EXP Camps

From HorizonXI Wiki

HorizonXI Wiki - EXP Camps

New Horizon specific camps are marked with HorizonXI specific changes.

Notes:

  • The camps listed are reported for patch 1.1. 1.2 update will bring a few changes to exp camps. Use this guide at your own risk after 1.2 is live while the community gathers information.
  • These camps are all aimed at standard 6 member parties with a dedicated tank.
  • Consider targeting lower level mobs (no higher than 8 levels above your party) with a non-standard party setup.
  • If your party has a strong line-up, eats food, and is coordinated with skill chains/magic bursts, you can target a higher level camp.
  • Monsters on Horizon may have levels that differ from that of retail, be wary when using exp camp guides outside of this wiki as they may not be the same level.
  • Starting at level 50 adventurers will gain a 5% experience point bonus for defeating foes in conquest regions that their nation does not control while having signet. Additionally, Starting at level 50 adventures will gain an additional experience point bonus with signet on, up to a total of 15%. Consider camping in a region that your nation doesn't control for maximum experience points gains!

Camps - Verify if viable

Level Zone Camp/Mob(s) Note
28-32 Lufaise Meadows Lake
  • Tier 4 Orcs
All members must complete CoP Chapter 1. Thunder Elemental danger.
29-33 Beaucedine Glacier Ranguemont zone (G-9) canyon (no mobs should pop in that spot) (H-9) (roaming tiger alley) Mages must /whm. Take notice of mobs in area that detect magic. The H-9 camp is a roaming camp loaded with tigers and little of the other mobs. Bring someone to kill all other mobs except for the BST Giga (will load a pet that is the same level as the Tundra Tiger but with a fourth of the HP).
29-33 Castle Oztroja Behind Trap Door Layout of zone favors a moving party.
41-44 Attohwa Chasm (L-10) 1 party. WHM is required. Mages must sub WHM.

Level 10-20

Level Zone Camp/Mob(s) Notes
10-15 Inner Horutoto Ruins (F-10)/(F-11) Map #2 Beetle's Burrow, outside Magic Gate of Horutoto Oils and powders required to reach camp. All of the mobs are aggressive. Enter via (J-7) in East Saru/Lilly Tower.
11-15 Carpenters' Landing, Northern San d'Oria Wooden Shutter entrance (G-8) Wooden Shutter is at (F-5) in North Sandy. Antidotes and echo drops strongly recommended. WHM required. Flytrap has a very small range AOE sleep move, and potent paralyze move. Can support multiple parties and different level ranges.
11-14 Valkurm Dunes (L-10), (K-9) Tunnel, (D-7), (D-6)Valley, (E-7) Welcome to the dunes. Baleful Gaze petrifies the target if facing. If you are tanking make sure to fight unlocked so you can quickly turn. Lots of camps. Some camps can hold 2 parties. Pull lizards from both sides at the valley camp. Level 11 parties take care when pulling level 18-19 lizards.
11-14 Buburimu Peninsula (E-7) Outpost, (F-8), (E-9) If starting at 10, take care of the level of mob you pull. Try to avoid pulling 7 or more levels above your parties level. Quick walk from Kolshushu Outpost.
12-15 Tahrongi Canyon HorizonXI specific changes (I-8) Not far from Kolshushu Outpost.
12-15 Tahrongi Canyon HorizonXI specific changes (F-6) Bees seem to use Pollen more often than others. Goblins in area. Not too far from Kolshushu OP or teleport mea.
12-15 Konschtat Highlands HorizonXI specific changes (F-3),(I-5),(L-6) F-3 Camp has a Goblin Digger that can extend chains. L-6 Camp has Poltergeists (18-20) that can extend chains.
12-15 La Theine Plateau HorizonXI specific changes (H-11)/(I-11) Valkurm Dunes Zone Hares link. 1 orc spawn can also be used to fill chains. Hares should not be fought until at least level 13. Supports 1 party.
12-15 La Theine Plateau HorizonXI specific changes (K-11) Pond
12-15 Ordelle's Caves (G-3) Entrance Bats link. (F-7) La Theine entrance. Not far from Ronfaure OP.
12-15 Ordelle's Caves (F-3) La Theine Entrance (F-7), Can either sit in place or run up and down the tunnel
13-15 Maze of Shakhrami Tahrongi Canyon Entrance, Western Side
14-17 Valkurm Dunes (H-9), (E-9), (I-9), (J-6), (J-8), (I-7)Oasis, (J-7)Signpost, (B-7)Secret Beach Valkurm phase 2. Snippers are primary target for level 14-15 parties. Flies and Sheep are good for 15+ parties but watch out for flies aoe and sheep sleep aoe, especially if you have lots of melee in the party. Mages stay back to avoid aoe/sleep. Lots of camps. Experience drops at 17 but the amount of easily killable and accessible mobs makes up for it.
14-17 Inner Horutoto Ruins (E-10) Inside Magic Gate of Horutoto Notes: Silence recommended. Could support 2 parties. Oils and Powders required to reach camp. All of the mobs are aggressive. Enter via (J-7) in East Saru/Lilly Tower.
14-17 Ordelle's Caves (H-7) 3rd Map, Going East from Entrance Bats link. (F-7) La Theine entrance. Not far from Ronfaure OP. WHM needed. Oils and Powders needed to reach camp or fight your way there.
15-17 Jugner Forest (J-5) Black mage strongly recommended. Will need Oils and powders to reach camp and avoid aggro. 6 spawns. 1 beetle is around the corner, a little SW. Not far from Norvallen Outpost. Note: Norvallen OP warp is level 15+ from Jeuno.
15-17 Jugner Forest (H-11)/(H-12) Not far from Norvallen OP. Will need Oils and Powders to avoid orc and tiger aggro to reach camp. Note: Norvallen OP warp is level 15+ from Jeuno.
15-18 Dangruf Wadi (G-5), (H-3)
15-18 Buburimu Peninsula (F-9)/(E-9), (J-6), (J-7), (K-9), (G-8), (I-8), (K-9) Notes: Leecher's cast Cure 3, Silence recommended
15-18 Pashow Marshlands (G-9) Be wary of Funguars linking by sound. Note: Derfland OP is level 15+ from Jeuno.
15-18 Meriphataud Mountains (E-6) Aragoneu Outpost 2 Goblins around, can be fought depending on party. Note: Aragoneu OP warp is level 15+ from Jeuno.
15-18 Carpenter's Landing (F-8), (F-9), (F-10) Antidotes and Echo Drops strongly recommended or WHM required. BLM recommended. Use NW Jugner Forest zone at (E-6). Oils and Powders required to reach camp if not on chocobo. Fungur aggro sound and link. Beetles link sight. Not far from Norvallen OP. Norvallen OP warp is level 15+.
15-18 Buburimu Peninsula HorizonXI specific changes (G-6) Supports up to 2 parties. Quick walk from Kolshushu Outpost.
15-17 Pashhow Marshlands Derfland Outpost (K-6) Camp right at the outpost. Note: Defland OP warp is level 15+.
15-18 Pashow Marshlands (F-5) Water elemental can sometimes spawn in the back,

