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	<updated>2026-04-16T18:38:24Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=Warlocks_mantle&amp;diff=119003</id>
		<title>Warlocks mantle</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=Warlocks_mantle&amp;diff=119003"/>
		<updated>2026-04-15T16:23:08Z</updated>

		<summary type="html">&lt;p&gt;Fearthelettuce: Redirected page to Warlock&amp;#039;s Mantle&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Warlock%27s_Mantle]]&lt;/div&gt;</summary>
		<author><name>Fearthelettuce</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=Talk:Carbuncle_Debacle&amp;diff=118825</id>
		<title>Talk:Carbuncle Debacle</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=Talk:Carbuncle_Debacle&amp;diff=118825"/>
		<updated>2026-04-08T03:38:31Z</updated>

		<summary type="html">&lt;p&gt;Fearthelettuce: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Post Rebase: Cloister of Storms fight was an incredibly easy solo as 75 BST.  Sheep slept both mobs and killed RDM before the other woke. Cloister of Gales fight was also a very easy solo as 75 BST. Sheep held aggro the whole time and didn&#039;t even need pet food.&lt;/div&gt;</summary>
		<author><name>Fearthelettuce</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=Talk:Carbuncle_Debacle&amp;diff=118824</id>
		<title>Talk:Carbuncle Debacle</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=Talk:Carbuncle_Debacle&amp;diff=118824"/>
		<updated>2026-04-08T02:50:33Z</updated>

		<summary type="html">&lt;p&gt;Fearthelettuce: Created page with &amp;quot;Cloister of Storms fight was an incredibly easy solo as 75 BST.  Sheep slept both mobs and killed RDM before the other woke.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cloister of Storms fight was an incredibly easy solo as 75 BST.  Sheep slept both mobs and killed RDM before the other woke.&lt;/div&gt;</summary>
		<author><name>Fearthelettuce</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=Promathia_Mission_8-4&amp;diff=118654</id>
		<title>Promathia Mission 8-4</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=Promathia_Mission_8-4&amp;diff=118654"/>
		<updated>2026-03-26T22:40:33Z</updated>

		<summary type="html">&lt;p&gt;Fearthelettuce: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission Header&lt;br /&gt;
|Mission Name=Dawn&lt;br /&gt;
|Expansion=Chains of Promathia&lt;br /&gt;
|Start Location = [[Al&#039;Taieu]]&lt;br /&gt;
|Description=Revelations of truth accompany the awakening of Promathia. The world and its people stand in the twilight of the apocalypse. Dawn Goddess Altana, grant us victory!&lt;br /&gt;
|Level=&lt;br /&gt;
|Repeatable=&lt;br /&gt;
|HAAP=2 points&lt;br /&gt;
|Previous=When Angels Fall&lt;br /&gt;
|Next=Storms of Fate&lt;br /&gt;
|Title=Banisher of Emptiness, Averter of the Apocalypse&lt;br /&gt;
|Reward=[[Rajas Ring]] or [[Sattva Ring]] or [[Tamas Ring]],&amp;lt;br&amp;gt;[[Mog Wardrobe|Mog Wardrobe 2]]: 5 Slots&amp;lt;br&amp;gt;&lt;br /&gt;
|Image=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Walkthrough== &lt;br /&gt;
*Zone into [[Al&#039;Taieu]] for a cutscene. &lt;br /&gt;
*Return to [[The Garden of Ru&#039;Hmet]] and pass through the Cermet Portal to get to the main garden elevator. Choose to descend from the first floor and zone into the [[Empyreal Paradox]].  Check the Transcendental Radiance for a cutscene and then check it again to enter the battleground.&lt;br /&gt;
:*All buffs and [[TP]] are removed upon entering the fight.&lt;br /&gt;
*You will now face [[Promathia]] himself.  The time limit for the battle is 30 minutes.&lt;br /&gt;
*[[Prishe]] and [[Selh&#039;teus]] will appear to help.  They will generally take care of themselves, but Prishe can be healed if she draws aggro. If she&#039;s KO&#039;d, you can cast [[Raise]] on her and she will go back to fighting with full HP and no weakness.  Selh&#039;teus cannot be healed by players, but has several abilities he can use to heal himself.  If Selh&#039;teus is KO&#039;d, the battle immediately ends and the party will be removed from the battlefield.&lt;br /&gt;
*In addition to this, if the entire party is KO&#039;d at any point during the fight, they will be immediately removed from the battlefield.  The game will not allow you the usual 3 minutes for someone to get back up like it typically does in other battlefields.  Because of this, you cannot fully wipe and [[Reraise]] to recover if needed; one party member must always remain alive.&lt;br /&gt;
*[[Promathia]] has two forms. Once you beat the first form, you can rest before engaging the second form, though eventually Prishe gets tired of waiting and runs in.&lt;br /&gt;
*[[Promathia]] has low evasion.&lt;br /&gt;
*Upon defeating [[Promathia]]&#039;s second form, every &#039;&#039;living&#039;&#039; party member (including those doing it for the first time) will receive 2000 [[Experience Points]] or [[Limit Points]].&lt;br /&gt;
&lt;br /&gt;
===First form===&lt;br /&gt;
*[[Promathia]]&#039;s first form has about 8000 HP. It uses the following special attacks:&lt;br /&gt;
:* &#039;&#039;&#039;Empty Salvation:&#039;&#039;&#039; [[AoE]] (range 25?) damage (~250) and [[Dispel]] 3 effects&lt;br /&gt;
:* &#039;&#039;&#039;Pestilent Penance:&#039;&#039;&#039; [[Cone Attack]] damage (~400) and [[Plague]]&lt;br /&gt;
:* &#039;&#039;&#039;Malevolent Blessing:&#039;&#039;&#039; [[Cone Attack]] damage (400-500) and [[Curse]]&lt;br /&gt;
:* &#039;&#039;&#039;Infernal Deliverance:&#039;&#039;&#039; [[AoE]] (targeted?) damage and [[Stun]], ignores [[Utsusemi]]&lt;br /&gt;
:* &#039;&#039;&#039;Chains of (Apathy, Arrogance, Cowardice, Envy and Rage):&#039;&#039;&#039; No effect, due to the lights from the [[mothercrystal]]s.&lt;br /&gt;
:* &#039;&#039;&#039;Comet (Spell):&#039;&#039;&#039; Single-target magic damage (600-900).  Can be absorbed by Utsusemi.&lt;br /&gt;
&lt;br /&gt;
*[[Prishe]] fights along with you.&lt;br /&gt;
:*She uses a [[Daedalus Wing]] when you start to fight.&lt;br /&gt;
:*She uses the Auroral Uppercut [[Weapon Skill]], which is rather weak (23 damage).&lt;br /&gt;
:*She also casts [[Divine Magic]] nukes on [[Promathia]] and [[Cure]]s herself and the party.&lt;br /&gt;
&lt;br /&gt;
*[[Selh&#039;teus]] fights along with you a bit too.&lt;br /&gt;
:*His &#039;&#039;&#039;Luminous Lance&#039;&#039;&#039; attack does a bit of damage and stuns [[Promathia]] for about 25 seconds.&lt;br /&gt;
&lt;br /&gt;
===Second form===&lt;br /&gt;
*[[Promathia]]&#039;s second form has about 12000 HP. It uses the following special attacks:&lt;br /&gt;
:* &#039;&#039;&#039;Empty Salvation&#039;&#039;&#039;, &#039;&#039;&#039;Pestilent Penance&#039;&#039;&#039;, &#039;&#039;&#039;Malevolent Blessing&#039;&#039;&#039;, &#039;&#039;&#039;Infernal Deliverance&#039;&#039;&#039; as above&lt;br /&gt;
:* &#039;&#039;&#039;Seal of Quiescence:&#039;&#039;&#039; [[AoE]] [[Silence]], lasts up to 75 seconds. It cannot be healed by things like [[Silena]] or [[Echo Drops]], you must wait it out.&lt;br /&gt;
:* &#039;&#039;&#039;Winds of Oblivion:&#039;&#039;&#039; [[AoE]] [[Amnesia]] (disable Job Abilities and Weapon Skills), lasts up to 75 seconds.&lt;br /&gt;
:* &#039;&#039;&#039;Meteor (spell):&#039;&#039;&#039; [[AoE]] magic damage (300-600)&lt;br /&gt;
::* He casts this once a minute; it takes 10 seconds to cast, which is plenty of time to run out of range.&lt;br /&gt;
:* &#039;&#039;&#039;Bastion of Twilight:&#039;&#039;&#039; [[Magic Shield]] effect&lt;br /&gt;
:* &#039;&#039;&#039;Wheel of Impregnability:&#039;&#039;&#039; [[Invincible]] effect&lt;br /&gt;
*You can tell which shield is up by looking at the big ring below [[Promathia]]. Red is physical, green is magic.&lt;br /&gt;
&lt;br /&gt;
*[[Prishe]] continues to fight beside you.&lt;br /&gt;
:* She eats [[Ambrosia]] when you start to fight.&lt;br /&gt;
:* This time she uses &#039;&#039;&#039;Nullifying Dropkick&#039;&#039;&#039;, which breaks [[Promathia]]&#039;s shields.&lt;br /&gt;
:* She continues to nuke [[Promathia]] and [[Cure]] herself and the party.&lt;br /&gt;
:* After a while (4m15?), she uses a [[Carnal Incense]] and [[Hundred Fists]].&lt;br /&gt;
:* She can also use [[Benediction]] if she&#039;s in trouble.&lt;br /&gt;
&lt;br /&gt;
*[[Selh&#039;teus]] continues to fight against the second form.&lt;br /&gt;
:* His &#039;&#039;&#039;Luminous Lance&#039;&#039;&#039; attack does a bit of damage and stuns [[Promathia]] for about 25 seconds.&lt;br /&gt;
:* His &#039;&#039;&#039;Revelation&#039;&#039;&#039; attack just does damage(?).&lt;br /&gt;
:* If he gets in trouble, he has &#039;&#039;&#039;Rejuvenation&#039;&#039;&#039; and &#039;&#039;&#039;Redemption&#039;&#039;&#039; moves that give HP, MP, and TP to him and any party members that may be near him.&lt;br /&gt;
&lt;br /&gt;
;Strategy tips:&lt;br /&gt;
:* Kiting [[Promathia]] is a good way to avoid most of his damaging attacks.&lt;br /&gt;
:**In particular, if you have hate when he starts casting [[Meteor]], run away from him so that his casting fails, like with [[King Behemoth]].&lt;br /&gt;
:***This is the single most important thing for winning the BC.&lt;br /&gt;
:* Watch out for [[Prishe]] and she will watch out for you.&lt;br /&gt;
:* Both of Promathia&#039;s forms can be Straight Tanked by a War/nin without Haste gear, using Luck and Skill.  &lt;br /&gt;
&lt;br /&gt;
=== Final Cutscenes ===&lt;br /&gt;
&#039;&#039;&#039;Wait until JP midnight, to finish the following cutscenes for CoP. Bid farewell to some of your companions. You can visit the companions in any order but must do the cutscenes in order for that companion.&#039;&#039;&#039;&lt;br /&gt;
;Louverance:&lt;br /&gt;
:*Head to [[Southern San d&#039;Oria]] and talk to [[Hinaree]] in the Count&#039;s Manor ({{Location Tooltip|area=Southern San d&#039;Oria|pos=B-6}}) for a cutscene.&lt;br /&gt;
:*Zone into [[Uleguerand Range]] for a cutscene.&lt;br /&gt;
:*Head to [[Southern San d&#039;Oria]] and approach the Count&#039;s Manor ({{Location Tooltip|area=Southern San d&#039;Oria|pos=B-6}}) for a cutscene.&lt;br /&gt;
;Chebukkis:&lt;br /&gt;
:*Head to [[Port Windurst]] and talk to [[Chipmy-Popmy]] at the Fishing Guild ({{Location Tooltip|area=Port Windurst|pos=C-8}}) for a cutscene.&lt;br /&gt;
:*Head to [[Bibiki Bay - Purgonorgo Isle]] and talk to [[??? Warmachine]] at ({{Location Tooltip|area=Bibiki Bay - Purgonorgo Isle|pos=H-11}}) for a cutscene. When it ends you will receive a [[Colored Drop]] that appears to be random.&lt;br /&gt;
;Shikarees:&lt;br /&gt;
:*Zone into [[Mhaura]] for a cutscene.&lt;br /&gt;
;Jabbos:&lt;br /&gt;
:*Zone into [[Oldton Movalpolos]] for a cutscene.&lt;br /&gt;
;Tenzen:&lt;br /&gt;
:*Head to [[Metalworks]] and talk to [[Cid]] at ({{Location Tooltip|area=Metalworks|pos=H-8}}) for a cutscene.&lt;br /&gt;
Once you&#039;ve talked to all of them:&lt;br /&gt;
*Head to [[Ru&#039;Lude Gardens]] and approach the palace for a cutscene.&lt;br /&gt;
*Head to [[Upper Jeuno]] and click on the [[Marble Bridge Eatery]] door for a cutscene.&lt;br /&gt;
*At this point you can click on the Marble Bridge door again to choose one of the three &amp;quot;CoP rings&amp;quot;: [[Rajas Ring]], [[Sattva Ring]], or [[Tamas Ring]].  You can continue with the cutscenes without making your decision yet.&lt;br /&gt;
:*If you discard your CoP ring, you will be able to obtain one of the three rings again by revisiting the Marble Bridge. The first time you discard the ring, you must wait until JP midnight before the CS will trigger at the Marble Bridge.  If the ring is discarded again, you must wait 27 real life days before you will be able to once again choose and obtain another ring.&lt;br /&gt;
*Head to [[Tavnazian Safehold]] and check the Walnut Door ({{Location Tooltip|area=Tavnazian Safehold|map=Map 2|pos=K-7}}), (upper floor: north) for a cutscene.&lt;br /&gt;
*Head to [[Lufaise Meadows]] and approach the Blueblade Fell ({{Location Tooltip|area=Lufaise Meadows|pos=J-6}})  for the final fullscreen cutscene. &#039;&#039;&#039;&#039;&#039;SNEAK / INVISIBLE IS REQUIRED in the open area right before Blueblade Fell as there are monsters here level 81 RAM&#039;s and Birds that AGGRO.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:*Additional note: [[Distant Worlds]] will play during the final cutscene.  If you want to hear the song make sure you turn game music on.  Also, it may be a good idea if you have [[Fomor Hate|fomor hate]] to cast Sneak or use a Silent Oil prior to viewing the cutscene--a party of VT-to-75 fomor spawn at Blueblade Fell and can kill you when the cutscene ends. (Invisible will wear off as soon as you enter the cutscene, but Sneak will not.  Casting Sneak before approaching the edge of Blueblade Fell will ensure your safety should you exit the cutscene during the night.)&lt;br /&gt;
*After the cutscene, the title &#039;&#039;&#039;Banisher of Emptiness&#039;&#039;&#039; will be awarded and both the [[Storms of Fate]] and [[Requiem of Sin]] quests become available.&lt;br /&gt;
&lt;br /&gt;
[[category:Missions]]&lt;br /&gt;
[[Category:Chains of Promathia Missions]]&lt;/div&gt;</summary>
		<author><name>Fearthelettuce</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=Knight_Stalker&amp;diff=118339</id>
		<title>Knight Stalker</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=Knight_Stalker&amp;diff=118339"/>
		<updated>2026-03-06T00:26:09Z</updated>

		<summary type="html">&lt;p&gt;Fearthelettuce: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This quest is the final Artifact quest for [[Dragoon]]- otherwise known as AF3.&lt;br /&gt;
{{Quest Header&lt;br /&gt;
| Start = [[Rahal]]&lt;br /&gt;
| Start Location = {{location|Chateau d&#039;Oraguille|H-9}}&lt;br /&gt;
| Requirements = Dragoon 50+&amp;lt;br&amp;gt;[[San d&#039;Oria]] [[Rank]]: 2&amp;lt;br&amp;gt;[[Bastok]]/[[Windurst]] [[Rank]]: 3 or [[Mission]] 2-3&lt;br /&gt;
| Items Needed = {{Item Tooltip|Kuftal Coffer Key}}&lt;br /&gt;
| Title = Paragon of Dragoon Excellence&lt;br /&gt;
| Repeatable = Yes, see [[Vingijard]] after AF is complete&lt;br /&gt;
| Rewards ={{Item Tooltip|Drachen Armet}}&lt;br /&gt;
| Previous=[[Chasing Quotas]]&lt;br /&gt;
|next=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Walkthrough ==&lt;br /&gt;
*You MUST complete the previous quest [[Chasing Quotas]], before Rahal will allow you to flag this quest.&lt;br /&gt;
*Speak with [[Rahal]] in {{location|Chateau d&#039;Oraguille|H-9}} for a cutscene. &lt;br /&gt;
** [[Rahal]] is in the Royal Knights&#039; Quarters (to the left after you enter the Chateau).&lt;br /&gt;
** You must be Dragoon to flag the quest.&lt;br /&gt;
** Make sure you choose the first option at the end of the cutscene. If you didn&#039;t, talk to him again to choose the right option.&lt;br /&gt;
&#039;&#039;&#039;*You may change to any job to complete the next few steps, including opening the coffer. However, you must return to being a [[Dragoon]] before going to the [[Temple of Uggalepih]].&#039;&#039;&#039;&lt;br /&gt;
*Speak with [[Ceraulian]] (in Cargo Room A) in {{location|Port San d&#039;Oria|I-10}} for another cutscene where Brugaire asks you to find the helm of the last Dragoon for him. &lt;br /&gt;
*Open the coffer in [[Kuftal Tunnel]] for {{KeyItem}}[[Challenge to the Royal Knights]].&lt;br /&gt;
** You do not need to be Dragoon when you open the coffer.&lt;br /&gt;
** You can either obtain a {{Item Tooltip|Kuftal Coffer Key}} or simply pick the lock as Thief.&lt;br /&gt;
*Return to {{location|Chateau d&#039;Oraguille|H-9}} and speak with [[Rahal]]. &lt;br /&gt;
*Speak with [[Balasiel]] in {{location|Southern San d&#039;Oria|F-7}}&lt;br /&gt;
*Go back and speak to [[Rahal]] {{location|Chateau d&#039;Oraguille|H-9}} one more time. Rahal hints that the writer of the challenge may be in the south, dabbling in black arts. &lt;br /&gt;
[[File:TempleofUggalepih1.png|thumb|Spawned from the ??? in the center of the floor at (F-10).]]&lt;br /&gt;
*Head to the [[Temple of Uggalepih]] in [[Yhoator Jungle]].&lt;br /&gt;
:*&#039;&#039;&#039;You will need your [[Dragoon Wyvern|Wyvern]] out to spawn the NMs.&#039;&#039;&#039; ([[Call Wyvern]])&lt;br /&gt;
*Make your way to south to F-11 on the first map and walk through the granite door to the North of F-11 to enter a room in F-9/10. (Note: The ??? here is very close to the one used to spawn the [[Death from Above]] NM.)&lt;br /&gt;
:*Only [[invisible]] is needed to make it to this room safely. &lt;br /&gt;
*Clear out the Tonberries, bees and doll in F-9/10 and then you are ready to spawn the 2 NM shadows. The [[Rumble Crawler]]s aren&#039;t aggressive like the ones in [[Crawlers&#039; Nest]], so they may be ignored.&lt;br /&gt;
*When ready, cast [[Sneak]] (or have a mage cast it on you) and hit the [[???]] on the floor, in the area north of the short bridge, to spawn [[Cleuvarion M Resoaix]] and [[Rompaulion S Citalle]]. &lt;br /&gt;
:*The NMs will not aggro if you spawn them with [[Sneak]] active. NMs do not appear to link when pulled with a summon but do link when pulled with magic or with a BST pet.&lt;br /&gt;
::*Both NMs will aggro by low HP, even if [[Sneak]] is active.&lt;br /&gt;
::*NMs will aggro a level 75 and will grant exp/limit points to a 75 (about 39 or so).&lt;br /&gt;
:*It is only necessary to kill ONE of the NM&#039;s, if doing so, let the other despawn first before killing it.&lt;br /&gt;
::*&#039;&#039;&#039;Other NM must despawn before the first dies in order to obtain the cutscene.&#039;&#039;&#039;&lt;br /&gt;
:* Both NMs are either Highly Resistant to [[Repose]] and [[Sleep]] or Immune to it all together.&lt;br /&gt;
*After the shadows are dead, touch the [[???]] again for a cutscene after which you will receive your helmet.&lt;br /&gt;
**(Please note, that if you get the message, &amp;quot;It seems some kind of ceremony occurred here...,&amp;quot; you may be too far from the ???. Play around with the angle at which you&#039;re standing, and the cutscene will start.)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;OPTIONAL&#039;&#039;&#039;&amp;lt;br&amp;gt; &#039;&#039;This can be done in either order.&#039;&#039;&lt;br /&gt;
*Return to [[Ceraulian]] in [[Port San d&#039;Oria]] for a short cutscene with Brugaire.&lt;br /&gt;
*Return to [[Rahal]] in [[Chateau d&#039;Oraguille]] who will thank you for solving the mystery behind the last Dragoon.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*If and when you get to fight for the shadows please note that a party that&#039;s there can claim one shadow. We killed 1 shadow and a nearby party killed the second one. Please note that as of now I do not know which shadow must be killed to trigger cutscene but for my party we killed Rompaulion S Citalle.&lt;br /&gt;
*If multiple party members need to complete this quest, only one member&#039;s wyvern is needed. The other party members can get the final cutscene after the fight is complete.&lt;br /&gt;
*You can get this cutscene with all jobs so only one DRG is needed to pop NM but ALL party members can get the cut scene after fight.&lt;br /&gt;
*&#039;&#039;(see [[Talk:{{PAGENAME}}#Testimonials|testimonials]])&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Quest/Description&lt;br /&gt;
|client=[[Rahal]] (Royal Knights&#039; Quarters, Chateau d&#039;Oraguille)&lt;br /&gt;
|summary=Rahal wants you to gather information regarding the attacks on the Royal Knights.&lt;br /&gt;
}}&lt;br /&gt;
{{spoiler2}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Quests]]&lt;br /&gt;
[[Category:San d&#039;Oria Quests]]&lt;br /&gt;
[[Category:Artifact Quests]]&lt;/div&gt;</summary>
		<author><name>Fearthelettuce</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=Black_Mage_Solo_Guide&amp;diff=118326</id>
		<title>Black Mage Solo Guide</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=Black_Mage_Solo_Guide&amp;diff=118326"/>
		<updated>2026-03-04T04:27:25Z</updated>

		<summary type="html">&lt;p&gt;Fearthelettuce: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{guide}}&lt;br /&gt;
{{Construction}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
*Please note this guide is is being tailored for HorizonXI but a lot of data was pulled from OG Wiki, some information might not be correct. &lt;br /&gt;
*PLEASE EDIT IF YOU SEE SOMETHING WRONG, I CONSIDER THIS A LIVING DOCUMENT THAT ANYONE CAN EDIT.&lt;br /&gt;
*Please also add in new camps that are new if found on HorizonXI&lt;br /&gt;
*Elements have been removed at this time as they are nerfed on HorizonXI as of the posting of this guide.&lt;br /&gt;
&lt;br /&gt;
*Original link posted by Allakhzam (Salacia) http://ffxi.allakhazam.com/db/jobs.html?fjob=3;mid=11643140656968310;num=106;page=1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This guide is intended to assist fellow black mages in successfully soloing a portion, or potentially all, of their leveling journey. By doing so, it helps in minimizing party-related frustrations and experience limitations.&lt;br /&gt;
&lt;br /&gt;
This guide has been structured with the aim of maintaining accuracy up until the HorizonXI date. As of 2023-08-17 the date this guide is being added we would have camps up to the last day of [[Chains of Promathia]] right before the release of [[Treasures of Aht Urhgan]]. &lt;br /&gt;
&lt;br /&gt;
As a side note, this guide may apply to jobs other than BLM. &lt;br /&gt;
&lt;br /&gt;
===The Basics===&lt;br /&gt;
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# &#039;&#039;&#039;Find a BST with a pet out&#039;&#039;&#039;. SMN pets do not work on HorizonXI{{changes}} their exp has been nerfed.&lt;br /&gt;
# When you are behind him (or slightly to the side and behind), blast your highest nuke at his pet.&lt;br /&gt;
# As long as the mob doesn&#039;t see his pet, he won&#039;t come after you, only the pet will. Run a short distance away to minimize the chance of the mob seeing his pet if he moves before you kill it.&lt;br /&gt;
# Simply finish off the pet with another spell or two, find a safe place, and rest.&lt;br /&gt;
# Rinse and repeat for some great EXP and chain 3-4 most of the time.&lt;br /&gt;
&lt;br /&gt;
This is the basic way to go about killing, although you will have to tweak your spell casts depending on which mobs you fight, and at &lt;br /&gt;
what levels. For example, once you hit 50 or 51, often times you will be able to 1-shot pets with Freeze.&lt;br /&gt;
&lt;br /&gt;
A few comments about the guide&#039;s contents before beginning:&lt;br /&gt;
&lt;br /&gt;
* This guide starts at level 19&lt;br /&gt;
* You should sub [[NIN]], with that said you should aim to get nin to level 12 at least. Once you get to a higher level you may want to consider subbing [[RDM]] for [[Gravity]], [[Blink]], and [[Stoneskin]]. &lt;br /&gt;
*From 51 to about 60, /NIN is no longer the best option because of the way you can kill pets.&lt;br /&gt;
* The camps listed may not necessarily have the corresponding BST-type mob in the exact area. Often times you will find that there is another beastman mob there instead. If this is the case, get a higher level job, or a friend, to come kill them and wait for the BST to spawn in its place. This is much better than wandering deeper into a dungeon to find a camp that may or may not be as good. &amp;lt;br&amp;gt;&lt;br /&gt;
*levels will be shown that you should stay up until. At this point you will start to see decent challenges. &lt;br /&gt;
*You meay head to a newer camp a level or to sooner if you want to&lt;br /&gt;
*At higher levels it is much safer to skip few levels because of the wide assortment of +INT and +Skill gear available.&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;You will die&#039;&#039;&#039;. Many times. Set your Home Point nearby or get a Reraise item or two.&lt;br /&gt;
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==Preparation==&lt;br /&gt;
===Equipment===&lt;br /&gt;
====Up to Level 51====&lt;br /&gt;
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Focus on +[[INT]], +[[Magic Attack Bonus]]/[[Elemental Magic]], +[[HP]]/[[Defense]]/[[VIT]], +[[MP]], and -Spell Interruption *in that order*! +HMP is in a group of its own because all you need to do is use an equip macro for it while you rest, so you can get as much as you want without &lt;br /&gt;
worrying about gimping your spells.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* More [[INT]] means less resists and more damage. Enemy resists are some of the main things that will get you killed if you&#039;re not careful.&lt;br /&gt;
* [[Magic Attack Bonus]] causes elemental magic spells to do more damage. More damage = good.&amp;lt;br&amp;gt;&lt;br /&gt;
**The available MAB gear in this level range is: &lt;br /&gt;
***[[Bastokan Circlet]]/[[Republic Circlet]] (lvl34 +3/5MAB [[In areas under own nation&#039;s control]])&lt;br /&gt;
***[[Moldavite Earring]] (lv47 +5MAB)&lt;br /&gt;
***[[Sorcerer&#039;s Ring]] (lvl50 +10MAB latent: see item page for details)&lt;br /&gt;
* More [[Elemental Magic]] means less resists / more consistent damage.&amp;lt;br&amp;gt;&lt;br /&gt;
** The only + [[Elemental Magic]] gear in this level range is [[Elemental Earring]] (or [[Wizard&#039;s Earring]] if you are some other Mage job with [[Black Mage]] set to support job).&lt;br /&gt;
* [[HP]]/[[Defense]]/[[VIT]] comes into play when the enemy hits you. [[Utsusemi: Ichi]] helps with most of the blows, but an enemy resisting a spell will cause you to have to cast more, and casting more = getting hit more. Galka BLMs will probably have no trouble with this one. Spell interruption reduction can be very helpful. Dual wielding [[Hermit&#039;s Wand]] and equipping a [[Silver Obi +1]] will give you a whopping 58% reduction in spell interruption.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* [[MP]] is also important, but should not be made priority. Due to the low HP of the enemies, you will almost never completely run out of MP during a fight. In fact, even on multiple resists, I always had quite a bit of MP left. Focus on increasing your maximum MP when you can&#039;t get INT, or HP/Defense/VIT.&amp;lt;br&amp;gt;&lt;br /&gt;
* [[HMP]] is very important because you will be casting your most powerful single-target spells each fight. Do save it for an equip macro.&amp;lt;br&amp;gt;&lt;br /&gt;
*At level 24 you will be able to use [[Reraise Earring]]s.&lt;br /&gt;
**An alternative would be to purchase a [[Scroll of Instant Reraise]] with conquest points.&lt;br /&gt;
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&lt;br /&gt;
====After Level 51====&lt;br /&gt;
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*Focus on +[[Magic Attack Bonus]], +[[INT]]/[[Elemental Magic]], +[[MP]], *in that order* +HMP is still just as (if not more) important. &lt;br /&gt;
**Be sure to only start stacking MAB once you are sure you aren&#039;t getting a lot of resistance. Until then, you are best off focusing on either elemental magic or INT, with the prior taking priority over the latter.&lt;br /&gt;
* [[Defense]] and -Spell Interruption are no longer needed because most of the time you will be 1-shotting pets. Getting your MP back as quickly as possible is important so that you can keep chains going.&amp;lt;br&amp;gt;&lt;br /&gt;
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===Food===&lt;br /&gt;
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Here&#039;s a brief list of some types of food that may work out well for you:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Ambrosia]] If you have sky access and are able to get this is by far the best food out there 7 to int and 7 to hMP.&lt;br /&gt;
* Pies: They give extra [[INT]] and [[MP]], especially good for [[Galka]]s and [[Elvaan]]s.&lt;br /&gt;
* Cookies: Add to HMP. Also, Cinna-Cookies give you the [[Vermin Killer]] job trait, which could come in handy when fighting [[Bee]]s and [[:Category:Flies|Flies]].&lt;br /&gt;
* [[Sweet Rice Cake]]s: these give [[INT]], [[MP]], HMP, +[[Evasion]] and more. They are usually very cheap at the AH, 3-5K per stack&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;!--* [[Cherry Muffin]] and its high quality counterpart are a great choice as well. I&#039;ve noticed many black mages around 67+ using marron glace, which isn&#039;t a bad choice, but the cherry muffins are stackable, also boost MP based on percentage, and give an intelligence boost that the [[Marron Glace]] does not.&lt;br /&gt;
* [[Cream Puff]]: Gives INT+7...which is the largest INT boost of any realistic food.  Readily available, stacks to 12, last 30 min. &lt;br /&gt;
* [[Crimson Jelly]] is  yet another nice food for higher lv BLMs. 6 INT, 2 hMP, 12% MP (Cap: 85@708 base MP), and lasts for three hours. It&#039;s also a bit expensive, so I recommend using it if you&#039;re going to solo for 3+ hours. &lt;br /&gt;
&lt;br /&gt;
If there are any other useful types of food, let me know and I&#039;ll post it here. However, 90% of the time I didn&#039;t even use food and &lt;br /&gt;
it worked out just fine.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
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===Sub Jobs===&lt;br /&gt;
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*Until you get to level 24, nearly any sub will do. Current Era of [[Chains of Promathia]]&lt;br /&gt;
*once released [[BLU]] would be a good pick with [[Metallic Body]], [[Cocoon]], and [[Pollen]]. &amp;lt;br&amp;gt;&lt;br /&gt;
* [[WHM]] sub will work fine as well&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;24-51&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
*[[NIN]] sub becomes your top pick with [[Utsusemi: Ichi]], [[Tonko: Ichi]], and [[Dual Wield]] with [[Yew Wand]] +1. Without [[Utsusemi: Ichi]], you&#039;ll have to wait 1-2 levels longer before getting to a new camp since you die three hits earlier. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;51-60&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
*Consider switching to [[WHM]] or [[RDM]] sub for the extra MP, [[Stoneskin]] and [[Blink]]. [[NIN]] sub is not required due to the fact that you can 1-shot pets.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;li class=&amp;quot;wotg&amp;quot;&amp;gt;*[[SCH]] Work on certain camps, and it&#039;s the best subjob for MP conservation, namely the Qiquirn camps are very good for /SCH (usually larger Chains are posible) if you don&#039;t mind the lack of Stoneskin/Blink.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;60-70&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
*To 1-shot pets you have exceptional gear (HQ staves, [[Sorcerer&#039;s Ring]], etc.) so consider [[NIN]] sub again.&lt;br /&gt;
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===Miscellaneous Hints and Tips===&lt;br /&gt;
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* Sight aggro is &#039;&#039;&#039;15&#039;.&#039;&#039;&#039; Sound aggro is &#039;&#039;&#039;8&#039;.&#039;&#039;&#039;&lt;br /&gt;
* Attack a [[beastmaster|bst]]&#039;s pet immediately after it&#039;s summoned. You won&#039;t aggro the bst if the pet stays out of their sight. Proper timing allows for up to chain 4 attacks on one bst.&lt;br /&gt;
* Before transitioning to a new camp, accumulate extra EXP. Enemies in new areas may resist more and are unfamiliar. This buffer will ease the adaptation to the new location.&lt;br /&gt;
* Ensure your [[Elemental Magic]] skill is capped before progressing. Resists can lead to death, especially before level 51.&lt;br /&gt;
* Set your Home Point at camps with outposts. For efficient travel, teleport to the outpost using a higher level job, then teleport back to your home country, and finally use BLM to Warp to the outpost.&lt;br /&gt;
* To escape tough enemies, use [[Elemental Seal]] + [[Sleep]](ga) and log off. Ensure you&#039;re at a safe distance from the enemy before doing so. Always use [[Elemental Seal]] to prevent sleep resistances.&lt;br /&gt;
* Check the [[Black Mage/Equipment Guide]] for usable equipment and its acquisition levels.&lt;br /&gt;
* Typical fighting pattern before Ancient Magic: Nuke1, retreat, Nuke2, Sleep, Utsusemi, retreat, Drain, Nuke.&lt;br /&gt;
** Against elementals: Nuke1, retreat, wait for the elemental on /NIN radar, continue retreating until Nuke1 is ready, then Nuke1, Sleep, Aspir, Utsusemi, retreat, Drain, Nuke.&lt;br /&gt;
** Against [[Dark Elemental]]: Use Bind instead of Sleep and skip Aspir/Drain.&lt;br /&gt;
** Optimize your finishing nuke based on the mob&#039;s remaining HP to conserve MP.&lt;br /&gt;
** Day, weather, and [http://ff11.vanamon.com/monster.php mob elemental weakness] significantly influence [[resist]] rates.&lt;br /&gt;
* Begin running when the casting meter reaches approximately &#039;&#039;&#039;65%&#039;&#039;&#039; to maintain distance from the mob.&lt;br /&gt;
* &#039;&#039;&#039;Etiquette Tip&#039;&#039;&#039;: At established camps, update your &amp;quot;Comments&amp;quot; tab to indicate the camp you&#039;re at. This helps other BLMs to locate alternative camps or propose duos. Always signal your camp occupation, especially after relogging.&lt;br /&gt;
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=Exp and Camps=&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; All of the camps listed here are from personal experience. I used every one of them at every level on my BLM. If you know of any other good camps at any given level, send me a message or post here, and I&#039;ll add it in. Be sure to include any relevant information, such as the surrounding territory, the enemies who inhabit it, etc.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==Levels 19-29==&lt;br /&gt;
===19-22 - [[Lower Delkfutt&#039;s Tower]]===&lt;br /&gt;
&lt;br /&gt;
Prey: [[Gigas&#039;s Bat]] ([[Giant Sentry]]) &amp;lt;br&amp;gt;&lt;br /&gt;
[[HP]] of Prey: 150-160~&amp;lt;br&amp;gt;&lt;br /&gt;
Level of Prey: 21-23&amp;lt;br&amp;gt;&lt;br /&gt;
* It&#039;s a good idea to set your Home Point at the [[Qufim Island]] outpost to save time after you die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camp Locations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are four camps available that I found that are easy to get to. &lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
====Camp #1====&lt;br /&gt;
&#039;&#039;&#039;Location:&#039;&#039;&#039;  {{Location|Lower Delkfutt&#039;s Tower|map=First Floor|H-9}}&lt;br /&gt;
&lt;br /&gt;
The first is straight ahead upon entering the tower. At the first intersection, go forward, and you will come to a room shaped like a donut, with several gigas and bats wandering around in it.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Pros&#039;&#039;&#039;  &lt;br /&gt;
:* Extremely easy to get to. &lt;br /&gt;
:* Very close to the zone, so it should be pretty easy to zone if you get aggro&#039;d or get a link. &lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Cons&#039;&#039;&#039;  &lt;br /&gt;
:* May not be workable if the [[Giant Sentry]] is not close to the room&#039;s entrance. &lt;br /&gt;
:* Very dangerous camp, as the bats and other gigas do aggro and link. &lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
====Camp #2====&lt;br /&gt;
&#039;&#039;&#039;Location:&#039;&#039;&#039; {{Location|Lower Delkfutt&#039;s Tower|map=First Floor|G-10}}&lt;br /&gt;
&lt;br /&gt;
At the first intersection, take a left.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Pros&#039;&#039;&#039;  &lt;br /&gt;
:* Bigger than camp #1, which makes pulling slightly easier.  &lt;br /&gt;
:* Very close to the zone.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Cons&#039;&#039;&#039;  &lt;br /&gt;
:* Like camp #1, it&#039;s very dangerous.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
====Camp #3====&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039; {{Location|Lower Delkfutt&#039;s Tower|map=Second Floor|F-9}}&lt;br /&gt;
&lt;br /&gt;
Take a left at the first intersection, and go through camp #2&#039;s room, heading slightly right. Go up the winding stairs at {{Location|Lower Delkfutt&#039;s Tower|map=First Floor|F-10}}, and you&#039;ll find more gigas and bats in a room at the top of the stairs.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Pros&#039;&#039;&#039;  &lt;br /&gt;
:* Stairs offer a safe resting spot, with a good view of the gigas and bats in the room.  &lt;br /&gt;
:* Like camp #2, can have 2 BST Gigas up at once.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Cons&#039;&#039;&#039;  &lt;br /&gt;
:* Like camps #1 and #2, it can be dangerous.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
====Camp #4====&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039; {{Location|Lower Delkfutt&#039;s Tower|map=Second Floor|E-8}}&lt;br /&gt;
&lt;br /&gt;
Go up the winding stairs at {{Location|Lower Delkfutt&#039;s Tower|map=First Floor|F-10}} into the tunnel north of you. The tunnel leads to a very small room with two gigas in it. If you&#039;re lucky, one of the gigas will already be a BST. Otherwise, you may want to convert one of these gigas into one. This is the best camp, so it&#039;s probably worth the time.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Pros&#039;&#039;&#039;  &lt;br /&gt;
:* No chance for aggro or bat links.  &lt;br /&gt;
:* The tunnel leading to the room is perfectly safe.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Cons&#039;&#039;&#039;  &lt;br /&gt;
:* You may have to pop the Gigas BST.  &lt;br /&gt;
:* Although exp may seem to lower at level 22, you may want to keep going. The mobs at the next camp may be a little tough without utsusemi. If you have decked-out gear, it should be no problem.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
===22-24  - [[Middle Delkfutt&#039;s Tower]]===&lt;br /&gt;
&lt;br /&gt;
Prey: [[Goblin&#039;s Bats]] ([[Goblin Pathfinder]])&amp;lt;br&amp;gt;&lt;br /&gt;
[[HP]] of Prey: 160-180~&amp;lt;br&amp;gt;&lt;br /&gt;
Level of Prey: 23-25&amp;lt;br&amp;gt;&lt;br /&gt;
* Some form of [[Sneak]] and [[Invisible]] is required to access these camps.&lt;br /&gt;
* If no Goblin Pathfinders are found you will need to kill the other gobs for them to pop.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camp Locations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is one camp available&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
====Camp #1====&lt;br /&gt;
&#039;&#039;&#039;Location:&#039;&#039;&#039;  {{Location|Middle Delkfutt&#039;s Tower|map=Floor 4|I-10}}&lt;br /&gt;
&lt;br /&gt;
1st Floor - Enter [[Lower Delkfutt&#039;s Tower]] from [[Qufim Island]], turn right at first intersection and follow it around to the stairs at E/F-6/7 (B) on Map.&lt;br /&gt;
&lt;br /&gt;
2nd Floor - Run through the large room to the door at I-7 and then follow the hallway south to the stairs at I/J-9/10&lt;br /&gt;
&lt;br /&gt;
3rd Floor - Follow the hallway north to the big room, keep to the right wall staying west until you reach the teleport device.&lt;br /&gt;
&lt;br /&gt;
4th Floor - Almost there - You will be around G-6, follow right wall to camp @ I-10. (East hallway out of H-10 room)&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
:* As many as 5 Goblin Pathfinders can spawn in this area.&lt;br /&gt;
:** Two in the main room (H-10)&lt;br /&gt;
:** One in the west hallway (G-10)&lt;br /&gt;
:** One in the north, dead-end hallway (H-9)&lt;br /&gt;
:** One more in another group of 4 goblins around the corner behind you.  Occasionally he will wander down to the corner.&lt;br /&gt;
:* The tunnel leading out of the room to the east (all of I-10) is perfectly safe until you approach the corner at J-10.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
:* The main room at H-10 has a 3rd Goblin pop (Shaman or Smithy) which may delay pulls.&lt;br /&gt;
:* Additional Goblin Pathfinders (West and North) may be dangerous to access without aggro from the H-10 Goblins.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
===24-26 - [[Ranguemont Pass]]===&lt;br /&gt;
Prey: [[Goblin&#039;s Bats]] ([[Goblin Pathfinder]])&amp;lt;br&amp;gt;&lt;br /&gt;
[[HP]] of Prey: ~209&amp;lt;br&amp;gt;&lt;br /&gt;
Level of Prey: 25-27&amp;lt;br&amp;gt;&lt;br /&gt;
* Some form of [[Sneak]] and [[Invisible]] is required to access these camps.&lt;br /&gt;
* You might consider staying until 27 if you do not want to deal with [[Very Tough]] [[Goblin&#039;s Bee]]s in [[Yhoator Jungle]] at the next camp. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camp Locations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are two camps available&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Camp #1====&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039; {{Location|Ranguemont Pass|G-7}}&lt;br /&gt;
&lt;br /&gt;
Take a chocobo to [[Ranguemont Pass]], then head through the door that the NPC opens for you. Sneak and Invis yourself, then take a right at the next intersection, past the goblins. Make your way past the oozes, and take a left at the next intersection. You&#039;ll pass a couple seeker bats, then you&#039;ll come to a room with two goblins in it. Hopefully one of them will be a BST. (G-7). Rest at the elevated rock in the east tunnel. &amp;lt;br&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Pros:&#039;&#039;&#039;;&lt;br /&gt;
:*Three tunnels leading to the room allow you to maneuver quite well, making pulling pretty easy.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
:*Stirges live in the tunnels, they aggro. Seeker Bats link.&lt;br /&gt;
:*At level 22 and 23 it may be very difficult to survive here. Without Utsusemi you are going to take a true beating. Make good use of Bind, Metallic Body, Cocoon, and Pollen, and be very, very, careful.&lt;br /&gt;
:*If the BST isn&#039;t there, you&#039;ll need a higher level friend to kill the Gobbies until one pops. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Camp #2====&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;  {{Location|Ranguemont Pass|F-7}}&lt;br /&gt;
&lt;br /&gt;
::*Once you have reached the Camp #1, take the West tunnel and you&#039;ll come to a huge room with 4~ Goblins and some Stirges in it.(F-7) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
:*2 Goblin Beastmaster can live simultaneously in this room which is great to get experience chains.&lt;br /&gt;
:*Three tunnel are leading to this room : three possible camps.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
:*Stirges live in the tunnels AND the room, don&#039;t forget Sneak when you wish to cross the room.&lt;br /&gt;
:*This huge room allows Goblin to move a lot, so it might take long time until one BST Goblin&#039;s Pet gets in range.&lt;br /&gt;
:*If the BST isn&#039;t there, you&#039;ll need a higher level friend to kill the Gobbies until one pops. &lt;br /&gt;
:*Because of the difficulty and inconsistency with this camp I would recommend skipping it in favor of getting to 25 in Delkfutts and going straight to Yhoator.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===27-29 - [[Yhoator Jungle]]===&lt;br /&gt;
Prey: [[Goblin&#039;s Bee]] ([[Goblin Pathfinder]])&amp;lt;br&amp;gt;&lt;br /&gt;
[[HP]] of Prey: 180-200&amp;lt;br&amp;gt;&lt;br /&gt;
Level of Prey: 28-30&amp;lt;br&amp;gt;&lt;br /&gt;
* It&#039;s a good idea to set your Home Point in [[Kazham]] to save time after you die. Also highly recommended to sub [[nin]].  &amp;lt;br&amp;gt;&lt;br /&gt;
* Suggested spell combos are thunder&amp;gt;blizzard&amp;gt;thunder or stone2&amp;gt;thunder, depending on INT and resists.&lt;br /&gt;
* If you come earlier due to missing alternatives, the lvl30 bees will check as [[Very Tough]] for a lvl26 char. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camp Locations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are two camps available&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Camp #1====&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039; {{Location|Yhoator Jungle|G-8}}&lt;br /&gt;
&lt;br /&gt;
Take a chocobo to Yhoator Jungle through the &amp;quot;normal&amp;quot; experience points party route. At the first intersection in Yhoator, take a right. At the next intersection (the one with the big colorful plant in the middle), take a left. Now you can either stay forward or turn right, and you will bump into a Goblin Pathfinder and his pet bee!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will be at Northwestern corner of G-8&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
:*No possibility of aggro or links! Your only company will be a couple of lizards and a few mandragoras.&lt;br /&gt;
:*Three intersections allow very good maneuverability for pulling.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
:*This is a traditional EXP camp. so there might be competition.&lt;br /&gt;
:*These bees can [[Double Attack]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Camp #2====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Location:&#039;&#039;&#039;  {{Location|Yhoator Jungle|G-7}}&lt;br /&gt;
&lt;br /&gt;
One Goblin Pathfinder patrols there with mandragora&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
:*Lots of places to kite and rest&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
:*[[Yhoator Wasp]] will link with the [[Goblin&#039;s Bee]] (Sight Aggro)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===28-30 - [[Bibiki Bay]]===&lt;br /&gt;
Prey: [[Goblin&#039;s Rarab]] ([[Goblin Pathfinder]])&amp;lt;br&amp;gt;&lt;br /&gt;
[[HP]] of Prey: 220~290&amp;lt;br&amp;gt;&lt;br /&gt;
Level of Prey: 29-31&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*It&#039;s a good idea to set your [[Home Point]] at the [[Buburimu Peninsula]] outpost to save time after you die.&lt;br /&gt;
*Setting your HP in [[Mhaura]] is even better. If your country is not in control of [[Buburimu Peninsula]], then setting HP at the outpost can cost a lot of gil.&lt;br /&gt;
*Suggested spell combos are [[thunder]]&amp;gt;[[blizzard]]&amp;gt;[[thunder]] or [[stone II]]&amp;gt;[[thunder]]&amp;gt;[[fire]]/[[water]], depending on INT and resists. &lt;br /&gt;
*If you feel comfortable trying VT mobs, you can come 1-2 levels earlier. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camp Locations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is one camp available&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Camp #1====&lt;br /&gt;
&#039;&#039;&#039;Location:&#039;&#039;&#039; {{Location|Bibiki Bay|H-6}}&lt;br /&gt;
&lt;br /&gt;
Enter [[Bibiki Bay]] and hug the right wall. You&#039;ll eventually come upon a small incline with a rock in the center of it, and a Goblin Pathfinder finding paths around it. Two Island Rarabs and one or two Marine Dhalmels are also in the vicinity.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
:*Nothing here aggros besides the goblin himself.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
:*[[Ignis Fatuus]] (a bomb), will spawn during foggy weather. Bombs aggro by spell casting.&lt;br /&gt;
:*The one [[Island Rarab]] that inhabits the same territory as the goblin will link with the goblin&#039;s pet. However, it only links by sight, so keep this in mind when pulling! &lt;br /&gt;
:*Rarabs have [[Double Attack]] (and [[Triple Attack]], which, however, rarely triggers) which can be dangerous.&lt;br /&gt;
&lt;br /&gt;
==Levels 30-39==&lt;br /&gt;
===31-34 - [[Attohwa Chasm]]===&lt;br /&gt;
Prey: [[Goblin&#039;s Gallinipper]] ([[Goblin Pathfinder]])&amp;lt;br&amp;gt;&lt;br /&gt;
HP of Prey: ~260-350&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Camp Locations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #1&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039; &lt;br /&gt;
Location: L-8. A good one. After you enter from [[Maze of Shakhrami]] you&#039;ll need [[Silent Oil]] to get past the [[Hecteyes]] in the tunnel. Cross the chasm, reenter the tunnel and follow the left wall. When you enter the open ground (I-9) head north and follow the left wall around to L-8 (don&#039;t enter the other tunnel). You need [[Invisible]] (or [[Tonko: Ichi]]) to get past the Goblins and [[Attohwa Coeurl]]s here.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Just one [[Goblin Pathfinder]] in an open area&lt;br /&gt;
::*[[Tracer Antlion]]s in the area do not aggro&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
::*There is another [[Gallinipper]] that wanders the area to the south and it may link (sound).&lt;br /&gt;
::*A [[Doom Scorpion]] from the south may also wander close enough to aggro (sound).&lt;br /&gt;
::*Watch for the [[Attohwa Coeurl]] to the west.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
::*This is an amazing EXP camp. You can start at this camp as low as 28 depending on gear and food.&lt;br /&gt;
::*Bring a [[Reraise Earring]] and some form of [[Invisible]] because it is a very long trip to get to camp.&lt;br /&gt;
::*Ninja sub is recommended for [[Utsusemi]].&lt;br /&gt;
::*Rest north of the rock at the north end of camp. It&#039;s safe, but go too far north and you risk agroing an [[Attohwa Coeurl]].&lt;br /&gt;
