Minsc Administrator Senior Vice-President of Weapon Skills member is offline
Live by the sword, live a good long time!
Joined: Oct 2004 Gender: Male Posts: 477 Location: Michigan
Re: Out of town « Result #3 on Apr 9, 2008, 12:54pm »
Sorry man, we came so close too. We did continue with Ultima dry in the hopes you'd be back and got him down to around 50% HP with 5 members and no meds, 2hrs, etc...
Looks like we'll have to try again in 2 weeks when you get back. Alek won't be on again until Saturday and Fatmike works Saturday. We know we can beat it now with the set up we have, that's the important thing.
mezlo Full Member Assests Protection Manager member is offline
Joined: Oct 2006 Gender: Male Posts: 104
Re: Out of town « Result #4 on Apr 9, 2008, 10:32am »
Anyone check this site anymore? (only site i have access to) Well last night sucked, i cant believe i DC'ed in the middle of the last F'ing fight... I'm pissed... I get back in finally and DC again. The message I was getting was that the Lobby Server was full, please try again. Whatever the F that means.
Well, im out of town next Tues. Anyone up for trying this again sometime this week?
mezlo Full Member Assests Protection Manager member is offline
Joined: Oct 2006 Gender: Male Posts: 104
Re: CoP Missions « Result #6 on Apr 4, 2008, 9:23am »
Big thing .... tank on one side when pulling Omega the rest of us on opposite side. He does that missle move always when pulled .....that will only hit tank if we set up that way. That is why we got hit so hard after 1st wipe. That is alot of curing to do and creates hate isssues. The guide talks about only one or 2 CCB's maybe we should plan on using 3 for each boss? I been told by many people they do make it alot easier.
The AOE is a cone effect. Where you guys standing on side or toward the back of him with only Fatmike facing him? My silence and bind did not stick well a couple times last night. I am wondering if I would be better as /blm next week? Only downfall to that is no paralyna which I cast alot for melee on omega since he spams it. Remedies could solve that issue but they cost a good bit(over 10k stack i think). I will switch up my gear some to macro it in to get me more mind and intellegence as well to help spells stick.
For Omega I was trying to decide if Dia or Bio would be better along with Poison. Input? Bio does more damage over time and makes him hit for less damage. But dia will lower defence.
I think next week we can make it through mammetts without death which will help alot on time. Straight tanking them I think its the way to go. I could take say minsc and Fatmike to heal and Bel could take Alex and Mez? Just a thought.
We get filled up on hp and mp after beating each stage which helps if we have no deaths we can roll right into next stage.
Zilart Mission 16 - TheCelestial Nexus COP Mission 6-4 One to be Feared TOA Mission 9 - Undersea Scouting WOG Mission 2 - Back to Begining Campaign - Bronze Star $ Assault - PSC
Yeah, it has direction AoE, which is why I was attacking it from the sides when Mike was tanking. When he went down, I was tanking it in the corner. I do think using 3 polymers might work because by the sounds of it, Omega has more HP than Ultima. Seeing as we're 2hring Ultima, I don't think having one less polymer will be an issue.
Also, from my understanding, SE adjusted Bio and Dia a while back so that they both can be applied without cancelling each other out. While gil is starting to get short, I have already planned on getting more meds this next run. For melee, I think several Hi-Potions or even a higher version would help a lot. Remedies may actually be a great idea so that mages are wasting MP on paralyna.
The only other thing I'm still unsure on is what job to have Alek come as. A SAM could hold off one of the mammets, however I've read using ES + Flare on Omega and Ultima works very well. I still think we should keep Bel and WHM though. I've read SMN is helpful, but I'm not sure if we can afford to lose out on a WHM's cures. I would only recommend she go WHM/SMN instead of /BLM so she has the extra little bit of MP plus Auto-Refresh.
