. In many of the runs, often the kiter NIN had to chaincast Utsusemi to keep their shadows up, unable to even throw in a provoke or other ninjutsu. Any overzealous DD, BLM or PLD should be prepared to tank momentarily - as THF/NIN, I took hate with SA+DE and tanked Bugbby for a good 30 seconds (using Utsu:Ichi and what was left of my Stoneskin) while the NIN got in a breather. This is the final enemy you need to defeat, however, so pull out all the stops! Once Bugbby dies, you win!


Note For Kiting NINs: While the moblins don't appear to have 2-hour abilities, in place of them they have the ability to verbally call Bugbby to the center of the BC. Keep an eye on Bugbby and your chatlog - if you see spoken text that is not in party chat, chances are you've lost your mob and need to voke/throw Ni jutsus at him to get him to come back to kiting. In the runs my LS and I conducted, NINs had minimal trouble pulling Bugbby back onto his kiting path.
Taru and moblins and bugbears, oh my...
# Aug 28 2005 at 11:32 AM Rating: Decent
Be warned! For the bugbear in the moblin BC can be called back by the gobs to attack the tank. We had a hard time getting it off our pld until the 2nd meteorite got it off. Any of the 4 moblins can tell the bear to come back so watch how close you get to kiting.
5-3 why couldn't they be tarutaru's
# Aug 19 2005 at 12:41 PM Rating: Decent
ok I read these forums all the time but never post, so here is my first ^^

took out the gobs and the mithras last night:
for the gobs we used
RDM/BLM, WHM/BLM, BLM/WHM, NIN/WAR, THF/NIN, RNG/NIN
and took out the mithras with
RDM/BLM, NIN/WAR, RNG/NIN, BLM/WHM, WHM/BLM, BST/?.

before we did this we researched as much as we could about possible strats and it seems everyone seems to say bring a SMN. well thats all good but what do you do if you don't have one or don't have a RNG or a spare tank? in these multiple NM fights where u can't rely on sleep I have noticed that using a rdm as a hate decoy is a kick *** way to let your BLM nuke till his lil taru heart is content without haveing to worry about getting raped. this also frees up your tank to do something else like kite another mob that may prove to be a pain in the ***.

Gobs
we attempted this a few days ago and seemed to have some trouble, kinda felt retarded because everyone says its so easy, maybe we were thinking to hard about it and trying to be to creative with our strat, was very irritating and eventually depressing.

anyways, as I stated above we basicly used me (RDM) as a decoy since we didnt have an extra tank, SMN or RNG for a quick kill.

started off by silencing the BLM, while tank vokedthe BLM (sleepga sux) and we let the gobs link and we pulled them off little by little. once he got voke back he pulled the bugbear down the entrence ramp and kited it with the BLM gob around the BC entrence.

our THF just pulled the THF gob to a far corner and solo'd the THF gob. once the bugbear was voked by our NIN I hit chainspell and nuked the WHM gob. I spamed Fire II and put out about 160+ damage on it per spell with little to no resistence(elvaan rdm), once it got down to about 40% the other mobs broke off whoever they went after and came after me letting the BLM spam high lvl spells without taking hate, got the mob down to about 20-25% before I was taken down (tossing in a chainspelled stoneskin/phalynx helped a bit). our BLM and RNG easily finished off the WHM gob.

once the WHM gob went down, it was cake, our BLM and RNG focused on takeing out the RDM gob and did so quickly with little trouble, by the time RDM gob went down our THF just about killed the THF gob, once it went down the three of them pulled the BLM gob off the NIN and just owned it. bugbear went down with little trouble after.


mithra NMs
did a dry run which was very interesting seeing as how we got owned extremely quick. felt used and abused

raised up and went back. basicly what we did was buff up, blm ele seal sleepga, nin voked the drg. I (RDM) chainspelled Fire II and took the mob down to about 50% by the time the others woke up, by the time it hit 40% all three were on me and we ended up getting the drg down to about 20% before I went down. didnt take long for the rest of the pt to finsh off the drg. once the drg was dead we used the wipe raise tactic.