::*Do not wander into the &amp;quot;hedgemaze&amp;quot; leading to the Parradamo Tor. There are more Coeurls and hidden blue Antlions that agro sound there.&lt;br /&gt;
&lt;br /&gt;
===31-34 - [[Beaucedine Glacier]]===&lt;br /&gt;
Prey: [[Gigas&#039;s Tiger]] ([[Rime Gigas]])&amp;lt;br&amp;gt; &lt;br /&gt;
HP of Prey: 320&amp;lt;br&amp;gt;&lt;br /&gt;
*It&#039;s a good idea to set your Home Point at the [[Beaucedine Glacier]] outpost or [[Xarcabard]] outpost to save time after you die. Be very careful when setting your HP at the outpost, as there are many mobs that wander near the area that will aggro you and are easily capable of killing you as soon as you warp in.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camp Locations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #1&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;&lt;br /&gt;
Directly south of the [[Beaucedine Glacier]] outpost, you&#039;ll find a ramp leading downward, deeper into the glacier. At the bottom of the ramp, you&#039;ll find 2-3 [[Tundra Tiger]]s, a [[Bat Eye]], and a Gigas. Kill the Gigas and wait for a [[Rime Gigas]] to pop if you choose this camp. Pops are five minutes between.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Right next to the outpost. You won&#039;t have to travel far if you die.&lt;br /&gt;
::*The ramp offers a completely safe resting point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
::*Tigers link and aggro by sight. Bat Eyes aggro by both sound and sight. It may be difficult to pull because of this.&lt;br /&gt;
::*If the Gigas isn&#039;t near the ramp, or near the eastern ledge, then you will have a very hard time finding safe pulls.&lt;br /&gt;
&lt;br /&gt;
::*Change to a higher level job, OP warp there, set HP (only works if one of the three nations controls the area.  When you change to BLM, just use Warp to return to your HP.  The challenge here will be getting back if you have not done the OP warp supply quest yet.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #2&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;&lt;br /&gt;
Head to (I-9). There is a ramp leading down into a large open area. One Gigas and one Tundra Tiger inhabit this area.&amp;lt;br&amp;gt; &amp;lt;i&amp;gt;At the top of the (I-9) ramp a [[Goblin Trader]] walks for an extra pet to kill&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Since only one tiger lives here, you probably won&#039;t get aggro&#039;d too much.&lt;br /&gt;
::*The area is very large, allowing great maneuverability.&lt;br /&gt;
::*The ramp allows a perfectly safe place to rest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
::*Can be bothersome and expensive to get to, especially if you die. There is no faster way to get here other than to walk.&lt;br /&gt;
::*Be careful about resting in the tunnel that leads south of the area. A Tundra Tiger wanders back and forth along it.&lt;br /&gt;
::*Players who farm the Gigas might kill the [[Rime Gigas]].&lt;br /&gt;
::*Gigas who spawns is not always [[Rime Gigas]]. (may require higher level to spawn)&lt;br /&gt;
&lt;br /&gt;
::* Valdeaunia outpost warp is unavailable at level 31 so [[Xarcabard]] outpost may be unattainable without [[Teleport-Vahzl]]. &lt;br /&gt;
&lt;br /&gt;
===32-36? - [[Misareaux Coast]]===&lt;br /&gt;
Prey: [[Gigas&#039;s Sheep]] ([[Gigas Warwolf]])&amp;lt;br&amp;gt;&lt;br /&gt;
HP of Prey: 395-474&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Camp Locations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #1&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;&lt;br /&gt;
Location: I-6 ~  I-7. Pretty safe camp if you are smart and patient with your pulls. The [[Gigas Warwolf]] can wander a bit, but not too much of a problem. Be sure to give the [[Gigantobugard]] plenty of room, as they aggro by sound if I remember right. Bring [[Silent Oil]] and [[Tonko: Ichi]] to get to the camp.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
::*Relatively safe pulls, and very rare competition from exp parties.&lt;br /&gt;
::*[[Bigclaw]] in the river do not aggro, so you can rest safely down on the water&#039;s edge, and the roaming [[Gigas]] and [[Gigantobugard]] will not aggro you.&lt;br /&gt;
::*You can outpost warp to Tavnazian Archepelago at level 30.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
::*The [[Gigas Warwolf]] does wander a bit, making pulls somewhat long.&lt;br /&gt;
::*If the target monster wanders too far south, you may run into an [[Orcish Bowshooter]] (sight) as well as other [[Gigas]].&lt;br /&gt;
::*Players sometimes camp the Gigas here.&lt;br /&gt;
::*In foggy weather, [[Odqan]] can pop here. Although rare, it happened to me twice in the time I camped here.&lt;br /&gt;
&lt;br /&gt;
===34-36 - [[The Sanctuary of Zi&#039;Tah]]===&lt;br /&gt;
Prey: [[Goblin&#039;s Leech]] level 35-40 ([[Goblin Trader]])&amp;lt;br&amp;gt; &lt;br /&gt;
HP of Prey: 370-400&amp;lt;br&amp;gt;&lt;br /&gt;
Notes: &amp;lt;br&amp;gt;&lt;br /&gt;
*It&#039;s a good idea to set your Home Point at the [[The Sanctuary of Zi&#039;Tah]] outpost to save time after you die. If you are about to die, try to die within view of the outpost. Then, before you HP, make sure there are no aggro&#039;ing monsters within 10 yalms of the front of the outpost.&amp;lt;br&amp;gt;&lt;br /&gt;
*Once you hit level 25 you&#039;ll be able to use the outpost warp.&lt;br /&gt;
*Leeches resist water spells.&lt;br /&gt;
*Suggested spell combos are stone II&amp;gt;blizzard&amp;gt;thunder or aero II&amp;gt;blizzaga (watch for surrounding mobs), depending on INT and resists&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*This place is awesome for duoing 31+ it might even be possible at a lower level&lt;br /&gt;
&#039;&#039;&#039;Camp Locations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #1&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039; &amp;lt;!--{{Location Tooltip|area=The Sanctuary of Zi&#039;Tah|pos=H-8}}, right at the south side of the big tree. theres one goblin to the east and one to the west. also one a bit further to the south--&amp;gt;&lt;br /&gt;
Everything in the vicinity of the outpost is your camp. [[Ogrefly]]s and [[Goobbue Parasite]]s link, but do not aggro. Goblins and [[Lesser Gaylas]] aggro and link. There is a Rock Golem east of the outpost that aggros to sight and magic. The bats start appearing around 16:00 and go away at 8:00 the next day.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Your Home Point will be right at camp, so there will be no unnecessary travel time.&amp;lt;br&amp;gt;&lt;br /&gt;
::*You can rest safely behind the outpost without fear of aggro.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Several Goblin Traders can spawn in this area. If you have extra MP after killing a pet, and another goblin is within easy access, you could pull off some pretty high chains.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*The BATS! These things will be quite the nuisances. They aggro and link.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Sometimes the Goblins can wander away from the outpost, and at night the bats may prevent you from getting close to them&lt;br /&gt;
&lt;br /&gt;
===36-40 - [[Eastern Altepa Desert]]===&lt;br /&gt;
Prey: [[Goblin&#039;s Spider]] level 38-40 ([[Goblin Trader]])&amp;lt;br&amp;gt;&lt;br /&gt;
HP of Prey: 500&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Camp Locations: HorizonXI tested with a small glich. The spiders have low odds of depoping if the Goblin takes them to far away from spawn.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #1&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;&lt;br /&gt;
Location: F-8/9. Not so good. North of the Outpost there is a ridge running north-south. From here you can see two Goblin Traders, one to the west and one to the east. You have your choice of pulls but there are other Goblins wandering about so aggro can be a problem. [[Lesser Manticore]]s (high movement speed) wander by and there are [[Lost Soul]]s at night (18:00-04:00). &lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #2&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;&lt;br /&gt;
Location: F/G-8. Good Camp. Run north from the Outpost and you will find a sand trap with a [[Doom Scorpion]] standing nearby. Immediately northeast of this is a valley (east half of F-8) surrounded by dunes. Two Goblin Traders wander here with a [[Desert Dhalmel]], some [[Lesser Manticore]]s (sight aggro) and sometimes a [[Sabotender]] (sound aggro). The Goblin traders sometimes wander up the slope into G-8.  Since the area is so wide open it is easy to move around and find a good pull while avoiding aggro. One or two [[Lost Soul]]s appear at night but they are also easily avoided if you keep your eyes peeled. Don&#039;t go too far north or you&#039;ll meet an [[Antican Faber]], [[Sabotender]] or [[Flesh Eater]] (all sound aggro).  To the west of the valley over the ridge running down the middle of F-8, there are another 2 Goblin Traders between the ridge and the sand cliff.  One tends to wander around the northern 2/3 of that plateau and the other the southern 2/3.  The area west of the ridge is not as safe due to some Goblin Reapers roaming around in addition to the hazards in the valley, but can be a nice place to pick up some kills if the Manticores and such in the valley are not cooperating for a bit.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Choice of two [[Goblin Trader]]s in an open area&lt;br /&gt;
::*[[Desert Dhalmel]]s in the area do not aggro&lt;br /&gt;
::*Farmers often take care of the [[Lesser Manticore]]s&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*[[Lost Soul]]s at night.&lt;br /&gt;
::*Multiple Goblins can cover for each other and kill a chain.&lt;br /&gt;
::*Spiders double attack and can take down your shadows really quickly. Always recast [[Utsusemi]] after each fight.&lt;br /&gt;
::*might be tough at level 36&lt;br /&gt;
::*A [[Spider]] is strong to [[Earth]] ([[Stone II]] might get [[resist]]ed)&lt;br /&gt;
::*Rest invisible in the middle of camp to monitor the Goblins and Manticores.&lt;br /&gt;
::*The spider may take awkward routes to reach you, beware he doesn&#039;t bring his master. [[Warp]] to the Outpost if you catch Goblin aggro. It counts as zoning and sheds hate.&lt;br /&gt;
::*Works well with a duo at 34-36, you can bounce Spider hate. Once one of you hits 37 exp takes a dive.&lt;br /&gt;
::*At level 39, your enemies will start to become decent challenges. While this usually signals that it&#039;s time to get to a new camp, you may not want to just yet. The enemies at the next camp jump up a few levels higher than you&#039;re used to when switching camps. Level 40 along with some pies or other INT food should allow you to minimize resists, as well as use the outpost in Xarcabard.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===36-40 - [[Yhoator Jungle]] ===&lt;br /&gt;
&lt;br /&gt;
Prey: [[Tonberry&#039;s Elemental]] ([[Tonberry Harasser]])&amp;lt;br&amp;gt;&lt;br /&gt;
HP of Prey: ~500&amp;lt;br&amp;gt;&lt;br /&gt;
*It&#039;s a good idea to set your Home Point at the [[Yhoator Jungle]] outpost to save time after you die. If you are about to die, try to die within view of the outpost. Then, before you HP, make sure there are no aggro&#039;ing monsters within 10 feet of the front of the outpost.&amp;lt;br&amp;gt;&lt;br /&gt;
*In the immediate area of the outpost, you&#039;ll see two tonberries (sometimes a third wanders close by) and a crawler. Convert one of the tonberries into a [[Tonberry Harasser]] if necessary. The tonberries will summon only fire, light, and water elementals. Elementals do not drop clusters or crystals.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Camp Locations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #1&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;  &lt;br /&gt;
Everything in the vicinity of the outpost is your camp. [[Worker Crawler]]s and [[Young Opo-opo]]s link, but do not aggro. Tonberries aggro and link to sight.&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Your Home Point will be right at camp, so there will be no unnecessary travel time.&amp;lt;br&amp;gt;&lt;br /&gt;
::*You can rest safely down inside the hole directly in front of the outpost without fear of aggro. You can also rest in the tunnel near the outpost.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Several [[Tonberry Harasser]]s can spawn in this area. If you have extra MP after killing a pet, and another tonberry is within easy access, you could pull off some pretty high chains.&amp;lt;br&amp;gt;&lt;br /&gt;
::*In case of a link, it&#039;s very easy to lose aggro by falling in the hole furthest from the exit of the same tunnel and heading to the back of the tunnel. It may seem like a dead end, but as the Tonberry will not drop down the hole, he will instead travel to the exit, which is well over 50 yalms away. He&#039;ll often lose interest in the process and de-aggro. If not, it should still give enough time to recast Utsusemi and give another chance to [[Sleep]].&amp;lt;br&amp;gt;&lt;br /&gt;
::*Elementals can be [[Aspir]]ed, and the [[Light Elemental]]s are particularly weak to both [[Drain]] and Aspir.&amp;lt;br&amp;gt;&lt;br /&gt;
::*If you&#039;re subbing WHM or RDM, [[Silence]] may come in very handy here.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Be wary of the Tonberry that walks up to the OP npcs. It can be deadly!&amp;lt;br&amp;gt;&lt;br /&gt;
::*If you&#039;re subbing WHM or RDM you have no protection from melee hits and will be interrupted in your casting, even with [[Aquaveil]] up. Stick with sub NIN&amp;lt;br&amp;gt; &lt;br /&gt;
::*The elementals have very high HP - most are around the 500 range. This is quite a big jump from the previous camp (you&#039;ll notice it right away), so plan on using up a lot more MP per fight than you&#039;re used to.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Elementals can and will use -ga spells. If you get hit by one, your best bet is to sleep the elemental, recast [[Utsusemi: Ichi]], [[Aspir]], then nuke again. ALWAYS begin running away from the enemy as soon as you are about to cast (between 70% and 100% usually). You&#039;ve probably figured this out already, but it&#039;s still a good method to remember.&amp;lt;br&amp;gt;&lt;br /&gt;
::*The moment your magic first hits an elemental, it will move a few inches, then cast a spell. &#039;&#039;&#039;This delay might be just enough time for its master to randomly turn around and see its pet being hurt&#039;&#039;&#039;, so plan accordingly.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
- New Fields of Valor book leaves this area open for higher level characters to kill Tonberry Harassers.--&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
NOTE: At level 39, your enemies will start to become decent challenges. While this usually signals that it&#039;s time to get to a new camp, you may not want to just yet. The enemies at the next camp jump up a few levels higher than you&#039;re used to when switching camps. Level 40 along with some pies or other INT food should allow you to minimize resists, as well as use the outpost in [[Xarcabard]].&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #2&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;  &lt;br /&gt;
Prey: [[Goblin&#039;s Bee]] ([[Goblin Trader]])&amp;lt;br&amp;gt;&lt;br /&gt;
HP of Prey: ~500&amp;lt;br&amp;gt;&lt;br /&gt;
::*Entrance to [[Den of Rancor]] Will be your camp. 2x Goblin traders there, but also a Master Coeurl so watch the visual aggro.&amp;lt;br&amp;gt;&lt;br /&gt;
::*If [[Woodland Sage]] is up then be wary of its aggro range as it has twice the normal radius of aggro.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Levels 40-49==&lt;br /&gt;
===38-42 - [[Xarcabard]]===&lt;br /&gt;
Prey: [[Gigas&#039;s Tiger]] ([[Frost Gigas]])&amp;lt;br&amp;gt;&lt;br /&gt;
HP of Prey: ~500&amp;lt;br&amp;gt;&lt;br /&gt;
Note: It is possible to start this camp before 38 (suggested as low as 36).  The camp is probably a good alternative to the [[Eastern Altepa Desert]] spider camps and is likely the only soloing alternative from 40-42 for Blue Mages who cannot solo elementals.  The exp at level 39 is not great though, as chaining is difficult due to DC tigers.  At 41 things slow down to a crawl.   &amp;lt;br&amp;gt;&lt;br /&gt;
*Cannot use outpost warp to [[Xarcabard]] until level 40.&lt;br /&gt;
* Suggested for BLUs that if you link the BST Gigas and attempt to use an AoE Sleep spell, target the Gigas, not the tiger. Neither BLU&#039;s [[Sheep Song]] or [[Soporific]] will hit the Gigas if targeted on the tiger.  The spells will, however, hit the tiger if the Gigas is the target.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Camp Locations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #1&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;&lt;br /&gt;
(J-6/7) at the southern end of the tunnel&amp;lt;br&amp;gt;&lt;br /&gt;
From the open area to the south, there is a short, open path, then a short tunnel.  The tunnel opens up into another L-shaped open path which leads into the [[Boreal Coeurl]]&#039;s cave.  There are three Gigas in this area.  They can roam from anywhere in the short tunnel, through the open path, and a short way into the cave.  The short open path at the south end is safe to rest in.  Going a little way into the cave is ok too, just don&#039;t go too far.&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Up to two [[Frost Gigas]] may spawn here, meaning faster chains.&amp;lt;br&amp;gt;&lt;br /&gt;
::*There are safe resting areas at both ends of the roaming range.  If the Frost Gigas wanders toward the other end, just invis up and switch locations.&amp;lt;br&amp;gt;&lt;br /&gt;
::*If there are no favorable pulls, you can go south to the open area and often find a [[Frost Gigas]] close by to keep a chain going.  In fact, this would make a nice camp if those Gigas didn&#039;t have such a large roaming area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*You have to deal with both [[Hickory Lumber]] farmers and with people doing G2 and needing TP.  You may get lucky and have two BST repop or none at all.  Usually there will be at least one up, but converting the Gigas to BSTs may not be worth it because of the high traffic.&amp;lt;br&amp;gt;&lt;br /&gt;
::*A [[Dark Elemental]] can spawn in this area.  Watch the weather.  A sudden change can result in an elemental sneaking up behind you to ruin your day.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
;&#039;&#039;&#039;Camp #2&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;&lt;br /&gt;
(J-7) in the southern cave&amp;lt;br&amp;gt;&lt;br /&gt;
The Gigas mostly roam in the open path outside the cave.  It&#039;s unknown how far into the cave they may wander, but for the most part the cave is a safe resting spot.&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*You don&#039;t have to deal with G2 fighters here.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*You will still run into [[Hickory Lumber]] farmers in this location.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Another [[Dark Elemental]] can spawn in the cave.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Only one end of the camp path is truly safe.  If you get cut off from the BST by another Gigas then you have to wait it out or go to...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
;&#039;&#039;&#039;Camp #3&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;&lt;br /&gt;
The middle of (I-7), next to the cliff.&amp;lt;br&amp;gt;&lt;br /&gt;
This is the most dangerous of the camps.  You&#039;re out in the open amongst all the Gigas and Ahrimans.  [[Ice Elemental]]s also roam this area during snowy weather.  Directly across the valley from the two other camps, at the base of the cliff, is a cluster of snow mounds and a pine tree that looks oddly like a snow fort.  This is your base camp.  In the short time I spent there I didn&#039;t witness any mobs entering the fort, but I&#039;m sure they can.  Still, it offers some protection.  Dangerous though this camp is, you have access to about three [[Frost Gigas]] to the north, east, and south.&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*More [[Frost Gigas]] means less waiting for pulls.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Open areas are easier to pull in than caves and paths.  It&#039;s much easier to get behind them out here.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*[[Hickory Lumber]] farmers are at their worst here because of the high numbers of Gigas grouped together.&amp;lt;br&amp;gt;&lt;br /&gt;
*::*roaming areas.  Some of them will move completely out of feasible pulling range.  Fortunately, you have several [[Frost Gigas]] to choose from out here.  If one wanders away, start targeting others.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===39-42 - [[Castle Zvahl Baileys]]===&lt;br /&gt;
Prey: [[Goblin&#039;s Bats]] ([[Goblin Trader]])&amp;lt;br&amp;gt;&lt;br /&gt;
HP of Prey:~550&amp;lt;br&amp;gt;&lt;br /&gt;
Note: Be patient here, I got Chain #3&#039;s but usually hit Chain #2, and then I had a hard time finding a safe pull. The key thing here is to keep inside the trenches and/or beside the wall that goes to the upper area when killing. Remember line of sight is the issue when dealing with the Goblins so they can only attack you if they can see you (I believe I linked a Goblin twice). My main camp was at H/6 or I/7 in the lower part. If you can get a friend to come help clear out the useless Goblins for you, you could possibly hit some awesome XP. This happened once and I was able to roam the upper area freely and pull from 3 Goblins.&amp;lt;br&amp;gt;&lt;br /&gt;
I stayed here till 42 so I could have Blizzard II for the Elemental Camp, although you start to slow down at 41 you can still get decent XP to 42. However, it&#039;d be best to move on to the Elemental camp at 42.&amp;lt;br&amp;gt;&lt;br /&gt;
This camp was found because I was having extreme difficulty killing the [[Demon&#039;s Elemental]] and wanted to keep soloing my way to 75. I strongly recommend attempting this if you are having issues with the elementals.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Camp Locations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #1&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;  &lt;br /&gt;
Only camp I found in here is at the point where you can drop down to the lower levels on Map #2 at H/I 6/7 area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Low traffic. Very likely that no one will kill your prey.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Safe to rest in I/8 in the corridor that is covered and other areas in the trench if you are just resting for MP.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Bats seem to have low HP for the spells you will be casting. Fire II &amp;gt; Water II &amp;gt; Blizzard usually finishes them off.&amp;lt;br&amp;gt;&lt;br /&gt;
::*3 Goblin Traders that have bats.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*A lot of Goblins to keep track of.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Only 2 levels of EXP here.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Be ready to go through a stack of [[Shinobi-Tabi]] here per level.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--===40-45 - [[Temple of Uggalepih]]===&lt;br /&gt;
Prey: [[Tonberry&#039;s Elemental]] ([[Tonberry Harrier]])&amp;lt;br&amp;gt;&lt;br /&gt;
HP of Prey:~550&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; You can start here at Lv40, but it&#039;s highly recommended to come here 41+, because you will most likely zone more than you will kill. [[Blizzard II]] helps a lot at 42. Also, don&#039;t forget that [[Sleep II]] is available at Lv41, which will save your life countless times. Personally, I pulled the Elemental with Stone II then ran back out of his magic range. Bind him when he gets closer, nuke, sleep, Aspir, nuke, Bind, nuke, sleep. He resists a lot more than you will be used to if you come here at Lv40 as they will Con VT&amp;gt;IT But you may want to risk it here than go to the other camps at this lvl as this one is a LOT safer. Dont forget to aspir as much as you can which usually Drains 50-60 MP with capped Dark Magic skill. If you run out of MP, ES+Sleep and rest up, then Repeat. I was here as a BLM Galka at level 40, And usually ended the fights with little under 20-30MP and never once hit Chain #1, But if your dead set in soloing all the way this camp is a lot safer than any other at this level. Dont forget If things get messy, the zone is just behind you.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camp Locations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #1&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;&lt;br /&gt;
Enter Temple of Uggalepih from the main entrance. Only Invisible is needed to get to the camp. You need to Invis for the Wespe just after zoning in. From entrance follow the stairs down and take the first left, You&#039;ll come to a door which you need to open, So make sure the Wespe isn&#039;t looking, cancel Invis, start re-casting and THEN open the door mid-cast. Otherwise the door will close by the time you fully cast Tonko. Also, there is sometimes a Torama behind the door, so be prepared with utsusemi and reraise.  Go through the room with several Tonberries inside it, and eventually you will come to an area with stairs, Just after passing a Torama and hopefully the Tonberry Harrier. This is your camp, Zone is on the top of the stairs. If you are coming here at Level40 I highly suggest you cap a bare minimal in Enfeebling and Elemental magic skill prior to coming, Besieged is Ideal for this, Because of the level of the monsters inside besieged you will get a skill up very regularly here, And range from 0.1 ~ 0.5s nearly every spell, Spam dia for Enfeebling magic skill ups and any low costing MP Nuke for elemental skill ups.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*The pet is an elemental, which means you can Aspir them efficiently.&amp;lt;bR&amp;gt;&lt;br /&gt;
-The Tonberry only calls Fire, Water and Light Elementals, Light elementals are very susceptible to Sleep, Drain, and Aspir so make good use of them&amp;lt;br&amp;gt;&lt;br /&gt;
::*It beats Castle Zvahl camp.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Elementals are your prey; when attacked, they will walk a few feet and then start casting. It increases the time the master can detect the pet, increasing the chances of aggroing the master. Be extra careful when pulling&amp;lt;br&amp;gt;&lt;br /&gt;
::*The hallway is narrow. Sometimes, it makes it harder to see around the corners and leaves the Tonberry less room to move around. You may see yourself waiting for longer periods of time because of this.&amp;lt;br&amp;gt;&lt;br /&gt;
::*There is a [[Torama]] that occupies the same roaming area as the Tonberry Harrier, which aggros on sight. This can turn a good pull into a waiting game every now and then.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Light Tonberry Elementals can cast Diaga and Banishga which makes it tough for a BLM/NIN to solo, Banishga II can do up to 200 damage through shadows and you don&#039;t have Silence to protect you from it.&lt;br /&gt;
::*A [[Torama]] can sometimes wander near the door on the way to this camp, and will aggro though the door.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===40-44 - [[Castle Zvahl Baileys]]===&lt;br /&gt;
Prey: [[Demon&#039;s Elemental]] ([[Demon Warlock]])&amp;lt;br&amp;gt;&lt;br /&gt;
HP of Prey: ~600&amp;lt;br&amp;gt;&lt;br /&gt;
NOTE: Be aware that this is a very, &#039;&#039;&#039;very&#039;&#039;&#039; dangerous camp, and it is possible that it&#039;s not even worth your time even coming here as the chance that you are actually able to safely pull is very slim.  Since you&#039;re level 40, you can freely use the outpost warp in [[Xarcabard]]. Be sure to bring both [[Silent Oil]]s and [[Tonko: Ichi]] tools. Blizzard II at level 42 will help out a lot.&amp;lt;br&amp;gt;&lt;br /&gt;
Camp Location(s): I found only one camp. It&#039;s right at the zone into [[Castle Zvahl Keep]]. If you don&#039;t know how to get there, here&#039;s a walkthrough:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enter the castle and head to (G-8). Before the intersection that leads to the torches that spawn [[Dark Spark]], you&#039;ll notice two narrow passageways on your left and right. Take the left passage and follow the path. Eventually you&#039;ll come upon some orcs. Climb the steps, then head west past the huge hole in the floor. You should arrive at the yagudo territory of the castle next. When you see their big hole, take a left, and head south past the hole. Go down the steps, and then double back to the north on the floor below. Follow the pathway and you&#039;ll meet an intersection that goes only west and north. Take the north path, remembering to re-up sneak if any ahriman are nearby. Next, take a right, and you&#039;ll see some steps that lead up to one ahriman and a bunch of demons. Now head west into the hallway past them. This is your camp for the next few excruciating levels.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:BaileyPath.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Camp Locations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #1&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;  &lt;br /&gt;
There will be one ahriman and four demons patrolling the small plateau in front of the hallway. Usually one of these demons will be a SMN. I&#039;ve never seen more than one SMN and I&#039;ve never seen less than one SMN, but you may want to get a high level job to check beforehand anyway. The ahriman will aggro by sight AND sound. The demons aggro and link by sight. The demon will summon only lightning, dark, and ice elementals. The elementals do not drop crystals or clusters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*The zone into [[Castle Zvahl Keep]] is right at the end of the hallway, up the stairs partway, just before the first torch in the wall.&amp;lt;br&amp;gt;&lt;br /&gt;
::*You can rest safely at nearly any point in the hallway without aggro. Right before the hallway turns into the plateau with the enemies on it, you&#039;ll notice a crevice in the floor. If you get too close to the crevice, the ahriman can aggro you. Use the crevice as your guidepoint for resting.&amp;lt;br&amp;gt;&lt;br /&gt;
::*The elementals will give quite a bit of EXP throughout your first few levels.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Elementals can be [[Aspir]]ed.&amp;lt;br&amp;gt;&lt;br /&gt;
::*If you&#039;re subbing WHM or RDM, [[Silence]] may come in very handy here.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*The camp takes a long time to get to and [[Silent Oil]]s and [[Tonko: Ichi]] tools are absolutely required - there&#039;s no way around it.&amp;lt;br&amp;gt;&lt;br /&gt;
::*The elementals will be high T to low IT when you first get here. This results in a LOT more resists. At level 40 you will either die or have to zone quite a few times because of this. Be prepared.&amp;lt;br&amp;gt;&lt;br /&gt;
::*It may be difficult to keep track of the [[Demon Warlock]] because of the hallway&#039;s walls and the ahriman threatening to aggro at any moment. Try to rest within view of the SMN while still being out of the ahriman&#039;s reach.&amp;lt;br&amp;gt;&lt;br /&gt;
::*The [[Dark Elemental]]s are highly resistant to [[Drain]], [[Aspir]], and [[Sleep]](ga).&amp;lt;br&amp;gt;&lt;br /&gt;
::*The [[Ice Elemental]]s are highly resistant to [[Silence]] and [[Bind]].&amp;lt;br&amp;gt;&lt;br /&gt;
::*All of the cons from the previous camp, except the elementals have even higher HP. Sometimes it will take three tier 2 spells and a tier 1 spell to beat one.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Demons run faster than players.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
HINT: If a particular elemental is giving you a lot of trouble (IT dark elementals come to mind), then you can try to &#039;respawn&#039; it. To do this, pull the elemental when you know the demon will see it. Then book it as fast as you can to the zone. The demon and his elemental will both despawn. When the demon respawns, he&#039;ll summon a new elemental in place of the old one. Keep repeating this to get the desired results.&amp;lt;br&amp;gt;&lt;br /&gt;
*Also, keep in mind that simply zoning the elemental itself will not cause it to despawn. No matter how far away from its master it is, it will always float all the way back to him after you zone.{{verification}}&lt;br /&gt;
&lt;br /&gt;
Tip: It is highly suggested to bring a level 75 with you, preferably a summoner to assist. a 75 SMN can give you stoneskin which makes Dark Elementals ALOT easier, and can clear the extra mobs out of the area.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #2&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
At the zone to Uleguerand Range, there is a Demon Warlock - he can spawn either on the lower ramp near the zone, or on the ledge right above it.&amp;lt;br&amp;gt;&lt;br /&gt;
::*It&#039;s really two mobs which share a spawn, so if it&#039;s on the upper ledge, kill it until the one on the lower ramp pops.&amp;lt;br&amp;gt;&lt;br /&gt;
The good news is the zone is very close by - ::*you can get away from a bad pull, or zone the other demons if they&#039;re in the way.&amp;lt;br&amp;gt;&lt;br /&gt;
::*The bad news is, it&#039;s still a pain in the neck. Even with someone helping me clear away the extra demons, I got out of there as soon as I dinged 42.&lt;br /&gt;
&lt;br /&gt;
===44-49 - [[Pso&#039;Xja]]===&lt;br /&gt;
Prey: [[Tonberry&#039;s Elemental]] ([[Cryptonberry Harrier]])&amp;lt;br&amp;gt;&lt;br /&gt;
HP of Prey: 700-725&amp;lt;br&amp;gt;&lt;br /&gt;
Note: When you are able to use this camp, you should have access to the [[Beaucedine Glacier]] Outpost. If you dont have the outpost or the area is under Beastmen control, the fastest way to get there would be a [[Teleport-Vahzl]]. Area is great pull the elemental to the steps with 1st Nuke and sleep on the steps to renuke, if you get in trouble zone is a few steps behind you. Only [[Light Elemental]], [[Fire Elemental]], and [[Water Elemental]]s will be called.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camp Locations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #1&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;  &lt;br /&gt;
Uncapped tower of [[Pso&#039;Xja]] at (G-9) of [[Beaucedine Glacier]], stairs right at zone (J-9,I-9).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Very low traffic.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Nearby zone.&amp;lt;br&amp;gt;&lt;br /&gt;
::*If all goes well, it&#039;s possible to hit Chain 4s at level 46.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Not much room to maneuver. &amp;lt;s&amp;gt;With proper use of Bind and Sleep, the long stairway shouldn&#039;t bother you very much.&amp;lt;/s&amp;gt; Bind/Sleep don&#039;t solve maneuvering issue. Resisted spells may find you zoning your prey and waiting longer for the next batch. &amp;lt;br&amp;gt;&lt;br /&gt;
::*Sometimes hard to get to if region is lost to Beastmen. Cost is 1050 gil&amp;lt;br&amp;gt;&lt;br /&gt;
::*[[Cryptonberry Harrier]] has very large wandering radius and almost seems to guard the hallway.&amp;lt;br&amp;gt;&lt;br /&gt;
::*2 [[Tonberry]]s can make you wait to pull longer.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Another friend (RDM70+ highly recommended) can kite the second Tonberry for better pulls.&lt;br /&gt;
::*Elementals stop to cast magic when pulled, and the master might link with it if it sees its pet getting attacked. Try nuking the elemental just after the Harrier stops moving.&amp;lt;br&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
===44-49 - [[Cape Teriggan]]===&lt;br /&gt;
Prey: [[Goblin&#039;s Rabbit]] ([[Goblin Shepherd]])&amp;lt;br&amp;gt;&lt;br /&gt;
HP of Prey: ~650-750&amp;lt;br&amp;gt;&lt;br /&gt;
Level of Prey: 48-50&amp;lt;br&amp;gt;&lt;br /&gt;
Note: It&#039;s a good idea to set your Home Point at the [[Cape Teriggan]] outpost to save time after you die. If you are about to die, try to die within view of the outpost. Then, before you HP, make sure there are no aggro&#039;ing monsters within 10 feet of the front of the outpost. Thunder II at level 46 will help out a lot.&lt;br /&gt;
*You can start this camp at 42 if you go /rdm and use gravity, but, as you should always do, bring RR just in case. Resists may come here and there, but I was able to kill in 3 Tier II&#039;s without resists. Requires good gear, and EXP will probably cap at 200 at chain 0 without exp band, but it beats Castle Zvahl. &amp;lt;br&amp;gt;&lt;br /&gt;
*Even with Maxed out INT gear and food, you will get resisted quite often at Level 44, be patient with pulls, I would suggest waiting until you have at least 300-320 MP before starting on your next fight. &lt;br /&gt;
*Great duo spot at 41+. As level 42 BLM/RDM solo, I got 200 exp chain 0 without band, duo at 42 I got 200 exp chain 0 without band still. Same EXP solo and duo! May slow down at 44, better off to solo by then.&lt;br /&gt;
**Duo exp is rather nice even at 45, 46 is still acceptable if you are set on duo but dies at 47.&lt;br /&gt;
*I highly suggest spending level 50 here as well. Unless if you&#039;re really decked out with gear, you&#039;d rather have the benefits from the ele staves before you head out to the 1-shot camps. &lt;br /&gt;
Camp Location(s): There may be a few different camps, depending on where each monster is at any given time.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Camp Locations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #1&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;  &lt;br /&gt;
This camp is in the direct vicinity of the outpost. Usually there are 3-4 goblins patrolling the area. You may or may not have to convert some of the goblins into [[Goblin Shepherd]]s. Keep in mind that these goblins con EP to DC to level 75&#039;s, so take care when trying to convert them. Goblins aggro and link by sight. [[Beach Bunny]]s do not aggro, but link by sight. &amp;lt;s&amp;gt;The lizards do not aggro, but link by sound&amp;lt;/s&amp;gt;.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Your Home Point will be right at camp, so there will be no unnecessary travel time.&amp;lt;br&amp;gt;&lt;br /&gt;
::*You can probably rest safely behind the outpost without fear of aggro. If you have yellow HP and undead are up, then you may have a problem. Otherwise, I&#039;ve never seen any enemy come directly behind the outpost before.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Several [[Goblin Shepherd]]s can spawn in this area. If you have extra MP after killing a pet, and another goblin is within easy access, you could pull off some pretty high chains.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Rabbits will be VT to IT when you first get here, making for some really good EXP.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Because of the large area, it is usually pretty easy to maneuver around the goblin in order to make successful pulls.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*The [[Cape Teriggan]] outpost requires a job of level 50 or higher to teleport to/from it. If you don&#039;t meet this requirement, you will have to travel through desert and [[Kuftal Tunnel]] to get here. Be sure to bring [[Silent Oil]]s and [[Tonko: Ichi]] tools if you must take this route. Keep in mind that even though there is a zone from [[Gustav Tunnel]] here, you will be unable to go from Gustav &amp;gt; Teriggan because  of the ledge near the Gustav zone.&amp;lt;br&amp;gt;&lt;br /&gt;
::*&#039;&#039;&#039;When you are finished exp&#039;ing here you will not be able to use the Outpost to get back into town.&#039;&#039;&#039; &lt;br /&gt;
::*There are tons of [[Beach Bunny]]s around the outpost. Be careful when pulling as they do link.&lt;br /&gt;
;&#039;&#039;&#039;Camp #2&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;  &lt;br /&gt;
Directly northeast of the outpost you&#039;ll see a small ledge. If you go up there, you should find several lizards, an occasional [[Velociraptor]], and hopefully one or two [[Goblin Shepherd]]s. If you wander too far east or northeast you may bump into a [[Robber Crab]] or a [[Sand Cockatrice]]. The crabs aggro by sound and the cockatrice aggro by sight. Use this entire area as your camp. It&#039;s big enough so that you can usually rest safely anywhere as long as you keep an eye open for enemies. Often times I&#039;ll run to the northeast or the west of the area and rest with my back to the wall there so that I&#039;m not open on all sides.  Note that one of the Shepherds can also pop as a [[Goblin Bandit]], so you might want to convert it to a Shepherd before you start xping.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Your Home Point is very close to camp, so there will be little unnecessary travel time.&amp;lt;br&amp;gt;&lt;br /&gt;
::*No undead spawn here.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Two [[Goblin Shepherd]]s can spawn in this area. If you have extra MP after killing a pet, and another goblin is within easy access, you could pull off some pretty high chains.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Because of the large area, it is usually pretty easy to maneuver around the goblin in order to make successful pulls.&amp;lt;br&amp;gt;&lt;br /&gt;
::*There are no [[Beach Bunny]]s here, so you won&#039;t have to worry about them linking. If you&#039;re too close to the ledge, however, it is possible to get a link from a bunny below. Be careful.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*There is no perfect place to rest. If you have to go AFK for more than a few minutes, I recommend going back down to behind the outpost first. As far as I could tell, enemies can walk on every square inch of the area of this camp. There is a small ledge near the cliff on the Western edge of this camp that is safe to aggro other than HP aggro at night from Undead, I would suggest using that location to pull to. &amp;lt;br&amp;gt; &lt;br /&gt;
::*A [[Velociraptor]] or two may wander the camp. And they run faster than players.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Very rarely, a Fire Elemental will spawn near this area (during Fire Weather). It is easy to avoid.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
;&#039;&#039;&#039;Camp #3&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039; &lt;br /&gt;
In the tunnel in on the way to the [[Cloister of Gales]] are several Goblins, of which one is a [[Goblin Shepherd]].  It wanders pretty far, between the bottom of the steep slope in (F-6) and north around the corner into (F-7).  When the slope levels out onto a plateau before going lower again, you&#039;re into the Shepherd&#039;s wandering area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Safe to rest on the steep slope down from the Goblin Bandit.&amp;lt;br&amp;gt;&lt;br /&gt;
::*No other mobs to worry about.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Far from the Outpost.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Sometimes need to wait for the Shepherd to turn before pulling.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Camp #3 is far and away the best camp. However, you may need to do some manipulation of the Goblins to get the camp just right.&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
When you first enter the tunnel, before you come to the Goblin Shepherd at F-7, there is one group of Goblins, but only two of these three will be up at a given time: 2 Goblin Bandits and 1 Goblin Mercenary. If both are Bandits, one will be close enough to interfere with the F-7 camp. Kill the Bandits until one of them repops as a Mercenary.&lt;br /&gt;
*Just saw that the Merc, Bandit, and Shepherd can interfere with your resting spot. Although this is extremely unlikely, be very very sure to not forget Tonko or Powders. Aside from this, you can have a high-lv friend come with you to exterminate the goblins; it looks like end up respawning away from the slope after being defeated. Also, as some kind of little protip with a bad side to it, the Goblin Shepherd will walk back to its wandering area after killing you or being slept (be careful when you relog). &lt;br /&gt;
&lt;br /&gt;
*There is another group of Goblins past the Shepherd at F-7:&amp;lt;br&amp;gt;&lt;br /&gt;
*A Goblin Alchemist, a Goblin Mercenary, another Goblin Shepherd, and a Goblin Bandit.&amp;lt;br&amp;gt;&lt;br /&gt;
*Only two of these will be up at a time. The Bandit tends to be at the tunnel exit, while the Alchemist can pop close enough to interfere with the J-7 camp.&amp;lt;br&amp;gt;&lt;br /&gt;
*Ideally, you want both Shepherds up, especially if you stay until 50:&amp;lt;br&amp;gt;&lt;br /&gt;
*At 49, pets will be DC, EP, or T - Having 2 pets to work with rather than just one will make it easier to create and sustain exp chains.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div class=&amp;quot;wotg&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===46~51 - [[East Ronfaure (S)]]===&lt;br /&gt;
Prey: [[Goblin&#039;s Ladybug]] ([[Goblin Patrolman]])&lt;br /&gt;
HP of Prey: 765~800&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camp Locations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #1&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039; &lt;br /&gt;
* The L-shaped walls nearby provide extremely easy kiting material; running in circles around them can put great distance between you &#039;&#039;and potentially save you from the goblin&#039;&#039; (should he link)[Correct usage of this game mechanic has on many occasions not only meant I avoided death but also killed the ladybug and then managed to lose the goblin].&lt;br /&gt;
&lt;br /&gt;
Note: I found this camp because i wanted more than 150 exp for a single kill with no chain at 46 in Pso&#039;Xja, once you go out of the Cavernous maw head on your left(east) to (I-5) till you find the Goblin Patrolman. this is a very peacefull camp to exp. &amp;lt;s&amp;gt;&#039;&#039;&#039;PET VERY RESISTANT&#039;&#039;&#039;&amp;lt;/s&amp;gt; [As with all ladybugs, they have extreme resistance to wind based spells, hence the reports of Gravity resists but Bliz &amp;amp; Sleep should show little-no resistance, even as low as 46]. Still Duo here is nice.  &amp;lt;s&amp;gt;(comment: this is not even duo-able at 46, let alone solo-able... not recommended)&amp;lt;/s&amp;gt; [Have personally solo&#039;d here as a 46 Sch/Nin with no problem, is an incredibly easy duo as Sch + Blm 46-49].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &lt;br /&gt;
::*A [[Pixie]] flies around this camp so this is a nice plus!&amp;lt;br&amp;gt;&lt;br /&gt;
::*1st of all, every monsters around the goblin Patrolman are &amp;quot;too weak&amp;quot; you wont aggro nor link anything, you will just aggro the goblin if you pull the bug across the Goblins range of vision, Goblins have better sight (longer range) at night.&lt;br /&gt;
&lt;br /&gt;
::*2nd good point, you are in the past &amp;amp; believe the refresh from the sigil is very helpful, also you can enhance the duration of your food.&lt;br /&gt;
&lt;br /&gt;
::*3rd Good point, from Lv46 to Lv50 you will still get 200exp a kill with no Band, exp will be lesser once you reach 50~51 to 120~200 exp a kill with no chain. once you get Freeze at 50 you might be able to one shot them for nice chains.&lt;br /&gt;
&lt;br /&gt;
::*4th &amp;amp; last, very good spot to duo, &amp;lt;s&amp;gt;till 50 the exp will be 200 for each players.&amp;lt;/s&amp;gt; &lt;br /&gt;
should always be 200/kill until the duo hits &#039;&#039;Lv.49&#039;&#039;; at Lv.49 a duo may receive less than 200 (depending on the pet&#039;s level)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Not a lot, only one i could see is the high resistance of the pet, which was still up once i reached 48~49 &amp;quot;count the 8/8 merits in elemental &amp;amp; enfeebling i got from RDM75&amp;quot;&lt;br /&gt;
the 2nd bad point, in case you link the Goblin Patrolman, the zone is far, i noticed sometimes, even when i pulled right from the back of the gob, the pet was going forward before turn &amp;amp; was linking its goblin, it was annoying, but better than cap teriggan imo, just bring RR (as usual) in case it happen or set your Home Point in San d&#039;Oria to just warp there if possible.&amp;lt;br&amp;gt;&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
::*I went to this camp and found that sometimes the main problem with goblin agro is that the goblin turns more frequently than my previous experiences. If my first nuke were interupted i hardly had time to finish the next before the goblin would turn. ~Rhadiell (Cerberus)&lt;br /&gt;
&lt;br /&gt;