Marsh Funguars spawn in the road leading to the area, possibly extending this camp to 19 depending on kill speed

15-19 Korroloka Tunnel Zeruhn Mines, Worm Bridge, Eastern Altepa Desert Side Silence Recommended. If 2 worms are close to each other. Have 1 member agro and run out of range. Great for piercing (THF, NIN, RNG)
16-18 Valkurm Dunes (F-7) Goblin Camp Primary targets are goblins. Silence required. Watch out for sight-based links. Supports 1 party.
16-18 Meriphataud Mountains (D-6) by Spine Crane Flies can help fill a chain if they're high enough level, but there are plenty of boggarts on both sides of the spine. Close to Aragoneu OP. Bring a WHM for Paralyna and Silena.
17-19 Ordelle's Caves (F-10) 3rd Map, Going East from Entrance Further down, past the Fly Agarics. Beetle's link. BLM recommended. Oils and powders needed to reach camp or fight your way there. There is an alternate camp on the opposite side (H-10) with vorpal bunnies and goblins instead of beetles, same levels.
17-19 Jugner Forest (K-7)Spore Hollow, (K-9) Not far from Norvallen OP. (K-9) camp is reached from the south. Bring a WHM. Be wary of Funguars linking by sound
17-20 Valkurm Dunes (H-9), (I-9), (E-9) Beaches, (B-7)Secret Beach/Gustav Zone Valkrum, the final phase. Oils and Powders required to reach Gustav zone. Use Goblins or Damselflies to fill in chains.
17-19 Rolanberry Fields (G-10), (J-10)
17-19 Buburimu Peninsula HorizonXI specific changes (I-6) Cape Dhalmels and Bull Dhalmels (20-23) will link, bind or sleep recommended.

Significant nearby Goblins presence, same levels at Cape Dhalmels and can be used to fill chains if kill speed is high.

17-20 Maze of Shakrami (H-5) Map 2 8 crawlers, 10 if you roam into the eastern tunnel. Oils and Powders needed to reach camp. Enter from canyon.
17-20 Buburimu Peninsula (J-7) East Beach, (H-9) South Beach Watch for Bogy spawns at night. Both beaches have safe places to camp outside of blood aggro range. Start on snippers at 17. Can start mixing pugs in at 18.
18-20 Inner Horutoto Ruins (H-9) Map #3, Rose Tower, 3 Mage Gate Oils and Powders required to reach camp. All of the mobs are aggressive. Enter via (J-7) in East Saru/Lilly Tower.
18-21 Castle Oztroja Main Zone/Entry Layout of the zone heavily favors a moving party. Everything aggros.
18-21 Beadeaux Main Zone/Entry All of the mobs aggro.
19-21 Qufim Island (H-7)(I-8) Circle around lake killing worms and crabs.

At night, banshees spawn at lake so you will need to camp in a tunnel and pull crabs to you. Crabs here spawn slightly lower level than others. Popular exp zone Consider /searching the zone and exping in another zone if you see many people in the zone already.

19-22 Meriphataud Mountains HorizonXI specific changes (H-5), (E-4), (D-5) Quick walk from Aragoneu OP. 3 camps/supports 3 parties.
19-22 Carpenter's Landing Center Landing Docs (NW Jugner Zone) Oils and Powders recommended
19-22 Davoi Jugner Zone
  • Tier 3 Orc (22-28)
Bats that pop at night aggro.
19-22 Yughott Grotto Upper Grotto Oils and Powders required to reach either Horlais Peak zoneline.
19-22 Rolanberry Fields (F-7)/(F-8), (F-11)Shack, (H-12)Stone Wall/Signpost, (I-10)Crates Acid bolts recommended. Quadav and ocuhu aggro sound. Can fill in with bats at night.

Level 20-30

Level Zone Mob Notes
20-22 Qufim Island (I-8), (I-7), (G-6), (H-6), (H-8) Multiple camps. Potentially supports 2 parties at opposite ends of the cliff. Popular exp zone consider /searching the zone and choosing another area to exp in if there are many parties in zone.
20-23 Ordelle's Caves (G-7) Map 3, Waterfall/PLD ??? Clipper links. Take care of bomb.Use eastern La Theine zone.

Sneak required to reach camp. Supports 1 party.

20-23 The Sanctuary of Zi'Tah Zone to Meriphataud, (G-10) Camp only supports 1 party, however, the southwest part of the zone is littered with gobs and bats. Myxomycete no aggro.

Highly recommended to bring a BRD to sleep Bats pops (bats will not resist sheep song/lullaby). Beware of Rock Golem (magic sensitive and will destroy your party).

20-24 Lower Delkfutt's Tower Qufim Zone (H-10), Stairs Between 1F/2F, North (F-7) and West (F-10), (K-7) Giga Rangers (Lobbers). Hurt. Pull with caution.
20-24 Ranguemont Pass H-10. Beyond the door Strongly recommended to bring someone to neutralize the Ooze located in between the Goblins pops.

Sneak required to reach H-10 camp.