raised up I ele sleep II the drk while blm sleept the bst's pet and just owned the bst. when the bst went down we moved to the drk (who seriously seems to hate anyone that heals since it went strait for the whm. we left the pet alone since it didnt seem to do to much damage and just focused on the drk. when the whm went down the drk turned his attention to me, due to convert/ cure III's then took over healing duties. im not 100% positive but the drk either SC with itself or with the bunny, was all kinda blurry when i was gettin owned but as i went down our pt took it out.. /cheer

we used 1-2 fish on them

can't complain beat those kittys on our first real attempt, without the recomended pt or strat, can't wait to attempt the snoll NM orz got a strat in mind lets see if it works.

due to our pt set up and jobs that we have lvled we are a very capable static with lots of potential. we just need to tweak most of the recomended strats to fit our style.


Edited, Fri Aug 19 13:57:22 2005
NM Gargoyles
# Aug 12 2005 at 5:40 PM Rating: Decent
*
75 posts
The gargoyles ARE true sight/sound. Popping with sneak does not work.

We tried to pull one back to avoid fighting 2 IT Camazotz and it turned into a suicide pull.

Edited, Fri Aug 12 18:40:38 2005
RE: NM Gargoyles
# Dec 20 2005 at 7:44 AM Rating: Decent
Anyone know if a pt of 6 is NEEDED for the Pso'xo(w/e) part...level 50 cap?
Tenzen path
# Jul 24 2005 at 6:25 AM Rating: Decent
**
715 posts
A little trick to the Gargoyle-trapped doors in Pso'Xja, if you have a THF open the doors with tools, there is a much greater chance the trap won't spring. Pretty much went past the first 8 doors with no Gargoyles that way - traps and NMs get harder further on, but we still skipped 2 NMs in the second half.
Missing part?
# Jun 28 2005 at 2:06 AM Rating: Decent
Why does no one mention that you need to traverse the entirety of the Level 60 capped Pso'Xja area to reach a second Avatar gate for cutscene in the Tenzen path? None of us were really prepared for it, cost us a few deaths and some time. And the cutscene was really friggin' confusing, too. Bah.
Missing part?
# Jun 28 2005 at 2:05 AM Rating: Decent
Sorry, double post. = (

Edited, Tue Jun 28 03:06:50 2005
Moblin fight
# Jun 19 2005 at 2:40 PM Rating: Default
For the 3rd path, we got it down. Blm, Nin, whm, war,war, rdm. War tank goes in, with poison potion on so he dont get sleep, and vokes the MOblin CHekochuk. Everything starts to follow him. Tank pulls moblins out of main arena to the tunnel. Then Ninja grabs the Thf moblin Swipostik and solo pounds on it in the arena (but be sure not to kill him, save him for second to last, right before teh bugbear). Meanwhile blm cast gravity on the Bugbear and kites that in arena as well. Whm occasionaly run back to arena if nin and blm need help but that wasnt a problem. Wars, rdm, and whm take care of Moblins in this order, C, T, M, S. Note: It is important that the mob fight is far enough away from arena so blm and nin dont lose hate. Moblins are pretty easy to kill, and because the ninja has been pounding on Swipostik the whole time, he goes down quick, Then u concentrate on the Bugbear. My LS did this about 4 times cause we had alot of people, so we got it down pretty good, even broke a record :D
RE: Moblin fight
# Jun 22 2005 at 12:11 AM Rating: Decent
***
1,047 posts
We died many times on this mission before finally winning. PT setup was both JP and english players so it was a bit confusing.