"Live by the Sword, live a good long time!" Minsc Dragoon Warrior Dark Knight Monk Ramuh Server Top | Bottom Reply Reply and Quote
I dont think it is so much that we have to use mp to cast paralyna....it is the fact that we basically are curing non stop to keep you alive and can not cast 2 spells at once. Cure to keep you alive vs. paralyna to make you hit the SOB.
Bel as /SMN is good idea. I am sure there are a few buffs that will be helpful. Auto refrsh is priceless IMO
My buddy Jayray thinks we should opt for PLD vs NIN. If you read the guides to Omega and Ultima they do almost half to 1/3 less damage to a PLD vs. NIN. Plus FM can cure to help hold hate plus flash is great for hate control. Maybe Bel could throw a flash or 2 in there as well to help them miss a bit more.
I am sure we can manage mammets better next time. Think we should concentrate on how to beat Omega and Ultima the true pains.
I will buy you guys some remedies if need be. This is by far the most costly battle from what I have read so far. I think maybe we use 1st CCB at 70% then @ 40% when he starts going nuts and have one left in case we can't kill before 2nd one wears off.
If we have all 2hrs for Ultima then I doubt we will need all 3 CCB that we have left.
Hate to say it but if we mess up during mametts we could always leave the battle field and start over with no money loss really just time.
Zilart Mission 16 - TheCelestial Nexus COP Mission 6-4 One to be Feared TOA Mission 9 - Undersea Scouting WOG Mission 2 - Back to Begining Campaign - Bronze Star $ Assault - PSC
Yeah, /blm was a mistake. I did that for the CS's so I could get to Jeuno quick. I didn't realize I was still /blm until we were in the battles. My mistake.
Jamick RE: CoP Chapter 6 4/3/2008 11:00 AM #33739478
View Blog Posts: 37
I have access to a scorpion harness +1 we can maybe give FM to try or maybe Minsc wants to use?
I was looking through my mog yesterday and I have a hi-potion tank I will bring that we can distribute to melee. I think it has like 15 charges still left. I also have 3 remedies in mog .....stack cost over 40K ouch. I will talk to friend to see if he can make them for me for cheaper.
I must admit reading on Allakazam today.... casting slow as one of 1st debuffs and I think I agree. I dropped bio and poison on omega then went straight to healing. Did not have time to get slow off. I did squeeze a haste or 2 in as well.
I think slow and paralyze might be best to cast 1st then DOT's. I watched the video on wiki for the fight as well and picked up a few tips.
Zilart Mission 16 - TheCelestial Nexus COP Mission 6-4 One to be Feared TOA Mission 9 - Undersea Scouting WOG Mission 2 - Back to Begining Campaign - Bronze Star $ Assault - PSC
Edited by Jamick 4/3/2008 10:02 AM (Most Recent) Top | Bottom Reply Reply and Quote
From what I've read, sounds like a PLD/WAR is the right choice. I already have a Scorp. Harness, so I can adjust my macros to use that for melee and the lvl 59 Haub for WSs.
Also, as far as the AoE issue, looks like using ranged attacks is a good idea. I know I landed acid bolts both times I shot Omega with them. My marksmanship is capped and I believe my archery should be capped for level 60. So, I can bring ranged equip as needed.
Seeing a lot of people mentioning bringing MNK as Hundred Fists hurts Omega bad at like 20%. Others mention having DRK for stuns. I could bring either. With DRK, I'd still have ranged attack through my Xbow and access to Stun.
It also seems like a lot of people lean towards having a BLM for that distance damage. A weakened BLM with MP food could still cast AM magic for nearly 1k damage.
They say that keeping melees and mages on opposite ends of the door will avoid the AoE attacks. I also read not to stand behind Omega as it kicks with its legs.
Another thing I forgot to point out as far as the mammets are concerned... As PLD, Mike should simply run at them and stand his ground. No voke, no flash, no attack, nothing. This way he can be cured by you and Bel with fear of them going after you. He can't lose hate due to the 2 of you curing when hate hasn't been established.