21-24 Carpenter's Landing Camp at either end of the caves (I-11), (I-12) Use SE Jugner Forest zone, (J-8). Shriekers (Sneak) aggro/Beetles link by sight. 2 parties. Quick walk from Norvallen OP. Bring sneak/oils. WHM needed or bring lots of echo drops.
22-26 Maze of Shakhrami (L-8) Buburimu Side/OP. Enter at (F-6). Lower level parties focus on bats and crawlers.
22-24 Qufim Island (H-6), (G-6), (H-8)/(H-9), (F-8) Supports 3 parties. Popular exp zone consider /searching the zone and choosing another area to exp in if there are many parties in zone. Take care with thunder elemental spawn at (F-8) during thunder weather.
23-27 Sauromugue Champaign (F-8), (G-8) Supports maybe 2 parties. BLM and WHM recommended.
23-27 Meriphataud MountainsHorizonXI specific changes (D-10), (G-10) Can be done at level 23 if going slow between pulls, at level 25 Drooling Hounds can enter rotation. EXP tapers during level 26 but can still produce 8-10k exp/hr without rings because kills go quickly. Easy chain 5's with a solid party.
  • Puma inflicts Paralyze (Blaster) and Silence (Chaotic Eye.) Paralyna/Silena recommended.
  • Highly suggested to have 2 supports with Paralyna that can alternate healing if needed. (Example: WHM + SMN.) Silena costs 24MP and Paralyna 12MP, so a solo healer will be out of MP very often at this camp unless your group is coordinated.
  • Tanks can have a hard time against the Coeurls. Chaotic Eye is a gaze attack that executes very quickly, making it hard to dodge, especially if already mid-cast. Try turning around before casting to help mitigate this issue. Having a 2nd provoker is a huge QoL improvement here.
  • Lizard's Blockhead TP move can hit non-tanks for very high numbers (200+ dmg.) Be careful about pulling too much enmity!
  • Supports 2 parties, 1 at each coordinate, Beware Drooling Hound (31-33) at night, it has AoE Disease. Not a a bad walk from OP or Mea crag.
24-26 Sauromugue Champaign (J-9) Bonfire camp. Next to flying beetles. Could possibly support 2 parties.
24-27 Sauromugue Champaign (I-7) Camp at fallen pillar/crumbling wall or outside of fort. Mob density a bit scarce. Yagudo have a high level range.
24-26 Ranguemont Pass (J-5), (I-8) Silence highly recommended. Sneak/invis needed to reach camp. (J-5) has about 8 bat spawns along the tunnel. May need to roam a bit. ~12 minute walk from Ronfaure OP
26-28 Ranguemont Pass HorizonXI specific changes (E-6)/(F-6) 4 Gob spawns (Era+) with 3-4 Bat spawns in the same open area and connecting caves. May be able to extend camp to 28 depending on kill speed. Will need sneak/invis to reach camp. ~11.5 minute walk from Ronfaure OP
24-28 Yuhtunga Jungle (Kazham Airship Pass required) (G-6),(G-7),(H-6) Beware patrolling Goblin Smithy
25-27 Sauromugue Champaign (H-7) Camp on hill by bonfire Yagudo camp. Beware of links. Bring a smn, rdm, blm, or brd for crowd control. Yagudo have high level range.
26-30 Yuhtunga Jungle (Kazham Airship Pass required) (J-7),(K-7) Need Silena and Paralyna. Start with lizards at level 26. Mix in coeurls at level 28+.

Take chocobo from Kazham as if you were going to Yhoator Jungle. Then after emerging from the cave after the drop, head slightly north, and go down ramp, into the tunnel, past the bees.

27-31 Bibiki Bay (H-7) Docks Start on Efts. Efts link by the way. Move to ravens around level 29. Ravens link too. Bring the sleeps and the lullabys.
27-31 Yuhtunga Jungle (Kazham Airship Pass required) (I-7) BEE LOG. Camp inside the tunnel.
27-30 Attohwa Chasm (H-9) Mages must /whm. Huge level Difference of Flesh Eaters in the zone. Silence recommended.
27-29 Oldton Movalpolos (F-8), (G-9), (H-10), (G-13) Not too bad of a walk from Dem. Invisible required to reach camps. Escape or Warp is recommended. Mages must /whm. Earth Elemental danger at E-4 camp. Silence highly recommended. Drops gil and craft materials.
27-30 Yuhtunga Jungle (Kazham Airship Pass required) (G-11) - Outpost Beware of holes when pulling
28-30 Sauromugue Champaign (L-9) 1 party. Have Paralyna and Silena ready. BLM recommended.
28-30 Yhoator Jungle (Kazham Airship Pass required) (F-7), (F-8)
29-33 Yuhtunga Jungle (Kazham Airship Pass required) (F-11/G-11) Close to the zone for Sea Serpent Grotto
29-32 Bibiki Bay (H-6),(H-7),(I-6),(I-7) Dhalmels can silence, the area supports 3 parties
29-31 Sauromugue Champaign (G-7) The weapons on Horizon here spawn as low as 34 (retail was 36). Supports 1 party.
29-31 Batallia Downs (J-10) 1 party. Only 5 spawns. Pull Goblins by the coast to fill in. Not a bad alternate camp if Sauromugue is taken and party members don't have OPs, kaz pass, or crystals.
29-31 Rolanberry Fields (K-7) Only 4 spawns. If you sit at the end of the spine, you can pull weapons from both sides

Level 30-40

Level Zone Camp/Mob(s) Notes
30-32 Bibiki Bay: Purgonorgo Isle (Everywhere)
  • Jaggal (35-38)
  • Toucan (38-40)
  • Costal Opo-opo (36-39)
  • Kraken (37-40)
  • Alraune (37-40)
Take the Purgonorgo Isle boat (need manaclipper ticket: 80gil, sold on pier), have RR or hope for a WHM fisher if NM is up. Once on the island you may find a Clot in your camp, kill it, there are more spawns than clots and you can push them off your camp. Don't touch the urganite. No Sneak or Invisible needed if you can avoid clots and bombs (both very rare). Island can support probably 8 parties.
30-34 Attohwa Chasm (I-9)/(I-10)
  • Gallinipper (36-39)
  • Goblins Smithy, Furrier, Pathfinder, Shaman (37-39)
  • Tracer Antlion (38-40)
Sneak required, and cross the first bridge. Camp against the wall. Beware of doom scorpions.
30-33 Sea Serpent Grotto (Kazham Pass Req) (J-10), hallway, First Map
  • Ironshell (37-40)
  • Pond Sahagin (36-39)
  • Spring Sahagin (36-39)
  • Undead Bats (36-39)
Need Sneak to reach. Supports 1 party. Camp in hallway in front of the ornamental door. Sahagin link. Beware bats that pop in back of the hallway (don't aggro but will link with other bats).
31-33 Eastern Altepa Desert (Altep gate crystal req)

(H-6), (I-6), (J-7)