Why shouldn't the nin kill the THF mob as soon as possible?
Gargoyle Hell
# Jun 12 2005 at 11:25 AM Rating: Decent
Did the gargoyle part last night and was 16/16 on the traps activating >.<
Snoll
# Jun 08 2005 at 12:03 PM Rating: Decent
44 posts
Does the ~45 seconds start right when you enter the BC? or when you engage??! /tell me ; ;
RE: Snoll
# Jun 09 2005 at 2:21 PM Rating: Good
**
972 posts
The timer starts when you engage the Snoll Tzar (or when it engages you). You can enter the BC and not engage the Snoll Tzar for 29 minutes then kill it in the last minutes (not recommended, btw, but possible).
Smoked Mithra!
# May 25 2005 at 2:00 PM Rating: Decent
My CoP Static did the 3 Mithra Trackers Last night. OWNED! Smoked the Record time by 4mins! Old Record 8mins 26secs, New Record 4mins 12secs! (Unicorn Server)

Our party setup was PLD, RNG(me), SMN, SMN, RDM, WHM.
Strat: SMN's got out Avatars strongest to whatever day it was. (it was Ifrit for us) PLD ran in and voked the middle Mithra (Z i believe), then uses Invincible RIGHT AWAY! SMN used 2hr as soon as they seen the PLD use his 2hr. 2 AF's droped the mithra Wyvern and another mithra's pet. leaving "Z" with a sliver of life. I 2hr to end "Z". PLD is know getting hits. WHM watched the PLD's life and spammed cure, RDM used -ga spells and back up cured. SMN's werent able to get enough ethers cause jeuno was out >_<, but One of the SMN's was able to get off a 2nd AF this brought the last two Mithra's to a sliver of life. 1 bullet ended 1 of them and the RDM just droped a Blizz spell to end it. No Deaths, No Siredon Grill!

We did a practice run b4 the sucsess... Dont Blink! OMG there WS's and SC's are nutty!!! we went in and PLD got smoked in 10secs flat! the WHM couldnt get off a spell in time to save him. Next thing i knew i was in the dirt. RETREAT! WHM, SMN and RDM made it our alive, other SMN wasnt so lucky lol

Edited, Wed May 25 17:04:48 2005
you don't need a PT full of RNGs and SMNs
# May 23 2005 at 9:24 PM Rating: Excellent
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196 posts
I've done most of this mission with the same PT i did Promyvion-Vazhl with (except we have s SAM in the place of the SMN we had in Vazhl). Setup has been PLD(me), SAM, DRK, BLM, WHM, RDM(changed to DRG for the bomb fight for more damage). We've done every part except for the Mine Shaft BC fight, and we have yet to have a failure on any of them (after a dry run with no items or 2hrs, we won all on our first try). You don't need a SMN, you don't need a RNG. You need a balanced PT with 6 competent members and a well thought out strategy for how you're going to fight it.

When we fought the Mithras, we had read all of the posts by people saying you need X number of SMNs and they have to use this avatar for Astral Flow, and you must use a Grilled Siredon etc... We went in with this PT and with no Siredons and despite a couple deaths (which we had prepared for) set a new record on Bismarck. As for bringing a lot of Hi-Potions along, I used 3 Hi-Potions and nothing else.

For the bomb fight our RDM changed jobs to DRG for some more damage. Again we did a practice run before we came up with our strategy. Went in made all the necessary preparations and once again came out with a win on the first try.

The point of my post isn't to brag about how these Promathia Missions have gone for me, it's to show that you don't need an "ideal" PT to win them. You need a strategy that works for your particular setup and nothing more. I see posts here asking "If I had this job and that job and this guy over here in my PT would I win?" and the answer is if you can come up with an effective way to use each job in your party, yes you will win.

EDIT:
Moblin BC was a joke. We won it on our practice run. Had RDM/NIN kite the bugbear while we demolished the moblins. When the moblins were down we turned to the bugbear and decided to use a couple 2hrs to speed it up.


Edited, Wed May 25 22:47:50 2005
RE: you don't need a PT full of RNGs and SMNs
# May 27 2005 at 3:22 PM Rating: Decent
***
2,214 posts
lol thank you!!!

I have been a thf and a nin main. Last night I did nin40/rdm20 for the 3-3 mission. All of these "Required" pt setups have put some crazy ideas in ppls heads about what would and wouldn't work. I ended up dying because of a series of changes in plans that occured during battle... which, if you have a plan stick to it!!!

But, anyways, I am glad to hear someone trying and succeeding with something that is not the "Required" pt setup.