"Live by the Sword, live a good long time!" Minsc Dragoon Warrior Dark Knight Monk Ramuh Server
Edited by Minsc&Boo 4/3/2008 1:28 PM (Most Recent) Top | Bottom Reply Reply and Quote
Jamick RE: CoP Chapter 6 4/4/2008 5:11 AM #33760701
View Blog Posts: 37
I was on other side of the entry from you guys and yes I DID NOT get hit with the AOE. I really think FM will be able to control hate more with PLD as stated in above post.
Bel they make some food that gives -4 enmity +4 mind and like 15MP. I was dropping cure IV bombs like crazy and only pulled hate like once. I have 4 -enmity merits plus a few pieces of gear might be worth thinking about for this fight. Sacrifice a few mp from a pie or something else but you never know the -4 enmity might be worth it in end if we can control hate better. I will have a stack of these on me......think they are witch kabobs. I used alot when leveling my WHM at lower levels.
Man I can't wait to take another shot at this batlle.
Zilart Mission 16 - TheCelestial Nexus COP Mission 6-4 One to be Feared TOA Mission 9 - Undersea Scouting WOG Mission 2 - Back to Begining Campaign - Bronze Star $ Assault - PSC
Top | Bottom Reply Reply and Quote
Minsc&Boo RE: CoP Chapter 6 4/4/2008 8:05 AM #33763774 Senior Vice-President of Damage Dealing
View Blog Posts: 282
One other thing to consider. Looks like a lot of people won with a set up similar to...
NIN, NIN, SAM/RNG, RDM, WHM and a DD like WAR or DRK
Also, it seems that BLU is VERY good to have for this fight due to their insane stunning ability. Would we want to risk having Mez's 54 BLU for stunning purposes
mezlo Full Member Assests Protection Manager member is offline
Joined: Oct 2006 Gender: Male Posts: 104
Re: Tuesday Schedule « Result #8 on Apr 3, 2008, 6:10pm »
can you guys try putting a link on this website to latents? i can't access latent currently from work, and all this brainstorming we got going on, i cant participate from work...
mezlo Full Member Assests Protection Manager member is offline
Joined: Oct 2006 Gender: Male Posts: 104
Re: CoP Missions « Result #9 on Mar 17, 2008, 3:34pm »
Promathia Mission 5-3/Tenzen Path From FFXIclopedia < Promathia Mission 5-3 Jump to: navigation, search Mission Name: The Pursuit of Paradise (Tenzen's Path) Start NPC: Cid Requirements: Chains of Promathia expansion Suggested Level: N/A Title: Tenzen's Ally Repeatable: No Reward: N/A
Sub-section of Mission: Promathia Mission 5-3: Three Paths Contents 1 Walkthrough 2 5-3T1: Spiral 3 5-3T2: Branded 4 5-3T3: Pride and Honor 5 5-3T4: And the Compass Guides 6 References
Walkthrough Visit the at (G-6) in La Theine Plateau where you met Carbuncle in I Can Hear a Rainbow. PLEASE NOTE: There are at least two other cutscenes involved with this that have nothing to do with this mission. If you get a cutscene here that does not include Tenzen, then you have gotten the wrong one (it was a cutscene to start the quest Waking the Beast) and are not ready to continue. Click on the again until you get the proper cutscene that includes Tenzen.