  • Sand Beetle (36-40)HorizonXI specific changes
  • Desert Dhalmel (38-41)HorizonXI specific changes
Supports 3 parties, 1 at each location. Watch out for gobs(invis), scorps (Sneak), and antica(Sneak) aggro when traveling to camp.
31-33 Yuhtunga Jungle (Kazham Pass Req) (E-9)
  • Soldier Crawler (37-40)
Will need sneak and invis if walking from Lower Elshimo OP. Beware wandering goblins.
32-34 Yhoator Jungle (Kazham Pass Req) (G-7),(H-8)
  • Yhoator Wasp (37-41)
  • Goblins Reaper (41-43)
  • Goblins Pathfinder
  • Young Opo-Opo (42-43)
Camp on top of bridge or in top tunnel (G-7). Watch out for links and Goblins aggro. Can also kill Goblins. Supports 1 parties at (G-7). 2 parties at (H-8), camp up top, either side.
34-36 Eldieme Necropolis Enter at (G-8) Batallia Downs
  • Gazer (41-43)
34-37 Garliage Citadel Entrance, in front of Banishing Gate 1, (I-8)/(I-7)
  • Siege [[Bats (40-43)
  • Borer Beetle (41-44)
Beetles sight aggro, bats link, beetles will be difficult at 34. Sufficient mobs for at least 3 parties.
35-38 Sanctuary of Zi'tah (H-10) Outpost, (I-9), (J-9) Hidden path, (F-8)
  • Lesser Gaylas (39-42)
  • Ogrefly (41-44)
  • Goblins Trader/Robber/Reaper/Poacher (42-46)
  • Goobue Gardener (40-43)
Barfira recommended if fighting at OP,(F-8)/gobs. Silena recommended at (J-9) camp/gobbues. Supports many parties. Lvl 36+ parties recommended at OP and (F-8)camp for gobs.
35-38 Crawler's Nest (K-8) (I-9) Map 1
  • Worker Crawler (40-44)
  • Death Jacket (40-42)
  • Maze Lizard (41-43)
Many total spawns, easily supports 2+ parties.
35-38 Western Altepa Desert (Altep gate crystal req) (M-8) - Korroloka Zone, (L-6) - near Rabao Zone
  • Desert Spider (40-44)
35-38 Oldton Movalpolos (I-8), (J-10). (K-10)
  • Goblin Doorman, Oilman, Tollman, Shovelman (41-44)
  • Moblin Repairman, Pikeman, Coalman, Gasman, (41-44)
  • Bugbear Bondman (41-44)
Not too bad of a walk from Dem. Invisible required to reach camps. Escape or Warp is recommended. Beware Moblin Gourneyman and Goblin Freelance as they are a much higher level (~47). Silence highly recommended. Drops gil and craft materials. If the Moblins are allowed to use Crispy Candle and damage themselves, they will not give EXP. Avoid them or bring a stun.
36-39 Sanctuary of Zi'tah (E-8) Need silena and paralyna. 2 Hellhounds (47-50) pop at night in the area but shouldn't be a problem.
36-43 Yhoator Jungle (Kazham Pass Req) Bloodlet Spring (J-7) Beware of NM at J-7 camp
37-39 Yhoator Jungle (Kazham Pass Req) (F-9) Yhoat Telepoint, (F-10)
  • Worker Crawler (43-46)
37-40 Yhoator Jungle (Kazham Pass Req) (J-11) Temple of Uggalepih entrance
  • Big Jaw (43-47)
Dispel and BLM recommended. Not far from Uplands OP. Sneak/oils and invis/powders needed to reach camp.
38-41 Crawler's Nest (G-9) Map 1
  • Nest Beetle (45-47)
Supports 1 good party, 2 parties is questionable.
38-41 Fei'Yin Hallway east of Fountain Room
  • Ore Golem
  • Shadow
2 parties. Beware of farmers in area. Ninja tank and white mage with Erase required. Beware of weaker bats.
39-42 Western Altepa Desert (Altep gate crystal req) (I-8)
  • Desert Dhalmel (44-48)
Dhalmels found on all sides of the fork, watch out for Antican aggro. Could also pull nearby Sand Beetle.
39-42 Gustav Tunnel (K-7) Valkurm Side
  • Hawker(45-48)
  • Hell Bats(44-48)
  • Goblins (46-49)
Sufficient mobs for 2 parties.
39-41 Garlaige Citadel Right behind banishing gate #1
  • Citadel Bats (46-48)
Link potentials.
39-41 Misareaux Coast (CoP Chapter 2 Req) (F-8)
  • Mantrap (47-48)
Have paralyna erase poisona and silenas ready.
39-44 Misareaux Coast (CoP Chapter 2 Req) (G-5)
  • Diatryma (47-51)
  • Bigclaw (46-48)
  • Makara (47-49)
  • Mantrap (47-48)
Scenic. Bigclaws, makaras, and mantraps for 39-42 level party. Diatryma for 42-44 party. Need to be on at least on chapter 2 CoP. Diatryma resists melee damage except for piercing.