Ninjas can tank... Ninjas can deal dmg... Ninjas can debuff... DEAL!
____________________________
http://na.finalfantasyxiv.com/lodestone/character/729735/
3 Mithras Battle
# May 18 2005 at 2:50 PM Rating: Default
How would this party setup look:
PLD/PLD/PLD/SMN/SMN/SMN
Have the 3 PLDs Voke the three Mithras and use Invincible.
Have the 3 SMN Astral Flow Once/Twice if needed.

I'll admit I've never done any BCNMs before but it seems that this setup would create a pretty safe and short battle.
Oops
# May 16 2005 at 12:35 PM Rating: Decent
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148 posts
Sorry for double post. :X
ch 5
# May 16 2005 at 12:34 PM Rating: Decent
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148 posts
Alright, I'll try to keep this post short, however, I don't know how successful that endeavor will be given the length of this chapter. This chapter contains three BCs and one NM fight.

Tenzen's Path:
(First avatar gate)I went with a rdm, rdm, whm, smn, nin, rng for this. Every door touched spawned a gargoyle except two. And somehow we ended up having to touch the door again on those two and ended up fighting the gargoyles anyways. This part isn't soloable. The lvl cap and frequency of trap activations makes that quite impossible. I suggest before touching the door, standing at the door and aggroing the mobs in the next room to you to avoid a mess when spawning the gargoyle. The gargoyles will get progressively harder the further in you move. This doesn't necessitate an alliance but a full alliance would probably make this fairly quick. We had a lot of down time due to resting, etc. Time it took to get all the way through was somewhere in the neighborehood of two hours.

(Delkfutt's tower NM) Don't underestimate him. As soon as you spawn him, he opens up with firaga III and casts this frequently. We took a couple linkshell mates and made two parties of four for him. I highly recommend earthen ward and fire carol for this fight. He killed two members of the alliance and left us all in red or orange. It was a close fight due to the element of surprise in this fight.

(Second avatar gate) This is easily soloable. I'd recommend getting someone with a map of Pso'Xja if you don't have one. The goal is to move inward towards the elevator. Goblins and pots are on the bottom level by the avatar gate and it will be difficult to not pop out of cs without getting aggro. So, I'd recommend taking a job you don't mind losing xp on.

Ulmia's Path: This path has two intense BCs. The first one can be quite easy with a sound strategy. The second one is an entirely different story.

Mithra BC: Tried this with two different parties. The first one was nin, blm, brd, smn, rng, and blm. We tried to sleep them, astral flow them and repeat. The first sleep landed well. After first astral flow blast, the mithras instantly skill chained my avatar to death. These girls have insane tp regeneration. The brd and blm attempted to resleep them and it lasted significantly less time. They woke up quickly, and killed the nin. I managed to get second blast off which killed Shikaree X and all the pets, however the remaining two had no problems finishing us off. Took rdm, rng, pld, nin, whm, and smn to second fight. Won first time with that party format. Pld ran in and voked center mithra (Shikaree Z) and invincibled immediately. As soon as that occured I proceeded to use astral flow. One astral flow blast nearly takes out half of their hp. Rdm and rng focused on hurting Shikaree Z during this. After second blast, all pets were dead and Shikaree Z. I didn't get my last blast off because the other two were so low on hp, they were quickly killed. So, invincible is quite a help in this fight.