::*Easy enough solo Hume BLM45/NIN22. Noticed Tir 2 VNM wandering the area, thou, so take care when resting with a colorful abyssite.&lt;br /&gt;
&lt;br /&gt;
::*Attempted camp as 47BLM/RDM solo.  Hume, +36 INT capped magic skills from RDM, sleep II landed pretty regularly, but Gravity was resisted 10/10 casts, bind was resisted 8/10 casts.  Mob is IT++... Not sure I&#039;d recommend this for this level.--~~&lt;br /&gt;
::*Most pet camps can be handled by BLU, but Lvl. 46~48 are not safe for BLU for this camp.&lt;br /&gt;
&lt;br /&gt;
::*Soloable by a Tarutaru with average gear and apple pies with refresh and the occasional ether. just cycled stun sleep II and bind to stay out of trouble.  sleep would not stick sleep II stuck 6/7 times.&lt;br /&gt;
&lt;br /&gt;
::*If you&#039;re Elvaan, and you&#039;re not packing 40+ INT from gear/food, this camp is, quite simply, suicide. Stay well away. --[[User:Norondor|Norondor]] 07:03, August 9, 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::*This was one of my favorite camps when one shots was not yet possible. Came here at level 46 with +44 INT (as hume) and could easily solo the bugs. Sleep I/II/ga resisted like 1/20 times and I simply went shadows -&amp;gt; nuke -&amp;gt; sleep -&amp;gt; nuke -&amp;gt; sleep -&amp;gt; shadows (if needed) -&amp;gt; nuke and so on. i did however get quite a few resists on elemental magic but Sleep II offered me 1½ minute to rest up when I pulled a resistant one. at one point I had a brd friend come and sync to me which helped a lot with the exp as he simply slept them and kept up ballad, saving my MP as I didn&#039;t have to sleep them. ~Rhadiell (Cerberus)&lt;br /&gt;
Not possible to have that much int+ as a hume, show your math please.&lt;br /&gt;
&lt;br /&gt;
You can actually get up to +46 INT as a HUME at that lvl.&lt;br /&gt;
&lt;br /&gt;
Solid Wand - +5INT x2 = - - - - +10INT&amp;lt;br&amp;gt;&lt;br /&gt;
Seers Crown +1 - - - - - - - -  +3 INT&amp;lt;br&amp;gt;&lt;br /&gt;
Mohbwa Scarf +1 - - - - - - - - +2 INT&amp;lt;br&amp;gt;&lt;br /&gt;
Mages Robe - - - - - - - - - -  +1 INT&amp;lt;br&amp;gt;&lt;br /&gt;
Morion Earrings +1 - +2INT x2 = +4 INT&amp;lt;br&amp;gt;&lt;br /&gt;
Seers Mitts +1 - - - - - - - -  +2 INT&amp;lt;br&amp;gt;&lt;br /&gt;
Reverened Sash - - - - - - - -  +2 INT&amp;lt;br&amp;gt;&lt;br /&gt;
Black / Red Cape +1 - - - - - - +3 INT&amp;lt;br&amp;gt;&lt;br /&gt;
Magic Slacks - - - - - - - - -  +2 INT&amp;lt;br&amp;gt;&lt;br /&gt;
Wisdom Rings +1 - +3INT x2 = -  +6 INT&amp;lt;br&amp;gt;&lt;br /&gt;
Custom M Boots (Hume RSE) - - - +3 INT&amp;lt;br&amp;gt;&lt;br /&gt;
Morion Tathlum - - - - - - - -  +1 INT&amp;lt;br&amp;gt;&lt;br /&gt;
Food - Cream puffs - - - - - -  +7 INT&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For a Grand total of- - - - - - +46INT&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wotg&amp;quot;&amp;gt;&lt;br /&gt;
===48-51 - [[West Sarutabaruta (S)]]===&lt;br /&gt;
&#039;&#039;&#039;Prey:&#039;&#039;&#039; [[Goblin&#039;s Rarab]] {[[Goblin Patrolman]]}&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP of Prey:&#039;&#039;&#039; ~855&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Camp #1:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Zone out of the maw from West Sarutabaruta into West Sarutabaruta (S) and head &#039;&#039;&#039;South&#039;&#039;&#039; along the rock wall to your right.  You will come upon a Gob camp occupied by 4 Goblin&#039;s and a Goblin Skirmisher wandering around.  The rock formation to the &#039;&#039;&#039;West&#039;&#039;&#039; of the camp is a prime spot to med.  But really behind any of the rocks will work, as the Goblins won&#039;t wander behind them. (approx. (G-10))&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Pixie.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*High chance of another gob aggroing you. &lt;br /&gt;
***Actually this camp around G-9 is awesome, there is one Gobby Patrolman, I&#039;ve had no problem getting his Rerab and chaining even, got few resist&#039;s of [[Sleep]] but [[Gravity]] and such works fine. There is another Gobby around there but you can get pet easily for he moves around, just take pet north around G-9 wide space to kill. &lt;br /&gt;
 &lt;br /&gt;
*interference by other mobs with AOE spells.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Camp #2:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A good alternate camp is at (H-8) just north of the rock walls, the goblin patrolman spawns NW of you.&lt;br /&gt;
- Did the first camp 48 SCH/rdm, and the roaming gobs can be deadly when kiting and when resting, this camp is MUCH better, start by starting sublimation charge, cast windstorm, find gob pet, cast klimaform, then gravity the pet from behind the gob (be careful for trees and rocks in the way that will cause the pet to run in front of gob), next just parsimony blizz2&amp;gt;aero2&amp;gt;blizz2 until the pet is dead or close then finish with a drain, collect sublimation, rest, repeat &lt;br /&gt;
was able to get chain 4 pretty easy w/ the occasional death from timing &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Relatively safe from aggro, there is one gob that wanders towards camp but that&#039;s it. &lt;br /&gt;
*No other mobs to get in the way of AOE spells.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*no pixie!&lt;br /&gt;
*Also a [[Goblin Skirmisher]] roams the area, he is not limited to the area where the other goblins are, so keep an eye out for him when resting/pulling.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I tried both these camps at level 48 and found the second one to be much safer, with just one Goblin Draftee in addition to the Patrolman, and no sign of a Skirmisher. Various small rock formations allowed cover for safe resting and regular chain4s.  I also much preferred this camp over the ladybirds, due to rarabs being much less resistant.  [[User:Calif|Calif]] 13:06, 24 June 2009 (UTC)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wotg&amp;quot;&amp;gt;&lt;br /&gt;
===48-51 - [[North Gustaberg (S)]]===&lt;br /&gt;
&#039;&#039;&#039;Prey:&#039;&#039;&#039; [[Goblin&#039;s Bee]] {[[Goblin Patrolman]]}&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP of Prey:&#039;&#039;&#039; ~792 - 855&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Camp Locations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #1:Zegham Hill (I-6)/(I-7)&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Head northwest from Bastok Markets (S) into North Gustaberg (S), or south and west from the maw, and go up the ramp at (I-8). You will find a lone Goblin Patrolman just north of the top of the ramp. There are no other goblins near its wander range, only easy prey Huge Hornets that don&#039;t link.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
*No other goblins to link with, and a pixie wanders in from the east. (Note that Goblin Franctireur roams part of the pixie&#039;s range)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*The goblin wanders around frequently, making it a bit difficult to cast [[Freeze]] safely.&lt;br /&gt;
::*The nearby hornets seem to have a wide wandering range, and you are likely to hit one if you use AoE spells.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #2:Zegham Hill (I-7)&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039; &lt;br /&gt;
From camp #1, head east to (J-8) and go up the ramp. Then go west to the tower. This is similar to camp #1 except that the goblin stays close to the tower, the pixie is to the north, and there are no other goblins nearby.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Levels 50-59==&lt;br /&gt;
===49-54 - [[Gustav Tunnel]]===&lt;br /&gt;
&#039;&#039;&#039;Prey:&#039;&#039;&#039; [[Goblin&#039;s Leech]] ([[Goblin Shepherd]])&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP of Prey:&#039;&#039;&#039; ~798 - 840&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Starting at level 50 your play style may start to change quite a bit. AM and AF, along with a few other choice pieces of equipment are going to start making you quite a bit stronger and more versatile. The AF [[Wizard&#039;s Gloves]] (level 54) and the elemental staves are probably going to floor your resist rates. Keep this in mind when you decide to move from camp to camp now.&amp;lt;br&amp;gt;&lt;br /&gt;
*Level 51 causes your EXP to skyrocket. Bring an [[Ice Staff]] and a [[Dark Staff]] at the least.&amp;lt;br&amp;gt;&lt;br /&gt;
*here is one main camp, but a few different places you may want to go in that camp.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Camp Locations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #1&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;  &lt;br /&gt;
Keep following the tunnel until you reach the area that splits off and runs into several goblins and robber crabs. You can camp directly at the bottom of the tunnel going down. You&#039;ll be accompanied by non-aggroing bats and a lizard. (This is probably the best camp.) &#039;&#039;&#039;Or:&#039;&#039;&#039;&lt;br /&gt;
*Going &#039;&#039;&#039;Left&#039;&#039;&#039; and follow that around to another tunnel. Camp in this tunnel, watch out for undead at otherside of the tunnel. &lt;br /&gt;
*Going &#039;&#039;&#039;Right&#039;&#039;&#039;, you&#039;ll run past a few goblins and crabs before you get to a safe landing on the other side. This will be your camp, and [[Goblin Shepherd]], [[Goblin Alchemist]], and [[Robber Crab]] will be your company.&amp;lt;br&amp;gt;&lt;br /&gt;
*Make sure to keep sneak up as Crabs do aggro sound&lt;br /&gt;
*Reccomended the use of [[Tornado]] instead of [[Freeze]] in case of Firesday, Fire Weather, or both. A Resist might kill you (in case pet links its master) and [[Tornado]] does approx the same amount of damage of [[Freeze]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*The area just after the goblins and crab is perfectly safe to rest on. Just be careful not to go too far back, as undead are on the other side.&amp;lt;br&amp;gt;&lt;br /&gt;
::*At level 50 (or 51, depending on gear/day) you can begin 1-shotting pets with [[Freeze]], assuming the spell goes unresisted. At 51 you will have access to your elemental staves. You won&#039;t believe how much faster you&#039;ll be getting EXP then. Keep in mind that if you know you won&#039;t be resisted most of the time, you don&#039;t have to wait for the goblin to turn his back. Simply blast the leech with [[Freeze]], then, even if the goblin is facing his pet, he won&#039;t aggro as long as the pet dies.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*If the Shepherd is far away, you might be forced to wait a little bit to pull. Unless you can find some way to pull his pet without aggro, you&#039;ve got no choice but to wait until he wanders back to you.&amp;lt;br&amp;gt;&lt;br /&gt;
::*The camp has no shortcut to reach it, so you may find yourself traveling quite a bit if you don&#039;t have [[Reraise]]. The shortest (most dangerous, expensive and least convienient HP) route is to set your HP at [[Cape Teriggan]], [[Sneak]]/[[Invisible]] yourself, then travel due northeast to zone into [[Gustav Tunnel]]. You&#039;ll be pretty near the camp when you zone in.&amp;lt;br&amp;gt;&lt;br /&gt;
::*At level 49, depending on your gear and race, you may get quite a few resists here. Not to mention that it will require three to four full-strength tier 2 spells just to kill one leech. Because of this, I recommend biting the low EXP in the Cape until you hit 50+ buffer. You might thank me later.(If you are elvaan, you will probably not be able to one-shot these things at level 50 with freeze, even on iceday. int 51+31)&amp;lt;br&amp;gt;&lt;br /&gt;
::*Fire weather in this area may increase Freeze resist rate.&lt;br /&gt;
::*At 53 some leeches will check even match.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
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*[[Wyvernpoacher Drachlox]] is a Lottery Spawn from the [[Goblin Shepherd]]s. Groups of 75s will kill them off. You can avoid this if only a few people attend by asking them not to kill your Goblin. As this NM may be lottery of the goblins. [[Wyvernpoacher Drachlox]] is a Lottery Spawn from the [[Goblin Mercenary|Goblin Mercenaries]].&amp;lt;br&amp;gt;&lt;br /&gt;
*Regardless, groups after Wyvernpoacher will still kill pretty much everything in the area. You may still have to ask them not to kill your goblin and his pet.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #2: ALTERNATE CAMP: [[Ifrit&#039;s Cauldron]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prey:&#039;&#039;&#039; [[Goblin&#039;s Bats]] ([[Goblin Shepherd]])&amp;lt;br&amp;gt;&lt;br /&gt;
Enter Ifrit&#039;s Cauldron @ Yhoator Jungle G-6 (the western entrance).&amp;lt;br&amp;gt;&lt;br /&gt;
Head northwest to the tunnel @ H-8. &amp;lt;s&amp;gt;There are 2 [[Dodomeki]] here, which aggro sound, and 1 Goblin Shepherd which wanders more or less between them.&amp;lt;/s&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
There is 1 Goblin Shepherd here, as well as [[Dodomeki]] and other Goblins which may or may not pose a problem.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*You&#039;ll never wait for an opportunity to cast like you will in Gustav.&lt;br /&gt;
::*People farm Dodomeki for the Optical Hat ingredient - might make the camp that much easier.&lt;br /&gt;
::*Bats seem to have a little less HP than the leeches - might be easier on someone @ level 50.&lt;br /&gt;
::*No chance of magic aggro from Bombs, or sound aggro from bats @ night.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Camp is near 2 Dodomeki which aggro sound. You might be casting Freeze on the pet from a spot right next to or behind the goblin. Be quick with your invis after Freeze goes off.&lt;br /&gt;
::*People farming the Dodomeki may aggro/kill your Goblin.&lt;br /&gt;
&lt;br /&gt;
Note: There are more spawn locations which I haven&#039;t located yet, which might yield a camp as good or better.&lt;br /&gt;
&lt;br /&gt;
===54-58 - [[Pso&#039;Xja]]===&lt;br /&gt;
&#039;&#039;&#039;Prey:&#039;&#039;&#039; [[Goblin&#039;s Bat]] ([[Goblin Veterinarian]])&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP of Prey:&#039;&#039;&#039; ~906 - 935&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;INT of Prey:&#039;&#039;&#039; ~42&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;NOTE:HorizonXI Tested Goblin Bats Min level is 57 max 63&amp;lt;br&amp;gt;Warning: do not leave the hallway once at camp, it is a trick door that will make you walk back to camp.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
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It&#039;s recommended to have [[Quake]] in order for this strategy to work. Also bring scrolls/equipment for the next level or so, as you will be getting 7000-8000 EXP an hour here if everything goes well. One-shots are possible with certainty (barring resists) with [[Freeze]], [[Aquilo&#039;s Staff]], 87 INT and 5 MAB.&lt;br /&gt;
*got easier for me once i started using quake with earth staff. mob seemed to resist freeze easily and wasn&#039;t a 100% 1 shot rate. with quake on up it&#039;s a perfect 1 shot every time as long as i had cream puffs on.&lt;br /&gt;
*Taru 54BLM/WHM (Aquilo&#039;s Staff, no AF gloves or Moldy) 67+29 INT no food. Hitting for 933+ with Freeze. Bat is left with 1% at times, this is instant death if the goblin is facing you. Stay 10.0&#039; away from the golbin to avoid aggro. -Pseudohi Hades.&lt;br /&gt;
Hume 55 /whm 58+38  using Aquilo&#039;s and Moldy 1shot 100% of the time and the only resists were on firesday so I used quake and was never resisted 55-58 just need to remember to use quake on firesday!&lt;br /&gt;
*TaruTaru, Lvl52, /nin, 65+34 INT (with cream puff), Aquilo&#039;s Staff, Moldy Earring.  978 damage consistently using Freeze with neutral weather/day, up to 1230 with double ice weather .  Highly recommend this camp for any Taru. Only resist problems I had were on Firesday with Freeze dropping to 840 roughly 25% of time, was still a viable camp. Currently level 53, using no food, 67 +27 INT, still one-shotting with freeze hitting for 962 damage consistently. -CrimsonClear of Unicorn&lt;br /&gt;
&lt;br /&gt;
*A++ for Duo. lvl 51 taru and lvl 49 hume duoed nearly flawlessly waiting for the gob to face away to pull with thunder II and follow with freeze  250 no chain no band.  with band its insane, i remember a chain 5 for 540 with band. after second blm hit 50 it became a sad kind of funny as the batt stood no chance and the gob had no idea what was going on. Treewizard and Gozari ~ Pandy&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camp Location(s):&#039;&#039;&#039; There is only one camp that I found, but it&#039;s awesome.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CAMP #1:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Enter the 60-cap [[Pso&#039;Xja]] (H-10 it&#039;s the one closest to [[Batallia Downs]]). Put [[Sneak]] and [[Invisible]] on (be careful of [[Magic Millstone]]). Keep going forward, up and down the stairs, all the way, until you find a [[Goblin Jeweler]] (I-8). When you reach him, turn left and fall down the hole. You&#039;ll fall right on top of a [[Goblin Veterinarian]] and his pet bat. Just walk right into the hallway next to him. That&#039;s your camp. Getting to the camp can be difficult, from the outpost you can get there following this [https://www.youtube.com/watch?v=U20iQbCwc4w&amp;amp; video]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*The camp is perfectly safe, just make sure to stay in the area behind the cylindrical pillars that stick out of the walls.  If you stay in this area you&#039;ll be out of sight range for all nearby goblins.&amp;lt;br&amp;gt;&lt;br /&gt;
::*At level 54, you can 1-shot the goblin&#039;s pets with AM once again. I used [[Quake]], and did 942 damage every time.&amp;lt;br&amp;gt; - It is also possible to do this with [[Freeze]].&lt;br /&gt;
::*There is nothing that can aggro you here.&amp;lt;br&amp;gt;&lt;br /&gt;
::*There is no chance for the goblin&#039;s pet to be out of spellcasting range, as he is confined to the small room he spawns in.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*There is only one [[Goblin Veterinarian]] that is feasible to steal a pet from.  That being the case, if one other solo-er is at the camp you will be unable to level unimpeded.  There are two other [[Goblin Veterinarian]] in the zone, however due to their placement and mobs around them (Pots, Elementals, Snoll, Hecteye, and other Goblins) they might not be worth the effort.&lt;br /&gt;
::*Bats are hard to sleep, but you should be able to do it with ES + Sleep.&amp;lt;br&amp;gt; &lt;br /&gt;
::*Due to the nature of the doorway that the goblin is behind, occasionally you will be &amp;quot;Unable to see&amp;quot; the goblin&#039;s pet. Try to maneuver around this without getting aggro if you can.&amp;lt;br&amp;gt;&lt;br /&gt;
::*This camp is usually occupied. It&#039;d be wise to /search this area to see if anyone is using this camp before you begin to travel to [[Pso&#039;Xja]].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wotg&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 54-59 - [[West Sarutabaruta (S)]] ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prey:&#039;&#039;&#039; [[Yagudo&#039;s Elemental]] (Wind, Fire, Earth)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP of Prey:&#039;&#039;&#039; ~895 - 935&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; [[Burst]] in Wind/Fire, [[Quake]] on Fire, [[Tornado]] on Earth. May be able to stay here until 59/60.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Camp Locations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #1&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;&lt;br /&gt;
::*F-7 (closed entrance to [[Giddeus]]) There is a [[Yagudo Mendicant]] and [[Yagudo Piper]] that wander E-W in front of a group of 8 pillars. They do not walk down the pillar area, so it is safe to rest/cast within the 3 sets of southward pillars.&amp;lt;br&amp;gt;&lt;br /&gt;
;&#039;&#039;&#039;Camp #2&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;&lt;br /&gt;
::*F-6 -- You will find multiple Yagudo Mendicant roaming the area on your way to Camp #1. There is a perfect camp just south of the main path at the F-6/G-6 border. Here you will notice a Mendicant. If you continue a little further south you will find another. You can camp between these two, giving the opportunity to pull from the north or the south. Also if you run into trouble you can run back to G-6 where two pixies roam and will gladly give you free raise III&#039;s. Note that [[Pixie]] [[Raise III]]&#039;s allow for no EXP loss, which was quite helpful while I camped this location &amp;lt;br&amp;gt;&lt;br /&gt;
;&#039;&#039;&#039;Camp #3&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;&lt;br /&gt;
::*F-6 -- This camp uses the first Yagudo from camp #2 (the Yagudo Mendicant to the north). You can cast spells from around the corner near the F-6/G-6 border - as long as you don&#039;t go past the tree in the corner you&#039;ll stay out of aggro range.You can also stand to the side of the tree past the grassy area, you will know it when you stand on it, and you will never be out of range of casting on an elemental. The Elementals will be in casting range for about 90% of the time. Using this camp you&#039;ll have a easier time getting to the pixies in case you get in trouble, as there are no other Yags along the way. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Was able to one-shot Wind &amp;amp; Fire elementals almost always.  A [[drain]]-able sliver of health was usually left on Earth elementals.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Elementals never seemed to be out of casting range and Yagudos never within aggro range (stand between the second pair of pillars from the north to cast).&amp;lt;br&amp;gt;&lt;br /&gt;
::*[[Aspir]]-able of course so MP was not an issue.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Close to a Campaign front if you need an emergency [[Instant Reraise]] scroll.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Even closer to a pair of [[Pixie]]s who&#039;ll give you free [[Raise III]]&#039;s that allow for no EXP loss.&lt;br /&gt;
::*Chain 5 easily.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Testimonials and Notes&#039;&#039;&#039;&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
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::*I would definitely recommend this camp. It is extremely accessible through the use of Campaign Arbiters. Although the Pso&#039;Xja camp is probably better exp once you get there, this camp is a great alternative and is rarely occupied! I first came to this camp as 55BLM/WHM (Hume F) with notable equipment being Moldy Earring, AF gloves and equipment giving INT+24 (without food). I did not possess any HQ elemental staves but was able to one-shot each &#039;&#039;variety&#039;&#039; of elemental &#039;&#039;pretty&#039;&#039; consistently, although as stated above, the Earth Elementals did sometimes have a small amount of health remaining. Resists seemed few and far between. Although the Yagudo &#039;&#039;occasionally&#039;&#039; turned at an inconvenient time causing it to link, the presence of the Pixies nearby dulled the blow as there was no exp loss. This was a plus in comparison to Pso&#039;Xja which allowed only one reraise scroll per visit, as well as a trek to get there.&lt;br /&gt;
&lt;br /&gt;
::*I came to this camp first @ lvl 56 and I had probelem only against earth elemental (once duoed here with a 56 sch and things were easier and exp was good), but was able to one shot other with Burst. Been there for 56-57-58, at 58 had realy few spell resisted. Chain 5 is possible if MP are managed well, the only thing that can break a chain is that yagudo will take twice the time to recast their pet during campaign battle (credit to Arabian - ragnarok for making me notice that). Now at 59 pet con decent with some rare even match, so no chain available, but still some nice easy exp with band on. I definitely recommend this camp.&lt;br /&gt;
&lt;br /&gt;
::*Came to this camp at 57/rdm with 56+32 INT total w/ food (Elvaan INT ftw &amp;gt;.&amp;gt;;). I used the pull with Silence then Sleep method for easy and consistant Chain 3/4&#039;s. HQ Ice and Dark staves, NQ Thunder and Wind staves, Shaman&#039;s Cloak, Moldy Earring, and AF Hands for an slightly better than average gear set. Very few resists, consistent 1-shots on fire/wind elementals, drainable sliver on the earth ele&#039;s like others have stated. All around zero complaints and zero issues with this camp, I would recommend to anyone that is patient on their pulls for some easy EXP.&lt;br /&gt;
&lt;br /&gt;
::*Found this neat trick. If you accidentally cause a link, sleep the Mendicant and run to Addison, C.A., choose the Teleport option, but click &#039;No&#039; when it gives you the options and it will cause an &#039;event zone&#039;. All enmity will be lost on all linked mobs, causing them to despawn. Worked 100% of the time for me. High enfeebling skill and a knowledge of where campaign NPC&#039;s reside is recommended. &lt;br /&gt;
&lt;br /&gt;
::*Came here as a 54SCH, and while it takes me a bit longer to kill (lacking AM&#039;s), camp is awesome. If you draw aggro from the SMN, just run away. They will lose interest. &lt;br /&gt;
&lt;br /&gt;
::*Would NOT recommend this camp for 57+ as most are EM/DC and therefore unchainable/low EXP chain. Currently there while waiting on the day change for Retrace and I&#039;ve gotten more for 96/100 EXP than not. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Air Elementals have Tornado, which could lead to a link of the SMN&lt;br /&gt;
::*Sleeping might be an issue if the yags link. Even with Enfeebling merits and [[Pluto&#039;s Staff]] I was getting resists when I first got there.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Sometimes a sliver of health was left (Earth elementals in particular).  With AM taking so long to cast, sometimes the Yag would turn at the wrong moment causing it to link.&amp;lt;br&amp;gt;&lt;br /&gt;
Note: I think it is important to mention that these yag do not stand still for very long making pulling difficult, I found that pulling with Silence &amp;gt;&amp;gt; Sleep &amp;gt;&amp;gt; AM &amp;gt;&amp;gt; Sleep &amp;gt;&amp;gt; finish with either Drain or -aga spell. This however, will be very difficult with a wind elemental since they will resist silence.&lt;br /&gt;
&#039;&#039;&#039;Testimonials and Notes&#039;&#039;&#039;&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
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::*XP here isn&#039;t nearly as good as Pso&#039;Xja as BLM56/WHM28, not to mention the crappy distance between the Yag&#039;s Ele and yourself; always put me at chance for aggro. Died 5 times out of 4 with link cause the Yag constantly summoned Earth ele. I would recommend staying in Pso&#039;Xia seeing as how you can pull chain 5s np without worry of aggro and the very little resists. Here, however was a pain for me, I would suggest saving yourself the trouble and staying put.&lt;br /&gt;
::*I quite honestly cannot recommend this camp. I have slightly above average gear, [[Aquilo&#039;s Staff]], [[Moldavite Earring]], and at 54 I died 4 times in 4 pulls. The yagudo just does not stand still long enough sometimes even for the cast length of [[Silence]]. Came back at 56 after adding a [[Shaman&#039;s Cloak]] and still am unable to 1-shot the elementals with 61+26 INT with food, 2 deaths in 2 pulls and delevel. Save yourself a headache and avoid this camp &lt;br /&gt;
::*I have had no issues at this camp, and in fact am really enjoying it.  I was a bit worried switching to /rdm and not having shadows anymore, but I haven&#039;t needed them.  With [[Aquilo&#039;s Staff]], [[Auster&#039;s Staff]], and [[Pluto&#039;s Staff]], as well as [[Freeze]] and [[Tornado]] I&#039;ve been able to one-shot just about every elemental, and have been able to [[drain]] the last bit on the few that weren&#039;t killed outright.  Am currently level 53, with 59+30 INT, at the first listed camp &lt;br /&gt;
::*The Yagudo have &#039;Attention Deficeit Disorder&#039;, they do not stay standing long enough for an AM to go off. You&#039;ll get the &#039;too far away to cast&#039; message a lot. Sometimes, the Yagudo Mendicant break and don&#039;t even cast elementals for 3 minutes so you&#039;ll have to move to another Yagudo Mendicant. If you do get a link, the Pixies are so far off, you&#039;d probably be dead by the time you run to them for help. It was not hard to one-shot them with AM, it was just really annoying to actually finish casting your AM without them moving out of range or having the other Yagudo wandering with it aggro you by sight.&lt;br /&gt;
::*TaruTaru, 56BLM/NIN, 70INT +20gear +7puffs, 173Ele (10 off cap, 193 with gear),  Jupiter/Thunder, Aquilo&#039;s, Wind, Moldy, Shaman&#039;s, Wizard&#039;s Gloves, Camp #3: Able to 1 shot every type of Elemental consistently, resists have been very rare.  All data neutral day, dmg vaired slightly by mob lvl: Tornado(Earth): 936(EM) (932 on T, never failed to 1 shot unreisited, max HP of earth may be 930), Burst(Wind/Fire) NQ: 1009, HQ: 1056.  Did not record data for lvl 55, but I did a few thousand XP here and did not have issue 1 shotting. Camp#3 Highly reccomended, consistant chain 4&#039;s and chain 5 when yag doesn&#039;t move.&lt;br /&gt;
::*Regarding the Yagudo&#039;s &amp;quot;agitation&amp;quot; where they don&#039;t seem to stay in one place for very long: This seems to occur in a predictable manner.  If the Yagudo are disturbed in any way at all (aggro, link, kill and respawn) they will move around more frequently than normal mobs.  They seem to reset their movement speed after the ending of a campaign battle in the zone.  It is possible to silence pull them when they are moving quickly but you must have the spell ready to cast the instant the mob stops at a safe position.   They also appear to become agitated during a campaign battle.&lt;br /&gt;
::*Came here as lv 52 elvaan, the elementals themselves were no problem to kill. pulling with T2 spell sleep aspir and AM. But as stated above, the yagudos constantly moving around along with the elemental stopping to cast their spells (I was /NIN so no silence) is extremely annoying.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
===56-60 - [[Newton Movalpolos]]===&lt;br /&gt;
Prey: [[Goblin&#039;s Bat]] ([[Goblin Foreman]])&amp;lt;br&amp;gt; &lt;br /&gt;
HP of Prey: ~980 - 1078&amp;lt;br&amp;gt;&lt;br /&gt;
INT of Prey: ~49&amp;lt;br&amp;gt;&lt;br /&gt;
NOTE: &amp;lt;s&amp;gt;You will need [[Flood]] in order for this strategy to work.&amp;lt;/s&amp;gt; It may be difficult to 1-shot some pets depending on what your INT is. Try to stack up as much as possible. I started with 60+24 (including 4 from [[Melon Pie]]s) as a Hume, and that managed to overkill them by only a few damage. &amp;lt;s&amp;gt;[[Water Staff]]/[[Neptune&#039;s Staff]] is required.&amp;lt;/s&amp;gt;  To one-shot the pets with certainty (barring resists) before 58 requires [[Burst]], [[Jupiter&#039;s Staff]], &amp;lt;s&amp;gt;85&amp;lt;/s&amp;gt; 83 INT and 5 [[MAB]]; using a [[Thunder Staff]] requires 97 INT and 5 [[MAB]]. Otherwise, plan for a 2-shot, or wait untill 58, [[Flood]], and [[Water Staff]].&lt;br /&gt;
&lt;br /&gt;
I&#039;ve had a level 64 Goblin Foreman&#039;s bat at camp #3 live with 2% after hitting it with a 1077 Burst several times with a Jupiter&#039;s Staff, 104 INT and +5 MB.&lt;br /&gt;
&#039;&#039;&#039;Notes: HorizonXI confirmed.&#039;&#039;&#039;&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*At 56 was duoing with a PUP friend using BLM frame, had him pull with [[Blizzard II]] when my [[Freeze]] was at 40-50%, right after he would [[Deactivate]] then [[activate]] to lose all hate from any possible links then [[Freeze]] would finish it off, very easy duoing, and good EXP. /&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Camp Locations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #1&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;  &lt;br /&gt;
Enter [[Oldton Movalpolos]] from {{Location|North Gustaberg|K-6}} and head to {{Location|Oldton Movalpolos|I-12}} to zone into [[Newton Movalpolos]]. Upon zoning in, follow the path a short way and you&#039;ll come upon an intersection in ({{Location Tooltip|area=Newton Movalpolos|pos=D-11}}). &amp;lt;!--One path leads north, into Oldton, another leads west, also into Oldton, and the last path leads east, deeper into Newton. To the south of the intersection there is a lowered platform with a [[Goblin Lengthman]], a [[Goblin Fireman]], and a [[Bugbear Trashman]]. Patrolling the north leg of the intersection is a [[Bugbear Trashman]] and a [[Goblin Packman]]. Finally, on the east leg of the intersection is your prize, the [[Goblin Foreman]] and his pet. The west leg of the intersection has no enemies. That is where you can rest.&amp;lt;br&amp;gt;--&amp;gt;&lt;br /&gt;
The [[Goblin Foreman]] and his [[Goblin&#039;s Bat]] are on the east leg of the intersection. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*The west leg of the intersection is perfectly safe to rest on. If you look on the floor, just before the intersection breaks into the north leg, you will notice two dull red lines. Use these as a guideline when it comes to your limitations for resting.(Note: You should sit directly on the red lines if not way past them. Otherwise you will get aggro from  the [[Bugbear Trashman]] and other Goblins below.)&amp;lt;br&amp;gt;&lt;br /&gt;
::*At level 58, you can 1-shot the goblin&#039;s pets with [[Flood]]. Usually the higher level ones will have almost exactly 1030, so make sure you&#039;re up to snuff with INT gear.&amp;lt;br&amp;gt;&lt;br /&gt;
::*The Zone is right behind you with no mobs inbetween. &lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Pulls are complicated by the fact that you will have to move to and from the Goblin for every kill. Plus there is aggro on almost every side that you must consider. The enemies on the platform to the south CAN aggro you from below. Stay at the north end of the west-east legs pathway.&amp;lt;br&amp;gt;&lt;br /&gt;
::*VT pets can be difficult to 1-shot without proper INT using Flood.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Lightning weather sometimes pops in this area. This may or may not interfere with your [[Flood]]s (it&#039;s more or less random), so keep an eye out for it. [[Elemental Seal]] does NOT guarantee that your spell will be unaffected by the weather. The best thing to do when this happens is either wait it out or pull with AM only when the goblin has just stopped moving, and only if his pet is behind him. Then, if you get a weather resist, simply finish the bat off with a smaller spell, such as [[Blizzard]]. I&#039;ve never done less than 988 damage on a weather-resist.&amp;lt;br&amp;gt;&lt;br /&gt;
::*for lightning weather - just go with Burst to avoid the potential weather resist, and maybe get a weather bonus instead.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #2&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039; &lt;br /&gt;
This camp is located just to the east of Camp #1 by some crates and the first cave entrance to the east.  This camp uses the same gob as in Camp #1, but will require the use of Invisible when resting for safety purposes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*this camp is relatively safer than Camp #1, as you only need to watch for the occasional gob that may come up from the caves behind you.  These gobs are usually farther in the cave and pose no threat to you.&amp;lt;br&amp;gt;&lt;br /&gt;
::*EXP is still excellent.&amp;lt;br&amp;gt;&lt;br /&gt;
::*The goblin&#039;s bat is less likely to be out of casting range with this camp, making chain 5&#039;s fairly easy to get.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Lightning weather and Lightningdays are still your enemy, keep an eye out for weather resists.&amp;lt;br&amp;gt;&lt;br /&gt;
::*You are slightly farther from the zone here, but it is very easy to make with Elemental Seal + Sleep(ga) and then recasting Invisible to ensure no further aggro when running to the zone.&amp;lt;br&amp;gt;&lt;br /&gt;
::*The goblin can see you through the crates, therefore Invisible is almost required at this camp when resting, a minor con, but it should be mentioned for safety purposes.&lt;br /&gt;
;&#039;&#039;&#039;Camp #3&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039; &lt;br /&gt;
This [[Goblin Foreman]] is in F-11. From Camp 2, continue east to the gate. If the gate is open so you can get through to the north, do that, then head east, south and west again so you approach the gate from the east side.  The Goblin mostly stays in the gate circle, but sometimes wanders east toward the tunnel. There are two other Goblins in the tunnel that usually stay back, but can get close to the tunnel mouth.  If you stay on the wooden walkway, the Goblins in the tunnel will never aggro, so you only have to worry about aggro from the BST. Best to keep [[Invisible]] on in case he decides to walk your way.&amp;lt;br&amp;gt;&lt;br /&gt;
The tunnel south of the gate is safe to rest in without [[Invisible]], but farther from the Goblin.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Less likely to be camped than the Goblin near the zone.&lt;br /&gt;
::*The Goblin usually just walks back and forth in the circle, not toward you.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*No zone nearby, need to sleep/logout to deal with aggro.&lt;br /&gt;
::*May need [[Firesand]] to open the gate (or camp on the south side).&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Other Camps:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
There are 6 other Goblin Foremen in Newton, in addition to the 2 mentioned above:&amp;lt;br&amp;gt;&lt;br /&gt;
::*@ G-8 past the dropoff to the north. &lt;br /&gt;
::*@ J-8 on the north side of the Red/Blue gates.&lt;br /&gt;
::*Also @ J-8, on the west side of the Red/Blue gates.&lt;br /&gt;
::*@ I-7, after the drop off from the Mineshaft #2716 exit. &lt;br /&gt;
::*@ F-6 near the Furnace Hatch.&lt;br /&gt;
::*@ E-7, the south side of the Red/Blue Gates.&lt;br /&gt;
&lt;br /&gt;
The first five of these camps has no real safe area to pull/rest in, and have other goblins nearby. If you can one-shot pets reliably, and you&#039;re in a hurry to level, some of them might be worth checking out. &amp;lt;br&amp;gt;&lt;br /&gt;
The sixth camp, at E-7, might make a decent true alternate, but only because a zone into Oldton is nearby. Unfortunately, E-7 is past the 3-lever door in Oldton, which means you&#039;ll likely need to walk there from Mineshaft #2716.&lt;br /&gt;
&lt;br /&gt;
The exit from Mineshaft #2716 should put you @ M-9. &amp;lt;br&amp;gt;&lt;br /&gt;
Go west and north to K-8.&lt;br /&gt;
You will need to go south through the Red/Blue gates to the west. (If the way is blocked, you will need to trade a Firesand to the Furnace Hatch to switch them.)&amp;lt;br&amp;gt;&lt;br /&gt;
Go South from the Red/Blue gates, and follow the path West to the northern  dropoff at G-8. The drop is marked by three red pylons.&amp;lt;br&amp;gt; &lt;br /&gt;
Continue North, and around to the West, to another set of Red/Blue gates. The gates should still be in the proper position to allow you to go South/West past the Goblin Foreman and to the zone. &amp;lt;br&amp;gt;&lt;br /&gt;
Unfortunately, if someone else switched the gates after you dropped @ G-8, there will be no way to get to the Oldton zone, and you will have to start over.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Only other camp near a zone.&lt;br /&gt;
::*The Foreman likes to roam from the gates to near the tunnel, giving good opportunities to pull.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Two other Goblins around at the gates. Sometimes get in the way, and need to zone them.&lt;br /&gt;
::*Long walk to the camp, costs gil to get there.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::*The mobs can spawn anywhere from the gates to the tunnel near the zone.&lt;br /&gt;
If you&#039;ve recently zoned them, be cautious when you re-enter.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===56-60 - [[Vunkerl Inlet (S)]]===&lt;br /&gt;
Prey: [[Goblin&#039;s Bat]]&lt;br /&gt;
HP of Prey: 1071-1222+&lt;br /&gt;
*Of the three [[Goblin Guerrilla]] in the area, only two are in safe areas. Being the same level as [[Newton Movalpolos]] bats, they have ~50-100 more HP for some reason making them difficult to one-shot kill. Luckily the goblins usually stay idle enough for you to pull with a AM with their backs turned. Follow up with a low tier spell to finish it off. Or, you can pull with a tier two, follow up with a [[Bind]]/[[Gravity]], then use AM.  The Goblin&#039;s pet call time is around 2 minutes.&lt;br /&gt;
&lt;br /&gt;
*[[Sigil]] bonuses give you [[Refresh (Status Effect)]], extended food duration, and if you&#039;re lucky, even decreased exp loss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camp Locations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #1:(G-9) canyon/tunnel area&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;   &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
::*Lots of area to move around to kill pet, no aggro behind you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
::*N/A&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #2&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039; &lt;br /&gt;
(I-9) up on cliff side ledge&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
::*Pet seems to be easier to pull up here.&lt;br /&gt;
::*If you are in danger, you can drop down from the ledge.&lt;br /&gt;
::*Near constant Thunderstorms  will occasionally boost [[Burst]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
::*Goblin may (rare) wander into your resting spot. Keep [[invisible]] up at all times.&lt;br /&gt;
::*No room to move around.&lt;br /&gt;
::*[[Goblin Guerrilla]] from camp #1 may aggro from below.&lt;br /&gt;
::*Constant Thunderstorms  will make use of [[Flood]] almost impossible. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Camp #2: (I-9)or (G-9) up on cliff side ledge&lt;br /&gt;
::*Ok when soloing at level 57 i think the best way to do this is to always bring a partner you will still get great exp and it would be alot safer ok &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testimonials and Notes&#039;&#039;&#039;&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
:::*A note on this: [[Hume]]- Average Gear, NQ staff. I partnered here with a [[corsair]] for awesome exp. At level 57 we had [[Warlock&#039;s Roll]] (Magic Acc. Up) and [[Corsair&#039;s Roll]] for an experience boost. At 58 the COR learned [[Wizard&#039;s Roll]] to swap out for Corsair&#039;s, which in the presence of a BLM adds AT LEAST +5 MAB. Needless to say, the party was very effective. He would pull with low cost ammo and, when it got close, hit it with [[Light Shot]] (a fast ranged sleep attack.) I would then blast the bat with Ancient Magic. In the rare occasion that a sliver of life was left, the COR hit it with another elemental card shot to finish it off. It worked very well. (Tetsujin of Hades)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===56-60 - [[Sauromugue Champaign (S)]]===&lt;br /&gt;
Prey: [[Goblin&#039;s Beetle]]&amp;lt;br&amp;gt;&lt;br /&gt;
HP of Prey: ~1006 - 1078&lt;br /&gt;
Note: Was only able to find one safe camp. In this camp the goblin seems to move around a lot once it starts to move, and so this may interrupt chains if pulling is awkward. Due to the amount they move, i would recommend pulling with a Tier II spell, followed by Sleep II and then AM. However you should also consider [[Bind]] and perhaps even [[Gravity]] as posted above.&lt;br /&gt;
[[Blizzard II]] &amp;gt; [[Sleep II]] &amp;gt; [[Freeze]] is definitely enough to kill them (unresisted). However the exact spells you use should be modified based on your gear and the exact amount you find is sufficient to defeat the beetle. [[Burst]] can one shot these pets, but if you find yourself unable to, the previous method works well. Throw in an [[Aspir]] after [[Sleep II]] and you&#039;re golden.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camp Locations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #1&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;  &lt;br /&gt;
::*(J-7) There is a &#039;&#039;lone&#039;&#039; [[Goblin Guerrilla]] just south of a &#039;&#039;different&#039;&#039; group of goblins which also contains a Goblin Guerilla. The Goblin Guerilla in this group is &#039;&#039;not&#039;&#039; the target. This Goblin is right next to the wall (Gausebit Mountain) at (J-7). You can reach the camp by using the Campaign Arbiter to get to [[Sauromugue Champaign (S)]] and then running to the gate to the East of the Fort. Run through this gate and head straight on, if possible try to follow the wall (Gausebit Mountains) on the right until you reach (J-7). There is a ??? where the Goblin runs around.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* For those of you trying this camp and cannot one-shot effectively, treating this camp like 1st Pso&#039;Xja Camp, which is a great alternative to [[Newton Movalpolos]] Camps.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
::*Refresh from Sigil.&lt;br /&gt;
::*There is a perfectly safe resting spot in the form of a ramp just south of the Goblin. The Goblin&#039;s pattern of movement does not seem to be close enough to the ramp to aggro. &amp;lt;s&amp;gt;(The ramp mentioned is not safe to rest at because a [[Goblin Toxophilite]]&amp;lt;/s&amp;gt; however the corner of J-7 just over a small hill, near some shrubs, next to the cliff, will be out of range of all aggro mobs. If you sit in right area on ramp lower part tight to the mountain the Goblin Toxophilite walks around you every time an doesn&#039;t see you. In addition pulling about halfway to the small trees to the SE keeps you safe as well.)&lt;br /&gt;
::**The cliff edge mentioned above, in the southeastern part of J-7, is in fact very safe; it is possible for the goblin to be looking straight at you, but for you to be safe from aggro. A nice place to stand is on the &amp;quot;corner&amp;quot; of the cliff, which is pointing northeast. (Personal note: I&#039;m using this camp at the moment for my BLU and the cliff edge is just fine.)&lt;br /&gt;
::*If a [[Campaign Battle]] is going on you can get an temporary item [[Instant Reraise]] once you have the [[Allied Tags]], you can then use the item and then ask for your Performance Assessment, which will cancel your [[Allied Tags]] and leave your [[Reraise (Status Effect)]] up!&lt;br /&gt;
::*Beetles can be [[Aspir]]&#039;d or [[MP Drainkiss]]&#039;d.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
::*Diving Beetles will link with Goblin&#039;s Beetle (Tested by Davarin of Bahamut)&lt;br /&gt;
::*Goblin runs around a lot, can disrupt chains.&lt;br /&gt;
::*Plenty of room to maneuver around the Goblin when it does move around.&lt;br /&gt;
::*Occasionally a [[Goblin Toxophilite]] may wander through the camp. If you stay on the ramp you should be safe from aggro, however you should watch out for this Goblin. The plus side is the roamer is always a ranger type mob, so if you draw aggro from him, he will not interrupt your sleep spell.  (Beware that [[Goblin Toxophilite]]s do not despawn, plant mines that can hurt you and tend to wander back through areas)&lt;br /&gt;
::*Earth weather may occur, which can affect Burst if you&#039;re using it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #2&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;  &lt;br /&gt;
This camp is located at (I-9), on the south side of Gausebit Mountains. This camp uses the same type of gob pet as in Camp #1, but will require the use of Invisible when resting for safety purposes.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
::*In my opinion, this camp is relatively safer than Camp #1, as you only need to watch for the occasional elemental that may appear from weather.&lt;br /&gt;
::*Lots of area to move around to kill pet.&lt;br /&gt;
::*Refresh, Regen, Increased food duration from [[Sigil]]!&lt;br /&gt;
::*The Goblin stands still long enough to cast a One-shot AM (and Drain in case you don&#039;t one-shot it), making chain 5&#039;s fairly easy to get.&lt;br /&gt;
::*Lightning weather and Lightningdays are your friend.&lt;br /&gt;
::*No [[Goblin Toxophilite]] running through your camp.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
::*You are slightly farther from the zone here, but it is very easy to make with Elemental Seal + Sleep(ga) and then logout safely. &lt;br /&gt;