Level 40-50

Level Zone Camp/Mob(s) Notes
40-42 Crawler's Nest (H-9) Map 2, (I-8) Map 3
  • Soldier Crawler (47-49)
At least 2 camps. Dispel and/or BLM recommended for cocoon. Camp at rocks/boulders on map 3.
40-42 Yhoator Jungle (F-9), Yhoat Telepoint Popular BST camp
40-43 Eastern Altepa Desert (F-9)(F-10)
  • Goblins poacher, robber, reaper, digger (45-52)
Goblins Bomb Toss can be an issue, stuns recommended. Lower level parties should beware of the diggers as they are higher in level. Supports 2 parties.
40-43 Beaucedine Glacier (J-8), (J-9) Lower level, by the coast.
  • Stone Golem (47-49)
  • Diremite (49-50)
Supports 1 party. Dispel recommended.
41-44 Yhoator Jungle HorizonXI specific changes (K-10)
  • Opotrap (Flytrap, 47-51) HorizonXI specific changes
  • Snap Jaw (Pugil, 48-51) HorizonXI specific changes
Mobs do not raise defense (Confirmed by Charsi)
41-45 Sea Serpent Grotto Silver Beastcoin Door (L-12) Map 1
  • Grotto Pugil
  • Big Claw
  • Sahagin
2 parties. Strongest mobs behind Silver Beastcoin door. Roaming parties heavily recommended if fighting behind the door.
41-44 Western Altepa Desert (G-6), (H-6), (G-7), (H-7)
  • Desert Beetle (47-51)
Beetles all around Revelation Rock, supports many parties, Beetles link.
42-45 Xarcabard Baileys Zone, (E-8)
  • Demon Knight, Wizard, Pawn (48-52)
1 party
43-45 Yhoator Jungle Ifrit Cauldron zones (H-6) 2 parties. RNG and WAR Goblins. 6 Spawns at west entrance. 8 at east entrance. Barfira for bombs.
43-45 Toraimari Canal (F-9) 1st map, by Full Moon Fountain
  • Bigclaw (49-52)
  • Makara (49-52)
Supports 1 party. Dispel and BLM recommended. Need either portal charm for 3 mage gate or rhinostery certificate to access. Will need sneak/oils to access without aggro. (~15 minute walk from Sarutabarta OP going through 3 mage gate).
43-45 Crawler's Nest (H-7) 2nd Map
  • Labyrinth Lizard (49-52)
Supports 1 party. Lizards aggro sound and link! About a 7.5 minute walk from Derfland OP.
43-46 Lufaise Meadows (Req. CoP Crag completion) (G-6)
  • Leshachikha (49-51)
  • Leshy (52-54)
Beware of Thunder Elemental that spawns by Leshys. All members must complete CoP Chapter 1. Uses damaging area-of-effect moves as well as Slumber Powder.
43-45 Labyrinth of Onzozo (I-9), 2 tunnels
  • Cockatrice (50-53)
  • Tier 6 Goblins (51-57)
Supports 2 parties. Know when Cockatrice in tunnels will repop. WHM required for Stona. Cockatrice do not link but are aggressive via sound. Echo Drops strongly recommended. Avoid Goblins Miners if possible (THF Goblins)
43-45 Quicksand Caves (J-5), (E-5) Map 1. Titan entrance from East Desert (K-7)
  • Helm Beetle (51-54)
  • Sand Spider (52-54)
  • Antica (54-58)
Beetles and spiders no aggro but link. Bring WHM for Erase if you fight spiders. Supports 2 parties.
44-46 Beaucedine Glacier HorizonXI specific changes (J-5) By Fei Yin
  • Rime Lynx (51-53) HorizonXI specific changes
Does NOT raise defenses. Bring silena and paralnya. Supports 1 party. 2 parties doubtful. ~8.5 minute walk from Fauregandi OP
44-47 Crawler's Nest (J-8), (H-9) Map 3
  • Hornfly (50-53)
  • Blazer Beetle (52-54)
  • Exoray (51-54)
Can also mix in Exorays(51-54) or other mobs in the area. Typically enough spawns for 2 parties, can camp at other entrances to room as well.
45-51 Garliage Citadel (G-6) or (J-8) Basement Map
  • Funnel Bats(52-54)
  • Chamber Beetles(56-58)
Funnel Bats initially, moving up to Chamber Beetles around level ~48. Supports 2 parties.
46-48 Bostaunieux Obuliette (Must progress through certain rank missions to enter Chateau, have rank 3 Bastok and Windurst to enter) South of Sewer Hatch Landing, (G-8)
  • Funnel Bats (52-55)
Sneak up before dropping down, slimes below. Watch out for pops. Lots of link potential. Bring a Bard and/or Carby pull. Don't go past the hounds. Supports at least 2 parties.
46-48 Crawler's Nest (G-9) Map 3, (G-7) Map 2
  • Rumble Crawler (53-55)
Dispel/Finale recommended.
47-54 Quicksand Caves (J-9) or (E-10), Map 3. Entry at West Desert (J-9)
  • Helm Beetle(~51-55)
  • Antica(~56-59)
Start on Beetles, Move up to Antica in the higher range. Beetles were popping at 59 fyi.
48-50 Misareaux Coast HorizonXI specific changes (G-7), (G-5)
  • Migrant Dobsonfly (55-57) HorizonXI specific changes
1 camp by the Qufim warp. Other camp is by waterfall near Sacrarium. Need to be at least on CoP Chapter 2 to access.
48-50 Crawler's Nest (G-6, F-6) 2nd map
  • Dragonfly (55-58)
  • Den Beetle (56-58)
Will need sneak/oils to reach camp. Take the NW tunnel at the sack room (H-8) to the 2nd map. Supports 1 party. Flies link. About a 10.5 minute walk from Derfland OP
48-51 Western Altepa Desert (F-6), (G-6)
  • Antica Lanista, Hoplomachus (54-58)
Pull Antica from below. They do not link. Bring RDM/Silencer- Lanista are BLM. Silena/echo drops recommended. Could also fight manticore and beetles in the area.
49-51 Garlaige Citadel Basement, Behind banishing gate 2
  • Chamber Beetle (56-58)
Supports 2 parties in the basement. Another 2 behind banishing gate 2. BLM Recommended.

Level 50-60

Level Zone Camp/Mob Notes
50-52 Bostaunieux Oubliette Zone to West Ronfaure (D-9), (G-7)
  • Werebat (57-59)
  • Hecatomb Hound (56-58)
Supports 2 parties. Need sneak/oils to reach camp, before you drop down. ~8 minute walk from Ronfaure OP.
50-54 Toraimarai Canal (G-7) 2nd Map, (F-10) 2nd Map, Windurst Walls Entrance
  • Canal Pugil (57-59)
  • Scavenger Crab (59-62)
Very close to Windurst Walls entrance (Head west, in tunnel. Keep going south to 2nd camp with crabs). All party members will need the Rhinostey certificate for quick access. Or go through the 3 mage gate (portal charm) (~15 minute walk from Sarutabarta OP going through 3 mage gate). Need sneak/oils to get to camp. Pugs don't link. Dispel/BLM recommended.


52-54 Garliage Citadel (H-9) Basement Map
  • Vault Weapon (59-62)
  • Over Weapon (59-62)
  • Tainted Flesh (63-65)
Supports 1 party. Drops coffer keys. BLM recommended.
52-54 Crawler's Nest (F-9) 3rd map
  • Helm Beetle (59-62)
BLM and Dispel recommended. Drops coffer keys. Supports 1 party
53-55 Crawler's Nest (E-7) 2nd map
  • Knight Crawler (60-63)
  • Crawler Hunter (60-62)
Take the NW tunnel at the sack room (H-8) to the 2nd map. Dispel needed for cocoon. Drops coffer keys. Supports 1 party. BLM Recommended.
53-55 Boyada Tree (L-9)/Entrance
  • Bark Spider (60-63)
  • Death Cap (60-63)
Drops coffer keys. Lots of links! Bring a BRD and/or BLM and a WHM. Spiders have a nasty aoe slow and critical attack ability. Death Caps have a gross breath attack with silence and paralyze. Can be a challenging camp but will make you some money with web drops.
53-59 King Ranperre's Tomb (G-8),(H-8) Map 2
  • Dire Bats (62-64)
  • Thousand Eyes (Hecteyes, 60-62)
  • Armet Beetle (64-66)
  • Tomb Worm (60-61)
Eyes good alternative when bats or worms are full. One Dire [[Bats sits on camp, but theres a small room full of Thousand Eyes that do not link next to it.

Warning: Thousand Eyes are farmed for Eyes for high level item. You might find max levels farming these enemies. 57+ parties can focus on beetles by the ramp further in. Supports at least 2 parties.