(Snoll Tzar BC) This fight is slightly longer than 45 seconds. I imagine that is due to a recent patch. However, this is still not a long fight. Snoll Tzar has approximately 8,000 hp. If you do not kill him before he uses hyperthermal combustion, you lose. I highly recommend using a Shu'Meyo salt which is obtained through an orc npc in Uleugrand range by trading him two cluster cores (found on cluster type mobs in lufaise meadows, misareaux coast, and cape riverne). I'm not sure if salts stack on this boss. Each attempt we only used one. First few attempts I took rdm, rdm, rng, nin, pld, and smn. Rng subbed sam for meditation. Rng used icarus wing. We would go in, pld would voke bomb and invincible. Rng would begin with slug shot then use eagle eye shot and use slug shots as they became available. I would obviously use inferno when I saw invincible. We had some issues with the pld keeping hate despite his invincible. Bomb would go after rng pretty quickly. The bomb used many powerful AoEs that hit us pretty hard. That coupled with the rng dying quickly was our undoing. We tried this four days with each attempt bringing the bomb within a couple hundred hp. Only during one attempt did I get my second inferno off. His AoE would usually kill me before the second one could go off. I had previously been the one to toss the salt. We modified that so I could stand back and stay out of AoE range. The attempt where I got second inferno off I was the last one standing and then bomb used hyperthermal combustion. We took a two week break so that one of our rdms could bring his rng up 10 lvls. We went back with rng, rng, smn, nin, pld, rdm. Needless to say, we tore him to pieces. We got out of BC and after cs we all had a strong frost on us that drained 32 hp/3 sec. One person died, however, we managed to erase it off the other members in time. Time your exit from the final cs and you can avoid that happening to your group. This fight is the toughest one in this chapter. Don't get discouraged if it takes many attempts. I've yet to meet a party that doesn't have a horror story about this BC.

(Louverance's Path) Every member must have a gold key to finish this path. If you intend to gain access to Mine Shaft #2716 via snow lilies, you will need 12 (2 for each member). I would personally recommend everyone getting a sylvan stone and getting a mine shaft #2716 operating lever. If you have this item, you can trade 2,000 gil to a goblin to get an insta warp to the zone. You can also gamble with this goblin to get your lever back when you no longer have it. Not sure how it works when you insta warp and don't enter the ENM. I used a lily (had to give up lever to Tartonik to get him to port me) and afterwards gambled to get my lever back. This fight is hands down the easiest fight in this chapter and quite possibly the easiest fight in all of CoP. We went rng, rng, nin, whm, rdm, and smn. Nin tanked bugbear, I kited the rdm, rdm slept one of the moblins, and each rng took one moblin. In the five minutes I was kiting the rdm around, I knocked off half of his hp just by Carby kiting. That shows how weak the moblins are. The majority of the five minutes was spent killing the bugbear who had quite a bit of hp. We won this first try and laughed pretty hard at the ease of it. After this BC, report to Cid, then return to Mine Shaft #2716 and trade your gold key to the door for a cs. After this, go back to Cid for a cs, then go to Ru'Lude gardens and talk to the red headed elvaan guard in the room with the guards to initiate ch 6. Congratulations!
ch 5
# May 16 2005 at 12:34 PM Rating: Decent
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148 posts
Alright, I'll try to keep this post short, however, I don't know how successful that endeavor will be given the length of this chapter. This chapter contains three BCs and one NM fight.

Tenzen's Path:
(First avatar gate)I went with a rdm, rdm, whm, smn, nin, rng for this. Every door touched spawned a gargoyle except two. And somehow we ended up having to touch the door again on those two and ended up fighting the gargoyles anyways. This part isn't soloable. The lvl cap and frequency of trap activations makes that quite impossible. I suggest before touching the door, standing at the door and aggroing the mobs in the next room to you to avoid a mess when spawning the gargoyle. The gargoyles will get progressively harder the further in you move. This doesn't
Snoll Tzar
# May 16 2005 at 12:29 PM Rating: Excellent
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972 posts
My CoP static finished this mission up this past weekend. Boy what a pain in the rear this fight is. We did do a "dry run", but it was more to see how hard it hits. Our Pld was killed rather quickly since the NM hits really hard.

I have read that it is possible to win without using 2hr's or Salt(s), but we found it pretty difficult if we didnt.

Our party was: Pld/War, War/Thf, Rng/Nin, Whm/Smn, Rdm/Blm, and Blm/Rdm (me)

After our "dry run", our strategy was to have the Pld go in, use Invincible, throw the Salt, and start curing. We had lots of cores, but only brought 1 Salt. We pretty went all out on this run. We got it down to a sliver of life left with only the Rng and the Whm left. For some reason the Rng didn't EES and it did its Hyperthermic Meltdown and we lost.