::*Occassional elemental may distrubt casting but easily avoided.  To my experience, only an [[Earth Elemental]] can spawn in this camp.  And if it does, you should take a break from casting Burst.&lt;br /&gt;
::*To reliably recover MP and cast your spell, keep invisible up whenever possible.&lt;br /&gt;
::*This pet can be reached by Camp 3 up on the cliff, but you cannot reach the pet at Camp 3 if you are below the cliff. Because of this, you might encounter jerks at Camp 3 who occasionally steal the Camp 2 beetle for extra chains.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #3&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039; &lt;br /&gt;
This camp is located just west of the Cavernous Maw at J-9/10. You will need to go through the [[Garlaige Citadel (S)]] (I-5) exit to get here.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
::*Lots of area to move around to kill pet.&lt;br /&gt;
::*Refresh, Regen, Increased food duration from [[Sigil]]!&lt;br /&gt;
::*No [[Goblin Toxophilite]] running through your camp.&lt;br /&gt;
::*The [[Garlaige Citadel (S)]] zone is close by in case of a link or bad pull.&lt;br /&gt;
::*The Goblin from Camp #2 wanders near the cliff sometimes so you can possibly pull off some high chains.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
::*There are a couple [[Diving Beetle|Diving Beetles]] that wander near the Goblin that may link.&lt;br /&gt;
::*The Goblin has a large wandering radius, may disrupt chains at times.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;div class =&amp;quot;toau&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Levels 60-69==&lt;br /&gt;
&lt;br /&gt;
===59-64 - [[Aydeewa Subterrane]]===&lt;br /&gt;
Most info from [http://ffxi.allakhazam.com/db/jobs.html?fjob=3;mid=1164488386136817705;num=30;page=1 Alporhan&#039;s Post on Alla]&amp;lt;br&amp;gt;&lt;br /&gt;
Prey: [[Fossorial Flea]]&amp;lt;br&amp;gt;&lt;br /&gt;
HP of Prey: ~1090 - 1150&amp;lt;br&amp;gt;	&lt;br /&gt;
Note: You might be able to one shot with [[Flare]] but I was not, I was always left with 10% HP at lvl60.&amp;lt;br&amp;gt; &lt;br /&gt;
Note: I was able to one shot the fleas with [[Flare]] for as little as 1098 damage. (95 INT, +5 MAB, [[Fire Staff]] and Firesday). {Bidski of Garuda}&amp;lt;br&amp;gt;&lt;br /&gt;
The method for these is to aggro them, [[Sleep]](2) and then nuke. &amp;lt;s&amp;gt;However, It&#039;s hard to stick sleep reliably without ES&amp;lt;/s&amp;gt;, and the remaining HP is hard to get rid of with the flea attacking you. Be sure to keep [[Stoneskin]], [[Blink]], and [[Aquaveil]] up to maximize chances. [[Thunder II]] or [[Stone III]] should be enough to clear the last bit of HP. EXP per kill was high with sanction, but I was unable to chain, so I can&#039;t say how good it actually is. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Camp Locations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
(E-10) entrance to [[Aydeewa Subterrane]] from [[Wajaom Woodlands]], then travel to (F-7) close to the [[Halvung]] zone line. You will need [[Sneak]] and [[Invisible]] to do so.&amp;lt;br&amp;gt;	&lt;br /&gt;
* Routine:&lt;br /&gt;
** Buff [[Protect]], [[Blink]], [[Aquaveil]], [[Stoneskin]], [[Ice Spikes]] (for paralyze effect) - Ice spikes will have a tendency to remove the mob&#039;s bind if you&#039;re getting hit when you cast. Beware of this, and consider not casting them.&lt;br /&gt;
** Make sure you&#039;re not targetting anything!&lt;br /&gt;
** Walk up and have it aggro you, once it auto-targets the flea cast [[Stun]] to give you enough time to cast [[Sleep II]]. &lt;br /&gt;
** If it lands, recast buffs. If it doesn&#039;t land, consider zoneing!&lt;br /&gt;
** Run to max casting range.  [[Flare]].  Start running away at 69%.&lt;br /&gt;
** When you can cast again, stop, [[Stun]], and [[Sleep II]] again&lt;br /&gt;
** When you can cast again, stop and [[Water II]] for the kill.&lt;br /&gt;
** If [[Stun]] lasts long enough, with this strategy the Flea only gets off the one attack while you are sleeping it initially.  If [[Stun]] wears fast, it will get one or two more while you cast your finishing nuke.&lt;br /&gt;
** The right finishing spell will vary with gear, of course.  With +5 MAB, 90 INT and NQ [[Fire Staff]], my [[Flare]] does 981-984, and [[Water II]] is the lowest nuke that will finish them.  With [[Vulcan&#039;s Staff]] or [[Pluto&#039;s Staff]], you can probably finish with [[Drain]].&lt;br /&gt;
** I typically got Chain 2-3 unless [[Diseased]], for about 4k/hr.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #1&#039;&#039;&#039;&lt;br /&gt;
(F-7) near the [[Halvung]] zone, stay in the tunnel until you are ready to aggro a flea.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Zone is close to camp.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Sanction possibly makes XP godly here.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Low traffic, not many people try and fight [[Chigoe]]s&amp;lt;br&amp;gt;&lt;br /&gt;
::*Good spot for Duo if you find another BLM there.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Duoing with a SCH allowed for reliable chain 5s, not to mention SCH has Viruna and higher enfeebling skill.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Unable to target prey until after they aggro you.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Fleas hit fast, make sure [[Aquaveil]] is up.&amp;lt;br&amp;gt;&lt;br /&gt;
::*&amp;lt;Have to [[Sleep]](2) the prey before you cast AM&amp;lt;br&amp;gt;&lt;br /&gt;
::*All the buffs waste a little more mp the you were before this.&lt;br /&gt;
::*Respawn is 15min, it looked like.&amp;lt;br&amp;gt;&lt;br /&gt;
::*&amp;lt;s&amp;gt;Sleep is somewhat hard to stick&amp;lt;/s&amp;gt; Never resist with AF body + dark staff.&amp;lt;br&amp;gt;&lt;br /&gt;
::*They have additional effect: Diseased, which can make slow exp unless you bring Remedies.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===60-66 - [[Bibiki Bay]]===&lt;br /&gt;
Prey: [[Goblin&#039;s Rarab]] ([[Hobgoblin Animalier]])&amp;lt;br&amp;gt;&lt;br /&gt;
HP of Prey: Low Level: ~1187, High Level:~1220 - 1232&amp;lt;br&amp;gt;&lt;br /&gt;
NOTE: It may be possible to come to this camp as early as 57. I came at 60 and my resist rate was floored. Also, you may want to consider switching back to /NIN. The earliest possible level to one-shot the pets here with certainty (barring resists) is 58, with [[Flood]], [[Neptune&#039;s Staff]] and either 101 INT and 20 MAB, or 114 INT and 15 MAB. At 60 one-shot certainty is also possible with [[Flare]], [[Vulcan&#039;s Staff]] and either 101 INT and 15 MAB, or 114 INT and 10 MAB. [[Flood]] is advisable, when possible, due to [[Goblin&#039;s Rarab]] weakness to [[Water (Element)]], as well as the lower MP cost of [[Flood]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Notes: HorizonXI tested&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testimonials and Notes&#039;&#039;&#039;&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- At level 60 your resist rates will be floored. I got resists on my spells maybe 10% of the time maximum.&amp;lt;br&amp;gt;&lt;br /&gt;
- Rabbits are usually very easy to sleep. Almost any combination of spells will work well.&amp;lt;br&amp;gt;&lt;br /&gt;
- EXP is insane.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Exp tends to slow down toward level 65+&amp;lt;br&amp;gt;&lt;br /&gt;
- It is no longer possible to 1-shot pets, unless you have pretty good gear. If you do, you can 1-shot them with [[Flare]].&amp;lt;br&amp;gt;&lt;br /&gt;
*  Pets can be 1-shot with [[Flood]] @58, but requires [[Neptune&#039;s Staff]], [[Republic Circlet]] (so your home nation must control region), [[Moldavite Earring]],    &lt;br /&gt;
:[[Sorcerer&#039;s Ring]], and 101 total INT. This will overkill the pet by only a few HP, with 100 total INT you will leave the occasional pet with 1% HP.&lt;br /&gt;
:@60 Flare requires the same amount of MAB but only 88 INT.&lt;br /&gt;
:@60 I was unable to 1-shot pets as hume with a total of 101 INT with HQ Staves, and only [[Moldavite Earring]] as MAB gear. (Boostuning on Kujata)&lt;br /&gt;
:@63 AeroIII &amp;gt; StonegaIII if you cant one shot with Flare, it is recomend&#039;d to use this method, it work quite nice and spend less mp, up to 14kxp/hr like this till 65. Resists can be killfull, uses Bind or Sleep in that case. (/NIN is highly recommended)&lt;br /&gt;
:@60 was able to one shot with Flare for only 1208 dmg and no [[Republic Circlet]] (not in control of area).&lt;br /&gt;
&lt;br /&gt;
:@61 as an Elvaan was having trouble keeping SleepII to stick long enough to make this a viable soloing spot, even with almost maxed out INT+ gear, but no merits for INT though. Also Burst &amp;gt;&amp;gt; Sleep II &amp;gt;&amp;gt; Water III always left it with a sliver of life on rabbit, and the low Elvaan INT made for too many spell interruptions to survive. &lt;br /&gt;
&lt;br /&gt;
- There is no zone anywhere nearby. You may have to resort to [[Sleep]](ga) + log off to save your butt sometimes.&amp;lt;br&amp;gt;&lt;br /&gt;
*Be aware that the [[Hobgoblin Animalier]] is very resistant to [[Sleep]] so you might have to target him separately with [[Sleep II]] to be able to succeed in logging off.&amp;lt;br&amp;gt;&lt;br /&gt;
- Unfavorable goblin movement may interrupt chains.&amp;lt;br&amp;gt;&lt;br /&gt;
- The Cacti at Camp #1 often make it difficult to see the [[Hobgoblin Animalier]] and can occasionally slow down pulling. &amp;lt;br&amp;gt;&lt;br /&gt;
- The camp(s) are often occupied.&amp;lt;br&amp;gt;&lt;br /&gt;
Camp Location(s): &amp;lt;s&amp;gt;I found only one camp.&amp;lt;/s&amp;gt;&amp;lt;br&amp;gt;There seem to be 3 camps that work.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Camp Locations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #1&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039; &lt;br /&gt;
At F-7 in [[Bibiki Bay]] you will find a [[Catoblepas]], &amp;lt;s&amp;gt;a Hobgoblin Venerer&amp;lt;/s&amp;gt;, and a [[Hobgoblin Animalier]] near some cacti. Past them is a narrow passageway leading southward toward some more cacti, deeper into Bibiki Bay. Camp in the narrow passageway.The Second goblin can pop as either Venerer(in the camp) or Martialist(north of camp).  If you kill the Venerer, eventually the Martialist will pop and will stay clear of the South camp.&amp;lt;br&amp;gt;&lt;br /&gt;
::*This is commonly called &amp;quot;F-7 South&amp;quot; in the Comments field.  &lt;br /&gt;
&#039;&#039;&#039;CAMP #2:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At the Northeast corner of F-7 in [[Bibiki Bay]], there is a passageway.  Northeast of the passageway, there is a [[Hobgoblin Animalier]] that wanders near and around a large rock.  I pulled primarily from the rock to the passageway, however, there are several safe places to pull to.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Testimonials and Notes&#039;&#039;&#039;&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
::*I&#039;ve found that in the case of the Goblin linking , you can kite it around the rock until it deaggros which can take as little as 1 minute  to 5.{Talin of Bahamut}&lt;br /&gt;
::*If kiting the Goblin around the rock, make sure not to aggro it again, once it deaggros.  Sleeping the Goblin by the rock, and then logging out away from the rock, will prevent the Goblin from despawning, as it is still in its normal roaming area. {Docstu of Alexander}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
::*This is commonly called &amp;quot;F-7 North&amp;quot; in the Comments field.&lt;br /&gt;
&#039;&#039;&#039;CAMP #3:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
In G-6 is another [[Hobgoblin Animalier]].  The safest camp is against the north wall, up the little ramp; the [[Hobgoblin Martialist]] won&#039;t aggro here.  Be careful not to pull when the other Rarabs will link.  Some times the pet will take an indirect path to get to you; usually this just gives you more time before it gets to you, but sometimes it can be a problem.  Eventually you&#039;ll learn the patterns.  If the BST stays looking at you too long, you can also pull from the other side into one of the pockets in the east wall; this is usually safe too, but not as reliably safe as the north wall.&lt;br /&gt;
&lt;br /&gt;
Duo: Lv Sync.. You can start to duo there around 56 the exp will be great till 60, once you get to the 60~61 range the exp will start to go down for 160~200exp a kill, at 62 the exp will be gimped &amp;amp; it wont be worth duoing there anymore.&lt;br /&gt;
&lt;br /&gt;
===64-71 - [[Newton Movalpolos]]===&lt;br /&gt;
Prey: [[Goblin&#039;s Bat]] ([[Goblin Headman]])&amp;lt;br&amp;gt;&lt;br /&gt;
HP of Prey: Up to 1260&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testimonials and Notes&#039;&#039;&#039;&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
NOTE: Special items may be required to reach these camps. Study up on [[Newton Movalpolos]] and its particular dungeon obstacles before proceeding. One-shots are possible with certainty (barring resists) with [[Flare]], [[Vulcan&#039;s Staff]], 108 INT and 15 MAB.&amp;lt;br&amp;gt;&lt;br /&gt;
*Casting &amp;quot;Ice Spikes&amp;quot; or another buff of this kind can help you a lot, because sometimes Pet&#039;s HP is really really low when you end casting your spells, and only one spike blow of 8 DMG can kill it, really helps if you are not killing those with &amp;quot;1 shot blow&amp;quot;, and also it can save you sometimes.  However, it will prevent you from using [[Bind]] to get away from the bat to cast another spell, as spikes damage will break [[Bind]].&lt;br /&gt;
*It is still possible to 1-shot pets with [[Flare]] if you have good gear. Unfortunately I didn&#039;t, so I had to resort to [[Blizzard III]] &amp;gt; [[Waterga III]], but I&#039;ve personally witnessed other BLMs killing them with a single [[Flare]] for 1254 damage every time.&lt;br /&gt;
*I managed to consistently 1-shot with [[Flare]] for 1256 as a mithra 65BLM. 105 total (64 + 34 + 7) [[INT]] and 15 MAB ([[Moldavite Earring]] and [[Sorcerer&#039;s Ring]]). I did not one shot when I had 102 INT, only doing 1243 damage.&lt;br /&gt;
*&amp;lt;s&amp;gt;Take into account the damage reduction due to level difference (if such exists)&amp;lt;/s&amp;gt; As a level 64BLM with the exact same stats (105 INT, 15 MAB), did not manage to consistently one-shot the bats with [[Flare]], dealing 1249 damage.. (Sumimi of Kujata)&lt;br /&gt;
**Came back with 107 INT, 15MAB at level 65BLM, dealt 1257 damage with [[Flare]], and still didn&#039;t one shot.&lt;br /&gt;
**Came back again with 108 INT, 15 MAB at level 66BLM, dealt 1266 to one shot all bats with [[Flare]].&lt;br /&gt;
*The bats at Camp #3/4 (J-8) definitely have more HP than the one at Camp #1/2 (G-9).  At Camp #3/4, my 1256 Flare (108 INT, 15 MAB, Mithra, Lv. 66) was able to oneshot the lower level ones (280 exp), but not the higher level ones (300 exp).  In contrast, at Camp #1/2, I&#039;ve been able to oneshot every single bat (barring watersday/resist) with only 105 INT, since level 64. --[[User:Vyrha|Vyrha]] 06:00, January 20, 2010 (UTC)&lt;br /&gt;
**I can verify that 105 INT and 15 MAB ([[Moldavite Earring]] and [[Sorcerer&#039;s Ring]]) is enough to [[Flare]] one-shot the (G-9) Gobling&#039;s Bat of any level.  I came here at 63. --[[User:Dayle|Dayle]] 16:15, January 28, 2010 (UTC)&lt;br /&gt;
** please note that this camp is a death trap for those without [[Sorcerer&#039;s Ring]], at 66 with 105 INT(58+40+7, elvaan blm/nin) and 5 MAB, was completely unable to 1 shot, unresisted nukes were under 1100, luckily I came /nin or would have had much less chance at getting my 2nd nuke off flare 1098&amp;gt; bliz2 158 killed it, the int difference from /rdm might have done the trick, but I doubt it as the difference between in when ur /nin and /rdm isnt going to cover a 10 MAB gap at this lvl...I did kill a few before I left, but had to run to zone multiple times because of aggro, very unsafe camp...it says it in the description 20% gob movement, and thats better? at bibiki bay I could pull from almost any position, so like 5% unfavorable movement at best. [[User:JavelinX|JavelinX]] 04:41, July 31, 2010 (UTC)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Pets can drop coffer keys.  After you get the map from the coffer, most coffers give 10-18k gil.&lt;br /&gt;
::*EXP will be very good your first few levels.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*It is no longer possible to rely on sleeping the pets due to bats&#039; high natural resistance.&lt;br /&gt;
::*You can only get to these camps (other than camp #2) if you meet certain prerequisites, which may be more hassle than the average player thinks they are worth. The fastest way to get to this camp is to enter [[Oldton Movalpolos]] at E-13. Shortly after entering you will find an NPC goblin named [[Twinkbrix]]. Get him to teleport you and you will be able to backtrack out of the mine and to the camps listed.&amp;lt;br&amp;gt;&lt;br /&gt;
::**In order to get to these camps the easiest way, you have to talk to the goblin [[Twinkbrix]] at the E-13 entrance to [[Oldton Movalpolos]] and gamble with him. Once you win, trade him 2000 gil and he will warp you straight to [[Mine Shaft #2716]]. To gamble with the goblin, trade him between 1-10000 gil. He rolls 2 dice and the number he rolls has to be between 2 and X, where X is based off of the amount of gil you trade to him. 10000 gil gets you the best odds of 2-50, though 2716 gil works well too (on Lightsday).&lt;br /&gt;
::**[[Tarnotik]] can also teleport you to the Mine Shaft.&lt;br /&gt;
Camp locations:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CAMP #1:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The camp itself is at G-9, just behind the two [[Bugbear Watchman]]. They will never turn around unless you attack them.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- There is a zone partway into the tunnel in front of the [[Bugbear Watchman]]. You will, however, be hard pressed for survival should &lt;br /&gt;
they see you.&amp;lt;br&amp;gt;&lt;br /&gt;
::*The bugbears never turn around, making resting in this section very safe.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Unfavorable goblin movement only occurs 20% of the time. Most of the time, they are in favorable positions. You&#039;d only have to wait for the Goblin Headsman to be in a good spot, the Goblin Marksman is usually minding his own business.&lt;br /&gt;
::*At least 7000EXP/HR or more depending on goblin movement. Safest camp out of them all. Consistant Chain #3/#4 even when goblin took a couple walk arounds to get into a good position to pull.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Unfavorable goblin movement may interrupt chains. In fact, this is a very big CON. Often times I would have to wait several minutes between pops just for the goblin(s) to move into a favorable position.&amp;lt;br&amp;gt;&lt;br /&gt;
::*You may be able to reach the bat on the platform if you stand on top of the debris near the two [[Bugbear Watchman]].  This was observed with a female Elvaan, and may work with other races.&lt;br /&gt;
- Unsafe to pull from debris near Bugbear Watchman, bat takes weird pathing and you may find yourself dead.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
;&#039;&#039;&#039;Camp #2&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;  &lt;br /&gt;
This camp is for the same bat as Camp #1, but instead of resting near the bugbears, you will be below the ledge that the goblins stand on.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*You can just walk to this camp, no need to mess with teleporting Moblins.&amp;lt;br&amp;gt;&lt;br /&gt;
- A coffer can pop on the exact spot where you rest.&amp;lt;br&amp;gt;&lt;br /&gt;
::*If 1-shotting applies to you, this camp is better due to the fact that you will never have to move. Simply stand up, [[Flare]], then rest.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Chain 5 easily attainable for one-shotters.&amp;lt;br&amp;gt;&lt;br /&gt;
::*This camp is easily duo-able starting at 60, and possibly at 59 using Timed AMs ([[Freeze]] for the cheapest cost).  Two AMs will almost always kill it, even if one was resisted for 50%.  You can make 12k+ an hour that way, with max XP per kill all the way up to 64-65.&amp;lt;br&amp;gt;&lt;br /&gt;
- With the new Aquaveil update, this camp is pretty good - just heal against the ledge and they can&#039;t see you.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Unfavorable goblin movement may interrupt chains.  This is no worse than most other situations where you cannot one-shot pets.  In fact, it&#039;s far, far better than camping on the ledge above where you have to move to pull and can be cut off from the bat entirely.&amp;lt;br&amp;gt;&lt;br /&gt;
::*There is no zone nearby.&amp;lt;br&amp;gt;&lt;br /&gt;
::*You have less room to run around due to the fact that there are goblins to the east that are quite often within aggro range should you wander too close.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Goblins can aggro from the ledge above.  The very NE corner of the platform as close to the stone pillar as you can get seems to be aggro-free.  You can also hit the bat with spells almost anywhere it wanders from this position.&amp;lt;br&amp;gt;&lt;br /&gt;
::*This is a very unforgiving camp if you can&#039;t one-shot.  You&#039;re trapped in one small spot very close to the bat.  There&#039;s no casting from maximum range to give yourself extra time to get the second spell off.  Often a shadow will be taken before you even start casting your second spell.  If you forget to recast Utsusemi, if the bat double-attacks twice, or if a spell gets resisted you&#039;re in trouble.  If this happens Stun then Bind are probably the best option.  You&#039;re not likely to ever survive a goblin link.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #3&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039; &lt;br /&gt;
There are two more [[BST]] in the gate circle in (J-8), one on the west side and one on the north side.  Get to the Mine Shaft somehow, walk out and follow the walkway to J-8.  The North bat is best camped from the Furnace Hatch to the east in (K-8).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*No aggro at the Furnace Hatch.&lt;br /&gt;
::*Awesome exp. I&#039;ve gotten Chain6 from west side once or twice (Boostuning - Kujata)&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Long pull through the gate; you have to stand by the east goblin while you pull, doubling your risk of adds from unexpected goblin movement.  This camp is more commonly used by [[BLU]] who can pull faster and from farther away with [[Ranged Attack]].&lt;br /&gt;
::*Have to be on other side of the gates, or you will have to pull through the gate and it can be killfull since gobs are changing position really often.&lt;br /&gt;
::*Bats take weird paths when they go through gate and may fly in front of master. You have to wait for two goblins to move to safe positions before pull.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
;&#039;&#039;&#039;Camp #4&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;  &lt;br /&gt;
The West bat in the (J-8) circle (see camp 3) is camped from just outside the circle on the west side.  To get there, go through the circle and out to the south, then around to approach the circle from the west.  The best place to stand is just east of the west border of the red rectangle painted on the ground, up against the north edge of the walkway.  At this spot the Goblins to the west will rarely aggro, so you mainly have to worry about aggro from the Goblin [[BST]].  He can walk out next to you and aggro, so it&#039;s important to keep [[Invisible]] on while resting.  However, most of the time he just walks back and forth in the circle.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Best camp compared to others 3. Chain#5 Every time, up to 15k/hr without band.&lt;br /&gt;
::*No need to move at all, just stand up, cast your two nukes, Utsu/Tonko, and rest.&lt;br /&gt;
::*Less waiting for goblin movement; it&#039;s usually safe to pull as soon as he summons the bat.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::* Aggro close on both sides. Staying the nearier of the center circle and aggro from East side shouldn&#039;t be a problem.&lt;br /&gt;
::*It is very dangerous to [[Bind]] and move away, try to bind a move a little back to avoid aggros from behind.&lt;br /&gt;
::*Takes more than two nukes and there is no room to move around. The goblins from behind can get VERY close.&lt;br /&gt;
::*Tonko: Ichi takes a while to cast, goblin may turn around and kill you during that time.&lt;br /&gt;
::*Waste of Shinobi-Tabi (Tonko tolls)&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===65-68 - [[Aydeewa Subterrane]]===&lt;br /&gt;
Prey: [[Qiqirn Enterpriser]]&amp;lt;br&amp;gt;&lt;br /&gt;
HP of Prey: 3500 - 4000 &amp;lt;br&amp;gt;&lt;br /&gt;
Note: The ranger [[Qiqirn]] will not attack you with anything but ranged attacks unless you are close enough for a them to melee, if they start to melee you then just walk away and they will range attack you (this usually only happens when you stand on top of them an cast they will melee). Even if you do get hit it will not interrupt your spell casting. Takes 7-8 tier 3 spells and a drain to kill (Blizzard, Fire, and Aero). May need to sleep and rest if soloing at lower levels make sure to save MP for sleep. If entering via the Bhaflau Thickets (I-8) entrance there is a single Qirirn Enterpriser very near the zone line, a good place to try out your skills.&amp;lt;br&amp;gt;&lt;br /&gt;
Camp Location(s): [[Blue Mage]] Quest pool at (H-9). You get there by going to (I-7/8) in [[Bhaflau Thickets]].&lt;br /&gt;
There are 5 [[Qiqirn Enterpriser]]s at this spot, 2 south of the pool, 1 close to the west, and 2 far to the northwest. There is a sixth Qiqirn (a [[Qiqirn Lieuter]]) in the vicinity. &amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Black Mage Guide by Lion heart.png|center|thumb|90px|The 5 Qiqirn Enterprisers]]&lt;br /&gt;
Unlike some ppl said, there are 5 Qiqirn Enterpriser, all the time.  -- [[User:Gael77|Gael77]] 10:55, 15 october 2008 (GMT +2)&amp;lt;br /&amp;gt;&lt;br /&gt;
They repop on a 16 min which means chain #4 is the highest you can get.&amp;lt;br&amp;gt;&lt;br /&gt;
There are worms in some of the passages around the room, you can Aspir them to get some MP back. Just make sure you run out of casting range afterwards unless you want to eat a Quake or Stone IV.&lt;br /&gt;
&lt;br /&gt;
I was able to solo here from 61 with some difficulty, after 63 it was much, much easier. A [[Sorcerer&#039;s Ring]] is a huge help here as the mobs will keep your HP below the latent without the need for convert gear. -- [[User:Andromida|Andromida Lakshmi]] 18:36 06 Nov 2009 GMT&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* The [[Qiqirn Enterpriser]]s never interrupt your casting.&lt;br /&gt;
* Weak to magic, always did 450+ damage to them.&lt;br /&gt;
* Almost impossible to die.&lt;br /&gt;
* [[Sanction]] Bonus.&lt;br /&gt;
* Easy to get to.&lt;br /&gt;
* Can Deaggro links by running through water.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* More then 2 BLM and you will run out of mobs, one duo can monopolize area.&lt;br /&gt;
** Two Lvl. 60 Taru BLMs can easily get chain 4 by starting with the [[Mold Eater]] and then clearing the 5 [[Qiqirn Enterpriser]]s.&lt;br /&gt;
* Respawns are slow.&lt;br /&gt;
* Waste a lot of MP, not the most efficient/fastest kills. (Solo at 65/66 often requires sleeping the mob to regain enough MP to kill it)&lt;br /&gt;
* If you move the [[Qiqirn Enterpriser]] may try to run off, only problem when you 1st get there and [[Stun]] stops them from getting friends. (Note: Even if you don&#039;t move and another [[Qiqirn Enterpriser]] or the [[Qiqirn Lieuter]] is nearby, the [[Qiqirn Enterpriser]] will still try to run towards them to get a link.  Be ready to use [[Sleep II]] at all times.  (Scudmissile of Ramuh).)&lt;br /&gt;
** It is possible to get exp chains here. You just have to have a lot of MP regen while healing + gear and some good luck with resist rate.&lt;br /&gt;
** Subbing [[Scholar]] on Qiqirn camps is a good idea, [[Parsimony]] [[Flare]] is very MP efficient, I been able to use 2 [[Stratagems]] per fight, reaching Chain #2 consistently, Chain #3 after getting Thunder III. [[Stoneskin]] and [[Blink]] are not really required.&lt;br /&gt;
** As Blm65 Elvaan with 80 Int and no food I was able to Fire III for 478, Blizzard III for 524, and Aero III for 434 each time. Exp was roughly 276-322 per kill. (A Blm from Ramuh server.)&lt;br /&gt;
** If you memorize the cycle of which you kill the 5 qiqirns it cuts down on time looking and running around since they pop in completely different locations. This is also good if ppl are trying to steal your camp you will know the general direction that the qiqirin is going to pop so you will have a higher chance to claim. Please dont steal others camps... (Takumikun of Bahamut)&lt;br /&gt;
** I came here as BLM65/WHM32 and had no trouble killing the mobs without resting, as long as there were no links.  &amp;lt;s&amp;gt;At BLM66/WHM33, you get [[Reraise]], which means you don&#039;t need a [[Reraise Earring]] or [[Reraise Hairpin]] unless you want one.&amp;lt;/s&amp;gt; With the most recent update, you now get [[Reraise]] at BLM50/WHM25.  [[Stoneskin]] + [[Blink]] for my only defensive spells.  At BLM65: [[Blizzard III]] + [[Fire III]] + [[Aero III]] + [[Bio II]] + [[Drain]] were the only spells I needed.  [[Melon Pie +1]] was the only food I used.  At BLM65, I easily got over 300 exp per kill without [[Empress Band]] and almost 500 exp per kill with.  Exp starts to slow at BLM66 and the kill speed makes this camp less favorable after BLM66, imho. (Scudmissile of Ramuh)&lt;br /&gt;
**As a Taru BLM63/SCH31 this is a viable camp as well, I chose to pull with [[Drain]] and cycle in [[Aero III]], [[Water III]], and [[Fire III]].  As long as you remember to use [[Drain]] effectively you can end a battle with 150-200+ mp and not have to [[Sleep]] and rest.  Barely used strategems, so viable with probably any sub really as a taru.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===66-70 - [[Uleguerand Range]]===&lt;br /&gt;
Prey: [[Giant Buffalo]]&amp;lt;br&amp;gt;&lt;br /&gt;
HP of Prey: 4500~&amp;lt;br&amp;gt;&lt;br /&gt;
Note: Unable to solo safely, best in group or duo.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*These are very fairly safe to solo. The camp is EXTREMELY dangerous, but the buffalo are very weak, and also aspirable.  Gravity is necessary.  Even with gravity on, these move fairly fast.  Solo these much like you would a rat, spam of T3 spells.  &lt;br /&gt;
&#039;&#039;&#039;Camp Locations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #1&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;&lt;br /&gt;
*J-10 on ramp&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Buffalo are relatively weak to magic. Even with NQ staves, resists were not an issue.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Buffalo are slow and inaccurate, so interrupt rate when casting sleep isn&#039;t much of a worry. (130 damage taken @63 when they did land a hit).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*Roaming [[Brontotaur]] and [[Nival Raptor]] at this camp can interfere with exp.&amp;lt;br&amp;gt;&lt;br /&gt;
::*Duo @63 was passable at best. 4x unresisted [[Flare]]/[[Burst]] sometimes left the mobs at 1% health.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wotg&amp;quot;&amp;gt;&lt;br /&gt;
===66-74 - [[Vunkerl Inlet (S)]]===&lt;br /&gt;
Prey: [[Gigas&#039;s Tiger]] ([[Gigas Helmsman]])&amp;lt;br&amp;gt;&lt;br /&gt;
HP of Prey: ~1382&amp;lt;br&amp;gt;&lt;br /&gt;
Int of Prey: 54-55&amp;lt;br&amp;gt;&lt;br /&gt;
Note: Due to the tiger&#039;s above average movement speed /nin is recommended.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camp Location(s):&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camp #1: (E-12)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
-Camp at the end of the tunnel past the [[Dire Bat]]. The only mob at this camp is the [[Gigas Helmsman]]. &amp;lt;br&amp;gt;&lt;br /&gt;
--Note: A [[Gigas Jack]] wanders in here as does a [[Demonic Rose]] periodically.  They pose little risk for aggro. (Scudmissile of Ramuh)&amp;lt;br&amp;gt;&lt;br /&gt;
-Highly recommend this camp.&amp;lt;br&amp;gt;&lt;br /&gt;
Note: Bushes in the area sometimes causes weird pathing problems during pulls, similar to the cacti at the [[Bibiki Bay]] camps.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*At 66 hume/nin was able to ThunderIII - ThundagaII and kill everypet without resist (no help from day/thunderstorm). Chain 5 are very easy at E-12 camp.&lt;br /&gt;
*I&#039;ve been at camp #1 from 66-71 so far and will be staying until 72 at least. I&#039;m currently getting around 5-6k/hour at 71 here (Stayed at 5k/hour at 72 also so this camp is usable until 73 [Tried it tonight at level 73 and was still getting 4k/hour so this camp could be used til 74 even though 73-74 would be kinda slow. It would be worth soloing here while seeking a manaburn party-Math]). My strategy at this camp has been [[Thunder III]] &amp;gt; [[Aeroga III]] with no sleeping the mob unless I have a resist. The tiger hits on average for 180-240 damage (hume) and has very high accuracy. They also [[Double Attack]] fairly often. {Mathisyn of Midgardsormr}&amp;lt;br&amp;gt;&lt;br /&gt;
*Two black mages can duo here as early as Lvl.60; a trio works as well (all should sub NIN). For a duo setup, the BLM with more MP pulls with tier II (usually [[Thunder II]]) and follows up with [[Stun]]. The second BLM should be in the middle of casting [[Thundaga II]] as the puller comes back. The stun should save a few shadows on the puller, and the *-ga II spell will transfer hate onto the second BLM, who also uses a well-placed [[Stun]] after casting. The puller at this point should have at least one shadow left and be in the midst of casting [[Thundaga II]] to finish off the tiger. Done correctly, the two BLMs bounce hate, and should never get hit. Both BLMs should definitely be well geared --(full AF, Shaman&#039;s, HQ staves, Tamas and/or Balrahn&#039;s Ring, Penitent&#039;s Rope, etc.) The key, whether duo&#039;ing or trio&#039;ing, is to spam nukes and use well-timed [[Stun]]s. With a trio, you never run out of MP, and with a duo as well (provided you take turns pulling). Exp drops down into the 150-210 on chain 0 for a duo at Lvl. 69 with no exp band, 130-200 for Lvl. 72 with no exp band. You can start pulling with [[Drain]] and finish with [[Blizzaga III]] at Lvl. 72.&lt;br /&gt;
*Did a four mage party here at 58, and there were too many resists.  XP was still great, but much too dangerous to justify the risks&lt;br /&gt;
*I managed to pretty consistently (about 70% of the time) one-shot these tigers with [[Flare]] at level 70 doing 1359 damage. Occasionally I would only do 1356 damage and they would be left on 1%, these tigers gave more xp so must&#039;ve been higher level. 70 Mithra BLM INT 68+39, MAB +23 ([[sorcerer&#039;s Ring]], [[Uggalepih Pendant]], [[Moldavite Earring]])&lt;br /&gt;
*Also did a four mage burn here but at level 56. Exp good and it was rather easy. Just have to make sure you have a stun order in place. The tiger rarely hit the puller. [[User:Yunalie|Yunalie]] Siren 15th of Feb. 2009 &lt;br /&gt;
*Whenever I come here, I can always find a full party of Black Mages willing to stay for awhile, I&#039;ve been here from level 56 and just hit level 67 -- Rothy, Fenrir Server.&lt;br /&gt;
*At level 68, I successfully soloed here for consistent chain 3 and 4s with RDM subbed. I never died, even when the Gigas aggroed. My INT was at 76 + 28 and I was using a [[Moldavite Earring]] and the [[Wizard&#039;s Coat]] for Sleeping. I pulled with [[Stone IV]] &amp;gt; [[Sleep II]] &amp;gt; [[Stonega III]]. Always have a fresh [[Stoneskin]] and [[Blink]] up each pull. If you start casting immediately after the tiger attacks, you can get in a Sleep II with [[Fast Cast]] in sticky situations. I might also add that none of my skills were capped. My conclusion is that NIN sub is definitely NOT required. - Galcienn of Kujata&lt;br /&gt;
*These tigers have higher HP, at least up to 1382 (depends on level of course). At level 72, 24 MAB and int 70+33+7 (cream puff), I was unable to one-shot the higher leveled ones (I assume they are level 75) for 1375 damage, but managed to one-shot all the weaker ones for 1379 damage.  This obviously might end on death, if you Flare a level 75 tiger while the gigas is facing it. &lt;br /&gt;
** Came back with 72 base int (subbin rdm instead of nin).  Was able to one-shot every single tiger for 1382 damage.&lt;br /&gt;
*Confirmed that 1381 damage is not enough to one-shot every tiger. 115 INT and 23 MAB (including [[Uggalepih Pendant]] and less than 51% MP), along with [[Vulcan&#039;s Staff]] and [[Flare]], would be required to one-shot as low as level 70. By 72, 19 MAB and 125 INT is enough to one-shot every tiger.&lt;br /&gt;
*Partied here at level 56; PLD, WHM, BLM/NIN x3. Never resisted as Elvaan Black Mage with 53 + 19 INT using NQ elemental staves. &#039;&#039;&#039;Focus on their weakness to Thunder and Fire&#039;&#039;&#039;, using a minimum Tier 2 nukes; ie. Fire II, Firaga II, Thunder II, Thundaga II. &lt;br /&gt;
:::*&#039;&#039;&#039;WARNING&#039;&#039;&#039; If you are going to try to solo here as Elvaan i was 66BLM/33NIN pulled with thunderIII was resisted tried to sleep @ camp was resisted both times INT was 58+37 with moldy earring and AF body for sleep Shadows came down and i was dead in seconds. Not saying this isnt possible but beware of resists they will kill! GL [[User:Matchu25|matchu25]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camp #2: (D-12)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
-Camp on the hillside behind the gate. There is a very narrow area here that is safe to rest without agro from the giants on top of the hill. Don&#039;t go past the top &amp;quot;step&amp;quot; and you will be fine.&amp;lt;br&amp;gt;&lt;br /&gt;
-The XP at Camp #2 is just as good as first camp.  Pulls are slightly dangerous, but consistent chain 5. Gigas don&#039;t roam far/long with their pets like the goblins do, making it easier to chain.  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*For camp #2, I would suggest sleeping after the first Tier 3 spell. I also went T3/Aeroga3 per suggestion and since the tigers move so fast, I typically lost at least 1 shadow pulling them back behind the gate, more often 2. Using both spells without sleeping usually got me KO&#039;ed.  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*@Camp #2, please note the Gigas Deckhand to the west (topside of hill). After the initial pull of the pet, DO NOT go past the first group of &amp;quot;Wooden&amp;quot; steps beyond the &amp;quot;Gate&amp;quot;. At the very edge of the last step it puts you about 15&#039; away from the Deckhand and far away enough from the group to the East. - {Phoking of Ramuh}&lt;br /&gt;
*@Camp 2 also, not sure if just my luck, but I was well below the last step of the first group, and still aggro&#039;d the Deckhand...  Fair warning, you may want to have invisible up while resting if at Camp 2. -- Yondaimesama, Asura Server&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Pet xp again. Chain #5&#039;s fairly common at camp #1. 10k+/hour is very attainable here.&amp;lt;br&amp;gt;&lt;br /&gt;
*Mob at camp #1 always in easy casting range.&amp;lt;br&amp;gt;&lt;br /&gt;
*A roaming sprite occasionally passes through camp #2.&amp;lt;br&amp;gt;&lt;br /&gt;
*Sigil [[Regen]], [[Refresh]], reduced exp loss, and increased meal duration.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*The tigers hit hard and they attack and move fast. /nin is almost a requirement.&amp;lt;br&amp;gt;&lt;br /&gt;
*Camp is usually crowded&lt;br /&gt;
*At 67, with capped enfeebling magic (217), tigers regularly resisted sleep (every other round I would have to use both sleep spells just to stick one). I rarely got resisted at 70.&amp;lt;br&amp;gt;&lt;br /&gt;
*Like many other beastmen pet camps, mob movement may interrupt chains.&amp;lt;br&amp;gt;&lt;br /&gt;
*Undead at camp #2 will cause problems if you take any damage.&amp;lt;br&amp;gt;&lt;br /&gt;
*Multiple gigas at camp #2 can slow down pulling, especially when the helmsman moves into the corner of his spawn area.&amp;lt;br&amp;gt;&lt;br /&gt;
*The pathing at camp #2 is very atypical. Tigers will often take weird paths; usually avoidable by casting while completely behind its master (just assume it has 180 degree field of vision and you&#039;ll be ok).&lt;br /&gt;
*Due to the narrowness of the tunnel, along with trees and bushes in your field of view, it can be very hard to see if the Gigas has linked at camp #1. I&#039;ve not yet survived a Gigas link because I&#039;ve never been able to tell it was coming after me until all three of my shadows were long gone.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camp #3: (J-6)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
-Camp on the hill just above the first set of &#039;steps&#039; past the gate.  There&#039;s little aggro on either side as long as you don&#039;t wander too close to the gate or too far past the steps.  The [[Gigas Helmsman]] wanders decently far down the slope, but won&#039;t aggro as long as you&#039;re not past the first shrub above the steps.&amp;lt;br&amp;gt;&lt;br /&gt;
-XP at the camp is much the same as the other two.  Like the 58 camp in [[Newton Movalpolos]], the Gigas only wanders back and forth in a line, though in much shorter bursts.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Pets again, easy chain #5 when the Gigas behaves.&amp;lt;br&amp;gt;&lt;br /&gt;
*Much safer pulls and resting than Camp #2.  Only have the one [[Gigas Helmsman]] to deal with, rather than him and three friends.  No undead at night either, so no worries about dying just because the tiger hit you once.&amp;lt;br&amp;gt;&lt;br /&gt;
*No odd pathing to worry about, taking out the guesswork of whether the [[Gigas&#039;s Tiger]] is safe to pull or not.&lt;br /&gt;
*Debatably better than Camp #1.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Fierce Smilodon]] like to hang out in front of the Cyclopean Gate getting to camp, and [[Ignis Djinn]] hang out with the Gigas, so you&#039;ll have to avoid recasting [[Invisible]] if you&#039;re not /nin.&amp;lt;br&amp;gt;&lt;br /&gt;
*Sometimes difficult to see the [[Gigas Helmsman]] due to the hill and cliff unless you run up higher.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the E-12 camp, since this camp is probably one of the best you can find in all your way to solo BLM, expect it to be overcrowded, even BLM75s come with their friends to sync Lv at 60 &amp;amp; merit... seen lots of dramas for this camp (Cerberus Server) . &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;===64-74 - [[Vunkerl Inlet (S)]]===&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Prey: [[Gigas&#039;s Tiger]] ([[Gigas Helmsman]])&amp;lt;br&amp;gt;&lt;br /&gt;
HP of Prey: ~1400&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
i have found out that its better to duo all you need to do is at lvl 64 one of you cast burst on it and at 40% casting make a call for them to cast any tire 3 you should always 2 shot it lol&lt;br /&gt;
&lt;br /&gt;
===68-74 - [[Beaucedine Glacier (S)]]===&lt;br /&gt;
Prey: [[Gigas&#039;s Tiger]] ([[Gigas Flesher]])&amp;lt;br&amp;gt;&lt;br /&gt;
HP of Prey: ~1390-1400&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Due to the tiger&#039;s above average movement speed /nin is recommended.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note #2:&#039;&#039;&#039; There are multiple [[Icefang Tiger]]s at each of the camps which aggro by sight and wander around a lot, which can interrupt chains and make each of the camps fairly dangerous. I recommend bringing Tonko tools to rest while invisible. Also, the [[Icefang Tiger]]s will NOT link with the [[Gigas&#039;s Tiger]] while pulling. The Tiger will resist Sleep a lot at Level 68.&lt;br /&gt;
* This is a very viable alternative to [[Vunkerl Inlet (S)]], especially after level 68. Pets are slightly higher level and provide more exp per kill. EXP/Hour is just as good if not slightly higher than VI(S), albeit not as safe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camp Location(s):&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camp #1: (I-7) Past the Pso&#039;Xja Tower.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* Only 2 aggressive mobs in the area, the Gigas Flesher itself and a single [[Icefang Tiger]].&lt;br /&gt;
* The [[Gigas Flesher]] stands still a lot, very easy to pull the Tiger.&lt;br /&gt;
* Overall, better EXP per kill than [[Vunkerl Inlet (S)]] at 68-69.&lt;br /&gt;
* Pathing on the [[Gigas&#039;s Tiger]] is weird, allowing you to run quite a distance after pull without him taking shadows. Still recommend /nin though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* The Gigas Flesher at this camp has a very large wandering radius.&lt;br /&gt;
* The [[Icefang Tiger]] also has large wandering radius, and can mess up pulls sometimes when he decides to hang out past the tower instead of around it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camp #2: (H-9) Top of the Ramp (note: the ramp is more I-9 than H-9). Similar spot to where the Goblin Pathfinder camp is at level 34 in present Beaucedine Glacier.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* Camp is near a ramp where you can rest safely.&lt;br /&gt;
* There are 3 Gigas Fleshers in this area to choose from, one spawns north of the ramp, the other two south.&lt;br /&gt;
* High Chains possible by alternating the 3 Giga&#039;s Tigers.&lt;br /&gt;
* The Gigas Fleshers stand still a lot, very easy to pull the Tiger.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* There are also a couple of [[Gigas Pelter]]s nearby.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camp #3: (H-7) Bottom of the Ramp.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* Camp is near a ramp where you can rest safely.&lt;br /&gt;
* The Gigas Flesher stands still a lot, very easy to pull the Tiger.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* There is also a [[Fulminator|Djinn]] type mob near the Gigas as well which will aggro Magic casting.&lt;br /&gt;
&lt;br /&gt;
=== 68~74 - [[Xarcabard (S)]]===&lt;br /&gt;
Prey: [[Gigas&#039;s Tiger]] &amp;lt;br&amp;gt;&lt;br /&gt;
HP of Prey: 1400~ HP &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Camp Location(s):&lt;br /&gt;
&lt;br /&gt;
Camp #1: Middle of H-9 On the wall. 2 [[Gigas Flogger]] walk on each side of camp. It is suggested that players observe their movements to find a safe camp outside of their aggro range.&lt;br /&gt;
*came here at lvl 65, great exp, not many resists, elvaan mp was kinda ftl lol, int 58+45(with food), +5MAB, hq dark/ice/water, all other nq, spider torque for sleeps, pull with bliz3&amp;gt;sleep2&amp;gt;freeze, easy chain 4&#039;s just like many previous camps, avg about 10k/hr~ without ring. [[User:JavelinX|JavelinX]] 03:14, July 29, 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* Chain solo for over 300 exp each number in chain until Level 72.&lt;br /&gt;
* Bonus experience gained if partying with a party of 2-5 members total.&lt;br /&gt;
* Frequent ice weather for more damage on Blizzard spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* Possible aggro from [[Greater Amphiptere]].&lt;br /&gt;
* Tigers have high running speed and double attack.&lt;br /&gt;
* Pulling on a slope can cause the Tiger to run in front of the Gigas Flogger, which can cause it to link.&lt;br /&gt;
* EXP tends to slow down at Level 72. (12k+/hour from 68-71, 8-9k/hour at 72)&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Camp #2: At the Campaign Arbiter (H-9)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* Many [[Gigas Flogger]] (BST) in the vicinity.&lt;br /&gt;
* May be able to support two to three players. &lt;br /&gt;
* Frequent ice weather for more damage on Blizzard spells.&lt;br /&gt;
* Very easy to get to, once you have been in [[Xarcabard (S)]] once.&lt;br /&gt;
* Bonus experience gained if partying with a party of 2-5 members total.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* Avoiding aggro can be complicated at times.&lt;br /&gt;
* Pulling on a slope can cause the Tiger to run in front of the Gigas Flogger, which can cause it to link.&lt;br /&gt;
* EXP tends to slow down at Level 72. (12k+/hour from 68-71, 8-9k/hour at 72)&lt;br /&gt;