54-56 Kuftal Tunnel Cape Terrigan Exit, (J-7)First Map, Western Altepa Entrance, Amemet Camp
  • Robber Crab (60-63)
Plenty of crabs to go around, supports at least 3 parties, just be cautious for Guivre (sight aggro) when getting to your camp. Sneak will be required to travel through this area. Drops coffer keys. Bring a RDM or BRD for support/dispel.
54-57 Ro'Maeve (H-11), (H-9)
  • Killing Weapon (61-63)
  • Ominous Weapon (62-64)
Can camp right at zone entrance. But beware of pop at zone. Can also camp in hallway at (H-9). Supports maybe 2 parties.
55-57 Cape Terrigan Outpost, (H-7)
  • Sand Lizard(62-65)
  • Beach Bunny (62-65)
Have Stona ready for Lizards.
55-57 Ifrit's Cauldron HorizonXI specific changes (G-9), (J-7)/(J-8) 4th map
  • Cauldron Eruca (62-64) HorizonXI specific changes
West entrance. Supports 2 parties. Yes aggro. Yes link.
55-57 Uleguerand Range (E-9)
  • Buffalo (62-65)
Supports 1 party. Beware of NM Buffalo. Bring WHM for viruna.
55-57 Toraimarai Canal 2nd Map (I-10)
  • Stygian Pugil (63-65)
Close to Windurst Walls entrance (Head east, downstairs, then south, in tunnel). All party members will need the Rhinostey certificate for quick access. Or go through the 3 mage gate (portal charm)(~15 minute walk from Sarutabarta OP going through 3 mage gate). Need sneak/oils to get to camp. Pugs don't link. Dispel/BLM recommended.
56-58 Western Altepa DesertHorizonXI specific changes (D-11, E-11)
  • Scorch Dhalmel (63-65) HorizonXI specific changes
Supports 1 party. No defense up. Falls off at 57.
56-58 The Boyahda Tree Map 1 (G-8), (J-9), (E-6), (D-4)
  • Robber Crab(62-66)
  • Knight Crawler(62-67)
Many camps/mobs, supports at least two parties. Drops coffer keys. Bring dispeler.
56-58 Temple of Uggalepih (H-8) 3rd map, north hallway
  • Temple Bee (60-63)
  • Tonberry (62-67)
  • Hover Tank (65-66)
Drops coffer keys. Get in by either Bloodlet Springs/Den of Rancor or go through main entrance, go north at the fork, through the sliding door. Bees are primary targets, 5 spawns. Beware of the bee that pops at camp. Bit of a challenging camp but good way to get exp while coffer key hunting.
57-60 Attohwa Chasm (F-6) Bring WHM and/or a support for healing heavy AoE Damage. Flies like to spam Cursed Sphere.
57-60 Toraimarai Canal (H-8) 2nd Map
  • Starmite (65-67)
Dispel/BLM recommended. Past Stygian Pugils, north up stairs.
58-61 Cape Terrigan (I-8), (I-9), (G-6), (H-8)
  • Robber Crab (66-67)
  • Velociraptor (66-68)
  • Terror Pugil(67-69)
  • Goblins (65-68) ((G-6) camp)
Supports at least 4 parties. Viruna suggested if you plan on fighting many raptors.
59-61 Kuftal Tunnel (L-8) Map 1, (H-8) Map 4
  • Deinonychus (66-68)
  • Kuftal Digger (67-69)
  • Goblins (67-69)
Supports 2 parties. Viruna highly recommended. Go down the path at (F-7) map #1 to reach basement camp. Sneak needed.
59-61 Newton Movalpolos (D-10)
  • Bugbear trashman (66-68)
  • Goblin Fireman, Packman, Foreman, Lengthman (66-68)
Enter from (I-12) or (J-11) from Oldton.

Level 60-75

Level Zone Camp/Mob Notes
60-62 Valley of Sorrows (G-8), (J-9) (zone line)
  • Velociraptor (66-69)
  • Peryton (69-72)
  • Valley Manticore (72-74)
Supports 1 party at twilight beach entrance. Supports 2 parties at J-8 Cape Terrigan entrance. Viruna/whm recommended.
60-63 Uleguerand Range (I-10), (J-10), (J-11)
  • Nivial Raptor (68-70)
Supports at least 2 parties. Viruna and paralyna highly recommended.
62-64 Labryinth of Onzozo (H-6), (I-6)
  • Torama (70-72)
  • Goblins (67-69)
  • Labyrinth Manticore (72-74)
Supports up to 2 parties.
63-65 Attohwa Chasm (F-7)
  • Tracker Antlion (70-73)
Supports 1 party. Blindna and erase recommended.
63-66 Bibiki Bay (G-6)
  • Tragopan (71-73)
  • Hobgoblin Maritalist, Animalier, Venerer, Fascinator (72-74)
Supports 1 party. Tragopans link by sight when pulled. Recommend barfira for goblins and silence for Fascinator.
64-67 Boyhada Tree (I-6) map 2
  • Skimmer (72-74)
  • Steelshell (73-76)
Rabbits no aggro.
65-67 Cape Terrigan (H-7), (I-8)
  • Sand Cockatrice (71-74)
WHM with Stona pretty much required.
66-70 Boyhada Tree (H-6), (H-10), (H-9), (F-9), (F-12), (H-8) (3rd map, down waterfall)
  • Processionaire (72-75)
  • Korrigan (72-75)
  • Elder Gobbue (74-77)
  • Steelshell (73-76)
  • Darter (76-78)
Supports multiple parties. Dispel/finale recommended. Can pull additional Processionaires in the tunnels. Link potentials. Have sleepga/lullaby ready. Lower level groups consider only targeting Darters at level 68.
67-69 Den of Rancor (I-8) map 6, in front of Cloister of Tides
  • Demonic Pugil (74-76)
  • Doom Toad (74-76)
Supports 1 party. 1 party member needs a Paintbrush of Souls to reach. Enter den from Temple of Uggalepih paintbrush room.
67-69 Boyhada Tree (F-6), (G-10) map 2
  • Elder Gobbue (74-77)
  • Steelshell (73-76)
Silena/echo drops needed. Could also fill in Processionaires (72-75) at (G-10) camp. Link potentials. Have sleepga/lullaby ready.
67-69 Pso'Xja Nue Tower Entrance, Golden-Tongued Culberry Map
  • Frost Lizard (74-77)
  • Diremite Dominator (74-76)
  • Million Eyes (75-77)
  • Purgatory Bat (72-76)
Drop down to the bottom map. Need sneak and invis. Can support 2 parties. East and west sides/drop downs.
68-70 Den of Rancor (I-9), (F-7) Bloodlet Springs Entrance from Yhoater Jungle
  • Tormentor (75-78)
  • Puck (Mandragora) (75-78)
Lots of links. Have sleep(ga)/lullaby ready. Mages stay back from puks for dreamflower. Stona/WHM recommended for lizards.
68-71 Cape Terrigan HorizonXI specific changes Zone to Gustav Tunnel (J-6)
  • Arid Lizard (76-78) HorizonXI specific changes
  • Dust Bats (77-78) HorizonXI specific changes
  • Manticore
Erase (Manticore Debuff Max HP/MP Debuff) & Stona Recommended
69-71 Bibiki Bay (G-8), (G-10)
  • Tartarus Eft (76-79)
  • Hobgoblins (78-80)
69-71 Newton Movalpolos Exit from Mine shaft #2716 entry
  • Moblins (76-79)
  • Bugbears (76-79)
Get twinkbrix to teleport you to the mine shaft. Camp favors a roaming party. Sleep and silence recommended. Teleport Dem and escape recommended for faster travel.
70-71 Cape Terrigan (G-5)
  • Greater Manticore (76-79)
  • Sand Cockatrice (71-73)
Erase, Stona, & Silena Recommended
70-75 Bibiki Bay (G-6), (F-7), (F-8), (G-9)
  • Catoblepas (79-81)
  • Hobgoblin Alastor, Blagger, Physician, Toreador (77-79)
  • Tropical Rarab (73-76)
  • Tartarus Eft (76-79)
Supports 4 parties. Berserk is your friend. Healing wind spam can be annoying if cows aren't dealt with swiftly. Fill in with Rarabs and Efts.
70-75 Ro'Maeve (0-9) (A-9) East and West Moon gates
  • Apocalyptic Weapon (78-80)
  • Infernal Weapon(78-80)
  • Darksteel Golem (81-82)
Can camp right in front of West and East moongate. No pass needed. 2 more camps available behind each moongate. Lots of AOE. Melee DPS subbing /nin is a good idea.
70-75 Kuftal Tunnel (H-6), (I-8) Map #3
  • Greater Cockatrice (78-79)
  • Ovinnik (77-79)
  • Ladon (80-82)
Past moving rock at (G-9). Path seems to be open from 7:00-13:00. Supports at least 2 parties. Will need paralyna for tigers, stona and poisona for cockatrice. Ladons have dispelga move.