We waited around for our 2 hours to come back, got another Salt and tried again. This time, we all pretty much unloaded on it, but we only got it down to about 20% before we were all killed. Many of us had reraise items, but we were re-killed due to the Hyperthermic Meltdown.

We agreed to come back the next day to try again.

On the 2nd day, we decided to go with 3 Salts. The Pld, War and the Whm would all use Salts. The first fight this day went as well as our previous fight. We got it down to around 20% before it blew us out.

Once again, we waited for our 2 hours to come back; got 3 more Salts. We didn't change much to our strategy, but the Whm did a Benediction right a key point where it saved some of us from dying. This kept us alive long enough for us to finally kill it. Everyone in the party used their 2 hour ability; all 3 salts were used as well.

---

We had heard that the Snoll Tzar will Berserk; and when it did that, physical damage is increased significantly. The problem was that we never saw it Berserk. Also with out strategy of the Pld using his 2hr early, we were pretty committed when we started.

From an Elvaan Blm's point of view, Fire II did about ~250 of damage, Firaga II did ~550 damage, Fire did ~120 damage. Blizzaga2 did ~350 damage. All my casts were pretty much unresisted. All my spells were cast with the matching HQ elemental staff. I would expect more damage from other races.

Edited, Mon May 16 13:37:02 2005
M 5-3C4
# May 06 2005 at 12:37 PM Rating: Excellent
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972 posts
Oops, this should be M 5-3C5

My CoP static went on and did this mission last night. The same party make up used in M 5-3B3: Pld/War, Nin/War, Rng,/Nin, Whm/Smn, Rdm/Blm, and Blm/Whm.

From the guides we have read, this seemed like a fairly easy BC (compared to other CoP BC's). The most amount of time was checking to see how everyone would get to the Mine Shaft 2716. As it turns out, with the introduction of the ENM, everyone can just use the ENM NPC to get to Mine Shaft 2716. It will cost you (up to 10k for this route, but it's way to get there quickly if you didn't do the "Return to the Depth" quest (and its pre-requisites)). Several of us had done the quest, so, we brought Ahriman Tears. Others did not, so they used the ENM; others had farmed up/bought Snow Lily's.

Once we had all arrived at the BC, we did a dry run as usual. The plan was to have the Rdm Gravity the Bugbear; then the Nin would kite him. The Rdm and I (Blm) would Bind 2 of the Moblins. We were going to kill them in this order:

1. Chekochuk (Blm)
2. Trikotrak (Rdm)
3. Movamuq (Whm)
4. Swipostik (Thf)
5. (Bugbear - forgot the name)

Needless to say, things were a bit chaotic. Rdm's Gravity and Bind stuck, but mine did not. I was killed pretty quickly after that with Trikotrak on me. The rest of the party managed to kill off Chekochuk, but the Rng died. At that point, we decided to exit and try again. The Pld kept hate and died while everyone else made it out.

Our 2nd try, we went with pretty much the same stategy, except for I didn't try to Bind one. The Pld kited the Bugbear in the big open area, the Nin took two of the moblins down the tunnel. The rest of us dog piled Chekochuk. Swipostik was bound by the Rdm (I think).

Checkochuk went down petty fast. After that I ran into the tunnel to help kill one of the 2 moblins that the Nin had down the tunnel. The Rdm and the Whm stayed with the Pld to Cure, to re-Gravity, and to help kill off Swipostik.

I attacked Movamuq (Whm) and Manafont'ed. I pretty much killed off Movamuq with Blizzaga2, Firaga2, Aero3, Water3, and Stone3. By this time, the Nin has killed his moblin, the Rng, Rdm, and Whm had also killed the last moblin. Both the Nin and I returned to the main area to fight the Bugbear.

We contined to kite him while we nuked and shot him from afar. The Bugbear has a lot of HP, but we eventually wore him down and won.

This fight was easier than the Mithra fight since the moblins don't spam WS. One of them did toss a bomb, but it didn't do that much damage.

Our guess was that each moblin has about 2k HP. Not sure about the Bugbear, maybe 6k-8k?