Pso'Xja5-3T1: Spiral Enter Pso'Xja from the tower closest to Fei'Yin (J-8) (by the road, not as the crow flies). Inside this tower is not a maze, but rather a gauntlet of enemies and force-spawned monsters. This section of Pso'Xja has a level cap of 50. In this tower you will encounter sixteen stone doors. In order to pass through each of these doors you must fight a doll NM Gargoyle, after defeating it you must run through the stone door within a brief period of time (approximately 10 seconds). Everyone must pass through the door before it closes, else they will be stuck. Touching the doors from behind will warp them out of the tower. Clicking on the next door springs a trap and spawns the Gargoyle. If someone is left behind, it is possible they could attempt to open the door, (re)spawning the Gargoyle. It can be provoked through the door and defeated to allow the member to catch up. Gargoyle mobs become progressively more and more difficult, take this into account between sections. Their max HP and attack power increase with each version. The sixteen doors are split into four sections. The first set has only Maze Lizards, which don't aggro. The second has Blubber Eyes and Cryptonberry mobs. The third has Camazotz, Magic Millstones (pots) and Snolls during ice weather The fourth set has Cryptonberries. These mobs can and will aggro through a door. Take care to fight away from doors to avoid aggro. The mobs all have a 15 minute or longer respawn time. Thieves can attempt to open the doors with skeleton keys in order to avoid the traps and Gargoyle battles, but they only succeed occasionally. Occasionally, doors will have a broken trap and the Gargoyle will not spawn. Once past the final door, sneak to the elevator and past the Diremite Assaulters. Check the Avatar Gate (H-8) for a cutscene. PLEASE NOTE: It is completely possible to make it to the Avatar Gate without being ready to do this mission. If you get to the Avatar Gate and it does not give you a cutscene when you click it, chances are you have not talked to Carbuncle at the in La Theine Plateau about this mission. (See above.) ALSO NOTE: If someone clicks back on a door to exit and leaves in the middle of your group. After completing the mission leave someone with Tractor at the elevator, go through the first 4 doors (which are easy) and have them die in the middle, and they can be Tractor'd across the gap. If someone gets left behind one room you can Provoke the Golem through the wall as well to clear the door for them. 5-3T2: Branded Talk to Monberaux in the Upper Jeuno hospital (G-10). Obtain: Envelope from Monberaux Talk to Pherimociel in the Guard Post of the Ducal Palace, Ru'Lude Gardens (G-6) to get a cutscene involving Wolfgang. Talk to Monberaux again. (no cutscene) 5-3T3: Pride and Honor Walk out of Upper Jeuno into Batallia Downs and out through the gate in the wall. Turn left and examine the once for a cutscene and then a second time for a key item Delkfutt Recognition Device. Head to Lower Delkfutt's Tower and head to the Cermet Door at (H-5) on the first floor. This is not the gate that leads to the basement, but rather one on the north side of the same level. Touch the gate to spawn a NM Disaster Idol, a doll which casts spells which vary depending upon the elemental day. It is susceptible to Blind, Poison and the elemental debuffs, but resists Elegy, Requiem, Silence, Stun, and Flash. Since it resists Stun, it probably does not use Meltdown. It is exceptionally easy on Lightsday (only casts Banish and buff spells) and extremely difficult on Lightningsday (casts Thundaga III, Thunder IV, etc.) Choose the day on which you fight it wisely. He is also susceptible to Gravity, which can help in kiting to avoid the dangerous moves. Check the gate after the fight for a cutscene. If you forgot to check the twice in Batallia Downs it can still be done after the fight, simply run back and check for the 2nd time. Now back to the Cermet gate and check it like you would after defeating the Disaster Idol and you will still receive the cutscene.
Pso'Xja5-3T4: And the Compass Guides Head back to Pso'Xja, entering the tower closest to Batallia Downs at H-10. This area has a level cap of 60. Here you need to make it to the elevator in the middle of a vertical maze. Use Silent Oil and Prism Powder here. Fighting your way in is not advised. Follow the wall on your right all the way around the outside of the map until you get back to (I-8), then turn west and drop down. Go south into a hallway which leads to the next room, then turn right to face North. The elevator should be visible. Passing through one-way walls while in third-person view appears to cause your camera angle to change. Take special care to make sure you don't turn the wrong way. Running in first-person view is advised, as you will not have any camera problems. Once you reach the Elevator make sure that you have sneak and invisible up as again there are Diremites, Pots and a Goblin at the bottom. Check the Avatar Gate for a cutscene. Talk to Cid in Metalworks for a cutscene. If Tenzen's Path is your final path to complete on mission 5-3, you will get an additional cutscene at Cid that leads into the next mission, if not, head to another fork.