Sky Camps (65-75+) (Sky Access Required)

Level Zone Camp/Mob Notes
65-68 Ru'Aun Gardens (F-9)Earth, (E-8) Ice, (F-6) Dark, (G-5) Light, (I-5) Air, (J-6) Thunder, (K-8) Fire, (J-9) Water
  • Flamingo (72-74)
Up to 8 camps.
70-75 The Shrine of Ru'Avitau (G-10), (I-10) Map #2, (H-8) Map #3
  • Decorative Weapon (79-81)
Enter at Ru'Aun Gardens (H-9), south entrance. Can also enter at Olla entrance and take 1st teleport up to map #3 for another camp. Lots of AOE. Melee DPS subbing /nin is a good idea. Consider roaming.
71-75 The Shrine of Ru'Avitau (I-8), (G-8)) Map #2
  • Aura Weapon (80-82)
Enter at Ru'Aun Gardens (J-6) Genbu entrance. Lots of AOE. Melee DPS subbing /nin is a good idea. Consider roaming.
73-75+ The Shrine of Ru'Avitau The Nexus Loop (H-8) Map #1, Ullikummi Camp
  • Aura Statue (81-84)
Enter at Ru'Aun Gardens (J-6), Genbu entrance to reach both camps. Have someone enter the shrine's south entrance to make sure yellow gate is open.

Merit Camps

  • These camps are designed for higher levels (75+) to exp/gain merit points on.
  • If your party has a strong line up, and is coordinated, you could probably start exping at these camps at around 72.
Zone Camp/Mob(s) Notes
Lufaise Meadows (K-7) Need to be on CoP Chapter 2+ to access. WHM recommended for aoe healing Stona and Erase.
The Shrine of Ru'Avitau (I-8), (G-8)) Map #2 **Need Sky Access** Enter at Ru'Aun Gardens (J-6) Genbu entrance. Open yellow gate. Roaming camp. ~8 minute walk from crag shortcut or ~15 minute walk from Li'Telor OP without Mazurka.
Ro'Maeve HorizonXI specific changes (0-9) (A-9). Behind East and West Moon gates. Supports 2 parties. ~7 minute walk from Li'Telor OP without Mazurka
Fei'Yin HorizonXI specific changes Basement (H-6), (H-5) Supports 1 party. ~12.5 minute walk from Fauregandi OP without Mazurka
The Shrine of Ru'Avitau The Nexus Loop (H-8) Map #1, Ullikummi Camp **Need Sky Access** Enter at Ru'Aun Gardens (J-6), Genbu entrance to reach both camps. Have someone enter the shrine's south entrance to make sure yellow gate is open. Drops Diorite, Ullikummi pop item.
Meriphataud Mountains HorizonXI specific changes (J-9) Supports 1 party. South of spine. Raptors have virus and slow. Flies AOE.
Misareaux Coast HorizonXI specific changes Close to Tavnazia Safehold Zone Mobs seem to be blunt resistant. Sorry monks.
Toriamarai Canal HorizonXI specific changes (J-8, 9) Map 2 Need Key ItemRhinostery Certificate for fast access from Windurst Walls.

Could also use 3 mage gate to get to but need portal charm. (~16 minute walk from Sarutabarta OP, going through 3 mage gate, without Mazurka)

Bibiki Bay, Purgonorgo Isle HorizonXI specific changes (H-10), (H-11) Right by the CoP warmachine. Take Manaclipper. Takes time to get to. Supports 1 party.
Uleguerand Range (I-5), (F-6)
  • Kindred Black Mage (81-84)
  • Kindred Dark Night (81-84)
  • Kindred Summoner (81-84)
  • Kindred Warrior (81-84)
  • Smolenkos (81-84)
  • Molech (80-82)
Bit of a walk. Go east/counter-clockwise from the entrance to climb up. Will need Sneak/invis/meds. Watch out for true sight tauri on the way up.
Uleguerand Range (G-8)
  • King Buffalo (80-82)
  • Kindred Demons (81-84)
A bit further of a walk. Past Jormy, by frozen waterfall.
Uleguerand Range HorizonXI specific changes (G-7)
  • Gigas Brawler (86-87) HorizonXI specific changes
  • Gigas Crusher (86-87) HorizonXI specific changes
Before you get to Jormy. You probably want to have decent gear and a few merits under your belt before meriting on these.