* [[Ruly Imp]] can aggro on the western side of the C.A. if you&#039;re not careful.&lt;br /&gt;
* [[Greater Amphiptere]] wanders at the camp frequently, making it very dangerous. &#039;&#039;&#039;Note:&#039;&#039;&#039; I&#039;ve camped at Sleiney, C.A. for the past 3 days and have never gotten aggro from the [[Greater Amphiptere]] while resting or attempting a pull, even when he was right in front or on top of me. --[[User:InspectorGadget|InspectorGadget]] 18:28, 13 August 2009 (UTC) &#039;&#039;&#039;Note:&#039;&#039;&#039; Camped at Sleiney, C.A. like the guy above said. [[Greater Amphiptere]] dropped down while I was resting and killed me. Took a ss if anyone wants me to post it. --[[User:Sinisterkill|Sinisterkill]] 0710, 30 March 2010 (EST)&lt;br /&gt;
* I had a great and safe time leveling here from about 70-75 in January 2010, with absolutely no aggro from Amphiptere (even if it was right over me), but after the March 2010 update, every time I&#039;ve come here, I&#039;ve gotten aggro within a few minutes.  Such a shame, this used to be an awesome exp (or even merit) camp. --[[User:Vyrha|Vyrha]] 16:05, April 28, 2010 (UTC)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Levels 70-75==&lt;br /&gt;
===68-73 - [[Al&#039;Taieu]]===&lt;br /&gt;
Prey: [[Ul&#039;hpemde]] and [[Om&#039;hpemde]] &amp;lt;br&amp;gt;&lt;br /&gt;
HP of Prey: ~4.1k for [[Ul&#039;hpemde]] and ~4.5k for [[Om&#039;hpemde]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Testimonials and Notes&#039;&#039;&#039;&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Gravity]] is necessary; Sub RDM! If you&#039;re comfortable without [[Stoneskin]], you can start earlier than 68.&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Gravity]] is not necessary for this camp. I am currently camping here as BLM65/NIN32. I am able to kill them better in my eyes than I was with RDM sub because of Utsusemi vs. the lack of Stoneskin. You just need to time your nukes so that they hit a few seconds after its mouth opens. That way you minimize the amount of time that it is bound. - Dajabola: Unicorn&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camp Locations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #1&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location: A LOT&#039;&#039;&#039; Ul&#039;hpemde ~68-70&lt;br /&gt;
;&#039;&#039;&#039;Camp #2&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;  Om&#039;hpemde ~69-73 (any teleport area or near outside jailers)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
::*&amp;lt;s&amp;gt;There&#039;s lots of them!&amp;lt;/s&amp;gt; Seems to be different on Horizon, you need to search for them. &lt;br /&gt;
::*They do not attack until you deal damage (you can enfeeble before you nuke)&lt;br /&gt;
::*They take double damage with their mouth open.&lt;br /&gt;
::*There are many objects with odd shapes to kite them around. &lt;br /&gt;
::*They drop [[Luminian Tissue]] and [[Hpemde Organ]], which are useful for the quest [[In the Name of Science]], as well as [[Crystal]] clusters to sell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
::*They hit very hard with mouth open, and can do a stun move if they get tp.&lt;br /&gt;
::*At lower levels, [[Gravity]] and [[Bind]] can wear off quickly, but generally worth the risk.&lt;br /&gt;
::*If you aren&#039;t careful, you might aggro a [[:Category:Yovra|Yovra]] floating in the sky. Since their level is considerably higher, this is quite dangerous. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testimonials and Notes&#039;&#039;&#039;&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
- You can predict exactly when they will open their mouths, and if your nuke lands while it is in the action of opening its mouth, it stays open!&amp;lt;br&amp;gt;&lt;br /&gt;
- They open their mouths exactly 30 seconds after they take damage (unless they&#039;re slept). If you gravity + pull with drain, you can bind ~40 sec recast on drain, and nuke at ~34 sec recast on drain. Once you get the hang of this you can chain 3 easily sometimes 4, for ~5-7k/hr. Sleeping them when their mouth opens works too. It&#039;ll remain open the entire time they sleep, but will close after nuke.&amp;lt;br&amp;gt;&lt;br /&gt;
- You can start casting [[Freeze]] when your Drain timer is at 42 seconds(without fast cast gear, only the trait from /rdm) which took over half of an Ul&#039;hpemde&#039;s HP for me with [[Aquilo&#039;s Staff]] but otherwise pretty average gear.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===69-72 - [[Aydeewa Subterrane]]===&lt;br /&gt;
For an alternate camp choice from 65-72, try Vitriolic&#039;s guide in his [http://ffxi.allakhazam.com/db/jobs.html?fjob=3;mid=1153395917124154864 &amp;quot;Blm easy solo xp 65-72 Aydeewa.&amp;quot; thread].&amp;lt;br&amp;gt;&lt;br /&gt;
Also can fight there as low as Lv66  with 100+Int  and MAB 5+&lt;br /&gt;
&lt;br /&gt;
Enter Aydeewa from E-10 in [[Wajaom Woodlands]]. &amp;lt;br&amp;gt;&lt;br /&gt;
Prey: [[Qiqirn Archaeologist]]&amp;lt;br&amp;gt;&lt;br /&gt;
HP of Prey: 4100~&amp;lt;br&amp;gt;&lt;br /&gt;
Note:&amp;lt;br&amp;gt;&lt;br /&gt;
Camp Location(s):I-9 or Roam between H-8 and I-8 (see image)&amp;lt;br&amp;gt;&lt;br /&gt;
Camp #1: [[File:SoloBLMAydeewaSubterrane3.png|right|thumb|90px|Spawn Locations]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Mold Eaters around can be Aspired from, if you&#039;re brave(Sneak+Sleep+Aspir)&amp;lt;br&amp;gt;&lt;br /&gt;
*2 camps with 4-5 Archaeologists each means 2 BLMs can camp here, unlike most other camps this level.&lt;br /&gt;
*You will almost never die here as long as you can keep the Qiqirns from linking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Almost need full MP to kill one, making it very hard to chain.&amp;lt;br&amp;gt;&lt;br /&gt;
*Mold Eaters around the Archaeologists&amp;lt;br&amp;gt;&lt;br /&gt;
*Will occasionally break off and run away. This can cause links to other Qiqirn in the area &amp;lt;br&amp;gt;&lt;br /&gt;
*Try to avoid Earthsday if possible, I had quite some partial resists (even on Sleep) on Earthsday. Not on any of the other days. &amp;lt;br&amp;gt;&lt;br /&gt;
*Will melee if you get too close, which can kill you quickly &amp;lt;br&amp;gt;&lt;br /&gt;
*[[Bluestreak Gyugyuroon]] is a lottery spawn from some of the archaeologists here, and is a level 82 NM.&lt;br /&gt;
**Qiqirn found at H-8, H-9, I-9 do not appear to be placeholders for the NM&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;TIP&#039;&#039;&#039;: Soloing in this camp can be very frustrating . When the Qiqirns run, they can sometimes run far enough to link several others. Duos are recommended due to mob control.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===70-74 - [[Bhaflau Thickets]]===&lt;br /&gt;
Prey: [[Mamool Ja&#039;s Wyvern]]&amp;lt;br&amp;gt;&lt;br /&gt;
HP of Prey: ~1230&amp;lt;br&amp;gt;&lt;br /&gt;
Notes: Need [[Remnants Permit]] or [[Captain Wildcat Badge]].&amp;lt;br&amp;gt;&lt;br /&gt;
Camp Location: Tandjana Islet (F-6), just outside [[Alzadaal Undersea Ruins]].&amp;lt;br&amp;gt;&lt;br /&gt;
* After you exit the Ruins heading toward the [[Greater Colibri]] camps, the first mobs you encounter are two [[Mamool Ja Pikeman]] and one [[Mamool Ja Infiltrator]].&lt;br /&gt;
* The Pikemen summon [[Mamool Ja&#039;s Wyvern]]; these will be your prey.&lt;br /&gt;
* Pulling can be tricky, as the Pikemen never stand in one place for long enough to get off a Tier IV spell.  I pulled with [[Mamoolbane]] to be quick (and to get a bit more range).&lt;br /&gt;
* One-shots are possible with certainty (barring resists) with [[Flare]], [[Vulcan&#039;s Staff]], 103 INT and 15 MAB.&lt;br /&gt;
*(You can Drain pull then Sleep and finish with AM.Elvaan lvl 70 Josafath,Cerberus)&lt;br /&gt;
* The Pikemen need to wait for [[Call Wyvern]] to be up again before they can resummon; this seems to be longer than 20 minutes, perhaps it is two hours for them.&lt;br /&gt;
** As a result, you need to make the Pikemen respawn so that they can summon again without waiting for the timer.&lt;br /&gt;
** Try to pull one of them so that the other one links, then run back to [[Hamta-Iramta]] and talk to him to zone back into [[Alzadaal Undersea Ruins]].&lt;br /&gt;
*** You need a [[Remnants Permit]] or [[Captain Wildcat Badge]] so that you can zone in just by talking; otherwise you would need to trade an [[Imperial Silver Piece]].&lt;br /&gt;
*** If the Mamools catch up to you and attack while you&#039;re talking to [[Hamta-Iramta]], you can get &amp;quot;Event skipped&amp;quot;; just stay calm and try to talk to him right after their attacks.  It&#039;s a very short CS, so it&#039;s not hard to fit it in between their attacks.&lt;br /&gt;
** Then zone back out again and rest while you wait for the Pikemen, and then their Wyverns, to respawn.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* Pet XP!&lt;br /&gt;
* Wyverns can be [[Aspir]]ed.&lt;br /&gt;
* Good xp/hr even with frequent zoning.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* Max chain #1 (after the first, when you can get chain #3 if nobody has been killing the Mamools).&lt;br /&gt;
* Only supports one BLM.&lt;br /&gt;
* Only available if no merit party is killing the Mamools.&lt;br /&gt;
&lt;br /&gt;
===70-73 - [[Halvung]]===&lt;br /&gt;
Prey: [[Black Pudding (Monster)]]&amp;lt;br&amp;gt;&lt;br /&gt;
HP of Prey: 4,000?&amp;lt;br&amp;gt;&lt;br /&gt;
Camp Location(s): H-9, H-11&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Enough for one party or two solo.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Can get very overcrowded.&amp;lt;br&amp;gt;&lt;br /&gt;
- Puddings are mixed with Trolls, difficult to pull&lt;br /&gt;
&lt;br /&gt;
===72-75 - [[Alzadaal Undersea Ruins]]===&lt;br /&gt;
Prey: [[Qiqirn Poulterer]]&amp;lt;br&amp;gt;&lt;br /&gt;
HP of Prey: ~4300&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &amp;lt;br&amp;gt; Possibly can start here at level 68 with 100+INT 260 Skill+ and HQ staff. or Duo At Lv65-66&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Camp Location(s):&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Multiple camp locations along the outside corridors.  &lt;br /&gt;
&amp;lt;br&amp;gt;- The zone is mirrored through the middle.  &lt;br /&gt;
&amp;lt;br&amp;gt;- There is 1 Poulterer at I-7 w/ with 1 Goldsmith.  &lt;br /&gt;
&amp;lt;br&amp;gt;- 2 Poulterer w/ 1 Goldsmith bordering H-7 to I-8.  &lt;br /&gt;
&amp;lt;br&amp;gt;- 1 Poulterer w/ 2 Goldsmith bordering F-7 to G-8.  &lt;br /&gt;
&amp;lt;br&amp;gt;- 1 Poulterer w/ 1 Goldsmith bordering E-8 to F-8.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Then you have an exact mirror of the same setup on the lower half of the zone.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;-There are no real threat death even with /WHM since they don&#039;t go into melee. Ranged attacks hit for about 90hp, but by the time they get stoneskin down, they are about 50% dead.&lt;br /&gt;
&amp;lt;br&amp;gt;- XP is in the 300 range, 500 with empress band.&lt;br /&gt;
&amp;lt;br&amp;gt;- Double water weather means great damage for Water spells&lt;br /&gt;
&amp;lt;br&amp;gt;- These do not seem to run away as the other Qiqirn do&lt;br /&gt;
&amp;lt;br&amp;gt; -You can lose aggro by using the portals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt; -Links with Qiqirn Goldsmith will cause you to sleep nuke sleep nuke or escape since these are Thf Mobs. &lt;br /&gt;
&amp;lt;br&amp;gt; -Camps are often overcrowded.&lt;br /&gt;
&amp;lt;br&amp;gt; -The repop time is fairly long. The exp is still good per kill, but you will need to roam if you want to chain.&lt;br /&gt;
&amp;lt;br&amp;gt; -Lower level BLMs trying these (70-71), will most likely end the battle with very low MP, even with good gear.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
===70-73 - [[Lufaise Meadows]] {{changes|Custom HorizonXI Monsters}}===&lt;br /&gt;
Prey: [[Meadow Buffalo]]&amp;lt;br/&amp;gt;&lt;br /&gt;
HP of Prey: ~4500&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Camp Locations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #1&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;  &lt;br /&gt;
South of the [[Valkurm Dunes]] entrypoint around {{Location|Lufaise Meadows|L-9}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*You can Aspir them. &lt;br /&gt;
::*They do not aggro nor link.&lt;br /&gt;
::*The area is perfectly safe, no aggro anywhere. &lt;br /&gt;
::*The [[Valkurm Dunes]] zone is nearby in case of emergency. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
::*Hard to chain unless you have high-end gear. &lt;br /&gt;
&lt;br /&gt;
===73-75 - [[Uleguerand Range]]===&lt;br /&gt;
Prey: [[King Buffalo]]&amp;lt;br&amp;gt;&lt;br /&gt;
HP of Prey:~5000&amp;lt;br&amp;gt;&lt;br /&gt;
Note: Not too overly difficult to solo; either sleep/nuke or gravity/nuke strategies will work. Even with gravity, they can catch up to you due to cast-time of stronger spells, so keep Blink and Stoneskin up at all times. &amp;lt;br&amp;gt;  &lt;br /&gt;
Camp Location(s): Areas West and South of [[Jormungand]].&amp;lt;br&amp;gt;&lt;br /&gt;
If your enfeebles will not land, try skilling up or wearing enfeebling gear. I could land these with ease @72&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camp Locations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Camp #1&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Location:&#039;&#039;&#039;  &lt;br /&gt;
the tunnel at (H-9)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
::*You can Aspir them and you can chain them. While soloing I&#039;ve seen up to chain 3, but 4+ is highly possible with good gear and food. &amp;lt;br&amp;gt;&lt;br /&gt;
::*There are four King Buffalo which pop here.&lt;br /&gt;
::*Lots of room to kite, including a large tunnel at (H-9) with no mobs.&lt;br /&gt;
::*Weak to elemental magic, but they have high defense.&lt;br /&gt;
::*Only one elemental pops here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
::*They hit hard, and are quite quick even with gravity on them. &amp;lt;br&amp;gt;&lt;br /&gt;
::*Nearby [[Agloolik]] and [[Ice Elemental]]s can possibly get in the way, but for the most part you&#039;d have to try to aggro them, in order to aggro them.&lt;br /&gt;
::*High accuracy can be an issue if they are close to you.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===73-75+ - [[Bhaflau Thickets]]===&lt;br /&gt;
Prey: [[Marid]]&amp;lt;br&amp;gt;&lt;br /&gt;
HP of Prey:7,000&amp;lt;br&amp;gt;&lt;br /&gt;
Note: When the mob uses Defense Boost it appears to cause Sleep II to not land. Enfeebling magic at 266 with Sleep II was resisted a few times.&amp;lt;br&amp;gt;&lt;br /&gt;
Camp Location(s):&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Camp #1: (G-8)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt; - Safe for solo using [[Red Mage]] as a subjob, very low resistance to [[Gravity]], [[Sleep]], [[Stun]], [[Bind]] and Elemental magic.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt; - Need 6-8 Tier IV spells to finish, maybe need to sleep and rest more than once. Very difficult to make a chain.&amp;lt;br&amp;gt;&lt;br /&gt;
-Will pop chigoes when it uses a TP move.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===70-75+ - [[Bhaflau Thickets]]===&lt;br /&gt;
Prey: [[Mamool Ja&#039;s Raptor]]&amp;lt;br&amp;gt;&lt;br /&gt;
HP of Prey: 1360~&amp;lt;br&amp;gt;&lt;br /&gt;
Note: The camp is the top floor of the [[Nyzul Isle]] [[Bhaflau Thickets]] zone. This is a new camp since the [[2008 - (09/09/2008) The Version Update Is Here!]] which lowered the HP of many pets. It is a good idea to wait to start casting until the [[Mamool Ja Stabler]] stops for a second and begins to move again. That way by the time you finish casting it will have stopped once again and you will know if it is actually safe or not.  Alternatively, you can pull with [[Blind]] just after they stop moving. There are some shrubs on the north side that you can use as a guide. Use the bottom shrub as an imaginary aggro line. Don&#039;t stray too far past it and you will greatly reduce that chance of being sight aggroed&amp;lt;br&amp;gt;Camp Location(s):&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Camp #1: (F/G-6)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt; - Pet XP!&lt;br /&gt;
&amp;lt;br&amp;gt; - Two pets to pull from.&amp;lt;br&amp;gt;&lt;br /&gt;
- Starting from 73, it is often possible to kill pets with two tier IV spells. &lt;br /&gt;
&amp;lt;br&amp;gt;- You can also start off or end your chains with the Mamool Ja&#039;s Wyverns at the entrance of the zone&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- [[Mamool Ja Stabler]]s only stand still for a few seconds, which can make its pet run out of your casting range.&amp;lt;br&amp;gt;&lt;br /&gt;
- Raptors run faster than players.&amp;lt;br&amp;gt;&lt;br /&gt;
- Raptors have [[Triple Attack]].&amp;lt;br&amp;gt;&lt;br /&gt;
- The area is heavily crowded by other mamool ja with hardly a safe area to pull from, other than casting under invisible effects.&lt;br /&gt;
&lt;br /&gt;
===73-75+ - [[Mount Zhayolm]]===&lt;br /&gt;
Prey: [[Wamoura Prince]]&amp;lt;br&amp;gt;&lt;br /&gt;
HP of Prey: ~5000&amp;lt;br&amp;gt;&lt;br /&gt;
Note: Need a [[Cast Metal Plate]] to get behind Gates of Halvung. Recommend being /RDM for [[Gravity]]. [[Gravity]], [[Bind]], and [[Sleep]] are your friend with these. It takes 3-5 Tier 4 nukes to take these out. They have high resist rate.&amp;lt;br&amp;gt;&lt;br /&gt;
Camp Location(s): Behind the Gates of Halvung&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camp #1: (J-7)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Use [[Halvung Staging Point]] to warp to [[Mount Zhayolm]], then head south to Gates of Halvung. One you open the gate this is your camp. Just to the left of that camp is another alternative resting spot for the same set of mobs.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Quick and easy to get to.&amp;lt;br&amp;gt;&lt;br /&gt;
- Quick respawns and enough mobs to support 2-3 soloers.&amp;lt;br&amp;gt;&lt;br /&gt;
- [[Wamoura Prince]] do not aggro.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- [[Wamoura Prince]]s will link with other [[Wamoura Prince]]s and [[Wamoura]].&amp;lt;br&amp;gt;&lt;br /&gt;
- There aren&#039;t any zones nearby if you end up messing up.&amp;lt;br&amp;gt;&lt;br /&gt;
- [[Wamoura]] are True Sight/Sound and aggro Magic.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Camp #2: (G-7)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
After passing through Gates of Halvung, run west to the [[Troll]]s area (I-8), then north by northwest to a place with [[Ebony Pudding]]s, then into a short cave to the west. Once there you will see [[Wamoura Prince]]s and [[Wamoura]]. You want to run past them and rest in a tunnel at (G-8) by the zone into [[Halvung]](8).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Prox:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Much like the 1st camp except this time you have a zone to go to.&amp;lt;br&amp;gt;&lt;br /&gt;
- Quick respawn  and enough mobs to support 2 - 3 soloers.&amp;lt;br&amp;gt;&lt;br /&gt;
- [[Wamoura Prince]]s do not aggro.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- [[Wamoura Prince]]s will link with other [[Wamoura Prince]]s and [[Wamoura]].&amp;lt;br&amp;gt;&lt;br /&gt;
- [[Wamoura Prince]] seem to be slightly higher level here then at first camp.&amp;lt;br&amp;gt;&lt;br /&gt;
- [[Wamoura]] are True Sight/Sound and aggro Magic.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camp #3: (E-7) (Island) &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
From the camp at G7, zone into [[Halvung]] and continue west back out into [[Mount Zhayolm]]. Your camp is the tunnel you zone into (E-6/E-7 on the island).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- A zone right behind you&amp;lt;br&amp;gt;&lt;br /&gt;
- [[Wamoura Prince]]s do not aggro.&amp;lt;br&amp;gt;&lt;br /&gt;
- At least four [[Wamoura Prince]]s are within easy access, which makes this a nice camp for a duo.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- [[Wamoura Prince]]s will link with other [[Wamoura Prince]]s and [[Wamoura]].&amp;lt;br&amp;gt;&lt;br /&gt;
- [[Wamoura Prince]]s, right at the beginning, could make trouble if you are not killing fast enough.&amp;lt;br&amp;gt;&lt;br /&gt;
- [[Dahak]] mixed with [[Wamoura Prince]] outside the tunnel, but I&#039;ve never seen them come close enough to be a problem.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===73-75+ - [[Mount Zhayolm]] #2===&lt;br /&gt;
Prey: [[Ebony Pudding]]&amp;lt;br&amp;gt;&lt;br /&gt;
HP of Prey: 4,500-5,500&amp;lt;br&amp;gt;&lt;br /&gt;
Note: Need a [[Cast Metal Plate]] to get behind Gates of Halvung. Accessable though [[Alzadaal Undersea Ruins]] without a [[Cast Metal Plate]].&amp;lt;br&amp;gt;&lt;br /&gt;
Camp Location(s): Behind Gates of Halvung.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Camp #1:&#039;&#039;&#039;(H-7)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pros:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Weak to magic.&amp;lt;br&amp;gt;&lt;br /&gt;
- Supports several soloers or 1 manaburn party.&amp;lt;br&amp;gt;&lt;br /&gt;
- Safe resting spot.&amp;lt;br&amp;gt;&lt;br /&gt;
- Can be Aspired. &amp;lt;br&amp;gt;&lt;br /&gt;
- Zone is close. &amp;lt;br&amp;gt;&lt;br /&gt;
- Can be killed with 3-5 Tier IV Elemental Spells.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cons:&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Flans are highly resistant to Sleep and Silence.&amp;lt;br&amp;gt;&lt;br /&gt;
- Difficult to solo efficiently when a manaburn party is here.&amp;lt;br&amp;gt;&lt;br /&gt;
- Aggro by sight.&amp;lt;br&amp;gt;&lt;br /&gt;
- Aggro to Job Abilities ([[Elemental Seal]], [[Manafont]], [[Divine Seal]]).&amp;lt;br&amp;gt;&lt;br /&gt;
- Camp is popular, so is usually crowded.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:*Sleep and Sleep II are very hard to stick, even with capped Enfeebling Skill, Enfeebling Skill + gear, Pluto&#039;s Staff, Elemental Seal, and Merits. Because of this, it is suggested to use Gravity and Stun in place of Sleep.&lt;br /&gt;
:*It is suggested that anyone wanting to use this camp, read the [[Ebony Pudding]] page as strategies for soloing them are already described on the [[Ebony Pudding]] main page and discussion page.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Well Done! ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Congrats on getting to &#039;&#039;&#039;Level 75&#039;&#039;&#039; as a solo [[Black Mage]] If you&#039;ve made it this far using this guide, you&#039;ve demonstrated both skill and determination, as well as you can rea... Thanks to everyone who contributed with their experiences and feedback. There&#039;s always more to learn and explore in Vana&#039;diel, but for now, take a moment to appreciate this significant achievement. Best of luck in your future adventures, and here&#039;s to the power and resilience of the solo Black Mage!&lt;br /&gt;
&lt;br /&gt;
==CREDIT==&lt;br /&gt;
===A note from Dejey (HorizonXI Wiki Senior Editor)===&lt;br /&gt;
&#039;&#039;&#039;This guide is over 27,000 words, originating from Allakhazam, made its way to  Wiki.FFXiclopedia, and finally onto our wiki. This Document has been around for almost 17 years as of this post/edit - 08/27/2023. There have been countless edits and contributions.  Just editing this [[Behemoth]] of a guide to fit our wiki has been oddly eye-opening for me. If you find any use from this guide, just take note of how many years went into this.  I managed to find the original post via the WayBack Machine, and I feel the need to share that here. While it&#039;s not in its original form, it has the original post date.&lt;br /&gt;
**Detailed Solo Guide - Lv. 19-70 Posted: Nov 23rd 2006 4:31pm | Edited: Sep 19th 2007 9:57pm &lt;br /&gt;
*Link: https://web.archive.org/web/20071103093317/http://ffxi.allakhazam.com/db/jobs.html?fjob=3;mid=11643140656968310;num=106;page=1&lt;br /&gt;
&lt;br /&gt;
There are plans to keep editing this document to better fit HorizonXI players, there is still much work to be done. But for the time being.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 40px;&amp;quot;&amp;gt;&#039;&#039;&#039;Thank you &#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Fearthelettuce</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=Smithing_guide_by_Ctownwood_and_comments&amp;diff=118281</id>
		<title>Smithing guide by Ctownwood and comments</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=Smithing_guide_by_Ctownwood_and_comments&amp;diff=118281"/>
		<updated>2026-02-25T05:19:42Z</updated>

		<summary type="html">&lt;p&gt;Fearthelettuce: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{UserGuide}}&lt;br /&gt;
[[Category:Smithing]][[Category:Guides]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Horizon version=&lt;br /&gt;
 This is one of my favorite guides of ctownwoody and felt it applicable for the guide section. Remember Ctownwoody played on Asura(I played on Odin) but his philosophies and observations continue to shine in the game today. I will also add notes about alchemy along side this guide.	--[[User:Pyrra0|Pyrra0]] ([[User talk:Pyrra0|talk]]) 22:06, 8 March 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
=Original guide=&lt;br /&gt;
Smithing Guide 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
0-70&amp;lt;br&amp;gt;&lt;br /&gt;
by Ctownwoody of Asura&amp;lt;br&amp;gt;&lt;br /&gt;
Sons of Valkurm Linkshell&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Disclaimer&#039;&#039;&#039;:  &#039;&#039;&#039;This worked for me and is based on my research and efforts on [[Asura]].  Prices are increasingly normalized, but I still suggest going to [http://www.ffxiah.com ffxiah.com] to research your particular server.  I would use particular care in this craft because it has changed greatly since I started down this road.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Ctownwood&#039;s Smithing philosophy==&lt;br /&gt;
https://horizonffxi.wiki/w/images/b/b7/MiningIcon.png &#039;&#039;&#039;Smithing Tips&#039;&#039;&#039; &lt;br /&gt;
https://horizonffxi.wiki/w/images/b/b7/MiningIcon.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1&#039;&#039;&#039;.  This is the least profitable craft to take to 60.  [[Goldsmithing]] is the most expensive and [[Cooking]] is the cheapest, but both offer good shots at profit.  In [[Smithing]], you&#039;ll be attempting a lot of times to simply break even. &amp;lt;br&amp;gt;&lt;br /&gt;
[[Goldsmithing]] https://horizonffxi.wiki/w/images/7/79/GoldsmithingIcon.png &lt;br /&gt;
https://horizonffxi.wiki/w/images/e/ea/CookingIcon.png [[Cooking]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2&#039;&#039;&#039;.  &amp;lt;u&amp;gt;The Myth of Mining&amp;lt;/u&amp;gt;: Mining &#039;&#039;&#039;does not save you gil&#039;&#039;&#039; when crafting.  Mining makes you gil by selling what you mine; crafting makes you gil by increasing the value of the ingredients.  If you were to mine up 10k worth of ingredients and sell them for 6k, you did &#039;&#039;&#039;NOT&#039;&#039;&#039; save 6k by mining; you lost 4k by crafting what you could have sold.&amp;lt;br&amp;gt;&lt;br /&gt;
https://horizonffxi.wiki/w/images/a/ab/Charm_%28Status_Effect%29.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3&#039;&#039;&#039;.  Smithing as a skill isn&#039;t profitable, per se, but it is used &#039;&#039;very&#039;&#039; often as a sub-craft in every craft except [[Cooking]].  You&#039;ll want to level this out of a sense of obligation, if nothing else.&amp;lt;br&amp;gt;&lt;br /&gt;
 What ctownwoody means by this, for example, [[Clothcraft]] and [[Alchemy]] both are profitable as you rank up. Real quick this is due to the inner-connectivity of certain [[materials]] like thread, cloth, (chemistry) mercury, fibers, sands, animas. etc --[[User:Pyrra0|Pyrra0]] ([[User talk:Pyrra0|talk]]) 01:52, 10 March 2024 (UTC)&lt;br /&gt;
https://horizonffxi.wiki/w/images/a/ab/Charm_%28Status_Effect%29.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4&#039;&#039;&#039;.  There are actually plenty of profitable synths in [[Smithing]] but they sell slowly and/or are prone to flooding, and thus I do not recommend making them for skill.  If you are truly taking your [http://en.wikipedia.org/wiki/Narcolepsy time] or incredibly [http://en.wikipedia.org/wiki/Anal-retentive stubborn], you can make these for skill.  At &#039;&#039;most&#039;&#039;, I would only recommend making 12 for a few points of skill and then selling them at your leisure.&amp;lt;br&amp;gt;&lt;br /&gt;
https://horizonffxi.wiki/w/images/a/ab/Charm_%28Status_Effect%29.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5&#039;&#039;&#039;.  As noted in #3, there are a lot of items that require /Smithing to make and some of them are used in this Guide.  Typically, they tend to be easier to make, sell faster, stack better, and are more profitable than anything that uses Smithing as the main-craft.&amp;lt;br&amp;gt;&lt;br /&gt;
 I believe ctownwoody is referencing making ammo and status bolt heads --[[User:Pyrra0|Pyrra0]] ([[User talk:Pyrra0|talk]]) 01:52, 10 March 2024 (UTC)&lt;br /&gt;
https://horizonffxi.wiki/w/images/a/ab/Charm_%28Status_Effect%29.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6&#039;&#039;&#039;.  Basic Pattern is &#039;&#039;4 Ores&#039;&#039; -&amp;gt; &#039;&#039;Ingot&#039;&#039; -&amp;gt; &#039;&#039;Sheet&#039;&#039; -&amp;gt; &#039;&#039;Attach to Weapon/Armor&#039;&#039;.  Sometimes, there is a &#039;&#039;Sheet&#039;&#039; -&amp;gt; &#039;&#039;Scale&#039;&#039; step in there.  Unlike when I use this in [[Goldsmithing]], you&#039;ll use this formula, because the resulting armor will often sell close to break-even, if not at a profit to Guildshops. However, you might end up skipping the &#039;&#039;Sheet&#039;&#039; -&amp;gt; &#039;&#039;Scale&#039;&#039; step and finding the scales (Iron and Steel especially) on the AH, where they will be cheaper.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Synthesis Recipe|nc&lt;br /&gt;
| craft = Smithing&lt;br /&gt;
| cap = 20&lt;br /&gt;
| result = Iron Ingot&lt;br /&gt;
| hq result = Steel Ingot&lt;br /&gt;
| crystal = Fire&lt;br /&gt;
| ingredient = Iron Ore&lt;br /&gt;
| ingredient quantity = 4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
https://horizonffxi.wiki/w/images/a/ab/Charm_%28Status_Effect%29.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;7&#039;&#039;&#039;. https://horizonffxi.wiki/w/images/6/69/Junction.png  &#039;&#039;&#039;One method, widely recommended, for getting cheap synthesis &lt;br /&gt;
materials if not outright sellable items, is [[Desynthesis]].  &lt;br /&gt;
[[Goblin Helm]]s and [[Goblin Mail|Mail]] and their &lt;br /&gt;
[[Moblin Helm|Moblin]] [[Moblin Mail|equivalents]] are &lt;br /&gt;
standard low-level ones.  Antican and Quadav Armors are &lt;br /&gt;
more used by top-tier Smiths for gil.  &lt;br /&gt;
Please, &#039;&#039;&#039;be aware&#039;&#039;&#039; that [[Desynthesis]] is tricky, &lt;br /&gt;
with a high failure rate, so assume at least a 50% failure &lt;br /&gt;
rate on attempts and maybe a 33-40% rate at breaks.&#039;&#039;&#039; https://horizonffxi.wiki/w/images/6/69/Junction.png&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 If you take anything from this guide, I hope it is number 7 --[[User:Pyrra0|Pyrra0]] ([[User talk:Pyrra0|talk]]) 01:52, 10 March 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;8&#039;&#039;&#039;.  Camp the AH!  Especially Jeuno.  Some crafters, for some bizarre [http://en.wikipedia.org/wiki/Attention-deficit_hyperactivity_disorder reason], will make the scales for skill and then dump them on the AH for cheap.  Their idiocy is your gain.&amp;lt;br&amp;gt;&lt;br /&gt;
https://horizonffxi.wiki/w/images/a/ab/Charm_%28Status_Effect%29.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;9&#039;&#039;&#039;.  As you will no doubt conclude after a careful reading of this guide, you will need an absolute ton of [[Iron Sheet]]s, more than any other item except crystals.  I would recommend finding, making, or identifying a friend with [[Sheeting]], a Key Item that is used in both [[Smithing]] and [[Goldsmithing]].  This method can make you tons of Sheets faster and cheaper than you could yourself.  Also, if you plan to take Smithing beyond 60 (see [[Smithing Guide By Grodark Part 2|this guide]] for advice), you will want the Key Item for yourself because you won&#039;t stop using massive amounts of sheets at 60, or even 66.&amp;lt;br&amp;gt;&lt;br /&gt;
https://horizonffxi.wiki/w/images/a/ab/Charm_%28Status_Effect%29.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10&#039;&#039;&#039;.  Bastok, Sandy, and Whitegate (for those that have access) all have Guilds with Guildshops (plus a small, under-stocked shop in [[Mhaura]]).  They offer the same ores, generally, but Bastok and Sandy buy different sets of items, including ones that you will make for skill.  As a rule of thumb, Sheet-based items sell in Bastok, and Scale-based items sell in Sandy.&lt;br /&gt;
&lt;br /&gt;
https://horizonffxi.wiki/w/images/a/ab/Charm_%28Status_Effect%29.png&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;The Guide Itself&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== 0-10 ===&lt;br /&gt;
*&#039;&#039;&#039;[[Bronze Ingot]]&#039;&#039;&#039; (2)-[[Fire Crystal]], [[Copper Ore]] x3, [[Tin Ore]]--Cheap and easy to do.  Now, pretty cheap to get on AH  and from Guilds as well.  Save them if you make them, but you can skip .&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Bronze Sheet]]&#039;&#039;&#039; (4)-[[Fire Crystal]], [[Bronze Ingot]]--Easy, cheap, shouldn&#039;t take more than 2-3 stacks from 2 or 3-4 stacks from 0 skill.  You can make these or buy these.  Pretty cheap at this point.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Hatchet]]&#039;&#039;&#039; (8)-[[Fire Crystal]], [[Maple Lumber]], [[Bronze Ingot]] x2--Woodworking sub of 2, which isn&#039;t a problem.  At lowest prices from Guilds, these are cheaper to make, before HQs, than they are to buy from NPCs.  Make a couple of stacks to sell on AH for various quests/missions.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Bronze Scales]]&#039;&#039;&#039; (10)-[[Wind Crystal]], [[Bronze Sheet]]--Make to cap, sell them at a loss to an NPC, and get over it.  There isn&#039;t a lot here but the good news is that this is cheap as anything you&#039;ll see, despite the increase in Wind Crystal prices.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TEST ITEM&#039;&#039;&#039;: [[Xiphos]](8): [[Fire Crystal]], [[Giant Femur]], [[Bronze Ingot]] x2--Get one somehow.  [[Bonecraft]] 2 as a sub might make you fail but only maybe.&lt;br /&gt;
&lt;br /&gt;
=== 11-20 ===&lt;br /&gt;
*&#039;&#039;&#039;Boltheads&#039;&#039;&#039; (14)-[[Wind Crystal]], [[Bronze Ingot]], [[Animal Glue]], [additive]--All of these aside from [[Bronze Bolt Heads]] require some level of [[Alchemy]] to make the [additive] and then to make the boltheads.  This is the principle reason why my Alchemy-mule got his Smithing skill to 15.  The list is [[Blind Bolt Heads|Blind_Bolt_Heads]] (31), [[Acid Bolt Heads|Acid_Bolt_Heads]] (45),  [[Holy Bolt Heads|Holy_Bolt_Heads]] (53), [[Sleep Bolt Heads| Sleep_Bolt_Heads]] (67), [[Venom Bolt Heads|Venom_Bolt_Heads]] (76), and [[Bloody Bolt Heads|Bloody_Bolt_Heads]] (81).  Make to cap, one or multiple types.&lt;br /&gt;
**Note: You can try to make the plain [[Bronze_Bolt_Heads]] from just Bronze Ingots, but they don&#039;t sell well.  However, it&#039;s easier that way, if you don&#039;t have the Alchemy.&lt;br /&gt;
&lt;br /&gt;
 15-19 [[Lightning_Crystal|lightning crystal]] + [[Goblin Mail]] to get closer to [[Iron Ingot]], imo  --[[User:Pyrra0|Pyrra0]] ([[User talk:Pyrra0|talk]]) 01:52, 10 March 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
 This is a stopping point to level alchemy to 40 and goldsmithing to 24 if you plan to make bullets. If you plan to make bolts, i&#039;m not sure tbh --[[User:Pyrra0|Pyrra0]] ([[User talk:Pyrra0|talk]]) 05:46, 9 March 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Iron Ingot]]&#039;&#039;&#039; (20)-[[Fire Crystal]], [[Iron Ore]] x4--This will be the only time that you make these.  Ever.  The ore costs 675 at the guild, check the AH for cheaper samples, and the Ingots cost 2700 each (675 x4 = 2700), so buying the ingots is cheaper but you need the skill for now and it only costs a crystal per attempt.  Never, ever ever buy either for more than the listed prices.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Paktong Ingot]]&#039;&#039;&#039; (20)-[[Fire Crystal]], [[Zinc Ore]], [[Copper Ore]] x2, [[Kopparnickel Ore]]--These are a good example of that &amp;quot;profitable but slow&amp;quot; synth.  It&#039;s used almost exclusively for Gobbiebag quest and the ore is a drop from Bugbears in Movalpolos, so don&#039;t count on large supplies or high demand, but consider it if you see a chance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TEST ITEM&#039;&#039;&#039;: [[Aspis]]: [[Fire Crystal]], [[Ash Lumber]], [[Bronze Sheet]] x2--Easy enough to make if you are in Sandy or buy from the Guild if you are in Bastok.&lt;br /&gt;
&lt;br /&gt;
=== 21-30===&lt;br /&gt;
*&#039;&#039;&#039;[[Iron Sheet]]&#039;&#039;&#039; (22)-[[Fire Crystal]], [[Iron Ingot]]--Time was, that this up-coming series was extremely profitable.  Now, not as profitable, but it is the best way to get rid of your newly-made [[Iron Ingot]]s.  Don&#039;t sell the Sheets yet, though.  Just cap on these before moving onto Scales/Makibishi.&lt;br /&gt;
**Update:  After passing 26 in skill, you can turn Iron Ingots into Sheets at a profit.  People use a ton of Iron Sheets from mid 30s to 45 and then from mid 50s to 66.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Makibishi]]&#039;&#039;&#039; (23)-[[Wind Crystal]], [[Iron Scales]]--Ironically, this is the third of the three synths for disposing of your [[Iron Ingot]]s but second in terms of skill.  Turn one Sheet into a Scale then into a Makibishi in order to attempt to maximize your skill-ups.  A good item for Ninjas spamming the wheel.&lt;br /&gt;
&lt;br /&gt;
 This is a stopping point to get past [[Iron Bullet]] in alchemy(45) then [[Steel Bullet]](50). You will now start making more [[Steel Ingot]] from this point forward than [[Iron Ingot]] given the skill difference. Plan accordingly. Protip: iron bullets are easier to make but sells faster because its lower lvl while steel bullets is used in 75/endgame, harder to acquire in theory and sells slower. --[[User:Pyrra0|Pyrra0]] ([[User talk:Pyrra0|talk]]) 05:46, 9 March 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Iron Scales]]&#039;&#039;&#039; (26)-[[Wind Crystal]], [[Iron Sheet]]--Second in the Iron Ingot Sequence, but the top in terms of skill.  Make one, then turn it into Makibishi.  Once you hit cap on Makibishi, just make these until you cap, then make them into Makibishi.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Steel Bullet]]&#039;&#039;&#039; (30)-[[Fire Crystal]], [[Steel Ingot]], [[Firesand]]--[[Alchemy]] 49 as the main-craft and you can&#039;t make Steel Ingots yet but look for them on the AH.  This isn&#039;t cheap, around 50-60k per stack made, but profitable.  These are the premiere bullets for non-Rangers. NOT AVAILABLE ON Horizon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TEST ITEM&#039;&#039;&#039;:  [[Bilbo]]: [[Fire Crystal]], [[Silver Ingot]], [[Iron Ingot]]:  [[Goldsmithing]] 7 as a sub-craft, but you might be able to buy one on the AH for cheaper than it takes to make this.&lt;br /&gt;
&lt;br /&gt;
=== 31-40 ===&lt;br /&gt;
*&#039;&#039;&#039;[[Iron Cuisses]]&#039;&#039;&#039; (35)-[[Earth Crystal]], [[Iron Scales]] x2, [[Cotton Thread]], [[Leather Trousers]]--Camp the AH for [[Iron Scales]], at 2k each or less.  Make these in Sandy and beware of the sub-craft of [[Leathercraft]] 5.  If you do all that, these NPC to the Guildshop at break-even or better.  Even if you have to make your own scales, cap on these.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Iron Greaves]]&#039;&#039;&#039; (36)-[[Earth Crystal]], [[Iron Scales]] x2, [[Cotton Thread]], [[Leather Highboots]]--Same pattern you&#039;ll use again with [[Steel Scales]], same sub-craft of [[Leathercraft]] 5, same principles of camping the AH, etc.  However, just use left-over [[Iron Scales]] from [[Iron Cuisses]] because the Greaves cost almost as much to make as the Cuisses but NPC back for less.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[War Pick]]&#039;&#039;&#039; (38)-[[Fire Crystal]], [[Ash Lumber]], [[Steel Ingot]]--Get the Steel Ingot for around 3.5k or so and this will NPC at Sandy guild for a profit, in batches.  [[Woodworking]] 6, which can [[Ash Lumber]], is required as a sub-craft.  Easier than finding cheap [[Iron Scales]], but not sure on the Guilds&#039; tolerance for a lot of these at once.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TEST ITEM&#039;&#039;&#039;: [[War Pick]]:  [[Fire Crystal]], [[Steel Ingot]], [[Ash Lumber]]: Beware the [[Woodworking]] 6 sub-craft; it&#039;s just enough to cause issues.  Make or buy it, whichever is cheaper.&lt;br /&gt;
&lt;br /&gt;
=== 41-50 ===&lt;br /&gt;
*&#039;&#039;&#039;[[Iron Mittens]]&#039;&#039;&#039; (41)-[[Earth Crystal]], [[Iron Sheet]], [[Lizard Skin]]--[[Leathercraft]] 10 as a sub-craft.  A cause for concern if your skill is only at 5, but not that big a worry otherwise.  This is the first [[Iron Sheet]] armor you&#039;ll be making and begins your [http://en.wikipedia.org/wiki/Drug_addiction need] for large amounts of Iron Sheets.  The Iron Mittens sell to NPCs at the Bastok Guild this time, for almost the cost of an Iron Ingot.  Make these until 39-40 tops.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Iron Subligar]]&#039;&#039;&#039; (45)-[[Earth Crystal]], [[Iron Sheet]], [[Lizard Skin]], [[Cotton Cloth]]--[[Leathercraft]] 12 this time, so make sure you have turned in a [[Rabbit Mantle]] to the [[Leathercraft]] Guild in Sandy.  These sell for so much more than the [[Iron Mittens]], but barely break-even at best.  Make these to cap for the simple reason that it&#039;s better than the alternatives. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Mythril Pick]]&#039;&#039;&#039; (47)-[[Fire Crystal]], [[Mythril Ingot]], [[Elm Lumber]]--&#039;&#039;&#039;TEST ITEM&#039;&#039;&#039;.  These sell for between 7400-8300 (depending on recent sales to the Guildshop) and cost 7k-ish to make, depending on how cheaply you can get the lumber and the ingots.  [[Woodworking]] 8 as a subcraft.  Frankly, again, if you can NPC these at a profit while getting skill, that&#039;s the best bet by far.  Also, sell decently considering their use in getting [[Map of Mount Zhayolm]].&lt;br /&gt;
&lt;br /&gt;
=== 51-60 ===&lt;br /&gt;
*&#039;&#039;&#039;[[Darksteel Ingot]]&#039;&#039;&#039; (52)-[[Fire Crystal]], [[Darksteel Ore]], [[Iron Ore]] x3--Back in the profits again.  A commonly used craft item that sells well in singles and stacks.  Used in Gobbiebag quests as well.  The only thing to beware is that these are a common product of Mine-bots and Gil-Farmers that use Mining.  Remember to never buy Iron Ore above 675, factor that into what you pay for the [[Darksteel Ore]], and craft like a maniac.  Cap on these and enjoy the best way to regenerate your gil that [[Smithing]] can offer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Gorget]]&#039;&#039;&#039; (53)-[[Fire Crystal]], [[Iron Sheet]], [[Sheep Leather]]--A good level of skill for almost break-even.  This was recommended to me by [[User:Danallen|Danallen]] for those too cheap or too poor for a ton of [[Darksteel Ore]]s.  Also, a good extra level.  The ingots are 2.7k, the gorgets sell for 3060 at the Bastok Guild, so 360 gil for a Fire Crystal and Sheep Leather.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Darksteel Sheet]]&#039;&#039;&#039; (55)-[[Fire Crystal]], [[Darksteel Ingot]]--Adding these into the mix kinda late, but a bad sequence of [[Steel Cuisses]] synths wasted a ton of carefully-hoarded [[Steel Scales]], despite being a Full Moon + Darksday, so I need the extra little oomph provided.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Steel Cuisses]]&#039;&#039;&#039; (55)-[[Earth Crystal]], [[Steel Scales]] x2, [[Cotton Thread]], [[Leather Trousers]]--Camp the AH for [[Steel Scales]], at 2k each or less.  Make these in Sandy and be aware of the sub-craft of [[Leathercraft]] 5.  However, you do all that, these NPC to the Guildshop at break-even or better.  Cap on these. (Seems familiar?  I copy-and-pasted the Iron Cuisses text here and changed Iron to Steel; it really was that simple).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Steel Greaves]]&#039;&#039;&#039; (56)-[[Earth Crystal]], [[Steel Scales]] x2, [[Cotton Thread]], [[Leather Highboots]]--Same pattern you used with [[Iron Scales]], same sub-craft of [[Leathercraft]] 5, same principles of camping the AH, etc.  The difference between this and [[Iron Greaves]] is that this extra level isn&#039;t optional this time as the next craft I recommend is a bit more advanced.  &#039;&#039;&#039;Quite&#039;&#039;&#039; a bit more...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TEST ITEM&#039;&#039;&#039;: [[Darksteel Falchion]]--[[Fire Crystal]], [[Steel Ingot]], [[Darksteel Ingot]] x3:  Make or buy as you can.  Last one before 70.&lt;br /&gt;
&lt;br /&gt;
=== 61-70 ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Nodowa]]&#039;&#039;&#039; (66)-[[Earth Crystal]], [[Silk Thread]], [[Iron Sheet]]--Yes, you are reading this right.  A 10-level jump.  And boy do these eat your gil.  But they are decently close to break-even if you sell them to [[Silver Owl]] of the [[Tenshodo]] in [[Port Bastok]] (you &#039;&#039;are&#039;&#039; a member, right?).  The only good news I can offer is that the sheer scale of the jump offers a better chance at .2 skill-ups than previously.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Dweomer Steel]]&#039;&#039;&#039; (67)-[[Fire Crystal]], [[Swamp Ore]], [[Iron Ore]] x3--The [[Swamp Ore]] is from [[Unions]] in [[Campaign Battle]], fairly common and cheap on the AH.  While it costs less than [[Nodowa]] to make, it sells for less as well and space can become an issue if you are trying to do a ton at once.  Still, 60+ is kinda barren for Smithing at this stretch.  Technically used for [[Succor to the Sidhe]] items, 8~9 of them at 67 or less, that you can sell to friends.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Darksteel Cap]]&#039;&#039;&#039; (72)-[[Fire Crystal]], [[Darksteel Sheet]], [[Tiger Leather]] x2--These are used as the base item in about 3-4 high level [[Bonecraft]] synths, and thus sell decently at a profit.  Subcraft of Leather is in the mid/upper-30s, but this synth only makes sense if you can make your own leather (right now, that&#039;s 1/3~1/4 the price of buying on AH).  Only make to AH, and a better use of [[Darksteel Sheet]]s than I&#039;ve found for skilling up.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Darksteel Pick]]&#039;&#039;&#039; (73)-[[Fire Crystal]], [[Elm Lumber]], [[Darksteel Ingot]]--These NPC for over 10k to the right guild NPC and the ingots are cheaper than ever.  Great way to get to 70+.&lt;br /&gt;
&lt;br /&gt;
=Comments=&lt;br /&gt;
==Mythril Picks==&lt;br /&gt;
* Mythril pick is a great item to skillup on as it sells to guild npc in al zahabi for 8.3k to 9.3k&lt;br /&gt;
**Looked into these and agreed.  I&#039;ve added them to my guide as another example of skilling while NPCing the product for profit.  Smithing has some good ones.  Thanks!  --[[User:Ctownwoody|Ctownwoody]] 16:35, 25 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Repeating Xbows==&lt;br /&gt;
if you have woodworking 88+ bone 46+ then making repeating crossbows is a nice way to get smithing to 59, its what i did and it made me a profit plus even made a machine crossbow ---Dclinc&lt;br /&gt;
*There are a few reasons for not including this.  First, I want the guide to function equally well for all characters, including crafting mules, so there goes the Woodworking 88.  Second, these typically sell okay, maybe 8 or so a week on Asura, which is far too slow for doing these for skill.  --[[User:Ctownwoody|Ctownwoody]] 14:50, September 5, 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== War Pick ==&lt;br /&gt;
&lt;br /&gt;
--[[User:Baracca|Baracca]] 15:35, September 11, 2009 (UTC)I used War Picks to get to lvl 38.  The steel ignots are easier to obtain than Iron Scales and they sell for just under 4K to even a normal NPC.  When I worked with these, I think I even made a small profit on the synths.  Also the sub-craft of Woodworking offers a different option to Leathercrafting.  As a side note, I sold around 16 each &amp;quot;day&amp;quot; to the guild.  Over the course of 3 days, I dont think that there was a drop of more than a couple hundred gil.  Im not sure how fast they go back up though.&lt;br /&gt;