********************************************
Promathia Mission 5-3/Ulmia Path From FFXIclopedia < Promathia Mission 5-3 Jump to: navigation, search Mission Name: Where Messengers Gather (Ulmia's Path) Start NPC: Cid Requirements: Chains of Promathia expansion Suggested Level: N/A Title: Ulmia's Soulmate Delta Enforcer True Companion of Louverance Repeatable: No Reward: N/A
Sub-section of Mission: Promathia Mission 5-3: Three Paths Contents 1 Walkthrough 2 5-3U1: Entanglement 3 5-3U2: Head Wind 3.1 Boneyard Gully 4 5-3U3: Flames for the Dead 4.1 Bearclaw Pinnacle - Level 60 Cap BCNM 5 Game Description 6 References
Walkthrough Talk to Hinaree in the Couar Chaffaules Manor in Southern San d'Oria (A-6). 5-3U1: Entanglement Zone into Port San d'Oria for a cutscene. Talk to Chasalvige in the manuscript room of the Northern San d'Oria cathedral, (L-6, the first door on the left as you enter). 5-3U2: Head Wind Talk to Kerutoto in the Rhinostery, Windurst Waters South (J-8). Note: This is the same NPC that gives you the key item for the uncapped Diabolos fight. If you receive this cutscene first, talk to her twice afterwards to watch the correct cutscene to continue on with this mission. Talk to Yoran-Oran in Yoran-Oran's Manor in Windurst Walls (E-5).
Attohwa ChasmBoneyard Gully Travel to Attohwa Chasm (exit Tahrongi Canyon @ K-5 into Shakrami Maze then follow the left wall until you zone into Attohwa Chasm @ F-5. Once inside Boneyard Gully follow the left wall to the top of F-6. When you zone into Boneyard Gully, follow the left wall until you come to a Dark Miasma for a cutscene and a level-50 BCNM battle (Head Wind).
Note:In this area, you will need antidotes and sneak. There are purple flowers that spray a purple mist of poison. The Antilions in this area are decent-challenge at level 75, they will agro to sound and low-HP.
Level 50 Cap BCNM
Shikaree Z, Y and XThere is a large ridge in the center of the Boneyard Gully and on the far side of the ridge are your three opponents: the Mithran Trackers Shikaree X, Shikaree Y, and Shikaree Z. Shikaree X is a BST/NIN wielding two daggers. She calls Shikaree X's Rabbit. Shikaree Y is a DRK/MNK wielding a Scythe. Be sure not to attack her from the front, as she can Counter. Shikaree Z is a DRG/WHM wielding a Polearm. She calls Shikaree Z's Wyvern. The three Trackers have a strong innate Regain effect, giving them high rate of TP gain. They can use all standard Weapon Skills up to and including Level 240+ WSes (Evisceration, Spiral Hell, Impulse Drive). They will use these WSes rapidly, producing Skillchains in turn (even with themselves, in some cases). Using a Blackened Muddy Siredon (obtained from the quest Mithran Delicacies) on the Trackers will remove their Regain effect for an unknown amount of time. This can only be used once per Tracker. Attempting a second use will cause the Tracker to say, "Do you take me for a fool? That trick won't work again!" The Trackers have about 2000 HP each; the pets have about 900. Strategy tips The Trackers' hate works in a different manner than most other fights. It's not completely shared—they will attack different targets if they are Provoked by different players—but when they have TP for a weaponskill they all attack the same target so they can skillchain (They talk to each before doing this so you can Stun/Bind them to stop weaponskills connecting). Their pets have normal hate rules, and can be kited away. Sleep any Trackers and pets you aren't fighting to prevent Skillchains. Note that the Tracker you are fighting can wake the others up by talking to them. Beastmaster pets and dragoon wyverns will not vanish when their masters fall. They must be defeated separately. Shikaree X can resummon her pet. Pets will despawn if you have killed there master and wiped Sleepga, when combined with Elemental Seal, can be of use on the Trackers, however it may not last very long. Astral Flow is known to be an effective method to assist in clearing this battle. Two Astral Flow Blood Pacts are known to be enough to defeat both pets and leave the three Trackers with severe damage. Drag the Trackers away from the arena; on a wipe, all enemies will return to their positions in the battlefield, leaving you to Reraise/Raise, rest to full, and return