Alpha Camps HorizonXI specific changes

  • Coming soon in patch 1.2
Level Zone Mob Notes

Shatter Camps HorizonXI specific changes

  • Coming soon in patch 1.2
Level Zone Mob Notes

Mana Burn Camps HorizonXI specific changes

  • These camps are ideally for SMNx2 BLMx4 parties as these are era+ mobs that raise their defenses at the start of the battle. The defense is lost with a Skillchain + Magic Burst combo.
  • SMN x2, 3 BLM, 1 Support (BRD, RDM) works.
  • These camps were originally intended for a traditional party with skill chaining and more than 1 BLM magic bursting.
Level Zone Camp/Mob(s) Notes
12-16 La Theine Plateau (G-6) Carbuncle Quest Raises defenses at start of fight. MP Burn recommended or magic burst required. Ghosts pop at night.
17-20 Qufim Island (F-5) Raises defenses.
20-25 Qufim Island (G-6)/(H-6) G-6 camp is at the top middle of the quadrant, safe from undead. Our composition was 5 x BLM and 1 x RDM, bouncing hate between us. No need for a tank, just brave mages. Pulled 10k/hour (with band up) and no deaths. Move to pugil alley at (H-6) at 23.
23-25 Qufim Island (G-8) Raises defense at start of fight. MP Burn recommended or magic burst required.
25-28 Eastern Altepa Desert (J-9) Raises defense at the start of fight, MP Burn recommended or magic burst required.
29-32 Sauromugue Champaign (J-9) Raises defense at start of fight, MP Burn recommended or magic burst required, does not link
31-34 Eastern Altepa Desert (F-6) Raises defense at start of fight, MP Burn recommended or magic burst required, Doesn't Link
33-37 Sauromugue Champaign (K-5) Raises defenses. Wide level range. Higher levels (40-42) seem to spawn more on the western side of camp. Have poisona and paralyna ready.
29-32 Rolanberry Fields (E-9) Raises defense at start of fight, MP Burn recommended or magic burst required, Doesn't Link
33-36 Beaucedine Glacier (G-10) Pond Raises defenses
31-33 Beaucedine Glacier (J-9) Upper level Raises defenses.
33-37 Beaucedine Glacier (H-7)/(I-7) Quick run from Outpost/Telepoint Vahzl. Raises defenses. Can use Lowing which is AoE Plague (TP/MP drain). WHM/SMN recommended for SC closer if possible.
36-40 Yuhtunga Jungle (H-10) Raises defense at start of fight, MP Burn recommended or magic burst required, does not link
34-39 Batallia Downs I-10 / J-10 Are Shielded.
36-41 Beaucedine Glacier (J-8) Raises defense at start of fight. Similar name to crabs on the other side of the coast but different level range.
39-42 Battalia Downs (H-5) Raises defense at start of fight, MP burn recommended or magic burst required. Resistant to piercing damage. Fast movement. Recommend having someone with silence. REALLY FAST CASTS (Data updated as of 5/16)
42-46 Yhoator Jungle (I-11) Raises defense at start of fight, MP burn recommended or magic burst required. Resistant to piercing damage.
44-47 Western Altepa Desert (E-11) Raises defense at start of fight, MP Burn recommended or magic burst required, does not link
47-50 Western Altepa Desert (E-9) Raises defense at start of fight, MP burn recommended or magic burst required. Piercing damage resistant.
50-53 Western Altepa Desert (F-7) On pull, Raises it's Defenses - Goes away during the day
49-54 Eastern Altepa Desert (F-9) Raises defense at start of fight.Verification Needed
50-56 Western Altepa Desert (H-10) Defense boost possible, untested.Verification Needed
51-56 Eastern Altepa Desert (I-10) Raises defense at start of fight.Verification Needed Casts magic and cannot be slept. Avoid.
57-62 Beaucedine Glacier (J-9) Lower level Raises defense at start of fight.
64-75 Misareaux Coast (G-8) Raises defense at start of fight.
66-75 Xarcabard (I-9) Raises defense at start of fight. Supports 2 manaburn parties.
66-75 Xarcabard (I-8) Raises defense at start of fight. Viruna recommended for plague.

Undead Burn Camps

Level Zone Camp/Mob(s) Notes
11-13 Gusgen Mines Konschtat Zone Monk or manaburn party recommended.
16-19 Gusgen Mines Stairs Camp is for MNK/PLD/WHM (Holy Party)
20-23 Outer Horutoto Ruins Strange Apparatus Room Use northernmost West Sarutabaruta zone. Monk or manaburn party recommended. Sneak required to reach camp
21-28 Gusgen Mines G-7) Map 2 behind first center door on staircase, Gadfly/Bogy Room, Behind East Banshee Door. WHM Cure Burn party. WHM/NIN with Utsusemi recommended (if not able, Blink is required). Bring assistance for Raise and Viruna as the TP moves from Banshee really hurt and Rot Gas virus effect can last up to 5 minutes. Level sync 21-25 on Bogy Room and 24-29 behind the east Banshee door where no mobs spawn. Sneak is required to reach camp.
30-33 Sea Serpent Grotto F-8 Map 1 where Royal Leech spawns in the tunnel just east of Namtar room. WHM Cure Burn party. Level Sync 29 is too low. 31 is preferred. Blink, Stoneskin, and Reraise is a must. Sneak is required to reach camp.
34-37 Xarcabard (E-8)/(F-8), (J-9) Outpost warp or Vazhl gate crystal required to reach camp. WHM x6 Cure Burn party.
34-37 Eldieme Necropolis Main entrance from Batallia Downs Level Sync 32 too low, 33 still iffy.
41-47 Eldieme Necropolis E-7 Map 1, Just east of where you land in drop A, Beaucedine entrance Earth Elemental Danger at E-7 and Hume Bones camp.
41-44 Garlaige Citadel Behind Banishing Gate 3 at I-6 Map 2 or Map 2 at F-9 near Funnel [[Bats spawn Bring extra player with both Tractor and/or Raise behind Gate 3 camp to help cheese replacements to camp.
50-54 Eldieme Necropolis M-7 Map 2, M-11 Map 2, South center pit landing from south room in Map 1 2x SMN 4x WHM. Holy and Banishga II burst from Ifrit Fusion. Coffer key mobs. Dark Stalkers (55-57) may be used to extend chains if using M-11 camp.
50-54 Garlaige Citadel In basement H-8/I-8 tunnel or behind Banishing Gate 2 J-8 (Strange Apparatus Room) 2x SMN/4x WHM burn party. Basement camp is preferred camp but need another party targeting beetles/bats; the other camp lacks those mobs but just 5 undead spawns to work with. Mobs drop coffer keys required for white mage artifact hat.
55-57 Gustav Tunnel I-7 Map 2 2x SMN/4x WHM for skeletons. Black Mage manaburn parties can also target Robber Crabs (which are never engaged by the white mage party).
65-67Verification Needed Gustav Tunnel (H-7), (G-8) 2x SMN/4x WHM. Skeleton DRKs, BLMs, and Ghosts. Doom Guard on camp, all WHM should be /BLM for Elemental Seal > Silence on everything. Care for Typhoon Wyverns that are in the area. Taxim (Doom Warlock NM) also spawns here, but easy to kill with usual strats.
73+ King Ranperre's Tomb Map 2 (E-7) Monk burn, mana burn, or the 2x SMN/4x WHM groups work. White mage burn parties can start at 65.