&lt;br /&gt;
== Darksteel Ingots / Sheets ==&lt;br /&gt;
As noted by the OP, darksteel ingots can be the profits of mine-bots and gilfarmers. However, they are also produced in large quantities by higher-level smiths as the product of desynthesis. Although darksteel sheets sell more slowly, they often return more on the investment in darksteel ore and may be more profitable for someone who is only taking the craft to 60. There are generally less people producing darksteel sheets than darksteel ingots, so you&#039;ll find the market less crowded (albeit slower). If Darksteel Ingots are selling for break even or worse (i.e. crowded), look into making your money back with sheets. --[[User:Ezzelin|Ezz]] 18:47, October 3, 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Cheaper Bridge from 56~60?==&lt;br /&gt;
&lt;br /&gt;
[[Dweomer Steel]]  ([[Smithing]] 67)&lt;br /&gt;
*[[Fire Crystal]]&lt;br /&gt;
*3 [[Iron Ore]]&lt;br /&gt;
*1 [[Swamp Ore]]&lt;br /&gt;
&lt;br /&gt;
Either recipe you use, you&#039;re basically converting gil to skillups.  Since the introduction of the Campaign Union system, I found that I could get my Swamp ores cheaply, in most cases less than the price of Iron Ore from the guild.  If you make [[Nodowa]], that&#039;s 4 Iron Ores for the Ingot (assuming you produce the sheets yourself) plus 2 Fire Crystals (1 to make the ingot, 1 to make the sheet) plus a Silk Thread and an Earth Crystal.  When the Kupower &amp;quot;[[Artisan&#039;s Advantage]]&amp;quot; was in effect I could break even on that synth because I wasn&#039;t losing too many mats, but I found the Dweomer ingots to be much more cost-efficient and inventory-friendly means to getting 60.&lt;br /&gt;
&lt;br /&gt;
(I feel really funny even posting this, Ctown... your guides are Holy Writ to me.  Thanks for helping make Asura and FFXI great!  ^^)  Aeryck&#039;s Obnoxious Sig 22:33, November 26, 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Good idea, I am adding this to the guide. However, [[Nodowa]] sell for 2.7k~ish and [[Dweomer Steel]] for 1k~ish, so the [[Nodowa]] make up for the cost of [[Silk Thread]] + [[Earth Crystal]] extra.  And you should be buying the [[Iron Ingot]]s from the Guild directly, once you finish making them.  --[[User:Ctownwoody|Ctownwoody]] 23:29, November 26, 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== NPCing to guild ==&lt;br /&gt;
&lt;br /&gt;
the guild vendor in whitegate will buy the items from both bastok and sandy guilds. make sure to check there to make sure you get the best prices for your items. --[[User:Yjhuoh|Yjhuoh]] 02:29, April 22, 2010 (UTC)&lt;br /&gt;
*Good idea, added WG to the guide as a possible selling spot.  I tend to not invoke it so that mules have access.  --[[User:Ctownwoody|Ctownwoody]] 03:49, April 22, 2010 (UTC)&lt;br /&gt;
*Another quick update, I managed to sell Mythril Picks to the smithing vendor in WG for 11k. Smithing vendor in sandy paid me 9.9k. So definitely make these to cap. Also, that last response was like instant!--[[User:Yjhuoh|Yjhuoh]] 00:02, April 25, 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bronze Sheets till 4? ==&lt;br /&gt;
&lt;br /&gt;
I used the Bronze Ingots that I made getting to level 2 and turned them into Bronze Sheets until 4. This way, the gap between Ingots and Scales was a tad smaller, and I was going to use Sheets to make Scales anyway. Should we add this? --[[User:Squingynaut|squingynaut]] 15:27, May 11, 2010 (UTC)&lt;br /&gt;
*Let me research it a bit but when I wrote this, [[Bronze Ingot]]s are much more valuable than [[Bronze Sheet]]s or [[Bronze Scales]].  That&#039;s why I proposed saving/selling the ingots as opposed to turning them into sheets.  But I should re-check it.  --[[User:Ctownwoody|Ctownwoody]] 02:43, May 12, 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Buying anything from the guild (especially in singles) is usually a huge pain due to the forced waiting between purchases. I found it easier to just buy three stacks of ingots and convert them to sheets to get close to 4, and then just buy sheets from the guild shop (almost always minimum price, something like 84 gil each) and then just making scales to level 10 (which I believe is what the guide suggests). It turns out that this is much cheaper than buying the ores and making ingots yourself, and then making sheets out of the ingots (two crystals per sheet, and factoring in the potential breaks when synthing). --[[User:Yjhuoh|Yjhuoh]] 08:16, May 12, 2010 (UTC)&lt;br /&gt;
**Okay, prices at AH and availability at guild now mean that saving [[Bronze Ingot]]s isn&#039;t as imperative as it once was.  Changing guide.  --[[User:Ctownwoody|Ctownwoody]] 15:45, May 15, 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Musketoon? ==&lt;br /&gt;
&lt;br /&gt;
Have you considered Musketoons at 43 (Bronze Ingotx2, Brass Ingot, Willow Lumber). They go for a loss, but I got 5 levels of skill for just over 90k, which is very cheap compared to the cost of steel. They also easily put you in range for Mythril Picks, which is a bonus. Just curious because it worked for me. [[User:InfamousDS|InfamousDS]] 05:56, May 13, 2010 (UTC)&lt;br /&gt;
*Yeah, I checked this out.  The upfront costs are a lot less but the net cost is actually higher.  --[[User:Ctownwoody|Ctownwoody]] 15:36, May 15, 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Tin ore as a bridge to 15? ==&lt;br /&gt;
&lt;br /&gt;
When crafting, I try to avoid more than 5 skill level gaps because you get no skillup on breaks.&lt;br /&gt;
In the early stages of smithing, I think the cheap tin ores that can be gotten for 30 gil from the guild deserve a mention.&lt;br /&gt;
&lt;br /&gt;
They&#039;re ideal to go from boltheads to 15 before starting on iron ingots, so that when you do start on the more expensive irons, you can at least get skillups as a consolation prize.&lt;br /&gt;
&lt;br /&gt;
Thoughts? --[[User:Findanniin|Findanniin]] 09:59, May 4, 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Bolthead should cap at 15, most types anyway.  Still, if you are left a few skill short of 15, then, yes Tin Ingots are a way to get to cap.  That said, Tin Ingots don&#039;t make anything useful, so it&#039;s mostly going to sell for nil.  Keep your options open, though.--[[User:Ctownwoody|Ctownwoody]] 14:24, May 4, 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Fearthelettuce</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=EXP_Camps&amp;diff=118242</id>
		<title>EXP Camps</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=EXP_Camps&amp;diff=118242"/>
		<updated>2026-02-22T06:14:36Z</updated>

		<summary type="html">&lt;p&gt;Fearthelettuce: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Tocright}}&lt;br /&gt;
&#039;&#039;New Horizon specific camps are marked with {{Changes }}.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Notes:  &lt;br /&gt;
*These camps are all aimed at standard 6 member [[Party|parties]]. &lt;br /&gt;
*Consider targeting lower level mobs (no higher than 8 levels above your party) with a non-standard party setup.&lt;br /&gt;
*If your party has a strong line-up, eats food, and is coordinated with [[Skillchains]]/[[Magic Burst]]s, you can target a higher level camp. &lt;br /&gt;
*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. &lt;br /&gt;
*Starting at level 50 adventures will gain an experience point bonus by simply having the [[Signet]] buff, up to a total of 10%, in conquest (Vanilla/RoZ/CoP) areas {{Changes }}. &lt;br /&gt;
*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]]{{Changes }}. Consider camping in regions that your nation doesn&#039;t control for maximum experience point gains!&lt;br /&gt;
&lt;br /&gt;
== Camps - Verify if viable ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable center-col-1 mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Level&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Zone&lt;br /&gt;
! width=&amp;quot;18%&amp;quot; | Camp&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Mob(s)&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
| 28-32 &lt;br /&gt;
| [[Lufaise Meadows]]&lt;br /&gt;
| &lt;br /&gt;
* Lake&lt;br /&gt;
|&lt;br /&gt;
* [[Orcish Brawler]], [[Orcish Beastrider]], [[Orcish Nightraider]], [[Orcish Impaler]] (35-38)&lt;br /&gt;
| &lt;br /&gt;
* [[Thunder Elemental]] danger.&lt;br /&gt;
|-&lt;br /&gt;
| 29-33 &lt;br /&gt;
| [[Beaucedine Glacier]] &lt;br /&gt;
| &lt;br /&gt;
* Via [[Ranguemont Pass]]: ({{Location Tooltip|area=Beaucedine Glacier|pos=G-9|pos 2=H-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Gigas&#039;s Tiger]] (33-35)&lt;br /&gt;
* [[Goblin Furrier]], [[Goblin Pathfinder]], [[Goblin Smithy]], [[Goblin Shaman]] (35-38)&lt;br /&gt;
* [[Tundra Tiger]] (34-37)&lt;br /&gt;
| &lt;br /&gt;
* Mages must sub [[WHM]].&lt;br /&gt;
* Mobs in area that detect magic.&lt;br /&gt;
* The ({{Location Tooltip|area=Beaucedine Glacier|pos=H-9}}) camp is a mostly a roaming camp loaded with [[:Category:Tigers|tigers]]&lt;br /&gt;
* Bring someone to kill all other mobs except for the [[BST]] Gigas (will load a pet that is the same level as the [[Tundra Tiger]] but with a fourth of the HP).&lt;br /&gt;
|-&lt;br /&gt;
| 29-33 &lt;br /&gt;
| [[Castle Oztroja]] &lt;br /&gt;
| &lt;br /&gt;
* Behind Trap Door.&lt;br /&gt;
|&lt;br /&gt;
* [[Yagudo Drummer]] (33-37)&lt;br /&gt;
* [[Yagudo Oracle]] (34-38)&lt;br /&gt;
* [[Yagudo Interrogator]] (35-39)&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* Layout of zone favors a moving party.&lt;br /&gt;
|-&lt;br /&gt;
|41-44 &lt;br /&gt;
|[[Attohwa Chasm]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Attohwa Chasm|pos=L-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Ogrefly]]&lt;br /&gt;
* [[Master Coeurl]]&lt;br /&gt;
|&lt;br /&gt;
* Supports one party.&lt;br /&gt;
* [[WHM]] is required.&lt;br /&gt;
* Mages must sub [[WHM]]. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Level 10-20 ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable center-col-1 mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Level&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Zone&lt;br /&gt;
! width=&amp;quot;18%&amp;quot; | Camp&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Mob(s)&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|10-15&lt;br /&gt;
|[[Inner Horutoto Ruins]]&lt;br /&gt;
|&lt;br /&gt;
* Beetle&#039;s Burrow (Through Lily Tower) ({{Location Tooltip|area=Inner Horutoto Ruins|map=Beetle&#039;s Burrow|pos=F-10|pos 2=F-11}})&lt;br /&gt;
|&lt;br /&gt;
* [[Beady Beetle]] (12-16)&lt;br /&gt;
* [[Bat Battalion]] (12-15)&lt;br /&gt;
* [[Goblin Ambusher]]&lt;br /&gt;
* [[Goblin Butcher]]&lt;br /&gt;
* [[Goblin Tinkerer]] (14-18)&lt;br /&gt;
|&lt;br /&gt;
* Enter via [[East Sarutabaruta]] ({{Location Tooltip|area=East Sarutabaruta|pos=J-7}}), Lily Tower. Access Beetle&#039;s Burrow through hidden doors at either ({{Location Tooltip|area=Inner Horutoto Ruins|map=Lily Tower|pos=G-8}}) or ({{Location Tooltip|area=Inner Horutoto Ruins|map=Lily Tower|pos=G-9}})&lt;br /&gt;
* Be aware of mobs aggroing by sight and sound on the way to camp.&lt;br /&gt;
* [[Beady Beetle|Beetles]] and [[Bat Battalion|Bats]] don&#039;t aggro but do link via sight and sound respectively.  &lt;br /&gt;
|-&lt;br /&gt;
|11-15&lt;br /&gt;
|[[Carpenters&#039; Landing]] via [[Northern San d&#039;Oria]] Wooden Shutter entrance   &lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Carpenters&#039; Landing|pos=G-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Digger Wasp]] (14-17)&lt;br /&gt;
* [[Beady Beetle]] (15-17)&lt;br /&gt;
* [[Orcish Grunt]]&lt;br /&gt;
* [[Orcish Neckchopper]]&lt;br /&gt;
* [[Orcish Stonechucker]] (16-18)&lt;br /&gt;
* [[Poison Funguar]] (17-19)&lt;br /&gt;
* [[Flytrap]] (20-22)&lt;br /&gt;
| &lt;br /&gt;
* Wooden Shutter is at [[Northern San d&#039;Oria]] ({{Location Tooltip|area=Northern San d&#039;Oria|pos=F-5}})&lt;br /&gt;
* [[Poison Funguar|Funguars]] can [[Poison]], [[Blind]], [[Paralysis|Paralyze]], and [[Silence]].&lt;br /&gt;
* [[Flytrap]] uses [[Soporific]], a small range [[Area of Effect|AoE]] [[Sleep (Status Effect)|Sleep]] and potent [[Paralyze (Status Effect)|Paralyze]] ability.&lt;br /&gt;
* Can support multiple parties and different level ranges. &lt;br /&gt;
|-&lt;br /&gt;
|12-14&lt;br /&gt;
|[[Valkurm Dunes]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Valkurm Dunes|pos=D-7|pos 2=E-6|pos 3=E-7}})&lt;br /&gt;
* ({{Location Tooltip|area=Valkurm Dunes|pos=K-9|pos 2=L-9|pos 3=L-10}})&lt;br /&gt;
| &lt;br /&gt;
* [[Hill Lizard]] (15-19)&lt;br /&gt;
|&lt;br /&gt;
* Welcome to the dunes.&lt;br /&gt;
* [[Baleful Gaze]] [[Petrification|Petrifies]] the target it&#039;s looking at. Turn to avoid!&lt;br /&gt;
* Level 11 parties take care when pulling level 18-19 [[Hill Lizard|Lizards]].&lt;br /&gt;
* Multiple camps, can support multiple parties.&lt;br /&gt;
|-&lt;br /&gt;
|12-14&lt;br /&gt;
|[[Buburimu Peninsula]]                 &lt;br /&gt;
|&lt;br /&gt;
* Outpost ({{Location Tooltip|area=Buburimu Peninsula|pos=E-7}}) &lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula|pos=E-9|}})&lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula|pos=F-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Sylvestre]] (15-18),&lt;br /&gt;
* [[Mighty Rarab]] (15-18)&lt;br /&gt;
|&lt;br /&gt;
* Quick walk from [[Kolshushu]] [[Outpost Teleportation|Outpost]].&lt;br /&gt;
* Try to avoid pulling mobs that are 7+ levels above your party.&lt;br /&gt;
|-&lt;br /&gt;
|12-15&lt;br /&gt;
|[[Ordelle&#039;s Caves]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Ordelle&#039;s Caves|pos=F-3|map=Map 2}})&lt;br /&gt;
|&lt;br /&gt;
* [[Blood Bunny|Blood Bunnies]] (17-19)&lt;br /&gt;
|&lt;br /&gt;
* Enter from [[La Theine Plateau]] ({{Location Tooltip|area=La Theine Plateau|pos=F-7}}). To get down, follow the winding path at ({{Location Tooltip|area=La Theine Plateau|pos=F-6}}) from the East end of the chasm.&lt;br /&gt;
* Can either sit in place or run up and down the tunnel.&lt;br /&gt;
|-&lt;br /&gt;
|13-15&lt;br /&gt;
|[[Tahrongi Canyon]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Tahrongi Canyon|pos=I-8}})&lt;br /&gt;
| &lt;br /&gt;
*{{Changes|Horizon custom mob}} [[Canyon Wasp]] (15-19)&lt;br /&gt;
*{{Changes|Horizon custom mob}} [[Cactus Grub]] (19-20)&lt;br /&gt;
|&lt;br /&gt;
* Not far from [[Kolshushu]] [[Outpost Teleportation|Outpost]].&lt;br /&gt;
|-&lt;br /&gt;
|13-15&lt;br /&gt;
|[[Tahrongi Canyon]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Tahrongi Canyon|pos=F-6}})&lt;br /&gt;
|&lt;br /&gt;
*{{Changes|Added mobs with higher level range}} [[Killer Bee]] (15-20) &lt;br /&gt;
* [[Goblin Tinkerer]] (18-20)&lt;br /&gt;
|&lt;br /&gt;
* Not too far from [[Kolshushu]] [[Outpost Teleportation|Outpost]] or [[Teleport-Mea]].&lt;br /&gt;
* [[Killer Bee]]s seem to use Pollen more often than other [[Bee]]s.&lt;br /&gt;
|-&lt;br /&gt;
|13-15&lt;br /&gt;
|[[Konschtat Highlands]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Konschtat Highlands|pos=F-3}})&lt;br /&gt;
* ({{Location Tooltip|area=Konschtat Highlands|pos=I-5}})&lt;br /&gt;
* ({{Location Tooltip|area=Konschtat Highlands|pos=L-6}}) &lt;br /&gt;
|&lt;br /&gt;
*{{Changes|Horizon custom mob}} [[Mineral Eater]] (15-19)&lt;br /&gt;
*{{Changes|Horizon custom mob}} [[Yellow Jacket]] (17-20) &lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Konschtat Highlands|pos=F-3}}) Camp has a [[Goblin Digger]] that can extend chains. &lt;br /&gt;
* ({{Location Tooltip|area=Konschtat Highlands|pos=L-6}}) Camp has [[Poltergeist]]s (18-20) that can extend chains.&lt;br /&gt;
|-&lt;br /&gt;
|13-15&lt;br /&gt;
|[[La Theine Plateau]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=La Theine Plateau|pos=H-11|pos 2=I-11}})&lt;br /&gt;
|&lt;br /&gt;
* {{Changes|Horizon custom mob}} [[Mineral Eater]] (15-18) &lt;br /&gt;
* {{Changes|Horizon custom mob}} [[Plateau Hare]] (19-20) &lt;br /&gt;
|&lt;br /&gt;
* [[Plateau Hare|Hares]] link.&lt;br /&gt;
* [[Plateau Hare|Hares]] should not be fought until at least level 13.&lt;br /&gt;
* 1 Orc spawn can also be used to fill chains. &lt;br /&gt;
* Supports 1 party.&lt;br /&gt;
|-&lt;br /&gt;
|13-15&lt;br /&gt;
|[[La Theine Plateau]]&lt;br /&gt;
|&lt;br /&gt;
* Pond ({{Location Tooltip|area=La Theine Plateau|pos=K-11}})&lt;br /&gt;
|&lt;br /&gt;
* {{Changes|Horizon custom mob}} [[Mineral Eater]] (15-19) &lt;br /&gt;
* {{Changes|Horizon custom mob}} [[Snapper]] (17-20) &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13-15&lt;br /&gt;
|[[Ordelle&#039;s Caves]]&lt;br /&gt;
|&lt;br /&gt;
* Entrance ({{Location Tooltip|area=Ordelle&#039;s Caves|pos=G-3|map= Map 2}})&lt;br /&gt;
|&lt;br /&gt;
* [[Stink Bats]] (15-18)&lt;br /&gt;
* [[Snipper]] (18-20)&lt;br /&gt;
|&lt;br /&gt;
* Enter from [[La Theine Plateau]] ({{Location Tooltip|area=La Theine Plateau|pos=F-7}}). To get down, follow the winding path at ({{Location Tooltip|area=La Theine Plateau|pos=F-6}}) from the East end of the chasm.&lt;br /&gt;
* Not far from [[Ronfaure]] [[Outpost Teleportation|Outpost]].&lt;br /&gt;
* [[Stink Bats|Bats]] link via sound.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|13-15&lt;br /&gt;
|[[Maze of Shakhrami]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Tahrongi Canyon|pos=K-5}})&lt;br /&gt;
|&lt;br /&gt;
* [[Maze Maker]] (18-21)&lt;br /&gt;
* [[Stink Bats]] (15-17)&lt;br /&gt;
* [[Goblin Butcher]]&lt;br /&gt;
* [[Goblin Tinkerer]] (16-17)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14-16&lt;br /&gt;
|[[Valkurm Dunes]]&lt;br /&gt;
|&lt;br /&gt;
* Secret Beach ({{Location Tooltip|area=Valkurm Dunes|pos=B-7}})&lt;br /&gt;
* West Forest ({{Location Tooltip|area=Valkurm Dunes|pos=F-7}})&lt;br /&gt;
* Whitebone Sands ({{Location Tooltip|area=Valkurm Dunes|pos=F-9}})&lt;br /&gt;
* Oasis ({{Location Tooltip|area=Valkurm Dunes|pos=I-7}})&lt;br /&gt;
* Siren Sands ({{Location Tooltip|area=Valkurm Dunes|pos=I-9}})&lt;br /&gt;
* North Forest ({{Location Tooltip|area=Valkurm Dunes|pos=J-6}})&lt;br /&gt;
* South Forest ({{Location Tooltip|area=Valkurm Dunes|pos=J-8}})&lt;br /&gt;
*(H-7) NW of OP corner&lt;br /&gt;
|&lt;br /&gt;
* [[Night Bats]] (12-15)&lt;br /&gt;
* [[Star Bat]] (17-20)&lt;br /&gt;
* [[Snipper]] (18-22)&lt;br /&gt;
* [[Brutal Sheep]] &lt;br /&gt;
* [[Damselfly]] (20-23)&lt;br /&gt;
|&lt;br /&gt;
* [[Damselfly|Flies]] &amp;amp; [[Snipper]]s are primary targets. &lt;br /&gt;
* Can throw in [[Brutal Sheep|Sheep]] and [[Star Bat|Bats]] at night to keep chains going.&lt;br /&gt;
* [[Damselfly]] can [[Poison]], and use [[Cursed Sphere]], a damaging [[Area of Effect|AoE]] TP move. &lt;br /&gt;
* [[Brutal Sheep]] can use [[Sheep Song]], which is an [[Area of Effect|AoE]] [[Sleep]].&lt;br /&gt;
|-&lt;br /&gt;
|14-16&lt;br /&gt;
|[[Buburimu Peninsula]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula|pos=G-6}})&lt;br /&gt;
|&lt;br /&gt;
* {{Changes|Horizon custom mob}} [[Cape Coney]] (20-21)&lt;br /&gt;
* {{Changes|Horizon custom mob}} [[Cactus Bee]] (20-22)&lt;br /&gt;
|&lt;br /&gt;
* Quick walk from [[Kolshushu]] [[Outpost Teleportation|Outpost]].&lt;br /&gt;
* Supports up to 2 parties.&lt;br /&gt;
|-&lt;br /&gt;
|14-17&lt;br /&gt;
|[[Inner Horutoto Ruins]]&lt;br /&gt;
|&lt;br /&gt;
* Behind Magic Gate of Horutoto ({{Location Tooltip|area=Inner Horutoto Ruins|pos=E-10|map=Beetle&#039;s Burrow}})&lt;br /&gt;
|&lt;br /&gt;
* [[Battle Bat]] (17-19)&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Leecher]]&lt;br /&gt;
* [[Goblin Mugger]] (20-23)&lt;br /&gt;
| &lt;br /&gt;
* Enter via {{Location|East Sarutabaruta|J-7}}.&lt;br /&gt;
* Mobs near camp aggro sight/sound.&lt;br /&gt;
* [[Goblin Leecher]]s are casters. &lt;br /&gt;
* Careful of links - [[Battle Bat|Bats]] link by sound, and [[:Category:Goblins|Goblins]] link by sight. &lt;br /&gt;
* All of the mobs are aggressive.&lt;br /&gt;
* Could support 2 parties.&lt;br /&gt;
|-&lt;br /&gt;
|14-17&lt;br /&gt;
|[[Ordelle&#039;s Caves]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Ordelle&#039;s Caves|pos=H-7|map=Map 1}})&lt;br /&gt;
|&lt;br /&gt;
* [[Hognosed Bat]] (17-19)&lt;br /&gt;
* [[Fly Agaric]] (21-23)&lt;br /&gt;
|&lt;br /&gt;
* Not far from [[Ronfaure]] [[Outpost Teleportation|Outpost]].&lt;br /&gt;
* Sound and Sight aggro near camp.&lt;br /&gt;
* [[Hognosed Bat|Bats]] link via sound.&lt;br /&gt;
* [[Fly Agaric]]s have TP moves that can inflict [[Poison]], [[Blind]], [[Paralysis]], and [[Silence]].&lt;br /&gt;
|-&lt;br /&gt;
|15-17&lt;br /&gt;
|[[Valkurm Dunes]]&lt;br /&gt;
|&lt;br /&gt;
* Cliff Side ({{Location Tooltip|area=Valkurm Dunes|pos=G-8}})&lt;br /&gt;
* Signpost ({{Location Tooltip|area=Valkurm Dunes|pos=J-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Brutal Sheep]] &lt;br /&gt;
* [[Damselfly]] (20-23)&lt;br /&gt;
|&lt;br /&gt;
* Flies use [[Cursed Sphere]], an [[Area of Effect|AoE]] damage TP attack and [[Venom]], a [[Poison]] TP attack.&lt;br /&gt;
* [[Brutal Sheep|Sheep]] use [[Sheep Song]], an AoE sleep TP attack. &lt;br /&gt;
|-&lt;br /&gt;
|15-17&lt;br /&gt;
|[[Jugner Forest]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Jugner Forest|pos=J-5}})&lt;br /&gt;
|&lt;br /&gt;
* [[Stag Beetle]] (20-23)&lt;br /&gt;
|&lt;br /&gt;
* [[Norvallen]] [[Outpost Teleportation|Outpost Warp]] is level 15+ from [[Jeuno]].&lt;br /&gt;
* Aggressive mobs on the way to camp.&lt;br /&gt;
* 6 spawns, 1 [[Stag Beetle|Beetle]] is around the corner, a little Southwest.&lt;br /&gt;
* [[Stag Beetle|Beetle]]s have defense and evasion boosting TP abilities.&lt;br /&gt;
|-&lt;br /&gt;
|15-17&lt;br /&gt;
|[[Jugner Forest]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Jugner Forest|pos=H-11|pos 2=H-12}})&lt;br /&gt;
|&lt;br /&gt;
* [[Land Pugil]] &lt;br /&gt;
* [[Snipper]] (18-20)&lt;br /&gt;
* [[Forest Tiger]] (22-24)&lt;br /&gt;
|&lt;br /&gt;
* Not far from [[Norvallen]] [[Outpost Teleportation|Outpost]], which is a level 15+ warp from [[Jeuno]].&lt;br /&gt;
* Aggressive mobs on the way to camp.&lt;br /&gt;
* [[Forest Tiger|Tigers]] have a strong [[Paralyze]] TP attack.&lt;br /&gt;
|-&lt;br /&gt;
|15-18&lt;br /&gt;
|[[Dangruf Wadi]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Dangruf Wadi|pos=G-5}})&lt;br /&gt;
* ({{Location Tooltip|area=Dangruf Wadi|pos=H-3}})&lt;br /&gt;
|&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Leeecher]]&lt;br /&gt;
* [[Goblin Mugger]]  (21-23)&lt;br /&gt;
|&lt;br /&gt;
* [[Goblin Leecher]]s are casters.&lt;br /&gt;
|-&lt;br /&gt;
|15-18&lt;br /&gt;
|[[Buburimu Peninsula]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula|pos=E-9|pos 2=F-9}})&lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula||pos=G-8}})&lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula||pos=I-8}}) &lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula|pos=J-6|pos 2=J-7}})&lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula|pos=K-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Bull Dhalmel]] (20-23)&lt;br /&gt;
* [[Zu]] (20-23)&lt;br /&gt;
* [[Carnivorous Crawler]] (20-23)&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Leecher]] &lt;br /&gt;
* [[Goblin Mugger]] (22-25)&lt;br /&gt;
| &lt;br /&gt;
* [[Goblin Leecher]] is a caster.&lt;br /&gt;
* [[Carnivorous Crawler|Crawlers]] use [[Sticky Thread]] which slows the targets in front of them.&lt;br /&gt;
* Be wary of linking.&lt;br /&gt;
|-&lt;br /&gt;
|15-18&lt;br /&gt;
| [[Pashhow Marshlands]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Pashhow Marshlands|pos=G-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Gadfly]] (18-21)&lt;br /&gt;
* [[Marsh Funguar]] (21-25)&lt;br /&gt;
|&lt;br /&gt;
* [[Derfland]] [[Outpost Teleportation|Outpost Warp]] is level 15+ from [[Jeuno]].&lt;br /&gt;
* [[Marsh Funguar|Funguars]] link by sound.&lt;br /&gt;
* [[Marsh Funguar]] have TP moves that can inflict [[Poison]], [[Blind]], [[Paralysis]], and [[Silence]].&lt;br /&gt;
* Flies use [[Cursed Sphere]], an [[Area of Effect|AoE]] damage TP attack and [[Venom]], a [[Poison]] TP attack.&lt;br /&gt;
|-&lt;br /&gt;
|15-18&lt;br /&gt;
|[[Meriphataud Mountains]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Meriphataud Mountains|pos=E-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Crane Fly]] (18-21),&lt;br /&gt;
* [[Hill Lizard]] (19-22)&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Leecher]]&lt;br /&gt;
* [[Goblin Mugger]] (21-25)&lt;br /&gt;
|&lt;br /&gt;
* [[Aragoneu]] [[Outpost Teleportation|Outpost Warp]] is level 15+ from [[Jeuno]].&lt;br /&gt;
* 2 [[:Category:Goblins|Goblins]] around which may prove too much for a level 15/16 group.&lt;br /&gt;
|-&lt;br /&gt;
|15-18&lt;br /&gt;
|[[Carpenters&#039; Landing]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Carpenters&#039; Landing|pos=F-8|pos 2=F-9|pos 3=F-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Stag Beetle]] (20-23)&lt;br /&gt;
* [[Marsh Funguar]] (21-24)&lt;br /&gt;
|&lt;br /&gt;
* Use Northwest entrance from [[Jugner Forest]] at ({{Location Tooltip|area=Jugner Forest|pos=E-6}}). &lt;br /&gt;
* Not far from [[Norvallen]] [[Outpost Teleportation|Outpost]], which is a level 15+ warp from [[Jeuno]].&lt;br /&gt;
* Sight and Sound aggro on the way to camp.&lt;br /&gt;
* [[Marsh Funguar|Funguars]] use [[Paralyze (Status Effect)|Paralyze]], [[Blind (Status Effect)|Blind]], [[Poison (Status Effect)|Poison]] and [[Silence (Status Effect)|Silence]] TP abilities.&lt;br /&gt;
* [[Marsh Funguar|Funguar]] aggro and link via sound. &lt;br /&gt;
* [[Stag Beetle|Beetles]] link via sight. &lt;br /&gt;
|-&lt;br /&gt;
|15-17&lt;br /&gt;
|[[Pashhow Marshlands]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Pashhow Marshlands|pos=K-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Land Pugil]]&lt;br /&gt;
* [[Snipper]] (17-20)&lt;br /&gt;
* [[Gadfly]] (18-21) &lt;br /&gt;
* [[Carnivorous Crawler]] (20-23)&lt;br /&gt;
|&lt;br /&gt;
* Camp right at the outpost.&lt;br /&gt;
* [[Defland]] [[Outpost Teleportation|Outpost Warp]] is level 15+ from [[Jeuno]].&lt;br /&gt;
* [[Carnivorous Crawler|Crawlers]] use [[Sticky Thread]] which slows the targets infront of them.&lt;br /&gt;
* Flies use [[Cursed Sphere]], an [[Area of Effect|AoE]] damage TP attack and [[Venom]], a [[Poison]] TP attack.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|15-18&lt;br /&gt;
| [[Pashhow Marshlands]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Pashhow Marshlands|pos=F-5}})&lt;br /&gt;
|&lt;br /&gt;
* [[Crawlers]]&lt;br /&gt;
* [[Leeches]] (20-23)&lt;br /&gt;
* [[Marsh Funguar]] (21-25)&lt;br /&gt;
|&lt;br /&gt;
* [[Water Elemental]] can sometimes spawn in the back.&lt;br /&gt;
* [[Marsh Funguar]]s spawn in the road leading to the area, possibly extending this camp to Level 19 depending on kill speed.&lt;br /&gt;
|-&lt;br /&gt;
|15-19&lt;br /&gt;
|[[Korroloka Tunnel]]&lt;br /&gt;
|&lt;br /&gt;
* Western Tunnel ({{Location Tooltip|area=Korroloka Tunnel|map=Map 2|pos=D-8|pos 2=D-9|pos 3=E-9}})&lt;br /&gt;
* Eastern Tunnel({{Location Tooltip|area=Korroloka Tunnel|map=Map 1|pos=L-6|pos 2=L-7|pos 3=M-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Land Worm]] (20-25)&lt;br /&gt;
* [[Seeker Bats]] (22-26)&lt;br /&gt;
|&lt;br /&gt;
* Worms cast lots of spells, including [[Area of Effect|AoE]] spells.&lt;br /&gt;
* Ideal for a ranged attack burn style party. &lt;br /&gt;
* [[Seeker Bats|Bats]] take extra damage from piercing weapons.&lt;br /&gt;
|-&lt;br /&gt;
|16-18&lt;br /&gt;
|[[Valkurm Dunes]]&lt;br /&gt;
|&lt;br /&gt;
* Goblin Camp ({{Location Tooltip|area=Valkurm Dunes|pos=E-7|pos 2=F-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Brutal Sheep]]&lt;br /&gt;
* [[Damselfly]] (20-23)&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Leecher]]&lt;br /&gt;
* [[Goblin Mugger]] (23-25)&lt;br /&gt;
|&lt;br /&gt;
* [[Goblin Leecher]] is a caster.&lt;br /&gt;
* Watch out for sight-based links.  &lt;br /&gt;
* Supports 1 party.&lt;br /&gt;
|-&lt;br /&gt;
|16-18&lt;br /&gt;
|[[Meriphataud Mountains]]&lt;br /&gt;
| &lt;br /&gt;
* By Spine at ({{Location Tooltip|area=Meriphataud Mountains|pos=D-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Crane Fly]] (18-21)&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Leecher]]&lt;br /&gt;
* [[Goblin Mugger]]  (21-25)&lt;br /&gt;
* [[Couerl]] (22-26)&lt;br /&gt;
* [[Boggart]] (25-27)&lt;br /&gt;
|&lt;br /&gt;
* Close to [[Aragoneu]] [[Outpost Teleportation|Outpost]]. &lt;br /&gt;
* [[Paralyna]] and [[Silena]] recommended.&lt;br /&gt;
|-&lt;br /&gt;
|17-19&lt;br /&gt;
|[[Sauromugue Champaign]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Sauromugue Champaign|pos=K-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Hill Lizard]] (23-25)&lt;br /&gt;
* [[Moon Bat]] (23-26)&lt;br /&gt;
* [[Midnight Wings]] (22-25)&lt;br /&gt;
|&lt;br /&gt;
* Quick walk from Aragoneu OP. &lt;br /&gt;
* Mobs located on both N and S sides of the fort.  &lt;br /&gt;
|-&lt;br /&gt;
|17-19&lt;br /&gt;
|[[Ordelle&#039;s Caves]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Ordelle&#039;s Caves|map= Map 1|pos=F-10}}),  Going East from Entrance&lt;br /&gt;
|&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Leecher]]&lt;br /&gt;
* [[Goblin Mugger]] (22-26)&lt;br /&gt;
* [[Dung Beetle]] (23-25)&lt;br /&gt;
|&lt;br /&gt;
* Further down, past the [[Fly Agaric]]s. &lt;br /&gt;
* Sight and Sound aggro on the way to camp. &lt;br /&gt;
* [[Dung Beetle|Beetles]] link via sight.   &lt;br /&gt;
|-&lt;br /&gt;
|17-19&lt;br /&gt;
|[[Ordelle&#039;s Caves]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Ordelle&#039;s Caves|map= Map 1|pos=H-10}}),  Going East from Entrance&lt;br /&gt;
|&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Leecher]] &lt;br /&gt;
* [[Goblin Mugger]] (22-26)&lt;br /&gt;
* [[Vorpal Bunny]] (23-25)&lt;br /&gt;
|&lt;br /&gt;
* Sight and Sound aggro on the way to camp.&lt;br /&gt;
|-&lt;br /&gt;
|17-19&lt;br /&gt;
|[[Jugner Forest]]&lt;br /&gt;
|&lt;br /&gt;
* Spore Hollow ({{Location Tooltip|area=Jugner Forest|pos=K-7}})&lt;br /&gt;
* ({{Location Tooltip|area=Jugner Forest|pos=K-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Jugner Funguar]] (22-25)&lt;br /&gt;
|&lt;br /&gt;
* Not far from [[Norvallen]] [[Outpost Teleportation|Outpost]]. &lt;br /&gt;
* ({{Location Tooltip|area=Jugner Forest|pos=K-9}}) camp is reached from the South. &lt;br /&gt;
* [[Jugner Funguar|Funguars]] link by sound. &lt;br /&gt;
|-&lt;br /&gt;
|17-20&lt;br /&gt;
|[[Valkurm Dunes]]&lt;br /&gt;
|&lt;br /&gt;
* Secret Beach/Gustav Zone ({{Location Tooltip|area=Valkurm Dunes|pos=B-7}})&lt;br /&gt;
* ({{Location Tooltip|area=Valkurm Dunes|pos=E-9}})&lt;br /&gt;
* ({{Location Tooltip|area=Valkurm Dunes|pos=I-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Snipper]] (20-23)&lt;br /&gt;
* [[Beach Pugil]] (23-26)&lt;br /&gt;
|&lt;br /&gt;
* Sight and Sound aggro near camp.&lt;br /&gt;
|-&lt;br /&gt;
|17-19&lt;br /&gt;
|[[Rolanberry Fields]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Rolanberry Fields|pos=G-10}})&lt;br /&gt;
* ({{Location Tooltip|area=Rolanberry Fields|pos=J-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Death Wasp]] (23-26)&lt;br /&gt;
* [[Clipper]] (24-26)&lt;br /&gt;
* [[Poison Leech]] (24-27)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17-19&lt;br /&gt;
|[[Buburimu Peninsula]] {{Changes}}&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula|pos=I-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Goblin Gambler]], [[Goblin Leecher]], [[Goblin Mugger]]  (21-25)&lt;br /&gt;
*{{changes|Horizon custom mob}} [[Cape Dhalmel]]s (24-26) &lt;br /&gt;
|&lt;br /&gt;
* [[Cape Dhalmel]]s and [[Bull Dhalmels]] (20-23) will link, [[Bind]] or [[Sleep]] recommended.&lt;br /&gt;
|-&lt;br /&gt;
|17-20&lt;br /&gt;
|[[Maze of Shakhrami]]&lt;br /&gt;
|&lt;br /&gt;
* Map 2: ({{Location Tooltip|area=Maze of Shakhrami|map= Map 2|pos=H-5}})&lt;br /&gt;
|&lt;br /&gt;
* [[Carnivorous Crawler]] (22-25)&lt;br /&gt;
|&lt;br /&gt;
* Enter from [[Tahrongi Canyon]] ({{Location Tooltip|area=Tahrongi Canyon|pos=K-5}}).&lt;br /&gt;
* Sight and Sound aggro on the way to camp.&lt;br /&gt;
* 8 [[Carnivorous Crawler|Crawlers]], 10 if you roam into the Eastern tunnel. &lt;br /&gt;
|-&lt;br /&gt;
|17-20 &lt;br /&gt;
|[[Buburimu Peninsula]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula|pos=H-9}})&lt;br /&gt;
* ({{Location Tooltip|area=Buburimu Peninsula|pos=J-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Snipper]] (18-23)&lt;br /&gt;
* [[Poison Leech]] (21-25)&lt;br /&gt;
* [[Shoal Pugil]] (24-28)&lt;br /&gt;
|&lt;br /&gt;
* Watch for [[Bogy]] spawns at night. Both beaches have safe places to camp outside of blood aggro range.  &lt;br /&gt;
* Start on [[Snipper]]s at Level 17. Can start mixing [[Shoal Pugil|Pugils]] in at 18.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|18-20&lt;br /&gt;
|[[Inner Horutoto Ruins]]&lt;br /&gt;
| &lt;br /&gt;
* Rose Tower, [[Three Mage Gate]] ({{Location Tooltip|area=Inner Horutoto Ruins|map= Rose Tower 1|pos=H-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Boggart]] (23-26)&lt;br /&gt;
| &lt;br /&gt;
* Enter via ({{Location Tooltip|area=East Sarutabaruta|pos=J-7}}) in [[East Sarutabaruta]], Lily Tower.&lt;br /&gt;
* Sight and Sound aggro on the way to camp.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|18-21&lt;br /&gt;
|[[Castle Oztroja]]&lt;br /&gt;
|&lt;br /&gt;
* Main Zone/Entry ({{Location Tooltip|area=Castle Oztroja|map=Map 1|pos=G-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Bastion Bats]] (18-21)&lt;br /&gt;
* [[Yagudo Persecutor]]&lt;br /&gt;
* [[Yagudo Priest]]&lt;br /&gt;
* [[Yagudo Theologist]]&lt;br /&gt;
* [[Yagudo Votary]] (22-27)&lt;br /&gt;
| &lt;br /&gt;
* All of the mobs aggro.&lt;br /&gt;
|-&lt;br /&gt;
|18-21&lt;br /&gt;
|[[Beadeaux]]&lt;br /&gt;
|&lt;br /&gt;
* Main Zone/Entry ({{Location Tooltip|area=Beadeaux|map=Map 1|pos=E-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Land Pugil]] (20-23)&lt;br /&gt;
* [[Old Quadav]] (22-26)&lt;br /&gt;
* [[Copper Quadav]] (22-27)&lt;br /&gt;
| &lt;br /&gt;
* All of the mobs aggro.&lt;br /&gt;
|-&lt;br /&gt;
|19-21&lt;br /&gt;
|[[Qufim Island]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Qufim Island|pos=H-7}})&lt;br /&gt;
* ({{Location Tooltip|area=Qufim Island|pos=I-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Clipper]]&lt;br /&gt;
* [[Land Worm]] (25-27)&lt;br /&gt;
| &lt;br /&gt;
* Circle around Ice Pond for ({{Location Tooltip|area=Qufim Island|pos=H-7}}) camp.&lt;br /&gt;
* At night, [[Banshee]]s spawn at Ice Pond so you will need to camp in a tunnel and pull [[Clippers]] to you. &lt;br /&gt;
* Popular exp zone.&lt;br /&gt;
|-&lt;br /&gt;
|19-21&lt;br /&gt;
|[[Qufim Island]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Qufim Island|pos=H-8|pos 2=I-7|pos 3=I-8}})&lt;br /&gt;
* ({{Location Tooltip|area=Qufim Island|pos=G-6|pos 2=H-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Clipper]]&lt;br /&gt;
* [[Dark Bats]]&lt;br /&gt;
* [[Land Worm]] (25-27)&lt;br /&gt;
* [[Glow Bat]] (28-29)&lt;br /&gt;
|&lt;br /&gt;
* Potentially supports 2 parties at opposite ends of the cliff. &lt;br /&gt;
* Popular exp zone.&lt;br /&gt;
|-&lt;br /&gt;
|19-22&lt;br /&gt;
|[[Meriphataud Mountains]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Meriphataud Mountains|pos=D-5}})&lt;br /&gt;
* ({{Location Tooltip|area=Meriphataud Mountains|pos=E-4}})&lt;br /&gt;
* ({{Location Tooltip|area=Meriphataud Mountains|pos=H-5}})&lt;br /&gt;
|&lt;br /&gt;
* {{changes|Horizon custom mob}} [[Migrant Hawker]] (24-27) &lt;br /&gt;
* {{changes|Horizon custom mob}}  [[Dust Lizard]] (26-28)&lt;br /&gt;
|&lt;br /&gt;
* Quick walk from [[Aragoneu]] [[Outpost Teleportation|Outpost]].  &lt;br /&gt;
* 3 camps/supports 3 parties. &lt;br /&gt;
|-&lt;br /&gt;
|19-22&lt;br /&gt;
|[[Carpenters&#039; Landing]]&lt;br /&gt;
|&lt;br /&gt;
* Center Landing Docks ({{Location Tooltip|area=Carpenters&#039; Landing|map=Map 1|pos=H-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Orcish Cursemaker]]&lt;br /&gt;
* [[Orcish Fighter]]&lt;br /&gt;
* [[Orcish Serjeant]] (21-25)&lt;br /&gt;
* [[Fosse Pugil]] (22-24)&lt;br /&gt;
* [[Forest Tiger]] (22-25)&lt;br /&gt;
|&lt;br /&gt;
* Use Northwest entrance from [[Jugner Forest]] at ({{Location Tooltip|area=Jugner Forest|pos=E-6}}).&lt;br /&gt;
* Sight and Sound aggro on the way to camp.&lt;br /&gt;
|-&lt;br /&gt;
|19-22&lt;br /&gt;
|[[Davoi]]&lt;br /&gt;
|&lt;br /&gt;
* Main Entrance ({{Location Tooltip|area=Davoi|pos=J-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Orcish Cursemaker]]&lt;br /&gt;
* [[Orcish Fighter]]&lt;br /&gt;
* [[Orcish Serjeant]] (22-28)&lt;br /&gt;
|&lt;br /&gt;
* [[Bats]] that pop at night aggro via sound.&lt;br /&gt;
|-&lt;br /&gt;
|19-22&lt;br /&gt;
|[[Yughott Grotto]]&lt;br /&gt;
|&lt;br /&gt;
* Map 2: ({{Location Tooltip|area=Yughott Grotto|map=Map 2|pos=J-6}})&lt;br /&gt;
* Map 2: ({{Location Tooltip|area=Yughott Grotto|map=Map 2|pos=J-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Orcish Cursemaker]]&lt;br /&gt;
* [[Orcish Fighter]]&lt;br /&gt;
* [[Orcish Serjeant]] (21-23)&lt;br /&gt;
|&lt;br /&gt;
* Sight and sound aggro on the way to camp.&lt;br /&gt;
* All orcs link by sight, be careful.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Level 20-30 ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable center-col-1 mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Level&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Zone&lt;br /&gt;
! width=&amp;quot;18%&amp;quot; | Camp&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Mob(s)&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|20-22&lt;br /&gt;
|[[Rolanberry Fields]]&lt;br /&gt;
|&lt;br /&gt;
* Between Fences at ({{Location Tooltip|area=Rolanberry Fields|pos=F-7}})&lt;br /&gt;
* Shack at ({{Location Tooltip|area=Rolanberry Fields|pos=F-11}}) &lt;br /&gt;
* Stone Wall/Signpost at ({{Location Tooltip|area=Rolanberry Fields|pos=H-12}}) &lt;br /&gt;
* Crates at ({{Location Tooltip|area=Rolanberry Fields|pos=I-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Death Wasp]] (23-26)&lt;br /&gt;
* [[Berry Grub]] (25-28)&lt;br /&gt;
|  &lt;br /&gt;
* [[Quadav]] and [[Ochu]] aggro sound. &lt;br /&gt;
* Can fill in with [[Bats]] at night.&lt;br /&gt;
|-&lt;br /&gt;
|20-23&lt;br /&gt;
|[[Ordelle&#039;s Caves]]&lt;br /&gt;
|&lt;br /&gt;
* Waterfall/PLD ??? ({{Location Tooltip|area=Ordelle&#039;s Caves|map=Map 2|pos=G-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Shrieker]] (25-27)&lt;br /&gt;
* [[Clipper]] (26-29)&lt;br /&gt;
* [[Goliath Beetle]] (29-31)&lt;br /&gt;
|&lt;br /&gt;
* Enter through [[La Theine Plateau]] at ({{Location Tooltip|area=La Theine Plateau|pos=H-7}}).&lt;br /&gt;
* Sight and sound aggro near camp.&lt;br /&gt;
* [[Clipper]]s link by sound. &lt;br /&gt;
* [[Will-o&#039;-the-Wisp|Bomb]] nearby.  &lt;br /&gt;
* Supports 1 party.&lt;br /&gt;
|-&lt;br /&gt;
|21-23&lt;br /&gt;
|[[The Sanctuary of Zi&#039;Tah]]&lt;br /&gt;
|&lt;br /&gt;
* Zone to [[Meriphataud Mountains|Meriphataud]], ({{Location Tooltip|area=The Sanctuary of Zi&#039;Tah|pos=G-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Ancient Bat]] (26-28)&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Mugger]] (26-29)&lt;br /&gt;
|&lt;br /&gt;
* Southwest part of the zone is littered with [[:Category:Goblins|Goblins]] and [[Bats]]. &lt;br /&gt;
* Beware of links. &lt;br /&gt;
* Beware of [[Rock Golem]] (magic sensitive and will destroy your party).&lt;br /&gt;
* Supports 1 party.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|21-24&lt;br /&gt;
|[[Ranguemont Pass]]&lt;br /&gt;
|&lt;br /&gt;
* Beyond the door ({{Location Tooltip|area=Ranguemont Pass|pos=H-10}}) &lt;br /&gt;
|&lt;br /&gt;
* [[Seeker Bats]] (25-28)&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Leecher]]&lt;br /&gt;
* [[Goblin Mugger]] (26-30)&lt;br /&gt;
|&lt;br /&gt;
* Sound aggro on the way to camp.&lt;br /&gt;
* Be careful of [[Ooze]].&lt;br /&gt;
|-&lt;br /&gt;
|22-24&lt;br /&gt;
|[[Carpenters&#039; Landing]]&lt;br /&gt;
|&lt;br /&gt;
* Camp at either end of the caves ({{Location Tooltip|area=Carpenters&#039; Landing|pos=I-11|pos 2=I-12}})&lt;br /&gt;
|&lt;br /&gt;
* [[Diving Beetle]] (27-30)&lt;br /&gt;
* [[Shreiker]] (28-31)&lt;br /&gt;
| &lt;br /&gt;
* Use Southeast [[Jugner Forest]] zone entrance, ({{Location Tooltip|area=Jugner Forest|pos=J-8}}).&lt;br /&gt;
* Quick walk from [[Norvallen]] [[Outpost Teleportation|Outpost]]. &lt;br /&gt;
* Sight and sound aggro en route to camp.&lt;br /&gt;
* [[Shrieker]]s are sound aggro/[[Diving Beetle|Beetles]] link by sight.   &lt;br /&gt;
|-&lt;br /&gt;
|22-24&lt;br /&gt;
|[[Lower Delkfutt&#039;s Tower]]&lt;br /&gt;
| &lt;br /&gt;
* Northwest Stairs ({{Location Tooltip|area=Lower Delkfutt&#039;s Tower|map=First Floor|pos=F-7}})&lt;br /&gt;
* Southwest Stairs ({{Location Tooltip|area=Lower Delkfutt&#039;s Tower|map=First Floor|pos=F-10}})&lt;br /&gt;
* Entrance ({{Location Tooltip|area=Lower Delkfutt&#039;s Tower|map=First Floor|pos=H-10}}) &lt;br /&gt;
* Northeast Area ({{Location Tooltip|area=Lower Delkfutt&#039;s Tower|map=First Floor|pos=K-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Seeker Bats]] (25-27)&lt;br /&gt;
* [[Ancient Bat]]s (27-29)&lt;br /&gt;
* [[Goblin Gambler]]&lt;br /&gt;
* [[Goblin Leecher]]&lt;br /&gt;
* [[Goblin Mugger]] (27-30)&lt;br /&gt;
* [[Giant Gatekeeper]]&lt;br /&gt;
* [[Giant Guard]]&lt;br /&gt;
* [[Giant Lobber]]&lt;br /&gt;
* [[Giant Sentry]] (28-30)&lt;br /&gt;
|&lt;br /&gt;
* Be careful of aggro if not using entrance camp.&lt;br /&gt;
* [[Giant Lobber]]s hurt. Pull with caution.&lt;br /&gt;
|-&lt;br /&gt;
| 22-26 &lt;br /&gt;
|| [[Maze of Shakhrami]] &lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Maze of Shakhrami|pos=L-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Ancient Bat]]s (26-29)&lt;br /&gt;
* [[Caterchipillar]] (30-31)&lt;br /&gt;
* [[Goblin Pathfinder]]&lt;br /&gt;
* [[Goblin Shaman]]&lt;br /&gt;
* [[Goblin Smithy]] (31-34) &lt;br /&gt;
|&lt;br /&gt;
* [[Buburimu Peninsula|Buburimu]] Side/[[Outpost Teleportation|Outpost]].  Enter at ({{Location Tooltip|area=Buburimu Peninsula|pos=F-6}}). &lt;br /&gt;
* Lower level parties focus on [[Ancient Bat|Bats]] and  [[Caterchipillar|Crawlers]].  &lt;br /&gt;
|-&lt;br /&gt;
|22-24&lt;br /&gt;
|[[Qufim Island]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Qufim Island|pos=F-8}})&lt;br /&gt;
* ({{Location Tooltip|area=Qufim Island|pos=G-6}})&lt;br /&gt;
* ({{Location Tooltip|area=Qufim Island|pos=H-6}})&lt;br /&gt;
* ({{Location Tooltip|area=Qufim Island|pos=H-8|pos 2=H-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Greater Pugil]] (28-30)&lt;br /&gt;
* [[Giant Ascetic]]&lt;br /&gt;
* [[Giant Hunter]]&lt;br /&gt;
* [[Giant Ranger]]&lt;br /&gt;
* [[Giant Trapper]] (28-31)&lt;br /&gt;
* [[Acrophies]] (32-33)&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Popular exp zone,&#039;&#039;&#039; area can get overcrowded and you may need to find alternative camps.&lt;br /&gt;
* Take care with [[Thunder Elemental]] spawn at ({{Location Tooltip|area=Qufim Island|pos=F-8}}) during thunder weather.&lt;br /&gt;
* Supports 3 parties.   &lt;br /&gt;
* Be careful with Gigas (Giants), they hit quite hard, especially Gigas Hunter (the RNG-type that throws rocks).&lt;br /&gt;
|-&lt;br /&gt;
|23-27&lt;br /&gt;
|[[Meriphataud Mountains]] {{Changes }}&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Meriphataud Mountains|pos=D-10}}) &lt;br /&gt;
* ({{Location Tooltip|area=Meriphataud Mountains|pos=G-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Ridge Lizard]] {{Changes }} (29-31)&lt;br /&gt;
* [[Puma]] {{Changes }} (29-33)&lt;br /&gt;
* [[Drooling Hound]] {{Changes }} (31-35)&lt;br /&gt;
| &lt;br /&gt;
* Not a a bad walk from [[Outpost Teleportation|Outpost]] or [[Crag of Mea]].&lt;br /&gt;
* Can be done at level 23 if going slow between pulls, at level 25, [[Drooling Hound]]s can enter rotation. EXP tapers during level 26 but can still produce 8-10k exp/hr &#039;&#039;without&#039;&#039; rings because kills go quickly. Easy chain 5&#039;s with a solid party. &lt;br /&gt;
* [[Puma]] inflicts [[Paralysis]] (Blaster) and [[Silence]] (Chaotic Eye.) Chaotic Eye is a very quick cast, so be careful.&lt;br /&gt;
* [[Ridge Lizard|Lizard&#039;s]] Blockhead TP move can hit non-tanks for very high numbers (200+ dmg.) Be careful about pulling too much enmity!&lt;br /&gt;
* Beware [[Drooling Hound]] (31-33) at night, it has [[Area of Effect|AoE]] [[Disease]].&lt;br /&gt;
* Supports 2 parties, 1 at each coordinate.&lt;br /&gt;
|-&lt;br /&gt;
|24-26&lt;br /&gt;
|[[Ranguemont Pass]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Ranguemont Pass|pos=J-5}})&lt;br /&gt;
* ({{Location Tooltip|area=Ranguemont Pass|pos=I-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Stirge]] (30-33)&lt;br /&gt;
* [[Hecteyes]] (31-33)&lt;br /&gt;
|&lt;br /&gt;
* ~12 minute walk from [[Ronfaure]] [[Outpost Teleportation|Outpost]].&lt;br /&gt;
* Sight and Sound aggro en route to camp.&lt;br /&gt;
* ({{Location Tooltip|area=Ranguemont Pass|pos=J-5}}) has about 8 [[Stirge]] spawns along the tunnel.  May need to roam a bit. &lt;br /&gt;
|-&lt;br /&gt;
|24-27&lt;br /&gt;
|[[Sauromugue Champaign]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Sauromugue Champaign|pos=I-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Sauromugue Skink]] (28-32)&lt;br /&gt;
* [[Diving Beetle]] (30-32)&lt;br /&gt;
* [[Yagudo Interrogator]]&lt;br /&gt;
* [[Yagudo Oracle]]&lt;br /&gt;
* [[Yagudo Priest]]&lt;br /&gt;
* [[Yagudo Theologist]]&lt;br /&gt;
* [[Yagudo Votary]] (26-36)&lt;br /&gt;
|&lt;br /&gt;
* Camp at fallen pillar/crumbling wall or outside of fort.&lt;br /&gt;
* Mob density a bit scarce. [[Yagudo]] have a large level range.&lt;br /&gt;
|-&lt;br /&gt;
|24-27&lt;br /&gt;
|[[Carpenters&#039; Landing]]&lt;br /&gt;
|&lt;br /&gt;
* Logs near Dock ({{Location Tooltip|area=Carpenters&#039; Landing|map=Map 1|pos=J-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Spinous Pugil]] (29-31)&lt;br /&gt;
* [[Sabretooth Tiger]] (29-32)&lt;br /&gt;
* [[Birdtrap]] (29-33)&lt;br /&gt;
| &lt;br /&gt;
* Use Southeast [[Jugner Forest]] entrance at ({{Location Tooltip|area=Jugner Forest|pos=J-8}}).&lt;br /&gt;
* Sound aggro on the way to camp.&lt;br /&gt;
* [[Sabretooth Tiger|Tigers]] aggro/link by sight, [[Birdtrap]]s don&#039;t aggro or link. [[Spinous Pugil|Pugils]] aggro by sound. &lt;br /&gt;
* [[Birdtrap|Traps]] [[Area of Effect|AoE]] [[Sleep]], Single-Target [[Paralysis|paralyze]].&lt;br /&gt;
* [[Sabretooth Tiger|Tigers]] [[Area of Effect|AoE]] [[Paralysis|paralyze]]. &lt;br /&gt;
* Be mindful of big [[Sabretooth Tiger|Tiger]] crits. &lt;br /&gt;
|-&lt;br /&gt;
|25-27&lt;br /&gt;
|[[Yuhtunga Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] required)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Yuhtunga Jungle|pos=H-6|pos 2=G-6|pos 3=G-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Yuhtunga Mandragora]] (30-33)&lt;br /&gt;
|&lt;br /&gt;
* Beware patrolling [[Goblin Smithy]].&lt;br /&gt;
|-&lt;br /&gt;
|25-27&lt;br /&gt;
|[[Sauromugue Champaign]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Sauromugue Champaign|pos=F-8|pos 2=G-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Diving Beetle]] (30-32)&lt;br /&gt;
* [[Tabar Beak]] (31-33)&lt;br /&gt;
|&lt;br /&gt;
* Supports maybe 2 parties. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Camp on hill by bonfire [[:Category:Yagudo|Yagudo]] camp.  &lt;br /&gt;
* Beware of links.&lt;br /&gt;
* [[:Category:Yagudo|Yagudo]] have large level range.&lt;br /&gt;
|-&lt;br /&gt;
|26-28&lt;br /&gt;
|[[Ranguemont Pass]] {{Changes }}&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Ranguemont Pass|pos=E-6|pos 2=F-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Stirge]] (30-33)&lt;br /&gt;
* [[Goblin Pathfinder]]&lt;br /&gt;
* [[Goblin Smithy]] {{Changes }} (32-36)&lt;br /&gt;
|&lt;br /&gt;
* ~11.5 minute walk from [[Ronfaure]] [[Outpost Teleportation|Outpost]]&lt;br /&gt;
* Sight and Sound aggro on the way to camp.&lt;br /&gt;
* 4 [[:Category:Goblins|Goblin]] spawns (Era+) with 3-4 [[Stirge]] spawns in the same open area and connecting caves.&lt;br /&gt;
* May be able to extend camp to level 28 depending on kill speed.&lt;br /&gt;
|-&lt;br /&gt;
|26-30&lt;br /&gt;
|[[Yuhtunga Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] required)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Yuhtunga Jungle|pos=J-7|pos 2=K-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Ivory Lizard]] (32-35)&lt;br /&gt;
* [[Jungle Coeurl]] (35-38)&lt;br /&gt;
|&lt;br /&gt;
* Take Chocobo from [[Kazham]] to ({{Location Tooltip|area=Yuhtunga Jungle|pos=H-6}}) and drop down. Then after emerging from the tunnel after the drop, go down ramp when you see the [[Overgrown Rose]] ([[Morbol]]), into another tunnel. Camp at the edge of the cliff overlooking the Volcano.&lt;br /&gt;
* Start with [[Ivory Lizard|Lizards]] at level 26.  Mix in [[Jungle Couerl|Coeurls]] at level 28+.&lt;br /&gt;