Edited, Fri May 6 13:50:44 2005
M 5-3B3
# May 05 2005 at 12:21 PM Rating: Excellent
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972 posts
Did this mission last night with my CoP static. Party make up: Pld/War, Nin/War, Rng/Nin, Whm/Smn, Rdm/Blm, and Blm/Whm. As you can see, we did not have a Smn. Every guide that I have read indicates to bring a Smn and just Astral Flow them. But since we didn't have that option, this is what we did...

We did 1 dry run. The strategy was for the Rdm to ES Sleep2 X and for me to ES Sleep2 Z while everyone else pounded on Y. The unfortunate thing was that my Sleep2 did not stick. And since I was the first to cast, I had all the hate. (Their hate seems to be shared). So, Y came after me as well. X woke up shortly and also came after me. I was hit with ~430 Skewer from Z (Drg/Whm) and ~640 Spiral Hell from X (Drk/Mnk?). Shortly after,everyone in the party died.

The 2nd run was a planned dry run as well. What we changed was to have the Pld run in a get hate. I would ES sleepga the group (mainly to get the pets). The Rdm would ES sleep2 anyone else who was a awake. Everyone would dog pile Y. We also pulled all of them onto the hill between the entry point and where the Mithra's start. The though was we could reraise and come back to fight if we needed to.

After sleepga wore off, I was killed off. The ramaining members of the party did kill of Y. However, X, Z and the pets were killing us off one at a time. But with Y down, we decided to try to win the fight. The Whm and Rng were killed by the entry point, the rest of us on the hill. So far, 10 minutes had passed.

After that Mithra's went back to their starting point, the WHm reraised herself, and raised the Rdm who then raised me, and we raise everyone else. By the time everyone was up and the weakness wore and we rebuffed we had about 9 minutes left to win (30 min time limit).

The plan was pretty much the same. Have the Pld collect all of them, I would ES Sleepga them (for pets mostly again). Rdm would ES Sleep2 one Mithra and the we dog pile the 2nd Mithra.

The 2nd Mithra went down fairly fast (Freeze did about 640 damage). After that, it was fairly easy. We had also fished up around 10 Blackened Siredon's, but we only used 3. I had 4 of them and didn't use any.

I would definitely suggest a Dry Run just to get a feel for the fight. The first fight was very chaotic and fast. The Mithra's spam WS like made. They did a Fragmentation SC on us. And the wyvern did Healing Breath which cured them for a lot.
Strategy for the bomb fight...
# May 03 2005 at 12:54 PM Rating: Good
We went in to do the Bomb fight at Bearclaw Pinnacle and I can now offer the official cheap-*** way to beat this fight. I'll break it down into steps to make it easy.

1) Enter the BC
2) Pray to altana the bomb berserks
3a) If it does, execute barrage > eagle eye shot > slog shot from three rangers while a miscellaneous fourth member uses a salt just in case. Goto step 4.
3b) If it doesn't berserk, run like japanese school girls out of the battlefield. Goto step 1.
4) You just won you fool!

Barrage and slug shot were each doing in the 1700-2000 damage range. It's definitely cheap, but it's a surefire win... :p
Sea
# Mar 31 2005 at 2:19 AM Rating: Decent
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1,983 posts
This looks like the end of the missions. I'm researching them, and it ends here. Is sea obtained after this?
RE: Sea
# Apr 04 2005 at 5:00 PM Rating: Excellent
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972 posts
No, there are currently 8 chapters in the CoP missions. There are rumors that there will be 13 chapters total.

You have access to Al'Taieu after Mission 7-5. There is another fight in Chapter 8.

There is a good walkthrough posted on this site.
5-3a5
# Mar 23 2005 at 7:23 PM Rating: Decent
wow that was word for word copy and pasted haha.

well one correction already is on 5-3A5 you have to go all the way to the gate and click on it not just enter the zone.

I found this out the hard way ; ;
RE: 5-3a5
# Mar 26 2005 at 3:15 PM Rating: Decent
You can do these in any order. I just did all the cutscenes for louverance, tenzen, and ulmia path when i completed PM5-2. Can do all the cutscenes at the same time too without having to complete path :D
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