to fight remaining opponents. The Trackers will recover HP in the meantime, though any defeated Trackers or pets will remain defeated until the battle ends. Highly damaging two hours, used in conjunction by your party damage dealers, is another good way to quickly improve your chances of winning. Hundred Fists, Meikyo Shisui, Mighty Strikes, Spirit Surge, and Eagle Eye Shot all used simultaneously at the beginning of a fight will quickly take down a Mithra's low overall HP. The faster your party can take one out, the less liabilities you have to deal with. Invincible from a Paladin tank is a good way to make sure this method works at its full potential. By taking out at least one mithra, you have increased your chances of winning in the event of a wipe and reraise. You receive 1000 experience/limit points upon defeating the Mithra Note: It is not necessary to kill the pets. You only need to kill the 3 Mithra. 5-3U3: Flames for the Dead
Uleguerand RangeBearclaw Pinnacle - Level 60 Cap BCNM Head to Bearclaw Pinnacle from Uleguerand Range (J-9). Enter the battlefield. Take as much time as you want to buff, Meditate, etc. The Snoll Tzar won't aggro until you enter the ice circle. Once the Snoll Tzar aggroes you have 45 seconds to defeat it before it blows up. At 15 and 30 seconds it will grow in both actual size and in brute force of attacks. Once the 45 seconds are up it will use a Hypothermal Combustion move that does heavy damage to everyone. If this happens, even if someone survives the blast, you lose, and are ejected from the battlefield. If your party wipes before Snoll Tzar uses Hypothermal Combustion, you will not be immediately ejected from the BC. You will either have to Raise and hope he does not aggro, or you HP. Even if one of your party members HP's and returns he/she will not be able to re-enter battlefield to raise you. So it would be wise to fight near the tunnel. The Snoll Tzar's TP attacks are: Arctic Impact: AoE ice damage (~275 each). Cold Wave: Nasty AoE Frost (31 HP/tick). Hiemal Storm: Extreme directional AoE ice damage (600-1400 to Paladin, be careful of this, one shotted our tank many times). Berserk: Gives the Snoll Berserk. This makes the fight much easier, but is very rare. The AoE attacks have a fairly small area, so it's not hard for mages to avoid them. Snoll Tzar's basic attacks now do far less than the previously reported(~290) damage per hit to a Paladin Tank. A Paladin with Stoneskin and Protect III will see Stoneskin last through 6 or more hits. It is estimated that the Snoll Tzar has 7500 HP. You can complete the quest Bombs Away! to obtain the Shu'Meyo Salt, which can be used to gain an additional 20 seconds. Alternatively, you may purchase the salt from the Auction House. The Shu'Meyo Salt now takes only 1 second to use; when used, you'll see a message that "The Snoll Tzar has begun to melt!". 7 and 14 seconds later, you see "The Snoll Tzar is emitting a large amount of steam." Finally, 21 seconds after the first message you see “The Snoll Tzar shakes off the salt!” The melting time does not count against you. You can use multiple salts in a given battle, but do not overlap their use, for it'll have "no effect". You should also note that you will be unable to execute any commands after a salt activates for a second or two, same as potions or any other items. Upon defeating the Snoll Tzar, everyone in the party will receive 1000 Experience Points (or Limit Points) Strategy tips Start using salts early. They are faster to use after the June 2007 update. Shu'Meyo Salt has a use timer of 1 second. Plan out a salt strategy, and keep an eye on the chat log. Once the Snoll Tzar shakes off the Salt, its time to have the next person in line use their salt. Keep a watch for it, every second counts! "Don't panic and keep calm. This is one of the most tense missions in the game. Go over your plan and do some dry runs on normal enemies to get the procedures down." 2-hour abilities are not necessary for victory if you have the salts to spare, although they are a great bonus. Talk to Cid in Metalworks for a cutscene. If Ulmia's Path is your final path to complete on mission 5-3, you will get an additional cutscene at Cid that leads into the next mission; if not, head to another fork.