|-&lt;br /&gt;
|27-31&lt;br /&gt;
|[[Bibiki Bay]]&lt;br /&gt;
|&lt;br /&gt;
* Docks ({{Location Tooltip|area=Bibiki Bay|pos=H-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Eft]]&lt;br /&gt;
* [[Goblin Pathfinder]]&lt;br /&gt;
* [[Goblin Shaman]] (33-36)&lt;br /&gt;
* [[Raven]] (36-38)&lt;br /&gt;
|&lt;br /&gt;
* Start on [[Eft]]s.  &lt;br /&gt;
* [[Eft]]s link via sound.  &lt;br /&gt;
* Move to [[Raven]]s around level 29.&lt;br /&gt;
* [[Raven]]s link via sight.  &lt;br /&gt;
|-&lt;br /&gt;
|27-31&lt;br /&gt;
|[[Yuhtunga Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] required)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Yuhtunga Jungle|pos=I-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Death Jacket]] (33-37)&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;BEE LOG&#039;&#039;&#039;.  Camp inside the tunnel.&lt;br /&gt;
|-&lt;br /&gt;
| 27-30 &lt;br /&gt;
|| [[Attohwa Chasm]] &lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Attohwa Chasm|pos=H-9}}) &lt;br /&gt;
|&lt;br /&gt;
* [[Flesh Eater]] (35-37)&lt;br /&gt;
* [[Hecteyes]] (35-38)&lt;br /&gt;
|&lt;br /&gt;
* Both mobs are casters.&lt;br /&gt;
* [[Hecteyes]] are weak to all elemental damage except for dark. They are also resistant to blunt.&lt;br /&gt;
|-&lt;br /&gt;
| 27-29 &lt;br /&gt;
|| [[Oldton Movalpolos]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Oldton Movalpolos|pos=F-8}})&lt;br /&gt;
* ({{Location Tooltip|area=Oldton Movalpolos|pos=G-9}})&lt;br /&gt;
* ({{Location Tooltip|area=Oldton Movalpolos|pos=G-13}})&lt;br /&gt;
* ({{Location Tooltip|area=Oldton Movalpolos|pos=H-10}}) &lt;br /&gt;
|&lt;br /&gt;
* [[Bugbear Servingman]]&lt;br /&gt;
* [[Goblin Craftsman]]&lt;br /&gt;
* [[Goblin Gutterman]]&lt;br /&gt;
* [[Goblin Hammerman]]&lt;br /&gt;
* [[Goblin Leadman]]&lt;br /&gt;
* [[Moblin Chapman]]&lt;br /&gt;
* [[Moblin Pickman]]&lt;br /&gt;
* [[Moblin Ragman]]&lt;br /&gt;
* [[Moblin Witchman]]&lt;br /&gt;
* [[Stirge]] (33-36)&lt;br /&gt;
|&lt;br /&gt;
* Not too bad of a walk from [[Crag of Dem]].  &lt;br /&gt;
* Careful of sight aggro en route to camp. &lt;br /&gt;
* Take care not to link - especially with ranged mobs. Can get very dangerous very quickly.&lt;br /&gt;
* [[Earth Elemental]] danger at ({{Location Tooltip|area=Oldton Movalpolos|pos=E-4}}) camp. &lt;br /&gt;
* &lt;br /&gt;
* Drops gil and craft materials.&lt;br /&gt;
|-&lt;br /&gt;
|27-30&lt;br /&gt;
|[[Yuhtunga Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] required)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* Outpost ({{Location Tooltip|area=Yuhtunga Jungle|pos=G-11}}) &lt;br /&gt;
|&lt;br /&gt;
* [[Young Opo-Opo]] (34-36)&lt;br /&gt;
* [[Goblin Furrier]]&lt;br /&gt;
* [[Goblin Smithy]] (32-37)&lt;br /&gt;
|&lt;br /&gt;
* Beware of holes when pulling. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|28-30&lt;br /&gt;
|[[Misareaux Coast]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Misareaux Coast|pos=J-11}}), ({{Location Tooltip|area=Misareaux Coast|pos=K-11}}) coast&lt;br /&gt;
|&lt;br /&gt;
* [[Tavnazian Sheep]] (33-37)&lt;br /&gt;
* [[Bugard]] (34-37)&lt;br /&gt;
* [[Crimson Knight Crab]] (33-36)&lt;br /&gt;
|&lt;br /&gt;
* Need to be on CoP chapter 2 to access.&lt;br /&gt;
* Supports 2 parties.&lt;br /&gt;
|-&lt;br /&gt;
|28-30&lt;br /&gt;
|[[Sauromugue Champaign]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Sauromugue Champaign|pos=L-9}}) &lt;br /&gt;
|&lt;br /&gt;
* [[Champaign Coeurl]] (35-37)&lt;br /&gt;
* [[Diving Beetle]] (35-37)&lt;br /&gt;
* [[Midnight Wings]] (35-37)&lt;br /&gt;
* [[:Category:Yagudo|Yagudo]] (36-38)&lt;br /&gt;
| &lt;br /&gt;
* [[Champaign Coeurl|Coeurls]] [[Silence]] and [[Paralysis|Paralyze]] using TP moves.&lt;br /&gt;
* Supports 1 party.&lt;br /&gt;
|-&lt;br /&gt;
|28-30&lt;br /&gt;
|[[Yhoator Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] required)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Yhoator Jungle|pos=F-7|pos 2=F-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Yhoator Mandragora]] (35-37)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|28-32&lt;br /&gt;
|[[Lufaise Meadows]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Lufaise Meadows|pos=H-10}}) &lt;br /&gt;
|&lt;br /&gt;
* [[Tavnazian Sheep]] (33-37)&lt;br /&gt;
* [[Bugard]] (34-37)&lt;br /&gt;
* [[Crimson Knight Crab]] (33-36)&lt;br /&gt;
* [[Orcs]] (35-39)&lt;br /&gt;
|&lt;br /&gt;
* Lower level parties beware of orcs. &lt;br /&gt;
* Need to be on CoP chapter 2 to access.&lt;br /&gt;
* Supports 1 party.&lt;br /&gt;
|-&lt;br /&gt;
|29-31&lt;br /&gt;
|[[Yuhtunga Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] required)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Yuhtunga Jungle|pos=F-11|pos 2=G-11}})&lt;br /&gt;
|&lt;br /&gt;
* [[Creek Sahagin]]&lt;br /&gt;
* [[River Sahagin]] &lt;br /&gt;
* [[Stream Sahagin]] (34-38)&lt;br /&gt;
* [[Makara]] (35-38)&lt;br /&gt;
|&lt;br /&gt;
* Close to the zone exit for [[Sea Serpent Grotto]].&lt;br /&gt;
|-&lt;br /&gt;
|29-31&lt;br /&gt;
|[[Sauromugue Champaign]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Sauromugue Champaign|pos=G-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Evil Weapon]]s (34-38) {{changes|adjusted level range 34-38 instead of 36-38}}&lt;br /&gt;
|&lt;br /&gt;
* The weapons on Horizon here spawn as low as 34 (retail was 36). &lt;br /&gt;
* Supports 1 party.&lt;br /&gt;
|-&lt;br /&gt;
|29-31&lt;br /&gt;
|[[Batallia Downs]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Batallia Downs|pos=J-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Goblin Furrier]]&lt;br /&gt;
* [[Goblin Pathfinder]]&lt;br /&gt;
* [[Goblin Shaman]] (31-36)&lt;br /&gt;
* [[Evil Weapon]] (36-38)&lt;br /&gt;
|&lt;br /&gt;
* Only 5 spawns.  Pull [[:Category:Goblins|Goblins]] by the coast to fill in. &lt;br /&gt;
* Not a bad alternate camp if Sauromugue is taken and party members don&#039;t have [[Outpost Teleportation|Outpost Warps]], [[Kazham Airship Pass]], or [[Telepoint]]s.&lt;br /&gt;
* Supports 1 party.&lt;br /&gt;
|-&lt;br /&gt;
|29-31&lt;br /&gt;
|[[Rolanberry Fields]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Rolanberry Fields|pos=K-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Evil Weapon]] (36-38)&lt;br /&gt;
|&lt;br /&gt;
* Only 4 spawns. If you sit at the end of the spine, you can pull weapons from both sides.&lt;br /&gt;
|-&lt;br /&gt;
|29-31&lt;br /&gt;
|[[Bibiki Bay]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Bibiki Bay|pos=H-6|pos 2=H-7|pos 3=I-6|pos 4=I-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Eft]]&lt;br /&gt;
* [[Goblin Pathfinder]] &lt;br /&gt;
* [[Goblin Shaman]] (33-36)&lt;br /&gt;
* [[Marine Dhalmel]] (34-37)&lt;br /&gt;
* [[Island Rarab]] (34-38)&lt;br /&gt;
* [[Raven]] (36-38)&lt;br /&gt;
|&lt;br /&gt;
* Dhalmels can [[Silence]]. &lt;br /&gt;
* The whole area supports 2 parties.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Level 30-40 ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Level&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Zone&lt;br /&gt;
! width=&amp;quot;18%&amp;quot; | Camp&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Mob(s)&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|30-33&lt;br /&gt;
|[[Bibiki Bay - Purgonorgo Isle]]&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;(Everywhere)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* [[Jagil]] (35-38) &lt;br /&gt;
* [[Coastal Opo-opo]] (36-39)&lt;br /&gt;
* [[Toucan]] (38-40)&lt;br /&gt;
* [[Kraken]] (37-40)&lt;br /&gt;
* [[Alraune]] (37-40)&lt;br /&gt;
|&lt;br /&gt;
* Take the [[Manaclipper]] (need [[Manaclipper Ticket]] or [[Manaclipper multi-ticket]]: 80gil for 1 ride, 500gil for 10, sold on pier).&lt;br /&gt;
* Possible [[Notorious Monster|NM]] on [[Manaclipper]]. Careful. &lt;br /&gt;
* [[Clot]]s are infrequent but can be taken care of. &lt;br /&gt;
* Don&#039;t touch the [[Urganite]]. &lt;br /&gt;
* Island can support probably 8 parties.&lt;br /&gt;
|-&lt;br /&gt;
|30-34&lt;br /&gt;
|[[Attohwa Chasm]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Attohwa Chasm|pos= I-9|pos 2=I-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Gallinipper]] (36-39)&lt;br /&gt;
* [[Goblin Furrier]]&lt;br /&gt;
* [[Goblin Pathfinder]]&lt;br /&gt;
* [[Goblin Shaman]]&lt;br /&gt;
* [[Goblin Smithy]] (37-39)&lt;br /&gt;
* [[Tracer Antlion]] (38-40)&lt;br /&gt;
|&lt;br /&gt;
* Be aware of Sound aggro on the way to camp.&lt;br /&gt;
* Cross the first bridge. Camp against the wall.  Beware of doom scorpions.&lt;br /&gt;
|-&lt;br /&gt;
|30-33&lt;br /&gt;
|[[Sea Serpent Grotto]] &#039;&#039;&#039;([[Kazham Airship Pass]] Req)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* Hallway, First Map: ({{Location Tooltip|area=Sea Serpent Grotto|map=Map 1|pos=J-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Lake Sahagin]]&lt;br /&gt;
* [[Pond Sahagin]]&lt;br /&gt;
* [[Spring Sahagin]] &lt;br /&gt;
* [[Undead Bats]] (36-39)&lt;br /&gt;
* [[Ironshell]] (37-40)&lt;br /&gt;
| &lt;br /&gt;
* Be aware of sound aggro.    &lt;br /&gt;
* Camp in hallway in front of the ornamental door. &lt;br /&gt;
* Sahagin link via sound.  &lt;br /&gt;
* Beware [[Undead Bats|Bats]] that pop in back of the hallway (don&#039;t aggro but will link with other bats).&lt;br /&gt;
* Supports 1 party.  Lots of mobs but long repop timer.&lt;br /&gt;
|-&lt;br /&gt;
|31-33&lt;br /&gt;
|[[Eastern Altepa Desert]] &lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Eastern Altepa Desert|pos=H-6}}) &lt;br /&gt;
* ({{Location Tooltip| area=Eastern Altepa Desert| pos=I-6&lt;br /&gt;
}}) &lt;br /&gt;
* ({{Location Tooltip|area=Eastern Altepa Desert| pos=J-7&lt;br /&gt;
}})&lt;br /&gt;
|&lt;br /&gt;
* [[Sand Beetle]] (36-40){{changes}}&lt;br /&gt;
* [[Desert Dhalmel]] (38-41){{changes}}&lt;br /&gt;
|&lt;br /&gt;
* Several sight/sound aggro mobs near camp.&lt;br /&gt;
* Supports 3 parties, 1 at each location.&lt;br /&gt;
|-&lt;br /&gt;
|31-33&lt;br /&gt;
|[[Yuhtunga Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] Req)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Yuhtunga Jungle|pos=E-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Soldier Crawler]] (37-40)&lt;br /&gt;
|&lt;br /&gt;
* Beware sight/sound aggro on way to camp.&lt;br /&gt;
|-&lt;br /&gt;
|32-34&lt;br /&gt;
|[[Yhoator Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] Req)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Yhoator Jungle|pos=G-7}})&lt;br /&gt;
* ({{Location Tooltip|area=Yhoator Jungle|pos=H-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Yhoator Wasp]] (37-40)&lt;br /&gt;
* [[Goblin Pathfinder]] (35-39)&lt;br /&gt;
* [[Goblin Reaper]] (41-45)&lt;br /&gt;
* [[Young Opo-Opo]] (40-44)&lt;br /&gt;
|&lt;br /&gt;
* Camp on top of bridge or in top tunnel ({{Location Tooltip|area=Yhoator Jungle|pos=G-7}}). &lt;br /&gt;
* Watch out for links.&lt;br /&gt;
* Supports 1 party at ({{Location Tooltip|area=Yhoator Jungle|pos=G-7}}). 2 parties at ({{Location Tooltip|area=Yhoator Jungle|pos=H-8}}), camp up top, either side.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|34-36&lt;br /&gt;
|[[The Eldieme Necropolis]]&lt;br /&gt;
|&lt;br /&gt;
* Entrance 4: ({{Location Tooltip|area=The Eldieme Necropolis|map=Map 2|pos=F-8|pos 2=F-9}}) &lt;br /&gt;
|&lt;br /&gt;
* [[Gazer]] (41-43)&lt;br /&gt;
|&lt;br /&gt;
* Enter from [[Batallia Downs]] ({{Location Tooltip|area=Batallia Downs|pos=G-8}})&lt;br /&gt;
|-&lt;br /&gt;
|34-37&lt;br /&gt;
|[[Garlaige Citadel]]&lt;br /&gt;
|&lt;br /&gt;
* Entrance ({{Location Tooltip|area=Garlaige Citadel|map=Map 1|pos=G-7|pos 2=G-8}})&lt;br /&gt;
* Front of Banishing Gate 1: ({{Location Tooltip|area=Garlaige Citadel|map=Map 1|pos=I-7|pos 2=I-8|pos 3=I-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Siege Bat]] (40-43)&lt;br /&gt;
* [[Borer Beetle]] (41-44)&lt;br /&gt;
|&lt;br /&gt;
* [[Borer Beetles|Beetles]] sight aggro, bats link, beetles will be difficult at 34. &lt;br /&gt;
* [[Borer Beetles|Beetles]] can inflict Strength Down and Evasion Down.&lt;br /&gt;
* Sufficient mobs for at least 3 parties.  &lt;br /&gt;
|-&lt;br /&gt;
|35-37&lt;br /&gt;
|[[Lufaise Meadows]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Lufaise Meadows|pos=F-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Gigantobugard]] (40-43)&lt;br /&gt;
* [[Orcs]] (41-44)&lt;br /&gt;
* [[Gigas]] (41-44)&lt;br /&gt;
|&lt;br /&gt;
* Beware sight/sound aggro on way to camp.&lt;br /&gt;
* Need to have CoP Promies cleared to access.&lt;br /&gt;
|-&lt;br /&gt;
|35-37&lt;br /&gt;
|[[The Sanctuary of Zi&#039;Tah]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=The Sanctuary of Zi&#039;Tah|pos=F-8}})&lt;br /&gt;
* Outpost ({{Location Tooltip|area=The Sanctuary of Zi&#039;Tah|pos=H-10}}) &lt;br /&gt;
* ({{Location Tooltip|area=The Sanctuary of Zi&#039;Tah|pos=I-9}})&lt;br /&gt;
* Hidden path ({{Location Tooltip|area=The Sanctuary of Zi&#039;Tah|pos=J-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Lesser Gaylas]] (39-42)&lt;br /&gt;
* [[Goobbue Gardener]] (40-43)&lt;br /&gt;
* [[Ogrefly]] (41-44) &lt;br /&gt;
* [[Goblin Poacher]]&lt;br /&gt;
* [[Goblin Reaper]]&lt;br /&gt;
* [[Goblin Robber]]&lt;br /&gt;
* [[Goblin Trader]] (42-46)&lt;br /&gt;
|&lt;br /&gt;
* Level 36+ parties recommended at Outpost and ({{Location Tooltip|area=The Sanctuary of Zi&#039;Tah|pos=F-8}}) camp for Goblins.&lt;br /&gt;
* [[Goobbue Gardener|Goobbue]]s have an [[Area of Effect|AoE]] [[Silence]] TP move. Be careful fighting them.  &lt;br /&gt;
* Supports many parties. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|35-38&lt;br /&gt;
|[[Crawlers&#039; Nest]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 1|pos=I-9}})&lt;br /&gt;
* ({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 1|pos=K-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Worker Crawler]] (40-44)&lt;br /&gt;
* [[Death Jacket]] (40-42)&lt;br /&gt;
* [[Maze Lizard]] (41-43)&lt;br /&gt;
|&lt;br /&gt;
* [[Worker Crawler|Crawlers]] can use a Defense Up TP move.&lt;br /&gt;
* Many total spawns, easily supports 2+ parties. &lt;br /&gt;
|-&lt;br /&gt;
|35-38&lt;br /&gt;
|[[Western Altepa Desert]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Western Altepa Desert|pos=L-6}})&lt;br /&gt;
* ({{Location Tooltip|area=Western Altepa Desert|pos=M-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Desert Spider]] (40-44)&lt;br /&gt;
|&lt;br /&gt;
* Spiders use AoE slow frequently. Bring a WHM for erase or a party composition that doesn&#039;t care about slow (ranger burn?)&lt;br /&gt;
* Also a popular spot for solo farmers to farm spider webs&lt;br /&gt;
|-&lt;br /&gt;
| 35-38&lt;br /&gt;
|| [[Oldton Movalpolos]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Oldton Movalpolos|pos=I-8}})&lt;br /&gt;
* ({{Location Tooltip|area=Oldton Movalpolos|pos=J-10}})&lt;br /&gt;
* ({{Location Tooltip|area=Oldton Movalpolos|pos=K-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Bugbear Bondman]] &lt;br /&gt;
* [[Goblin Doorman]]&lt;br /&gt;
* [[Goblin Oilman]]&lt;br /&gt;
* [[Goblin Tollman]]&lt;br /&gt;
* [[Goblin Shovelman]]&lt;br /&gt;
* [[Moblin Repairman]]&lt;br /&gt;
* [[Moblin Pikeman]] &lt;br /&gt;
* [[Moblin Coalman]]&lt;br /&gt;
* [[Moblin Gasman]]  (41-44)&lt;br /&gt;
|&lt;br /&gt;
* Not too bad of a walk from Dem.&lt;br /&gt;
* Sight aggro en route to camps.&lt;br /&gt;
* Beware [[Moblin Gourneyman]] and [[Goblin Freelance]] as they are a much higher level (~47).&lt;br /&gt;
* If the [[:Category:Moblins|Moblins]] are allowed to use Crispy Candle and damage themselves, they will not give EXP. Can be stunned.&lt;br /&gt;
|-&lt;br /&gt;
|36-39&lt;br /&gt;
|[[The Sanctuary of Zi&#039;Tah]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=The Sanctuary of Zi&#039;Tah|pos=E-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Master Coeurl]] (44-47)&lt;br /&gt;
|&lt;br /&gt;
* [[Master Coeurl|Couerls]] have a gaze TP move that silences. They can also paralyze.&lt;br /&gt;
* 2 Hellhounds (47-50) pop at night in the area.&lt;br /&gt;
* Forewarning, area is often farmed for Coeurl drops.&lt;br /&gt;
|-&lt;br /&gt;
|36-43&lt;br /&gt;
|[[Yhoator Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] Req)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* Bloodlet Spring ({{Location Tooltip|area=Yhoator Jungle|pos=J-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Big Jaw]] (43-45)&lt;br /&gt;
* [[Goblin Poacher]]&lt;br /&gt;
* [[Goblin Reaper]]&lt;br /&gt;
* [[Goblin Robber]]&lt;br /&gt;
* [[Goblin Trader]] (45-47)&lt;br /&gt;
* [[Master Coeurl]] (48-49)&lt;br /&gt;
|&lt;br /&gt;
* Beware of [[Notorious Monster|NM]] at camp.&lt;br /&gt;
|-&lt;br /&gt;
|37-39&lt;br /&gt;
|[[Yhoator Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] Req)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Yhoator Jungle|pos=F-9|pos 2=F-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Worker Crawler]] (43-46)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|37-40&lt;br /&gt;
|[[Yhoator Jungle]] &#039;&#039;&#039;([[Kazham Airship Pass]] Req)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* Temple of Uggalepih Entrance ({{Location Tooltip|area=Yhoator Jungle|pos=J-11}})&lt;br /&gt;
|&lt;br /&gt;
* [[Big Jaw]] (43-47)&lt;br /&gt;
|&lt;br /&gt;
* Not far from [[Elshimo Uplands]] [[Outpost Teleportation|Outpost]]. &lt;br /&gt;
* Sight and sound aggro on the way to camp.&lt;br /&gt;
* [[Big Jaw]] can gain evasion and defense up TP moves.&lt;br /&gt;
|-&lt;br /&gt;
|38-40&lt;br /&gt;
|[[Sea Serpent Grotto]]&lt;br /&gt;
|&lt;br /&gt;
* Behind Silver Beastcoin Door ({{Location Tooltip|area=Sea Serpent Grotto|map=Map 2|pos=J-11}})&lt;br /&gt;
|&lt;br /&gt;
* [[Brook Sahagin]]&lt;br /&gt;
* [[Grotto Pugil]]&lt;br /&gt;
* [[Rivulet Sahagin]] (42-46)&lt;br /&gt;
* [[Bigclaw]]&lt;br /&gt;
* [[Riparin Sahagin]] (42-48)&lt;br /&gt;
|&lt;br /&gt;
* Enter through door by trading it a [[Silver Beastcoin]] at ({{Location Tooltip|area=Sea Serpent Grotto|map=Map 1|pos=N-14}})&lt;br /&gt;
* Lots of sound aggro en route.&lt;br /&gt;
* Sahagin link via sound, area is quite crowded.&lt;br /&gt;
* Party may need to roam a bit.  &lt;br /&gt;
* Lots of spawns but high respawn time (~16min). &lt;br /&gt;
* Beware NM spawn at (J-10) area.&lt;br /&gt;
|-&lt;br /&gt;
|38-41&lt;br /&gt;
|[[Crawlers&#039; Nest]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 1|pos=G-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Nest Beetle]] (45-47)&lt;br /&gt;
|&lt;br /&gt;
* [[Nest Beetle|Beetles]] gain evasion from TP move.&lt;br /&gt;
* Supports 1 good party, 2 parties is questionable.&lt;br /&gt;
|-&lt;br /&gt;
|38-41&lt;br /&gt;
|[[Fei&#039;Yin]]&lt;br /&gt;
| &lt;br /&gt;
* Hallway ({{Location Tooltip|area=Fei&#039;Yin|map=Map 1|pos=I-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Ore Golem]] (43-45)&lt;br /&gt;
* [[Shadow]] (44-46)&lt;br /&gt;
|&lt;br /&gt;
* Lots of sound aggro, magic aggro in area. Some sight aggro as well.&lt;br /&gt;
* 2 parties. Beware of farmers in area. &lt;br /&gt;
|-&lt;br /&gt;
|39-42&lt;br /&gt;
|[[Misareaux Coast]]&lt;br /&gt;
| &lt;br /&gt;
*  ({{Location Tooltip|area=Misareaux Coast|pos=I-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Big Claw]] (45-48)&lt;br /&gt;
* [[Makara]] (46-49)&lt;br /&gt;
|&lt;br /&gt;
* Need to be on CoP chapter 2 to access.&lt;br /&gt;
* 2 parties &lt;br /&gt;
|-&lt;br /&gt;
|39-42&lt;br /&gt;
|[[Western Altepa Desert]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Western Altepa Desert|pos=I-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Desert Dhalmel]] (44-48)&lt;br /&gt;
|&lt;br /&gt;
* [[Desert Dhalmel|Dhalmels]] found on all sides of the fork, watch out for Antican aggro. &lt;br /&gt;
* Could also pull nearby [[Sand Beetle]] to help extend chains.&lt;br /&gt;
|-&lt;br /&gt;
|39-42&lt;br /&gt;
|[[Gustav Tunnel]]&lt;br /&gt;
|&lt;br /&gt;
* Valkurm Side ({{Location Tooltip|area=Gustav Tunnel|map=Map 1|pos=K-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Hell Bats]](44-48)&lt;br /&gt;
* [[Hawker]](45-48)&lt;br /&gt;
* [[Goblin Poacher]]&lt;br /&gt;
* [[Goblin Reaper]]&lt;br /&gt;
* [[Goblin Robber]]&lt;br /&gt;
* [[Goblin Trader]] (46-49)&lt;br /&gt;
|&lt;br /&gt;
* Sufficient mobs for 2 parties.&lt;br /&gt;
|-&lt;br /&gt;
|39-41&lt;br /&gt;
|[[Garlaige Citadel]]&lt;br /&gt;
|&#039;&#039;&#039;&lt;br /&gt;
* Behind Banishing Gate #1 ({{Location Tooltip|area=Garlaige Citadel|map= Map 2|pos=G-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Citadel Bats]] (46-48)&lt;br /&gt;
|&lt;br /&gt;
* Banishing Gate requires 4 players to stand on floor switches to open door. Switches are located on the walls to the side of the gate. You&#039;ll know you&#039;re standing on one as the switch will depress.&lt;br /&gt;
* Careful of potential sound links.&lt;br /&gt;
|-&lt;br /&gt;
|39-41&lt;br /&gt;
|[[Misareaux Coast]] &#039;&#039;&#039;(CoP Chapter 2 Req)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Misareaux Coast|pos=F-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Mantrap]] (47-48)&lt;br /&gt;
|&lt;br /&gt;
* [[Mantrap]] can inflict [[Slow]], [[Paralysis]], and [[Sleep]].&lt;br /&gt;
|-&lt;br /&gt;
|39-44&lt;br /&gt;
|[[Misareaux Coast]] &#039;&#039;&#039;(CoP Chapter 2 Req)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Misareaux Coast|pos=G-5}})&lt;br /&gt;
|&lt;br /&gt;
* [[Bigclaw]] (46-48)&lt;br /&gt;
* [[Mantrap]] (47-48)&lt;br /&gt;
* [[Makara]] (47-49)&lt;br /&gt;
* [[Diatryma]] (47-51)&lt;br /&gt;
|&lt;br /&gt;
* Need to be on at least on Chapter 2  of [[:Category:Chains of Promathia Missions|CoP]]&lt;br /&gt;
* Target [[Bigclaw]]s, [[Makara]], and [[Mantraps]] for while in the 39-42 range. &lt;br /&gt;
* Start targeting Diatryma around 42-44.  &lt;br /&gt;
* [[Mantrap]] can inflict [[Slow]], [[Paralysis]], and [[Sleep]].&lt;br /&gt;
* Diatryma resists melee damage except for piercing.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Level 40-50==&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Level&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Zone&lt;br /&gt;
! width=&amp;quot;18%&amp;quot; | Camp&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Mob(s)&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|40-42&lt;br /&gt;
|[[Crawlers&#039; Nest]]&lt;br /&gt;
|&lt;br /&gt;
*Map 2 ({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 2|pos=H-9}})&lt;br /&gt;
*Map 3 ({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 3|pos=I-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Soldier Crawler]] (47-49)&lt;br /&gt;
|At least 2 camps.  Dispel and/or BLM recommended for cocoon. Camp at rocks/boulders on map 3.&lt;br /&gt;
|-&lt;br /&gt;
|40-43&lt;br /&gt;
|[[Beaucedine Glacier]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Beaucedine Glacier|pos=J-8|pos 2=J-9}}) Lower level, by the coast.&lt;br /&gt;
|&lt;br /&gt;
* {{changes|Horizon Drop Rate change}} [[Stone Golem]] (47-49)&lt;br /&gt;
* {{changes|Horizon added mob}} [[Diremite]] (49-50)&lt;br /&gt;
|Supports 1 party.  Dispel recommended. &lt;br /&gt;
|-&lt;br /&gt;
|41-43&lt;br /&gt;
|[[Yhoator Jungle]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Yhoator Jungle|pos=F-9}}), Yhoat Telepoint&lt;br /&gt;
|&lt;br /&gt;
* [[Master Coeurl]] (48-50)&lt;br /&gt;
|Popular BST camp&lt;br /&gt;
|-&lt;br /&gt;
|41-43&lt;br /&gt;
|[[Eastern Altepa Desert]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Eastern Altepa Desert|pos=F-9|pos 2=F-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Goblin Poacher]]&lt;br /&gt;
* [[Goblin Robber]]&lt;br /&gt;
* [[Goblin Reaper]]&lt;br /&gt;
* [[Goblin Digger]] (45-52)&lt;br /&gt;
|[[:Category:Goblins|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.&lt;br /&gt;
|-&lt;br /&gt;
|41-44&lt;br /&gt;
|[[Yhoator Jungle]] &lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Yhoator Jungle|pos=K-10}})&lt;br /&gt;
|&lt;br /&gt;
*{{Changes|Horizon custom mob}} [[Opotrap]] (47-51)&lt;br /&gt;
*{{Changes|Horizon custom mob}} [[Snap Jaw]] (48-51) &lt;br /&gt;
|Mobs do not raise defense (Confirmed by Charsi)&lt;br /&gt;
|-&lt;br /&gt;
|42-44&lt;br /&gt;
|[[Western Altepa Desert]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Western Altepa Desert|pos=G-6|pos 2=H-6|pos 3=G-7|pos 4=H-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Desert Beetle]] (47-51)&lt;br /&gt;
|&lt;br /&gt;
Beetles all around Revelation Rock, supports many parties, Beetles link. BLM or Dispel recommended for beetles.&lt;br /&gt;
|-&lt;br /&gt;
|43-45 &lt;br /&gt;
|[[Xarcabard]]&lt;br /&gt;
|&lt;br /&gt;
* Baileys Zone, ({{Location Tooltip|area=Xarcabard|pos=E-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Demon Knight]]&lt;br /&gt;
* [[Demon Pawn]] &lt;br /&gt;
* [[Demon Wizard]] (48-52)&lt;br /&gt;
|&lt;br /&gt;
* Supports 1 party&lt;br /&gt;
|-&lt;br /&gt;
|43-45&lt;br /&gt;
|[[Yhoator Jungle]]&lt;br /&gt;
|&lt;br /&gt;
* Ifrit Cauldron zones ({{Location Tooltip|area=Yhoator Jungle|pos=H-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Goblin Bouncer]]&lt;br /&gt;
* [[Goblin Hunter]] (52-54)&lt;br /&gt;
|2 parties. RNG and WAR [[:Category:Goblins|Goblins]]. 6 Spawns at west entrance. 8 at east entrance. Barfira for bombs.&lt;br /&gt;
|-&lt;br /&gt;
|43-45&lt;br /&gt;
|[[Toraimarai Canal]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Toraimarai Canal|map=Map 1|pos=F-9}}) 1st map, by Full Moon Fountain&lt;br /&gt;
|&lt;br /&gt;
* [[Bigclaw]] &lt;br /&gt;
* [[Makara]] (49-52)&lt;br /&gt;
|&lt;br /&gt;
Supports 1 party. Dispel and/or BLM recommended. Need either Portal Charm for Three Mage Gate or Rhinostery Certificate to access.  Will need sneak/oils to access without aggro. &#039;&#039;&#039;(~15 minute walk from Sarutabarta OP going through 3 mage gate)&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|43-45&lt;br /&gt;
|[[Crawlers&#039; Nest]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 2|pos=H-7}}) 2nd Map&lt;br /&gt;
|&lt;br /&gt;
* [[Labyrinth Lizard]] (49-52)&lt;br /&gt;
|&lt;br /&gt;
Supports 1 party. Lizards aggro sound and link! Reliable Sleep, Bind, or Lullaby recommended.&#039;&#039;&#039;About a 7.5 minute walk from Derfland OP.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|43-46 &lt;br /&gt;
|[[Lufaise Meadows]] (Req. [[:Category:Chains of Promathia Missions|CoP]] Crag completion)&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Lufaise Meadows|pos=G-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Leshachikha]] (49-51)&lt;br /&gt;
* [[Leshy]] (52-54)&lt;br /&gt;
|&lt;br /&gt;
Beware of [[Thunder Elemental]] that spawns by Leshys. All members must complete [[:Category:Chains of Promathia Missions|CoP]] Chapter 1. Uses damaging area-of-effect moves as well as Slumber Powder.&lt;br /&gt;
|-&lt;br /&gt;
|44-46 &lt;br /&gt;
|[[Labyrinth of Onzozo]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Labyrinth of Onzozo|pos=I-9}}), 2 tunnels&lt;br /&gt;
|&lt;br /&gt;
* [[Cockatrice]] (50-53)&lt;br /&gt;
* [[Goblin Bouncer]]&lt;br /&gt;
* [[Goblin Enchanter]] &lt;br /&gt;
* [[Goblin Miner]] (51-58)&lt;br /&gt;
* [[Goblin Hunter]] (52-58)&lt;br /&gt;
|Supports 2 parties. Know when Cockatrice in tunnels will repop (Reliable sleep/bind/lullaby recommended). &#039;&#039;&#039;WHM required for Stona&#039;&#039;&#039;. Cockatrice do not link but are aggressive via sound. Echo Drops strongly recommended. Avoid [[:Category:Goblins|Goblins]] Miners if possible (THF [[:Category:Goblins|Goblins]])&lt;br /&gt;
|-&lt;br /&gt;
|44-46 &lt;br /&gt;
|[[Beaucedine Glacier]] {{Changes }}&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Beaucedine Glacier|pos=J-5}}) By Fei&#039;Yin&lt;br /&gt;
|&lt;br /&gt;
* [[Rime Lynx]] (51-53) {{Changes }}&lt;br /&gt;
|&lt;br /&gt;
Does NOT raise defenses. Bring silena and paralnya. Supports 1 party. 2 parties doubtful. &#039;&#039;&#039;~8.5 minute walk from Fauregandi OP&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|44-47&lt;br /&gt;
|[[Crawlers&#039; Nest]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 3|pos=J-8}})&lt;br /&gt;
*({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 3|pos=H-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Hornfly]] (50-53)&lt;br /&gt;
* [[Exoray]] (51-54)&lt;br /&gt;
* [[Blazer Beetle]] (52-54)&lt;br /&gt;
|&lt;br /&gt;
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. BLM or Dispel recommended for beetles.&lt;br /&gt;
|-&lt;br /&gt;
|45-47&lt;br /&gt;
|[[Quicksand Caves]]&lt;br /&gt;
|&lt;br /&gt;
*{{Location Tooltip|area=Quicksand Caves|map=Map 1|pos=J-5}}&lt;br /&gt;
*{{Location Tooltip|area=Quicksand Caves|map=Map 1|pos=E-5}}&lt;br /&gt;
Titan entrance from Eastern Desert ({{Location Tooltip|area=Eastern Altepa Desert|pos=K-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Helm Beetle]] (51-54)&lt;br /&gt;
* [[Sand Spider]] (52-54)&lt;br /&gt;
* [[Antican Hastatus]]&lt;br /&gt;
* [[Antican Princeps]]&lt;br /&gt;
* [[Antican Signifer]] (52-59)&lt;br /&gt;
|&lt;br /&gt;
Beetles and spiders don&#039;t aggro but link. BLM or Dispel recommended for beetles. Bring WHM for Erase if you fight spiders. Anticas have AoE silence. Supports 2 parties. Drops coffer keys.&lt;br /&gt;
|-&lt;br /&gt;
|46-48&lt;br /&gt;
|&lt;br /&gt;
[[Bostaunieux Oubliette]](Must progress through certain rank missions to enter Chateau, have rank 3 Bastok and Windurst to enter)&lt;br /&gt;
|&lt;br /&gt;
*{{Location Tooltip|area=Bostaunieux Oubliette|map=Map 2|pos=I-7}}&lt;br /&gt;
*{{Location Tooltip|area=Bostaunieux Oubliette|map=Map 2|pos=D-10}}&lt;br /&gt;
|&lt;br /&gt;
* [[Funnel Bats]] (52-55)&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;[[Sneak]] up before dropping down, slimes below.&#039;&#039;&#039; Watch out for pops. Lots of link potential.  Bring a Bard and/or Carby pull. Don&#039;t go past the hounds.  Supports at least 2 parties.  &lt;br /&gt;
|-&lt;br /&gt;
|46-48&lt;br /&gt;
|[[Crawlers&#039; Nest]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 2|pos=G-7}})&lt;br /&gt;
*({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 3|pos=G-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Rumble Crawler]] (53-55)&lt;br /&gt;
|&lt;br /&gt;
Dispel/Finale or BLM recommended.&lt;br /&gt;
|-&lt;br /&gt;
|48-50&lt;br /&gt;
|[[Quicksand Caves]]&lt;br /&gt;
|&lt;br /&gt;
*{{Location Tooltip|area=Quicksand Caves|map=Map 3|pos=H-9}}&lt;br /&gt;
Entry at Western Desert ({{Location Tooltip|area=Western Altepa Desert|pos=J-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Helm Beetle]] (51-58)&lt;br /&gt;
* [[Antican Hastatus]]&lt;br /&gt;
* [[Antican Princeps]]&lt;br /&gt;
* [[Antican Signifer]] (52-59)&lt;br /&gt;
|&lt;br /&gt;
High level range of mobs. Bring echo drops and/or mages /whm for silena. BLM or Dispel recommended for beetles.&lt;br /&gt;
|-&lt;br /&gt;
|48-50&lt;br /&gt;
|[[Misareaux Coast]] {{Changes }}&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Misareaux Coast|pos=G-5}})&lt;br /&gt;
*({{Location Tooltip|area=Misareaux Coast|pos=G-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Migrant Dobsonfly]] (55-57) {{Changes }}&lt;br /&gt;
|&lt;br /&gt;
1 camp by the Qufim warp. Other camp is by waterfall near Sacrarium. Need to be at least on [[:Category:Chains of Promathia Missions|CoP]] Chapter 2 to access.&lt;br /&gt;
|-&lt;br /&gt;
|48-51&lt;br /&gt;
|[[Garlaige Citadel]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Garlaige Citadel|map=Map 4|pos=G-6}})&lt;br /&gt;
*({{Location Tooltip|area=Garlaige Citadel|map=Map 4|pos=J-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Funnel Bats]] (52-54)&lt;br /&gt;
* [[Chamber Beetles]] (56-58)&lt;br /&gt;
|&lt;br /&gt;
Supports 2 parties. BLM or Dispel recommended for beetles. While you can kill the bats and beetles as low as 45, camping here at 45 will result in ~3k exp/hour.&lt;br /&gt;
|-&lt;br /&gt;
| 49-51 &lt;br /&gt;
|[[Crawlers&#039; Nest]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 2|pos=F-6|pos 2=G-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Dragonfly]] (55-58)&lt;br /&gt;
* [[Den Beetle]] (56-58) &lt;br /&gt;
| 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. BLM or Dispel recommended for beetles. &#039;&#039;&#039;About a 10.5 minute walk from Derfland OP&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|49-51&lt;br /&gt;
|[[Western Altepa Desert]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Western Altepa Desert|pos=F-6|pos 2=G-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Antican Hoplomachus]]&lt;br /&gt;
* [[Antican Lanista]] (54-58)&lt;br /&gt;
|&lt;br /&gt;
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.    &lt;br /&gt;
|-&lt;br /&gt;
| 49-51 &lt;br /&gt;
|[[Garlaige Citadel]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Garlaige Citadel|map=Map 3|pos=F-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Chamber Beetle]] (56-58) &lt;br /&gt;
| &lt;br /&gt;
Supports 2 parties in the basement. Another 2 behind banishing gate 2. BLM or Dispel recommended.  &lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Level 50-60==&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Level&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Zone&lt;br /&gt;
! width=&amp;quot;18%&amp;quot; | Camp&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Mob(s)&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
| 50-52 &lt;br /&gt;
|[[Bostaunieux Oubliette]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Bostaunieux Oubliette|map=Map 2|pos=D-9}})&lt;br /&gt;
*({{Location Tooltip|area=Bostaunieux Oubliette|map=Map 2|pos=G-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Hecatomb Hound]] (56-58)&lt;br /&gt;
* [[Werebat]] (57-59) &lt;br /&gt;
|&lt;br /&gt;
Supports 2 parties.  Need sneak/oils to reach camp, before you drop down.  &#039;&#039;&#039;~8 minute walk from Ronfaure OP.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 50-54 &lt;br /&gt;
|[[Toraimarai Canal]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Toraimarai Canal|map=Map 2|pos=G-7}})&lt;br /&gt;
*({{Location Tooltip|area=Toraimarai Canal|map=Map 2|pos=F-10}}) &lt;br /&gt;
|&lt;br /&gt;
* [[Canal Pugil]] (57-59)&lt;br /&gt;
* [[Scavenger Crab]] (59-62)&lt;br /&gt;
|&lt;br /&gt;
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) &#039;&#039;&#039;(~15 minute walk from Sarutabarta OP going through 3 mage gate)&#039;&#039;&#039;.  Need sneak/oils to get to camp.  Pugs don&#039;t link.  Dispel/BLM recommended.&lt;br /&gt;
|-&lt;br /&gt;
| 52-54 &lt;br /&gt;
|[[Uleguerand Range]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Uleguerand Range|pos=G-11}})&lt;br /&gt;
|&lt;br /&gt;
* [[Variable Hare]] (58-61) &lt;br /&gt;
* [[Uleguerand Tiger]] (60-62)&lt;br /&gt;
|&lt;br /&gt;
Having a support highly recommended for AOEs/paralyze.  Hares link.  &#039;&#039;&#039;Hares give +10% exp bonus.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|52-54&lt;br /&gt;
|[[Garlaige Citadel]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
*({{Location Tooltip|area=Garlaige Citadel|map=Map 4|pos=H-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Chamber Beetle]] (55-58)&lt;br /&gt;
* [[Over Weapon]]&lt;br /&gt;
* [[Vault Weapon]] (59-62)&lt;br /&gt;
* [[Tainted Flesh]] (63-65)&lt;br /&gt;
|&lt;br /&gt;
Typically a &amp;quot;bridge&amp;quot; camp after leveling to 51 from beetles.  Not too many higher mobs present.  Drops coffer keys.  BLM/Dispel recommended. &lt;br /&gt;
|-&lt;br /&gt;
| 53-55 &lt;br /&gt;
|[[Crawlers&#039; Nest]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 3|pos=F-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Helm Beetle]] (59-62)&lt;br /&gt;
|&lt;br /&gt;
BLM and/or Dispel recommended. Drops coffer keys.  Supports 1 party &lt;br /&gt;
|-&lt;br /&gt;
| 53-56 &lt;br /&gt;
|[[Crawlers&#039; Nest]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Crawlers&#039; Nest|map=Map 2|pos=E-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Crawler Hunter]] (60-62)&lt;br /&gt;
* [[Knight Crawler]] (60-63)&lt;br /&gt;
|&lt;br /&gt;
Take the NW tunnel at the sack room (H-8) to the 2nd map. Dispel or BLM needed for cocoon. Drops coffer keys. Supports 1 party.  &lt;br /&gt;
|-&lt;br /&gt;
| 54-56&lt;br /&gt;
|[[The Boyahda Tree]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=The Boyahda Tree|map=Map 1|pos=L-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Bark Spider]]&lt;br /&gt;
* [[Death Cap]] (60-63)&lt;br /&gt;
|&lt;br /&gt;
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.  &lt;br /&gt;
|-&lt;br /&gt;
| 54-56 &lt;br /&gt;
|[[Kuftal Tunnel]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Kuftal Tunnel|map=Map 1|pos=J-7}})&lt;br /&gt;
*({{Location Tooltip|area=Kuftal Tunnel|map=Map 1|pos=I-8}})&lt;br /&gt;
*({{Location Tooltip|area=Kuftal Tunnel|map=Map 2|pos=G-3}})&lt;br /&gt;
|&lt;br /&gt;
* [[Robber Crab]] (60-63) &lt;br /&gt;
* [[Sand Lizard]] (60-64)&lt;br /&gt;
|&lt;br /&gt;
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.  Dispel or BLM recommended.&lt;br /&gt;
|-&lt;br /&gt;
| 55-57&lt;br /&gt;
|[[Ro&#039;Maeve]] &lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Ro&#039;Maeve|map=Map 1|pos=H-11}})&lt;br /&gt;
*({{Location Tooltip|area=Ro&#039;Maeve|map=Map 1|pos=H-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Killing Weapon]] (61-63)&lt;br /&gt;
* [[Ominous Weapon]] (62-64)&lt;br /&gt;
| &lt;br /&gt;
Can camp right at zone entrance. But beware of pop at zone. Can also camp in hallway at (H-9). Supports maybe 2 parties. /NIN recommended for melee for Whirl of Rage spam.&lt;br /&gt;
|-&lt;br /&gt;
| 55-57 &lt;br /&gt;
|[[King Ranperre&#039;s Tomb]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=King Ranperre&#039;s Tomb|map=Map 2|pos=G-7}})&lt;br /&gt;
*({{Location Tooltip|area=King Ranperre&#039;s Tomb|map=Map 2|pos=H-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Tomb Worm]] (60-61)&lt;br /&gt;
* [[Thousand Eyes]] (60-62)&lt;br /&gt;
* [[Dire Bats]] (62-64)&lt;br /&gt;
* [[Armet Beetle]] (64-66)&lt;br /&gt;
|&lt;br /&gt;
Worm&#039;s dont aggro but link.  Bats aggro by sound.  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.  There are only 4 beetles so not enough to make a camp for a full higher level party.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning&#039;&#039;&#039;: Thousand Eyes are farmed for Eyes for high level item. You might find max levels farming these enemies. &lt;br /&gt;
|-&lt;br /&gt;
| 55-57 &lt;br /&gt;
|[[Ifrit&#039;s Cauldron]] {{Changes }} &lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Ifrit&#039;s Cauldron|map=Map 4|pos=G-9}})&lt;br /&gt;
*({{Location Tooltip|area=Ifrit&#039;s Cauldron|map=Map 4|pos=J-7|pos 2=J-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Cauldron Eruca]] (62-64) {{Changes }} &lt;br /&gt;
| &lt;br /&gt;
West entrance.  Supports 2 parties.  Yes aggro.  Yes link.&lt;br /&gt;
|-&lt;br /&gt;
| 56-58 &lt;br /&gt;
|[[Cape Teriggan]] &lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Cape Teriggan|map=Map 1|pos=G-8}}) Outpost&lt;br /&gt;
*({{Location Tooltip|area=Cape Teriggan|map=Map 1|pos=H-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Beach Bunny]] (62-65)&lt;br /&gt;
* [[Sand Lizard]] (62-65)&lt;br /&gt;
|&lt;br /&gt;
Have Stona ready for Lizards.&lt;br /&gt;
|-&lt;br /&gt;
| 56-58 &lt;br /&gt;
|[[Western Altepa Desert]]{{Changes }} &lt;br /&gt;
| &lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
*({{Location Tooltip|area=Western Altepa Desert|pos=D-11|pos 2=E-11}})&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* [[Scorch Dhalmel]] (63-65) {{Changes }}&lt;br /&gt;
|&lt;br /&gt;
Supports 1 party. No defense up.  &lt;br /&gt;
|-&lt;br /&gt;
| 56-58 &lt;br /&gt;
|[[Toraimarai Canal]] &lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Toraimarai Canal|map=Map 2|pos=I-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Stygian Pugil]] (63-65)&lt;br /&gt;
|&lt;br /&gt;
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)&#039;&#039;&#039;(~15 minute walk from Sarutabarta OP going through 3 mage gate)&#039;&#039;&#039;.  Need sneak/oils to get to camp.  Pugs don&#039;t link.  Dispel/BLM recommended.  &lt;br /&gt;
|-&lt;br /&gt;
| 56-58 &lt;br /&gt;
|[[The Boyahda Tree]] &lt;br /&gt;
| &lt;br /&gt;
*({{Location Tooltip|area=The Boyahda Tree|map=Map 1|pos=G-8}})&lt;br /&gt;
*({{Location Tooltip|area=The Boyahda Tree|map=Map 1|pos=E-6}})&lt;br /&gt;
*({{Location Tooltip|area=The Boyahda Tree|map=Map 1|pos=D-4}})&lt;br /&gt;
|&lt;br /&gt;
* [[Robber Crab]] (62-66)&lt;br /&gt;
* [[Knight Crawler]] (62-67)&lt;br /&gt;
|&lt;br /&gt;
Many camps/mobs, supports at least two parties. Drops coffer keys. Bring dispeler or blm.&lt;br /&gt;
|-&lt;br /&gt;
| 58-60 &lt;br /&gt;
|[[Attohwa Chasm]] &lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Attohwa Chasm|map=Map 1|pos=G-9}})&lt;br /&gt;
*({{Location Tooltip|area=Attohwa Chasm|map=Map 1|pos=F-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Monarch Ogrefly]] (65-67)&lt;br /&gt;
* [[Sand Lizard]] (65-68)&lt;br /&gt;
|&lt;br /&gt;
Bring WHM and/or a support for healing heavy AoE Damage. Flies like to spam Cursed Sphere.  &lt;br /&gt;
|-&lt;br /&gt;
| 58-60 &lt;br /&gt;
|[[Toraimarai Canal]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Toraimarai Canal|map=Map 2|pos=H-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Starmite]] (65-67)&lt;br /&gt;
|&lt;br /&gt;
Dispel/BLM recommended.  Past Stygian Pugils, north up stairs. &lt;br /&gt;
|-&lt;br /&gt;
| 58-61 &lt;br /&gt;
|[[Cape Teriggan]] &lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Cape Teriggan|map=Map 1|pos=I-8}})&lt;br /&gt;
*({{Location Tooltip|area=Cape Teriggan|map=Map 1|pos=I-9}})&lt;br /&gt;
*({{Location Tooltip|area=Cape Teriggan|map=Map 1|pos=G-6}})&lt;br /&gt;
*({{Location Tooltip|area=Cape Teriggan|map=Map 1|pos=H-6}})&lt;br /&gt;
*({{Location Tooltip|area=Cape Teriggan|map=Map 1|pos=H-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Robber Crab]] (64-67)&lt;br /&gt;
* [[Goblin Alchemist]]&lt;br /&gt;
* [[Goblin Bandit]]&lt;br /&gt;
* [[Goblin Mercenary]]&lt;br /&gt;
* [[Goblin Shepherd]] (65-68) ((G-6), (H-6) camps))&lt;br /&gt;
* [[Velociraptor]] (66-69)&lt;br /&gt;
* [[Terror Pugil]](67-70)&lt;br /&gt;
|&lt;br /&gt;
Supports at least 4 parties. Viruna suggested if you plan on fighting many raptors.  BLM or Dispel recommended for crabs.  Beware Sand Cockatrice, aggro sight, will be difficult (lvl 71-74).&lt;br /&gt;
|-&lt;br /&gt;
| 59-60 {{verification}}&lt;br /&gt;
|| Pso&#039;Xja &lt;br /&gt;
||(60 level cap zone) &#039;&#039;&#039;(H-10) Tower in Beaucedine Glacier&#039;&#039;&#039; &lt;br /&gt;
|| &lt;br /&gt;
* Diremite Assaulter (63-68)&lt;br /&gt;
* Dire Bat (64-68)&lt;br /&gt;
* Goblins (62-68)&lt;br /&gt;
* Thousand Eyes (65-68)&lt;br /&gt;
* Maledict Millstone (64-68)&lt;br /&gt;
|| {{verification}} Verification needed on mob respawn times. &lt;br /&gt;
|-&lt;br /&gt;
| 59-61 &lt;br /&gt;
|[[Uleguerand Range]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Uleguerand Range|map=Map 1|pos=J-11}})&lt;br /&gt;
|&lt;br /&gt;
* [[Polar Hare]] (65-68)&lt;br /&gt;
|&lt;br /&gt;
Support and/or melee sub /nin recommended for AoE.  Hares link.   &#039;&#039;&#039;Hares give +10% exp bonus.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 59-61 &lt;br /&gt;
|[[Pso&#039;Xja]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Pso&#039;Xja|map=Map 2|pos=I-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Diremite Assaulter]] (63-68)&lt;br /&gt;
* [[Dire Bat]] (64-68)&lt;br /&gt;
* [[Snow Lizard]] (65-68)&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Note this is a popular spot where high levels farm Florid Stones.&#039;&#039;&#039; Enter from Beaucedine Glacier (F-7). Follow the right wall, apply sneak and drop down the hole at (I-8). Camp in circular room with elevator. WHM recommended for Erase.&lt;br /&gt;
|-&lt;br /&gt;
| 59-61 &lt;br /&gt;
|[[Kuftal Tunnel]] &lt;br /&gt;
| &lt;br /&gt;
*({{Location Tooltip|area=Kuftal Tunnel|map=Map 4|pos=H-8}})&lt;br /&gt;
*({{Location Tooltip|area=Kuftal Tunnel|map=Map 2|pos=L-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Deinonychus]] (65-68)&lt;br /&gt;
* [[Kuftal Digger]]&lt;br /&gt;
* [[Goblin Alchemist]]&lt;br /&gt;
* [[Goblin Bandit]]&lt;br /&gt;
* [[Goblin Mercenary]]&lt;br /&gt;
* [[Goblin Tamer]] (66-69)&lt;br /&gt;
|&lt;br /&gt;
Supports 2 parties.  Viruna highly recommended.  Go down the path at (F-7) map #1 to reach basement camp.  [[Sneak]] needed. Beware NM Yowie.&lt;br /&gt;
|-&lt;br /&gt;
| 59-61 &lt;br /&gt;
|[[Newton Movalpolos]]&lt;br /&gt;
|&lt;br /&gt;
*({{Location Tooltip|area=Newton Movalpolos|map=Map 1|pos=D-10}})&lt;br /&gt;
|&lt;br /&gt;
* [[Bugbear Trashman]] (65-67)&lt;br /&gt;
* [[Goblin Fireman]]&lt;br /&gt;
* [[Goblin Foreman]]&lt;br /&gt;
* [[Goblin Lengthman]]&lt;br /&gt;
* [[Goblin Packman]] (66-69)&lt;br /&gt;
|&lt;br /&gt;
Enter from (I-12) or (J-11) from Oldton.  &lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Level 60-75==&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
! Level !! Zone !! Camp/Mob !! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 60-62 &lt;br /&gt;
|| Valley of Sorrows&lt;br /&gt;
|| &#039;&#039;&#039;(G-7) (corner), (J-9) (zone line)&#039;&#039;&#039; &lt;br /&gt;
* Velociraptor (66-69)&lt;br /&gt;
* Peryton (69-72)&lt;br /&gt;
* Valley Manticore (72-74)&lt;br /&gt;
|| Supports 1 party at twilight beach entrance. Supports 2 parties at J-8 Cape Terrigan entrance. Viruna/whm recommended.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| 60-63 || Uleguerand Range || &#039;&#039;&#039;(I-10), (J-10), (J-11)&#039;&#039;&#039;&lt;br /&gt;
* Nival Raptor (68-70)&lt;br /&gt;
|| Supports at least 2 parties.  Paralyna highly recommended.  &lt;br /&gt;
|-&lt;br /&gt;
| 62-64 || Labyrinth of Onzozo || &#039;&#039;&#039;(H-6), (I-6)&#039;&#039;&#039;&lt;br /&gt;
* Torama (70-72)&lt;br /&gt;
* [[:Category:Goblins|Goblins]] (67-69)&lt;br /&gt;
* Labyrinth Manticore (72-74)&lt;br /&gt;
 || Supports up to 2 parties.  Have silena, echo drops, and paralyna ready.  Beware NM Ose.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 63-65 || Attohwa Chasm || &#039;&#039;&#039;(F-7)&#039;&#039;&#039; &lt;br /&gt;
* Tracker Antlion (70-73)&lt;br /&gt;
|| Supports 1 party.  Blindna and erase recommended.  &lt;br /&gt;
|-&lt;br /&gt;
| 63-66 || Bibiki Bay || &#039;&#039;&#039;(G-6)&#039;&#039;&#039; &lt;br /&gt;
* Tragopan (71-73)&lt;br /&gt;
* Hobgoblin Maritalist, Animalier, Venerer, Fascinator (72-74)&lt;br /&gt;
|| Supports 1 party. Tragopans link by sight when pulled. Recommend barfira for goblins and silence for Fascinator.&lt;br /&gt;
|-&lt;br /&gt;
| 64-67 || Boyhada Tree ||&#039;&#039;&#039; (I-6) map 2&#039;&#039;&#039;&lt;br /&gt;
* Skimmer (72-74)&lt;br /&gt;
* Steelshell (73-76)&lt;br /&gt;
|Rabbits no aggro. Water elemental spawns during weather on i-6 and will aggro frequently.&lt;br /&gt;
|-&lt;br /&gt;
| 65-67 || Cape Terrigan || &#039;&#039;&#039;(I-7) Boulder, (I-8) Boulder&#039;&#039;&#039;&lt;br /&gt;
* Sand Cockatrice (71-74)&lt;br /&gt;
 || WHM with Stona pretty much required.  Can pull lower level velociraptors to fill in.  Beware Manticores (lvl 77-79), sight aggro, will be difficult.  &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 66-70 || Boyhada Tree ||&#039;&#039;&#039;(3rd map, down waterfall at (F-8) up top) (H-6), (H-10), (H-9), (F-9), (F-12), (H-8) &#039;&#039;&#039;&lt;br /&gt;
* Processionaire (72-75)&lt;br /&gt;
* Korrigan (72-75)&lt;br /&gt;
* Steelshell (73-76)&lt;br /&gt;
* Elder Gobbue (74-77)&lt;br /&gt;
* Darter (76-78)&lt;br /&gt;
* Blood Ball (76-78)&lt;br /&gt;
|Supports multiple parties.  Dispel/finale/chi blast/acid bolts/blm nukes recommended for defense up on crawlers and crabs.  Echo drops recommended if targeting gobbues.  Higher level parties can start to roam around the rooms instead of camp.  Can pull additional Processionaires in the tunnels.  Link potentials.  Have sleepga/lullaby ready. Consider targeting Darters and Blood Balls at level 68+. &lt;br /&gt;
|-&lt;br /&gt;
| 67-69 || Boyhada Tree ||&#039;&#039;&#039;  map 2, up top (F-6), (G-10)&#039;&#039;&#039;&lt;br /&gt;
* Elder Gobbue (74-77)&lt;br /&gt;
* Steelshell (73-76)&lt;br /&gt;
|Silena/echo drops highly recommended.  Could also fill in Processionaires (72-75)  at (G-10) camp.  Link potentials.  Have sleepga/lullaby ready.&lt;br /&gt;
|-&lt;br /&gt;
| 67-69 || Al&#039;Taieu ||&#039;&#039;&#039;(D-10) Tower, (K-11) Between Islands&#039;&#039;&#039;&lt;br /&gt;
* Om&#039;hpemde (73-77)&lt;br /&gt;
* Om&#039;xzomit (74-76)&lt;br /&gt;
* Om&#039;aern (75-78)&lt;br /&gt;
|Need Sea access (CoP 8-1). (D-10) camp is all Om&#039;hpemde.&lt;br /&gt;
|-&lt;br /&gt;
| 67-69&lt;br /&gt;
| Den of Rancor &lt;br /&gt;
|&#039;&#039;&#039; (I-8) map 6, in front of Cloister of Tides&#039;&#039;&#039;&lt;br /&gt;
* Demonic Pugil (74-76)&lt;br /&gt;
* Doom Toad (74-76)&lt;br /&gt;
|Supports 1 party. 1 party member needs a Paintbrush of Souls to reach.  Enter den from Temple of Uggalepih paintbrush room. *Note: 15 minute respawn.  A good party can wipe all mobs and be sitting waiting for repops.&lt;br /&gt;
|-&lt;br /&gt;
| 67-69 || Pso&#039;Xja  ||&#039;&#039;&#039; Nue Tower Entrance, Golden-Tongued Culberry Map&#039;&#039;&#039;&lt;br /&gt;