*****************************************
Promathia Mission 5-3/Louverance Path From FFXIclopedia < Promathia Mission 5-3 Jump to: navigation, search Mission Name: Past Sins (Louverance's Path) Start NPC: Cid Requirements: Chains of Promathia expansion Suggested Level: N/A Title: Companion of Louverance Repeatable: No Reward: N/A
Sub-section of Mission: Promathia Mission 5-3: Three Paths Contents 1 Walkthrough 2 5-3L1: Southern Legend 3 5-3L2: Partners Without Fame 4 5-3L3: A Century of Hardship 4.1 Mine Shaft #2716 - Level 60 Cap BCNM 5 5-3L4: Departures 6 Game Description 7 References
Walkthrough Talk to Despachiaire in Tavnazian Safehold (K-10, top level, behind Walnut Door). There is a 2nd cutscene from this NPC that seems to relate to Ulmia's path. If you do not get it, you will not be able to continue Ulmia's path beyond the San d'Oria cutscenes. 5-3L1: Southern Legend Talk to Perih Vashai in Windurst Woods (K-7). 5-3L2: Partners Without Fame Go to Bibiki Bay, take the Manaclipper to Purgonorgo Isle, and examine the Warmachine at (H-11). Talk to Yoran-Oran in Windurst Walls (E-5) (No Cut-scene, optional dialog) 5-3L3: A Century of Hardship
Oldton MovalpolosMine Shaft #2716 - Level 60 Cap BCNM Zone into Oldton Movalpolos for a cutscene with Louverance. Travel to Mine Shaft #2716 for BCNM fight (A Century of Hardship).
The Moblins and BugbbyThere are several ways to get to the battlefield. 1. Trade a Snow Lily (AH: Materials/Alchemy) to Tarnotik in Oldton Movalpolos (K-10) and he will teleport you to Mine Shaft #2716. If you have the Pungent Providence Pot key item from the Return to the Depths quest, you can trade him a (cheaper and stackable) bottle of Ahriman Tears instead. 2. The ENM60 shortcut: talk to Twinkbrix in Oldton Movalpolos (E-13). Give Twinkbrix an amount between 1-10,000 gil, to have a chance at getting the key item required to go into the ENM60s. When given gil, he will roll two 50-sided dice, and you must beat him by rolling between 2 and X. X is based on how much you trade him; trading 2,000g will roll between 2 and 10; trading him 10,000g will roll between 2-50. If you do not get the key item the first time, you will have to keep paying him gil until you win. Once you have the Key Item, you can pay him another 2000 gil for him to teleport you directly to the battlefield. Note: Do not attempt an ENM60 while you are here. You will need to return to Mine Shaft #2716 after you beat the BC, and if you use up the key item, the Moblin won’t teleport you again until five days have passed. 3. Go the long way through Newton Movalpolos that you need to use for the Bionic Bug ENM. You will enter the battlefield facing four Moblins and one Bugbear: Moblins: Chekochuk (Black Mage) Movamuq (White Mage) Swipostik (Thief) Trikotrak (Red Mage) Bugbear: Bugbby (Warrior) Bugbby uses the Warrior two-hour ability Mighty Strikes, and attacks twice each round like a Monk. Bugbby is extremely susceptible to Stun. All Moblins possess two-hour abilities for their job and all have the ability to call Bugbby to the center of the Battlefield, ignoring any kiting in progress and resetting hate. Whoever is kiting Bugbby should make sure to reclaim hate when this happens. All mobs in this BC are highly resistant to Sleep/Sleepga, though Elemental Seal has been known to assist in making it stick for a few seconds. 1000 Experience Points awarded to each member, even on first win. As of 6/05/2007 no experience points loss on death. Strategy tips Kiting the Moblins can make this fight much easier. Ensure your party is capable of kiting one Moblin each) (melees with higher HP are recommended) while your main tank kites Bugbby in the meantime. Gravity will help. Bugbby completely resists bind, it resisted shadowbind multiple times. Assist your highest-damaging DD in killing the moblin that he or she is tanking, first, then assist your main healer on any Moblin(s) that he or she might have pulled in the meantime. Remember to Silence Chekochuk, Movamuq and Trikotrak early, in that order. Chekochuk takes priority from the very beginning for Silence order, as his magic is highly damaging, in addition to his potential use of Sleepga. With all of the Moblins dead, there will be no reason to rush when fighting Bugbby. Take him down slowly, recover your MP, and stay alive. Different parties have different strategies as to which Moblins to kite and which to tank. (Some have even successfully taken Bugbby before the Moblins.) Adjust your strategy as needed to suit your party. Many claim this to be the easiest of the three BC battles in this mission. Bugbby is immune to Charm-bind, but the Moblins can't call him if he's all the way back at the entrance of the BC. A BST can pull him to the entrance and use a jug pet to keep him occupied while the rest of the party deals with the Moblins. A different approach is to have one or two Monks, 2-3 members that can hold a Moblin each (anything /NIN or even a SMN/WHM's avatar), a healer, and a real Ninja tank for Buggby himself. The Monk(s) use Hundred Fists to open and can easily plow through two of the mage Moblins, freeing up team-mates as they fall, before Hundred Fists ever expires. You then continue to the final 2 moblins, which depends on the holder statuses, easily enough while the NIN is keeping Buggby company. The "Super-Kite" strategy works here like it does for the Mammets. One party member runs in, gets aggro from all the mobs, and kites them around while the rest of the party pulls off one at a time. The moblins will all keep following the kiter, though Buggby will break off when he is called unless he's back at the entrance at the time. NIN is good for this at night with Ninja AF, and provoke for if Buggby gets called away. A variant is the "Super-Paladin" strategy, where your main Paladin tank gets initial aggro and just lets everything beat on him while the party kills one at a time. If someone other than the Paladin gets hate from the Moblin you're killing, they can send Buggby after them. So either the Paladin needs to provoke Buggby, or the party needs to avoid pulling hate from him on the Moblins. As usual with this strategy, anyone resting or releasing a pet will get aggro from the kited mobs. 5-3L4: Departures Head back to the Metalworks, and speak with Cid. Farm one Gold Key per person from the lower level Moblins in Newton Movalpolos. Head back to Mine Shaft #2716 and trade the Gold Key to the BC entrance for another cutscene. NB: You will need another Snow Lilly if you used this method of transportation before. Or you can gamble. Snow Lilly's are usually cheaper. Logistical Note: If you are in a party (CoP static, for example) and helping with the moblin/bugbear fight from the previous phase of the mission, do not trigger this cutscene before you enter the battlefield. The cutscene spits you out at the battlefield exit in Newton Movalpolos, and you will not be able to Escape and teleport back to Mine Shaft #2716 if you have just used Twinkbrix to get there. But you can use the Moblin just outside the exit and pay him 800 Gil and choose to warp back to the mine shaft entrance. That will bring you right back to the BCNM. Return to the Metalworks and talk to Cid again for a cutscene, ending this fork. If Louverance's Path is your final path to complete on Mission 5-3, you will get an additional cutscene at Cid that leads into the next mission; If not, you may head to another fork.