* Frost Lizard (74-77)&lt;br /&gt;
* Diremite Dominator (74-76)&lt;br /&gt;
* Million Eyes (75-77)&lt;br /&gt;
* Purgatory Bat (72-76)&lt;br /&gt;
|Drop down to the bottom map.  Need sneak and invis.  Can support 2 parties.  East and west sides/drop downs.&lt;br /&gt;
|-&lt;br /&gt;
|68-70&lt;br /&gt;
|Den of Rancor (I-9), (F-7)&lt;br /&gt;
|&#039;&#039;&#039;Bloodlet Springs Entrance from Yhoater Jungle&#039;&#039;&#039;&lt;br /&gt;
* Tormentor (75-78)&lt;br /&gt;
* Puck (Mandragora) (75-78)&lt;br /&gt;
|Lots of links. Have sleep(ga)/lullaby ready.  Mages stay back from puks for dreamflower.  Stona/WHM recommended for lizards.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 68-71 || Cape Terrigan {{Changes }}  || &#039;&#039;&#039;Zone to Gustav Tunnel (J-6)&#039;&#039;&#039;&lt;br /&gt;
* Arid Lizard (76-78) {{Changes}}&lt;br /&gt;
* Dust Bats (77-78)   {{Changes}}&lt;br /&gt;
* Manticore (77-79)&lt;br /&gt;
||Supports two parties. Erase (Manticore Debuff Max HP/MP Debuff) &amp;amp; Stona Recommended.  Your party can camp between the boulder and wall for faster pulls with some add potential...or up the ramp to be more safe.&lt;br /&gt;
|-&lt;br /&gt;
| 69-71 || Bibiki Bay || &#039;&#039;&#039;(G-8), (G-10)&#039;&#039;&#039;&lt;br /&gt;
* Tartarus Eft (76-79)&lt;br /&gt;
* Hobgoblins (78-80)&lt;br /&gt;
 || - Mobs AoE Dispel and AoE shadow wipe.. better for BST burns&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| 69-75 || Newton Movalpolos ||&#039;&#039;&#039; Exit from Mine shaft #2716 entry &#039;&#039;&#039;&lt;br /&gt;
* Moblins (76-79)&lt;br /&gt;
* Bugbears (76-79)&lt;br /&gt;
|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.&lt;br /&gt;
|-&lt;br /&gt;
| 69-75 || Cape Terrigan || &#039;&#039;&#039;(G-5)&#039;&#039;&#039;&lt;br /&gt;
* Greater Manticore (76-79)&lt;br /&gt;
* Sand Cockatrice (71-73)&lt;br /&gt;
 || Erase recommended.  Silena and Stona recommended if lower level parties are fighing Cockatrice as well.  Mages stay back due to Riddle (max mp down). &#039;&#039;&#039;Greater Manticores give +10% exp bonus.&#039;&#039;&#039;  Camp will make you some money. &lt;br /&gt;
|-&lt;br /&gt;
| 70-75 || Kuftal Tunnel || &#039;&#039;&#039;(H-6), (I-8) Map #3&#039;&#039;&#039;&lt;br /&gt;
* Greater Cockatrice (78-80)&lt;br /&gt;
* Ovinnik (77-79)&lt;br /&gt;
* Ladon (80-82)&lt;br /&gt;
|| Past moving boulder at (G-9).  Path opens at certain times depending on moon phase.  Maximum up time is about 15 minutes (6 game hours).  Supports at least 2 parties.  Will need paralyna for [[:Category:Tigers|tigers]], stona and poisona for cockatrice.  Ladons have dispelga move &#039;&#039;&#039;and give +23% exp bonus&#039;&#039;&#039;.  Camp will make you some money.&lt;br /&gt;
|-&lt;br /&gt;
| 71-75 || Ro&#039;Maeve || &#039;&#039;&#039;(N-9), (D-5) Behind East and West Moongates. (M-9), (C-9) outside of Moongates &#039;&#039;&#039;&lt;br /&gt;
* Apocalyptic Weapon (78-80)&lt;br /&gt;
* Infernal Weapon(79-81)&lt;br /&gt;
* Darksteel Golem (80-82)&lt;br /&gt;
|| Supports 4 parties.  No moon pass needed for 2 camps.  2 more camps available behind each moongate.  Lots of AOE.  Melee DPS subbing /nin is a good idea.  Behind moongate your party can camp on far bridges for faster pulls with some aggro potential (have sleepga/lullaby ready)... or use a side room to be more safe.&lt;br /&gt;
|-&lt;br /&gt;
| 71-75 &lt;br /&gt;
|| [[The Shrine of Ru&#039;Avitau]] Need Sky Access&lt;br /&gt;
|| ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 2|pos=G-10}}), ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 2|pos=I-10}}) Map #2, ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 3|pos=H-8}}) Map #3&lt;br /&gt;
* [[Decorative Weapon]] (79-81)&lt;br /&gt;
|| Enter at Ru&#039;Aun Gardens (H-9), front/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.&lt;br /&gt;
|-&lt;br /&gt;
| 71-75 || Bibiki Bay {{Changes}} || &#039;&#039;&#039;(G-6), (F-7), (F-8), (G-9)&#039;&#039;&#039;&lt;br /&gt;
* Catoblepas (79-81) {{Changes}}&lt;br /&gt;
* Hobgoblin Alastor, Blagger, Physician, Toreador (77-79)&lt;br /&gt;
* Tropical Rarab (73-76)&lt;br /&gt;
* Tartarus Eft (76-79)&lt;br /&gt;
 || Supports 4 parties.  Berserk is your friend.  Healing wind spam can be annoying if cows aren&#039;t dealt with swiftly.  Fill in with Rarabs and Efts.  (F-8) camp has lots of Goblins.  Watch out for bombs/AoE, Barfira up.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sky Camps (63-75+) &#039;&#039;&#039;(Sky Access Required)&#039;&#039;&#039; ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
! Level !! Zone !! Camp !! Mob !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 63-66 &lt;br /&gt;
|| [[Ru&#039;Aun Gardens]]&lt;br /&gt;
|| ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=F-9}}) Earth, ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=E-8}}) Ice, ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=F-6}}) Dark, ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=G-5}}) Light, ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=I-5}}) Air, ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=J-6}}) Thunder, ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=K-8}}) Fire, ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=J-9}}) Water&lt;br /&gt;
|| [[Flamingo]] (72-74)&lt;br /&gt;
|| Up to 8 camps.&lt;br /&gt;
|-&lt;br /&gt;
| 71-75 &lt;br /&gt;
|| [[The Shrine of Ru&#039;Avitau]]&lt;br /&gt;
|| ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 2|pos=G-10}}), ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 2|pos=I-10}}) Map #2, ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 3|pos=H-8}}) Map #3&lt;br /&gt;
|| [[Decorative Weapon]] (79-81)&lt;br /&gt;
|| Enter at Ru&#039;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.&lt;br /&gt;
|-&lt;br /&gt;
| 72-75&lt;br /&gt;
|| [[The Shrine of Ru&#039;Avitau]]&lt;br /&gt;
|| ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 2|pos=I-8}}), ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 2|pos=G-8}})) Map #2&lt;br /&gt;
|| [[Aura Weapon]] (80-82)&lt;br /&gt;
|| Enter at Ru&#039;Aun Gardens ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=I-6}}) Genbu entrance. Lots of AOE. Melee DPS subbing /nin is a good idea. Consider roaming.&lt;br /&gt;
|-&lt;br /&gt;
| 74-75+ &lt;br /&gt;
|| [[The Shrine of Ru&#039;Avitau]]&lt;br /&gt;
|| The Celestial Nexus Loop ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 1|pos=H-8}}) Map #1, Ullikummi Camp ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 6|pos=F-8|pos 2=F-9|pos 3=G-8|pos 4=G-9}})&lt;br /&gt;
|| [[Aura Statue]] (81-84)&lt;br /&gt;
|| Enter at Ru&#039;Aun Gardens ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=I-6}}), Genbu entrance to reach both camps. Have someone enter the shrine&#039;s south entrance to make sure yellow gate is open.&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Merit Camps==&lt;br /&gt;
* These camps are designed for higher levels (75+) to exp/gain merit points on.&lt;br /&gt;
* If your party has a strong line up, and is coordinated, you could start exping at these camps earlier.&lt;br /&gt;
* Some camps can turn into roaming camps for faster kills at higher levels.&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&#039;&#039;&#039;Zone&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Camp&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Mob(s)&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Newton Movalpolos]]&lt;br /&gt;
|&lt;br /&gt;
* Exit from Mine shaft #2716 entry ({{Location Tooltip|area=Newton Movalpolos|pos=J-6}})&lt;br /&gt;
|&lt;br /&gt;
* Moblins (76-79)&lt;br /&gt;
* Bugbears (76-79)&lt;br /&gt;
|Get [[Twinkbrix]] to teleport you to the mine shaft. Roaming party. Sleep and silence recommended. Lots of bombs, AoEs. Teleport Dem and escape recommended for faster travel.&lt;br /&gt;
|-&lt;br /&gt;
| [[Cape Teriggan]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Cape Teriggan|pos=G-5}})&lt;br /&gt;
|&lt;br /&gt;
* [[Greater Manticore]] (76-79)&lt;br /&gt;
| Erase recommended. No AoEs, but conals. Can roam around a bit. Cockatrice may agro but can be easily dealt with. Mages stay back due to Riddle (reduces max mp). &#039;&#039;&#039;Greater Manticores give +10% exp bonus.&#039;&#039;&#039; Manticore drops will make you some money.&lt;br /&gt;
|-&lt;br /&gt;
| [[Kuftal Tunnel]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Kuftal Tunnel|map=Map 3|pos=H-6}})&lt;br /&gt;
* ({{Location Tooltip|area=Kuftal Tunnel|map=Map 3|pos=I-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Greater Cockatrice]] (78-80)&lt;br /&gt;
* [[Ovinnik]] (77-79)&lt;br /&gt;
* [[Ladon]] (80-82)&lt;br /&gt;
| Past moving boulder at ({{Location Tooltip|area=Kuftal Tunnel|map=Map 2|pos=G-9}}). Path opens at certain times depending on moon phase. Maximum up time is about 15 minutes (6 game hours). Supports at least 2 parties. Roam around.  Will need paralyna for [[:Category:Tigers|tigers]], stona and poisona for cockatrice. Ladons have dispelga move &#039;&#039;&#039;and give +23% exp bonus&#039;&#039;&#039;. Camp will make you some money.&lt;br /&gt;
|-&lt;br /&gt;
| [[The Shrine of Ru&#039;Avitau]] Need Sky Access&lt;br /&gt;
|| ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 2|pos=G-10}}), ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 2|pos=I-10}}) Map #2, ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 3|pos=H-8}}) Map #3&lt;br /&gt;
||&lt;br /&gt;
*[[Decorative Weapon]] (79-81)&lt;br /&gt;
|| Enter at Ru&#039;Aun Gardens (H-9), front/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.&lt;br /&gt;
|-&lt;br /&gt;
|[[Ro&#039;Maeve]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Ro&#039;Maeve|pos=N-9}}), ({{Location Tooltip|area=Ro&#039;Maeve|pos=D-5}}) Behind East and West Moongates. ({{Location Tooltip|area=Ro&#039;Maeve|pos=M-9}}), ({{Location Tooltip|area=Ro&#039;Maeve|pos=C-9}}) outside of Moongates&lt;br /&gt;
|&lt;br /&gt;
* [[Apocalyptic Weapon]] (78-80)&lt;br /&gt;
* [[Infernal Weapon]] (79-81)&lt;br /&gt;
* [[Darksteel Golem]] (80-82)&lt;br /&gt;
| Supports 4 parties. No moon pass needed for 2 camps. 2 more camps available behind each moongate. Lots of physical AOE. Melee DPS subbing /nin is a good idea. Camp on far bridges and/or roam around.&lt;br /&gt;
|-&lt;br /&gt;
|[[Lufaise Meadows]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Lufaise Meadows|pos=K-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Abraxas]] (80-83)&lt;br /&gt;
* [[Tavnazian Ram]] (82-84)&lt;br /&gt;
|Need to be on CoP Chapter 2+ to access. Lot&#039;s of magical AoE, will wipe shadows and still cause damage. WHM recommended for AoE healing [[Stona]] and [[Erase]]. Camp will make you some money. &#039;&#039;&#039;Tavnazian Rams give +23% exp bonus.&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[The Shrine of Ru&#039;Avitau]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 2|pos=I-8}}), ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 2|pos=G-8}}) Map #2&lt;br /&gt;
|&lt;br /&gt;
* [[Aura Weapon]] (80-82)&lt;br /&gt;
| **Need Sky Access** Enter at Ru&#039;Aun Gardens ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=I-6}}) Genbu entrance. Open yellow gate. Roaming camp. Lot&#039;s of physical AoE. &#039;&#039;&#039;~8 minute walk from crag shortcut or ~15 minute walk from Li&#039;Telor OP without Mazurka.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Ro&#039;Maeve]] {{Changes}}&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Ro&#039;Maeve|pos=A-9}}) ({{Location Tooltip|area=Ro&#039;Maeve|pos=O-9}}). Behind East and West Moon gates.&lt;br /&gt;
|&lt;br /&gt;
* [[Luminous Cluster]] (81-82) {{Changes}}&lt;br /&gt;
* [[Lunar Guardian]] (81-82){{Changes}}&lt;br /&gt;
|Supports 2 parties. Lots of physical AoE, graviga, and slowga. Pull weapons to fill to maintain chain.&#039;&#039;&#039;~7 minute walk from Li&#039;Telor OP without Mazurka&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Fei&#039;Yin]] {{Changes}}&lt;br /&gt;
|&lt;br /&gt;
* Basement ({{Location Tooltip|area=Fei&#039;Yin|map=Map 2|pos=H-6|pos 2=H-5}})&lt;br /&gt;
|&lt;br /&gt;
* [[Rancid Flesh]] (81-82) {{Changes}}&lt;br /&gt;
* [[Apparition]] (81-83) {{Changes}}&lt;br /&gt;
* [[Perdition Bat]] (81-83) {{Changes}}&lt;br /&gt;
| Supports 1 party.  Not much AoE or conal.  Roam around as needed.  &#039;&#039;&#039;~12.5 minute walk from Fauregandi OP without Mazurka&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[The Shrine of Ru&#039;Avitau]] &lt;br /&gt;
|&lt;br /&gt;
* The Celestial Nexus Loop ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 1|pos=H-8}}) Map #1, Ullikummi Camp ({{Location Tooltip|area=The Shrine of Ru&#039;Avitau|map=Map 6|pos=F-8|pos 2=F-9|pos 3=G-8|pos 4=G-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Aura Statue]] (81-84)&lt;br /&gt;
 | **Need Sky Access** Enter at Ru&#039;Aun Gardens ({{Location Tooltip|area=Ru&#039;Aun Gardens|pos=I-6}}), Genbu entrance to reach both camps. Have someone enter the shrine&#039;s south entrance to make sure yellow gate is open.  Drops Diorite, Ullikummi pop item. Lot&#039;s of AoE/wipes shadows, bindga, and stunga.  Roam around the Nexus loop. Can roam around a bit at Ullikummi.&lt;br /&gt;
|-&lt;br /&gt;
|[[Meriphataud Mountains]] {{Changes}}&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Meriphataud Mountains|pos=J-9}})&lt;br /&gt;
|&lt;br /&gt;
* [[Dromaeosaurus]] (82-84) {{Changes}}&lt;br /&gt;
* [[Cliff Glider]]  (81-83) {{Changes}}&lt;br /&gt;
| Supports 1 party. South of spine. Raptors have virus and slow.  Flies have lots of AoE and poison.  &lt;br /&gt;
|-&lt;br /&gt;
|[[Misareaux Coast]] {{Changes}}&lt;br /&gt;
|&lt;br /&gt;
*Close to Tavnazia Safehold Zone ({{Location Tooltip|area=Misareaux Coast|pos=J-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[Beast Bugard]] (82-84) {{Changes}}&lt;br /&gt;
* [[Raging Sheep]] (81-83) {{Changes}}&lt;br /&gt;
|Mobs seem to be blunt resistant.  Mages stay back due to AoE sleep. Dispel/acid bolts/chi blast recommedned for defense up abilities.&lt;br /&gt;
|-&lt;br /&gt;
|[[Toraimarai Canal]] {{Changes}}&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Toraimarai Canal|map=Map 2|pos=J-8|pos 2=J-9}}) Map 2&lt;br /&gt;
|&lt;br /&gt;
* [[Diphylla]] (81-84) {{Changes}}&lt;br /&gt;
* [[Channel Pugil]] (81-82) {{Changes}}&lt;br /&gt;
|Need {{KeyItem}}[[Rhinostery Certificate]] for fast access from Windurst Walls.&lt;br /&gt;
Could also use 3 mage gate to get to but need portal charm.  Some magical AoE.  Dispel/acid bolts/chi blast recommedned for defense up abilities.&#039;&#039;&#039;(~16 minute walk from Sarutabarta OP, going through 3 mage gate, without Mazurka)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Purgonorgo Isle|Bibiki Bay, Purgonorgo Isle]] {{Changes}}&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Bibiki Bay - Purgonorgo Isle|pos=H-10|pos 2=H-11}})&lt;br /&gt;
|&lt;br /&gt;
* [[Toco Tucan]] (83-84) {{Changes}}&lt;br /&gt;
* [[Island Jugil]] (81-83) {{Changes}}&lt;br /&gt;
|Right by the [[:Category:Chains of Promathia Missions|CoP]] warmachine.  Take Manaclipper.  Takes time to get to.  Supports 1 party.  Not much AoE.  Some conals.&lt;br /&gt;
|-&lt;br /&gt;
|[[Uleguerand Range]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Uleguerand Range|pos=I-5}}), ({{Location Tooltip|area=Uleguerand Range|pos=F-6}})&lt;br /&gt;
|&lt;br /&gt;
* [[Kindred Black Mage]] (81-84)&lt;br /&gt;
* [[Kindred Dark Night]] (81-84)&lt;br /&gt;
* [[Kindred Summoner]] (81-84)&lt;br /&gt;
* [[Kindred Warrior]] (81-84)&lt;br /&gt;
* [[Smolenkos]] (81-84)&lt;br /&gt;
* [[Molech]] (80-82)&lt;br /&gt;
| 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. Roam around. Slowga. Conals.  Blind. Doom.&lt;br /&gt;
Note: 3 mobs per kilometer, Molech has Doom (they look at you and you die) NOT WORTH IT tested by blacklung&lt;br /&gt;
|-&lt;br /&gt;
|[[Uleguerand Range]]&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Uleguerand Range|pos=G-8}})&lt;br /&gt;
|&lt;br /&gt;
* [[King Buffalo]] (80-82)&lt;br /&gt;
* [[Kindred Demon]] (81-84)&lt;br /&gt;
| A bit further of a walk. Past Jormy, by frozen waterfall. Plague.&lt;br /&gt;
|-&lt;br /&gt;
|[[Uleguerand Range]] {{Changes}}&lt;br /&gt;
|&lt;br /&gt;
* ({{Location Tooltip|area=Uleguerand Range|pos=G-7}})&lt;br /&gt;
|&lt;br /&gt;
* [[Gigas Brawler]] (84-86) {{Changes}}&lt;br /&gt;
* [[Gigas Crusher]] (84-86) {{Changes}}&lt;br /&gt;
| Before you get to Jormy.  You probably want to have decent gear and a few merits under your belt before meriting on these.  Lots of physical AoE and conals.  Melee subbing /nin isn&#039;t a bad idea.&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Alpha Camps {{Changes}} ==&lt;br /&gt;
*Coming soon in patch 1.2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Zone&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Mob&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
== Shatter Camps {{Changes}} ==&lt;br /&gt;
*Coming soon in patch 1.2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Zone&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Mob&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Mana Burn Camps {{Changes }}==&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
* 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. &lt;br /&gt;
* SMN x2, 3 BLM, 1 Support (BRD, RDM) works.&lt;br /&gt;
*These camps were originally intended for a traditional party with skill chaining and more than 1 BLM magic bursting. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Zone&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Camp/Mob(s)&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|12-16&lt;br /&gt;
|[[La Theine Plateau]]&lt;br /&gt;
|&#039;&#039;&#039;(G-6) Carbuncle Quest&#039;&#039;&#039;&lt;br /&gt;
* [[Eikon Worm]] (19-23) {{Changes }}&lt;br /&gt;
|Raises defenses at start of fight. MP Burn recommended or [[magic burst]] required. [[Ghost]]s pop at night.&lt;br /&gt;
|-&lt;br /&gt;
|17-20&lt;br /&gt;
|[[Qufim Island]]&lt;br /&gt;
|&#039;&#039;&#039;(F-5)&#039;&#039;&#039;&lt;br /&gt;
* [[Island Goop]] (26-28) {{Changes }}&lt;br /&gt;
|Raises defenses.&lt;br /&gt;
|-&lt;br /&gt;
|20-25&lt;br /&gt;
|[[Qufim Island]]&lt;br /&gt;
|&#039;&#039;&#039;(G-6)/(H-6)&#039;&#039;&#039;&lt;br /&gt;
* [[Clipper]]&lt;br /&gt;
* [[Greater Pugil]]&lt;br /&gt;
| 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. &lt;br /&gt;
|-&lt;br /&gt;
|23-25&lt;br /&gt;
|[[Qufim Island]]&lt;br /&gt;
|&#039;&#039;&#039;(G-8)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Hexed Weapon]] (31-33) {{Changes }}&lt;br /&gt;
* [[Cliff Worm]] (30-33) {{Changes }}&lt;br /&gt;
|Raises defense at start of fight. MP Burn recommended or [[magic burst]] required.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|25-28&lt;br /&gt;
|[[Eastern Altepa Desert]]&lt;br /&gt;
|&#039;&#039;&#039;(J-9)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Muddy Slime]] (34-36) {{Changes }}&lt;br /&gt;
|Raises defense at the start of fight, MP Burn recommended or [[magic burst]] required. Tried this at 26, was rough. AoE move does a ton of damage. 28 might be better starting point when you get firaga.&lt;br /&gt;
|-&lt;br /&gt;
|29-32&lt;br /&gt;
|[[Sauromugue Champaign]]&lt;br /&gt;
|&#039;&#039;&#039;(J-9)&#039;&#039;&#039;&lt;br /&gt;
* [[Flying Beetle]] (35-37) {{Changes }}&lt;br /&gt;
|Raises defense at start of fight, MP Burn recommended or [[magic burst]] required, does not link&lt;br /&gt;
|-&lt;br /&gt;
|31-34&lt;br /&gt;
|[[Eastern Altepa Desert]]&lt;br /&gt;
|&#039;&#039;&#039;(F-6)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Sand Worm]] (36-39) {{Changes }}&lt;br /&gt;
|Raises defense at start of fight, MP Burn recommended or [[magic burst]] required, Doesn&#039;t Link&lt;br /&gt;
|-&lt;br /&gt;
|33-37&lt;br /&gt;
|[[Sauromugue Champaign]]&lt;br /&gt;
|(&#039;&#039;&#039;{{Location Tooltip| text = K-5| tooltip = | area = Sauromugue Champaign| pos = K-5| highlight background = transparent| marker pos x = -4| marker pos y = 12| marker size = 35| marker opacity = 0.4| marker background = #5555ff}})&#039;&#039;&#039;&lt;br /&gt;
* [[Young Uragnite]] (36-42) {{Changes }}&lt;br /&gt;
|Raises defenses.  Wide level range.  Higher levels (40-42) seem to spawn more on the western side of camp.  Have [[poisona]] and [[paralyna]] ready.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|29-32&lt;br /&gt;
|Rolanberry Fields&lt;br /&gt;
|&#039;&#039;&#039;(E-9)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Shell Grubs]] (38-41) &lt;br /&gt;
|Raises defense at start of fight, MP Burn recommended or [[magic burst]] required, Doesn&#039;t Link&lt;br /&gt;
|-&lt;br /&gt;
|33-36&lt;br /&gt;
|[[Beaucedine Glacier]]&lt;br /&gt;
|&#039;&#039;&#039;(G-10) Pond&#039;&#039;&#039;&lt;br /&gt;
* [[Winter Slime]] (39-41)                        &lt;br /&gt;
|Raises defenses&lt;br /&gt;
|-&lt;br /&gt;
|31-33&lt;br /&gt;
|[[Beaucedine Glacier]]&lt;br /&gt;
|&#039;&#039;&#039;(J-9) Upper level&#039;&#039;&#039;&lt;br /&gt;
* [[Boreal Worm]] (39-42)  &lt;br /&gt;
|Raises defenses.&lt;br /&gt;
|-&lt;br /&gt;
|33-37 &lt;br /&gt;
|[[Beaucedine Glacier]]&lt;br /&gt;
|&#039;&#039;&#039;(H-7)/(I-7)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Snofallo]] (43-45) &lt;br /&gt;
|Quick run from [[Outpost]]/[[Telepoint|Telepoint Vahzl]].  Raises defenses. Can use Lowing which is AoE Plague (TP/MP drain). WHM/SMN recommended for SC closer if possible.&lt;br /&gt;
|-&lt;br /&gt;
|36-40             &lt;br /&gt;
|[[Yuhtunga Jungle]]&lt;br /&gt;
|&#039;&#039;&#039;(H-10)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[[Jungle Crawlers]] (44-48) {{Changes }}&lt;br /&gt;
|Raises defense at start of fight, MP Burn recommended or [[magic burst]] required, does not link&lt;br /&gt;
|-&lt;br /&gt;
|34-39&lt;br /&gt;
|[[Batallia Downs]]&lt;br /&gt;
|&#039;&#039;&#039;{{location Tooltip|area= Batallia Downs|pos=I-10}} / {{location Tooltip|area= Batallia Downs|pos=J-10}}&#039;&#039;&#039;&lt;br /&gt;
* [[Downslime]] (41-44){{Changes }}&lt;br /&gt;
|Are [[Shielded]].&lt;br /&gt;
|-&lt;br /&gt;
|39-41&lt;br /&gt;
|[[Beaucedine Glacier]]&lt;br /&gt;
|&#039;&#039;&#039;(J-8)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Glacier Crab]] (47-50) {{Changes }}&lt;br /&gt;
|Raises defense at start of fight.  Similar name to crabs on the other side of the coast but different level range.&lt;br /&gt;
|-&lt;br /&gt;
|39-42 &lt;br /&gt;
|[[Battalia Downs]]&lt;br /&gt;
|&#039;&#039;&#039;(H-5)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Rancideyes]] (48-51) {{Changes }}&lt;br /&gt;
|Raises defense at start of fight, MP burn recommended or [[magic burst]] required.  Resistant to piercing damage. &#039;&#039;&#039;Fast movement. Recommend having someone with silence. REALLY FAST CASTS&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|42-46 &lt;br /&gt;
|[[Yhoator Jungle]]&lt;br /&gt;
|&#039;&#039;&#039;(I-11)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Jungle Crab]] (51-53) {{Changes }}&lt;br /&gt;
|Raises defense at start of fight, MP burn recommended or [[magic burst]] required.  Resistant to piercing damage.&lt;br /&gt;
|-&lt;br /&gt;
|44-47 &lt;br /&gt;
|[[Western Altepa Desert]]&lt;br /&gt;
|&#039;&#039;&#039;(E-11)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Bloody Beetle]] (53-56) {{Changes }}&lt;br /&gt;
|Raises defense at start of fight, MP Burn recommended or [[magic burst]] required, does not link&lt;br /&gt;
|-&lt;br /&gt;
|47-50 &lt;br /&gt;
|[[Western Altepa Desert]]&lt;br /&gt;
|&#039;&#039;&#039;(E-9)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Desert Gazer]] ([[:Category:Hecteyes|Hecteyes]], 56-59){{Changes }}&lt;br /&gt;
|Raises defense at start of fight, MP burn recommended or [[magic burst]] required. {{Verification}}Couldn&#039;t be slept. &#039;&#039;&#039;Casts -aga II magic. Avoid this camp unless you can reliably land silence.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|50-53 &lt;br /&gt;
|[[Western Altepa Desert]]&lt;br /&gt;
|&#039;&#039;&#039;(F-7)&#039;&#039;&#039;&lt;br /&gt;
* [[Desert Worm]] (59-61){{Changes }}&lt;br /&gt;
|On pull, Raises it&#039;s Defenses - Goes away during the day&lt;br /&gt;
|-&lt;br /&gt;
|49-54 &lt;br /&gt;
|[[Eastern Altepa Desert]]&lt;br /&gt;
|&#039;&#039;&#039;(F-9)&#039;&#039;&#039;&lt;br /&gt;
* [[Mud Crab]] (59-62){{Changes }}&lt;br /&gt;
|Raises defense at start of fight.{{Verification}}&lt;br /&gt;
|-&lt;br /&gt;
|53-56 &lt;br /&gt;
|[[Western Altepa Desert]]&lt;br /&gt;
|&#039;&#039;&#039;(H-10)&#039;&#039;&#039;&lt;br /&gt;
* [[Desert Slime]] (61-64){{Changes }}&lt;br /&gt;
|Defense boost possible, best to have Firaga 2 at 53.&lt;br /&gt;
|-&lt;br /&gt;
|51-56 &lt;br /&gt;
|[[Eastern Altepa Desert]]&lt;br /&gt;
|&#039;&#039;&#039;(I-10)&#039;&#039;&#039;&lt;br /&gt;
* [[Muddyeyes]] (62-66){{Changes }}&lt;br /&gt;
|Raises defense at start of fight.{{Verification}} Casts magic and cannot be slept. Avoid.&lt;br /&gt;
|-&lt;br /&gt;
|57-62 &lt;br /&gt;
|[[Beaucedine Glacier]]&lt;br /&gt;
|&#039;&#039;&#039;(J-9) Lower level&#039;&#039;&#039;&lt;br /&gt;
* [[Glacier Crab]] (69-72){{Changes }}&lt;br /&gt;
|Raises defense at start of fight.&lt;br /&gt;
|-&lt;br /&gt;
|65-68 &lt;br /&gt;
|[[Lufaise Meadows]]&lt;br /&gt;
|&#039;&#039;&#039;(K-9) By Dunes Warp&#039;&#039;&#039;&lt;br /&gt;
* [[Meadow Buffalo]] (75-78){{Changes }}&lt;br /&gt;
|Raises defense at start of fight.  [[Aspir]]able mobs.&lt;br /&gt;
|-&lt;br /&gt;
|64-75 &lt;br /&gt;
|[[Misareaux Coast]]&lt;br /&gt;
|&#039;&#039;&#039;(G-8)&#039;&#039;&#039;&lt;br /&gt;
* [[Coastal Slime]] (78-81){{Changes }}&lt;br /&gt;
|Raises defense at start of fight.&lt;br /&gt;
|-&lt;br /&gt;
|64-75 &lt;br /&gt;
|[[Xarcabard]]&lt;br /&gt;
|&#039;&#039;&#039;(I-9)&#039;&#039;&#039;&lt;br /&gt;
* [[Ice  Crab]] (81-82){{Changes }}&lt;br /&gt;
|Raises defense at start of fight.  Supports 2 manaburn parties.&lt;br /&gt;
|-&lt;br /&gt;
|66-75 &lt;br /&gt;
|[[Xarcabard]]&lt;br /&gt;
|&#039;&#039;&#039;(I-8)&#039;&#039;&#039;&lt;br /&gt;
* [[Icefallo]] (81-82){{Changes }}&lt;br /&gt;
|Raises defense at start of fight.  [[Viruna]] recommended for [[plague]].&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Undead Burn Camps==&lt;br /&gt;
&amp;lt;div class=&amp;quot;flex-container&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;droppedby horizon-table table-xl sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Zone&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Camp/Mob(s)&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|11-13&lt;br /&gt;
| [[Gusgen Mines]]&lt;br /&gt;
|&#039;&#039;&#039;Konschtat Zone&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Skeleton Warrior]]&lt;br /&gt;
|Monk or manaburn party recommended.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|16-19&lt;br /&gt;
|[[Gusgen Mines]]&lt;br /&gt;
|&#039;&#039;&#039;Stairs&#039;&#039;&#039;&lt;br /&gt;
* [[Ghoul]]s (21-24) {{Changes }}&lt;br /&gt;
|Camp is for MNK/PLD/WHM (Holy Party)&lt;br /&gt;
|-&lt;br /&gt;
|20-23&lt;br /&gt;
|[[Outer Horutoto Ruins]]&lt;br /&gt;
|&#039;&#039;&#039;Strange Apparatus Room&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Ghoul]]&lt;br /&gt;
|Use northernmost [[West Sarutabaruta]] zone. Monk or manaburn party recommended. [[Sneak]] required to reach camp&lt;br /&gt;
|-&lt;br /&gt;
|21-28&lt;br /&gt;
|[[Gusgen Mines]]&lt;br /&gt;
|&#039;&#039;&#039;G-7) Map 2 behind first center door on staircase, Gadfly/Bogy Room, Behind East Banshee Door.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Mauthe Doog]] (28-31)&lt;br /&gt;
* [[Wight]] (29-34),&lt;br /&gt;
* [[Wendigo]] (26-30)&lt;br /&gt;
* [[Banshee]] (31-34), &lt;br /&gt;
* [[Bogy]] (27-29), &lt;br /&gt;
* [[Ghast]] (30-34)&lt;br /&gt;
|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.&lt;br /&gt;
|-&lt;br /&gt;
|30-33  &lt;br /&gt;
|[[Sea Serpent Grotto]]&lt;br /&gt;
|&#039;&#039;&#039;F-8 Map 1 where Royal Leech spawns in the tunnel just east of Namtar room.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[[Ghast]] (38-41)&lt;br /&gt;
|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.&lt;br /&gt;
|-&lt;br /&gt;
|34-37  &lt;br /&gt;
|[[Xarcabard]]&lt;br /&gt;
|&#039;&#039;&#039;(E-8)/(F-8), (J-9)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Lost Soul]] (42-45)&lt;br /&gt;
* [[Etemmu]] (43-46)&lt;br /&gt;
|Outpost warp or Vazhl gate crystal required to reach camp.  WHM x6 Cure Burn party.&lt;br /&gt;
|-&lt;br /&gt;
|34-37&lt;br /&gt;
|[[Eldieme Necropolis]]&lt;br /&gt;
|&#039;&#039;&#039;Main entrance from [[Batallia Downs]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Lost Soul]] (42-46)&lt;br /&gt;
|Level Sync 32 too low, 33 still iffy.&lt;br /&gt;
|-&lt;br /&gt;
|41-47&lt;br /&gt;
|[[Eldieme Necropolis]]&lt;br /&gt;
|&#039;&#039;&#039;E-7 Map 1, Just east of where you land in drop A, Beaucedine entrance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Lich]] (51-55)&lt;br /&gt;
* [[Fallen Knight]] (54-56)&lt;br /&gt;
* [[Mummy]] (50-52)&lt;br /&gt;
* [[Hell Hound]]  (46-49), &lt;br /&gt;
* [[Ka]] (52-54)&lt;br /&gt;
* [[Tomb Wolf]] (53-55), &lt;br /&gt;
* [[Dark Stalker]] (55-57)&lt;br /&gt;
|[[Earth Elemental]] Danger at E-7 and Hume Bones camp.&lt;br /&gt;
|-&lt;br /&gt;
|41-44&lt;br /&gt;
|[[Garlaige Citadel]]&lt;br /&gt;
|&#039;&#039;&#039;Behind Banishing Gate 3 at I-6 Map 2 or Map 2 at F-9 near Funnel [[Bats spawn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Fallen Officer]] (52-55)&lt;br /&gt;
|Bring extra player with both Tractor and/or Raise behind Gate 3 camp to help cheese replacements to camp.&lt;br /&gt;
|-&lt;br /&gt;
|50-54   &lt;br /&gt;
|[[Eldieme Necropolis]]&lt;br /&gt;
|&#039;&#039;&#039;M-7 Map 2, M-11 Map 2, South center pit landing from south room in Map 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Tomb Mage]] (60-63)&lt;br /&gt;
* [[Tomb Warrior]] (60-62)&lt;br /&gt;
* [[Spriggan]] (64-66)&lt;br /&gt;
* [[Haunt]] (63-65)&lt;br /&gt;
|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.&lt;br /&gt;
|-&lt;br /&gt;
|50-54&lt;br /&gt;
|[[Garlaige Citadel]]&lt;br /&gt;
|&#039;&#039;&#039;In basement H-8/I-8 tunnel or behind Banishing Gate 2 J-8 (Strange Apparatus Room)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Fallen Mage]] (59-62) &lt;br /&gt;
* [[Fallen Major]] (59-62) &lt;br /&gt;
* [[Wraith]] (60-62)&lt;br /&gt;
|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.&lt;br /&gt;
|-&lt;br /&gt;
|55-57&lt;br /&gt;
|[[Gustav Tunnel]]&lt;br /&gt;
|&#039;&#039;&#039;I-7 Map 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Doom Soldier]] (65-67) &lt;br /&gt;
* [[Doom Mage]] (65-67)&lt;br /&gt;
* [[Robber Crab]] (65-68)&lt;br /&gt;
|2x SMN/4x WHM for skeletons.  Black Mage manaburn parties can also target Robber Crabs (which are never engaged by the white mage party).&lt;br /&gt;
|-&lt;br /&gt;
|65-67{{Verification}}&lt;br /&gt;
|[[Gustav Tunnel]]&lt;br /&gt;
|&#039;&#039;&#039;(H-7), (G-8)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Doom Warlock]] (76-78)&lt;br /&gt;
* [[Doom Guard]] (75-77)&lt;br /&gt;
* [[Erlik]] (75-78)&lt;br /&gt;
|2x SMN/4x WHM. Skeleton DRKs, BLMs, and Ghosts. Doom Guard on camp, all WHM should be /BLM for Elemental Seal &amp;gt; 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.&lt;br /&gt;
|-&lt;br /&gt;
|65-68&lt;br /&gt;
|[[King Ranperre&#039;s Tomb]]&lt;br /&gt;
|&#039;&#039;&#039;Map 2 (J-9) ((K-9) and (E-7) Secondary)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Spartoi Warrior]] (78-82)&lt;br /&gt;
* [[Spartoi Sorcerer]] (80-82)&lt;br /&gt;
* [[Lemures]] (80-82)&lt;br /&gt;
* [[Hati]] (77-79)&lt;br /&gt;
|2x SMN/4x WHM/BLM or PLD. SMN do Ifrit (Punch) &amp;gt; Ramuh (Shock Strike) = Fusion. WHM and PLD do Banish III &amp;gt; Holy for 2x MB. If avatars miss, spam Cure and Banish spells until dead. Main camp is on a ledge outside Vrtra room. &lt;br /&gt;
&lt;br /&gt;
Additional camps are inside Vrtra Room and on west side in hidden room near Strange Apparatus.&lt;br /&gt;
|-&lt;br /&gt;
|73+&lt;br /&gt;
|[[King Ranperre&#039;s Tomb]]&lt;br /&gt;
|&#039;&#039;&#039;Map 2 (E-7)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Skeletons]] (78-82)&lt;br /&gt;
* [[Lemures]] (80-82)&lt;br /&gt;
* [[Hati]] (77-79)&lt;br /&gt;
|Monk burn, mana burn, or the 2x SMN/4x WHM groups work.  White mage burn parties can start at 65.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Fearthelettuce</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=Promathia_Mission_8-3&amp;diff=117943</id>
		<title>Promathia Mission 8-3</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=Promathia_Mission_8-3&amp;diff=117943"/>
		<updated>2026-02-15T07:39:46Z</updated>

		<summary type="html">&lt;p&gt;Fearthelettuce: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission Header&lt;br /&gt;
|Mission Name=When Angels Fall&lt;br /&gt;
|Expansion=Chains of Promathia&lt;br /&gt;
|Start=&lt;br /&gt;
|Description=The Gate of the Gods--the portal leading to the highest level of the palace--has opened. While your companions scramble to reach the audience chamber, you must find which of the five towers will return you into the light...&lt;br /&gt;
|Level=&lt;br /&gt;
|Repeatable=&lt;br /&gt;
|HAAP=4 points&lt;br /&gt;
|Previous=A Fate Decided&lt;br /&gt;
|Next=Dawn&lt;br /&gt;
|Title=Warrior of the Crystal&lt;br /&gt;
|Reward=1000 Experience Points (Once per Day)&amp;lt;br&amp;gt;[[Mog Wardrobe|Mog Wardrobe 2]]: 2 slots&lt;br /&gt;
|Image=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Walkthrough== &lt;br /&gt;
*Zone into [[The Garden of Ru&#039;Hmet]] for a cutscene. &lt;br /&gt;
&lt;br /&gt;
=== Part 1 ===&lt;br /&gt;
*The first objective is for you to climb a specific tower of [[The Garden of Ru&#039;Hmet]], which are located in the five points of the map. Each tower corresponds to a specific [[race]].&lt;br /&gt;
*This can be done solo, or with your party, but each person will need to get to the top of their race&#039;s tower.&lt;br /&gt;
*A spinning [[Aw&#039;zdei]] at the long hallway to each tower spins in the direction of the fastest way to the first elevator. &lt;br /&gt;
*In each of the larger rooms are an alcove with another [[Aw&#039;zdei]]. You can make your way around it twice or [[sleep]] it and run to the elevator. &lt;br /&gt;
*There are two more floors of enemies in the towers. The elevators going up alternate sides. If the first elevator was on the east side, for example, the second will be on the west, and the third on the east again.&lt;br /&gt;
:*[[Flee]] makes this part easier; run about halfway around, then [[Flee]] to the elevator so you get there well ahead of any aggro and teleport away.&lt;br /&gt;
:* Another technique on the 3rd floor is have a paladin or someone run right through the center. Then sleepga them all at the end and just zone them up.&lt;br /&gt;
*The fourth floor has no enemies. Run in and check the Ebon Panel in the center of the room. Any race can check it in any tower to get the first cutscene. After that cutscene, people of the right race in the right tower check it again for a second cutscene, a key item and a new title, Warrior of the Crystal. &lt;br /&gt;
*Climb towers until everyone has the required key item.  &lt;br /&gt;
* The key items are race specific. They are:&lt;br /&gt;
:* [[Light of Mea]]- for [[Elvaan]].&lt;br /&gt;
:* [[Light of Dem]]- for [[Mithra]].&lt;br /&gt;
:* [[Light of Holla]]- for [[Tarutaru]].&lt;br /&gt;
:* [[Light of Vahzl]]- for [[Hume]]s.&lt;br /&gt;
:* [[Light of Al&#039;Taieu]]- for [[Galka]].&lt;br /&gt;
https://horizonffxi.wiki/The_Garden_of_Ru%27Hmet/Maps&lt;br /&gt;
&lt;br /&gt;
=== Part 2 ===&lt;br /&gt;
*Once your tower is complere, you need to progress up the central area of [[The Garden of Ru&#039;Hmet]] (the green dot marks the elevator you want to reach).&lt;br /&gt;
*This can be done solo, or with your party, but each person will need to get both brands.&lt;br /&gt;
*In each direction off the central elevator are spinning [[Qn&#039;zdei]] pots in groups of four.  When they aggro you and move off their starting positions, the door at the far end of the room slams shut and won’t open until they return to their starting positions. These [[Qn&#039;zdei]] are totally immune to [[Sleep]] and [[Lullaby]].&lt;br /&gt;
*The east and west access paths have a very fast spinning [[Qn&#039;zdei]] in them, which makes getting by next to impossible. The North access path is slightly easier, although harder to get to.&lt;br /&gt;
*You can make your way around the the spinning [[Qn&#039;zdei]], fight them, or run past them and reraise.&lt;br /&gt;
:*If you walk down one side of the room, in effect you only need to make your way around two of them.  The left side seems easier.&lt;br /&gt;
*Once in the elevator room, step onto the platform and choose to ascend.&lt;br /&gt;
*The BC is on the floor above you but the path upward is closed.  The nearby [[Quasilumin]] will explain that you need to get two [[Key Item|key item]]s ([[Brand of Dawn]] and [[Brand of Twilight]]) to access the third floor.&lt;br /&gt;
*The [[Brand of Twilight]] is to the south and the [[Brand of Dawn]] is to the north. &lt;br /&gt;
*See the map to the right for recommended path to the brands.&lt;br /&gt;
*The pink dots are warps which count as a zone so aggro enemies will leave you alone if you warp.&lt;br /&gt;
*Obtain the two brands (along with two cutscenes). (Do not escape or you will need to run past the 4 spinning Qn&#039;zdei again)&lt;br /&gt;
&lt;br /&gt;
=== Part 3 ===&lt;br /&gt;
*Head back to the central elevator and ascend to the top floor of [[The Garden of Ru&#039;Hmet]].  Check the Particle Gate for a cutscene and enter the battlefield when you’re ready.&lt;br /&gt;
;Ix’zdei Battle&lt;br /&gt;
*The BC is against four [[Ix&#039;zdei]] NMs. &lt;br /&gt;
*When you warp into the “BC” you’ll be at the north end of the room, facing south at the pots. This means that if you want to run away from the battle, you have to cross the room and choose the southern door to leave. The door at the north won’t let you leave.&lt;br /&gt;
*The two larger, closer  [[Ix&#039;zdei]]s are RDMs (with ~7000 HP) and the two smaller, farther ones are BLMs (with ~6250 HP). All of them are immune to silence and are heavily resistant to sleep.&lt;br /&gt;
*The black mages are the more dangerous, having tier-3 aga spells, tier-4 single-target spells, and ancient magic. Target one of them first and give it your all.&lt;br /&gt;
*Avatar (SMN) pull makes this fight REALLY easy, having to fight only 1 pot at a time.&lt;br /&gt;
*[[Sleepga]] with [[Elemental Seal]] works.&lt;br /&gt;
*When a pot gets low on life it may attempt to flee to its starting pedestal. If it sits there for a mere few seconds, it will regenerate to full HP. [[Stun]] or use a [[weapon skill]] when this is attempted.&lt;br /&gt;
*&amp;lt;s&amp;gt;If/when you are about to get KO&#039;d, try to wipe at the door at the southern end of the room near the BLM pots. Wait for the pots to go back to their starting spots (they only regen life if they flee in battle, so they won’t be healing), reraise up, rest to full, and continue to kill.&amp;lt;/s&amp;gt; On Eden this is not true, the pots will not return to their starting spots after a wipe and they WILL quickly regen to full HP.&lt;br /&gt;
*Once you beat the pots, cross the empty room and check the Luminous Convergence for a cutscene.&lt;br /&gt;
*Every &#039;&#039;living&#039;&#039; party member will receive 1000 [[Experience Points]] or [[Limit Points]] upon winning. (Only once per day)&lt;br /&gt;
;Strategy tips&lt;br /&gt;
:* You can&#039;t build [[TP]] on mobs in the garden before going into the battle anymore since March 2007&#039;s update. Also you lose buffs after entering the fight.&lt;br /&gt;
:* Keep [[reraise]] up at all times.  [[RDM]] pots can [[dispel]] it. In addition, the best method to counter this is to put up as many &#039;&#039;dummy buffs&#039;&#039; ([[Stoneskin]], [[Blink]], [[Aquaveil]], [[Phalanx]], [[Bar Spell]], [[Enspell]], etc.) as possible, as this can largely lower the chances of [[Reraise]] being [[dispel]]ed. &lt;br /&gt;
:* [[Sleepga]] the pots right off the bat. &lt;br /&gt;
:* Black magic is very powerful against the pots.&lt;br /&gt;
:* Skill chains are effective damage, too. Two two-step level 3 chains or one three step level 3 chain will take a BLM pot at least to half HP. A [[SAM]] can be effective for opening up multiple level 3 skill chains quickly.&lt;br /&gt;
:* Do everything possible to kill the two small BLM pots before wiping.&lt;br /&gt;
:* RDM and BLM in party can stagger [[Elemental Seal]] [[Sleepga II]], [[Elemental Seal]] [[Sleepga]] to keep pots asleep long enough to kill both BLM and possibly a RDM(leaving you with only one pot to kill).&lt;br /&gt;
:* RDM can kite a pot back and forth across the zone after sleeps wear off with [[Gravity]], [[Stoneskin]], and [[Blink]].  RDM might need to [[Dispel]], [[Sleep]], or [[Blind]] to keep hate off the other sleeper in your party.&lt;br /&gt;
:* Fight and wipe at the far door of the room.&lt;br /&gt;
:* [[Stun]] and hit hard any pot that flees from the tank and attempts to return to its starting position.&lt;br /&gt;
:* Be ready to [[dispel]] the pots and remove a lot of status effects from party members, including [[silence]], [[paralyze]], and [[petrify]].&lt;br /&gt;
:* [[Echo Drops]] are necessary for anyone that uses spells.  [[Antidote]]s are also useful.&lt;br /&gt;
:* [[Utsusemi]] blocks most of the pots&#039; TP attacks, and thus the status effects they inflict.  Most are [[AoE]], but some are only cone, so keep them facing away from your mages.&lt;br /&gt;
:* [[Stun]] Optic Induration if you can, it will usually one-shot everyone in front of the pot.  It is used when pots have no rings or bars out, and there is a long charging animation (that includes a puff of fire) before the &amp;quot;readies&amp;quot; message in the log.&lt;br /&gt;
:*&amp;lt;s&amp;gt;The Zdeis will not regen health after a wipe, so keep fighting until you are KO&#039;d. 20% taken off of a Zdei before a wipe is 20% you won&#039;t have to do after recovery.&amp;lt;/s&amp;gt; On Eden this is not true, the pots will not return to their starting spots after a wipe and they WILL quickly regen to full HP.&lt;br /&gt;
:* You have 30 minutes to kill the [[Ix&#039;zdei]]s.  &amp;lt;s&amp;gt;Time will be an issue if you wipe twice, but you can still win. Wiping three times is not a feasible option in this battle.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Once you have exited the Battlefield, check the Luminous Convergence for a cutscene.&lt;br /&gt;
&lt;br /&gt;
[[category:Missions]]&lt;br /&gt;
[[Category:Chains of Promathia Missions]]&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Fearthelettuce</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=Promathia_Mission_8-1&amp;diff=117641</id>
		<title>Promathia Mission 8-1</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=Promathia_Mission_8-1&amp;diff=117641"/>
		<updated>2026-02-08T03:47:32Z</updated>

		<summary type="html">&lt;p&gt;Fearthelettuce: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission Header&lt;br /&gt;
|Mission Name=The Garden of Antiquity&lt;br /&gt;
|Expansion=Chains of Promathia&lt;br /&gt;
|Start=&lt;br /&gt;
|Description=The celestial capital of Al&#039;Taieu truly exists. Though vastly altered during the ten thousand-year span of their seclusion, the ancients remain alive in the city. Nag&#039;molada heads for the palace, while you and your companions follow in his wake...&lt;br /&gt;
|Level=&lt;br /&gt;
|Repeatable=&lt;br /&gt;
|Previous=The Warrior&#039;s Path&lt;br /&gt;
|Next=A Fate Decided&lt;br /&gt;
|Title=Seeker of the Light&lt;br /&gt;
|Reward=[[Tavnazian Ring]]&lt;br /&gt;
|Image=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Walkthrough== &lt;br /&gt;
*After you arrive at [[Al&#039;Taieu]] you will get the title Seeker of the Light and your mission Log Change to Chapter 8. Make your way to the spires you can see on the horizon. &lt;br /&gt;
*Watch for the [[Quasilumin]] NPCs, if you talk to each one of them you will receive information on [[Al&#039;Taieu]], as well as the map after you talk to them all.&lt;br /&gt;
:*You have to talk &#039;&#039;twice&#039;&#039; to the last to get the map.&lt;br /&gt;
*Head to a large bridge leading up to a Crystalline Field  {{Location|Al&#039;Taieu|H-11}} Click on the Crystalline Field for a cutscene. &lt;br /&gt;
:*Note that the Auroral Updraft ({{Location|Al&#039;Taieu|H-12}} - looks like a red pillar of light) will take you back to the [[Sealion&#039;s Den]]. [[Sueleen]] in the [[Sealion&#039;s Den]] will send you back to [[Al&#039;Taieu]]. &lt;br /&gt;
*After the cutscene you need to visit three Rubious Crystals. The first crystal is located at a small tower south of the bridge with the Crystalline Field. Checking each crystal will spawn three [[Ru&#039;aern]] NMs, each with their own job and appropriate 2-hours.&lt;br /&gt;
:*The [[Ru&#039;aern]]s can be slept with [[Elemental Seal]], but are otherwise quite resistant to [[Lullaby]].&lt;br /&gt;
:*They also seem resistant to [[Silence]] without [[Elemental Seal]].&lt;br /&gt;
:*They do not [[Reraise]] as normal [[:category:Aern|Aern]] do.&lt;br /&gt;
:*A [[Thief]] can pop the [[Ru&#039;aern]]s and kite two of them while the party kills the first one.&lt;br /&gt;
:*A solid [[Darkness]] chain can take down an Aern quickly.&lt;br /&gt;
:*[[Black Mage]] can sleep the [[Ru&#039;aern]] without any problems. &lt;br /&gt;
**Elemental Seal + Sleepga II was resisted by all mobs following the rebase. (2/7/26)&lt;br /&gt;
&#039;&#039;&#039;Southern Tower {{Location|Al&#039;Taieu|H-13}}&#039;&#039;&#039;&lt;br /&gt;
*Spawns (from left to right) [[White Mage]], [[Warrior]], and [[Samurai]] [[Ru&#039;aern]].&lt;br /&gt;
*Check the Rubious Crystal after they are dead for a cutscene. &lt;br /&gt;
&#039;&#039;&#039;Western Tower {{Location|Al&#039;Taieu|D-10}}&#039;&#039;&#039;&lt;br /&gt;
*Spawns (from left to right) [[Red Mage]], [[Dark Knight]], and [[Ranger]] [[Ru&#039;aern]].&lt;br /&gt;
*Check the Rubious Crystal after they are dead for a cutscene. &lt;br /&gt;
&#039;&#039;&#039;Eastern Tower {{Location|Al&#039;Taieu|L-10}}&#039;&#039;&#039;&lt;br /&gt;
*The area around this tower is much more dangerous than the other two.  3 [[Om&#039;phuabo]] can aggro you if you stand on the ramp.  There is a patch of land directly west of the tower that is a much safer place to camp if you can pull them there without aggro.&lt;br /&gt;
*Spawns (from left to right) [[Black Mage]], [[Paladin]], and [[Monk]] [[Ru&#039;aern]].&lt;br /&gt;
*Check the Rubious Crystal after they are dead for a cutscene. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*Note that north of each of the last two Rubious Crystal towers is another Auroral Updraft which takes you back to the Auroral Updraft that leads out of [[Al&#039;Taieu]].  Using these updrafts, while you don’t leave the zone, will cause aggro mobs to drop you as a target.&lt;br /&gt;
*Once you visit all three towers and get the three cutscenes there, head back to the Crystalline Field {{Location|Al&#039;Taieu|H-11}} and zone into the [[Grand Palace of Hu&#039;Xzoi]].&lt;br /&gt;
*Head forward and check the Gate of the Gods {{Location|Grand Palace of Hu&#039;Xzoi|map = Map 3|H-8}} for a final cutscene and your reward.&lt;br /&gt;
&lt;br /&gt;
[[category:Missions]]&lt;br /&gt;
[[Category:Chains of Promathia Missions]]&lt;/div&gt;</summary>
		<author><name>Fearthelettuce</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=Promathia_Mission_7-4&amp;diff=117435</id>
		<title>Promathia Mission 7-4</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=Promathia_Mission_7-4&amp;diff=117435"/>
		<updated>2026-02-04T14:51:58Z</updated>

		<summary type="html">&lt;p&gt;Fearthelettuce: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission Header&lt;br /&gt;
|Mission Name=Calm Before the Storm&lt;br /&gt;
|Expansion=Chains of Promathia&lt;br /&gt;
|Start=&lt;br /&gt;
|Description=The crystal propulsion unit of Cid&#039;s airship has been damaged. You are to call Louverance back from Carpenters&#039; Landing, and Shikaree Z from Bibiki Bay. You must also find the Chebukki siblings in Tavnazia and retrieve the vessel of light.&lt;br /&gt;
|Level=&lt;br /&gt;
|Repeatable=&lt;br /&gt;
|Previous=Fire in the Eyes of Men&lt;br /&gt;
|Next=The Warrior&#039;s Path&lt;br /&gt;
|Title=&lt;br /&gt;
|Reward={{KeyItem}}[[Vessel of light]]&amp;lt;br&amp;gt;{{KeyItem}}[[Letters from Ulmia and Prishe]]&lt;br /&gt;
|Image=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Walkthrough== &lt;br /&gt;
*After getting the cutscene with [[Cid]] at the end of [[Promathia Mission 7-3|Mission 7-3]], wait until the next [[Vana&#039;diel]] game day and to talk to [[Cid]] again for the first cutscene of Mission 7-4. &lt;br /&gt;
*You will now have to kill three NMs. They can be done in any order and all are uncapped.&lt;br /&gt;
===Bibiki Bay===&lt;br /&gt;
*Head to {{Location|Bibiki Bay|F-6}} and find the [[???]] inside a cave. &lt;br /&gt;
*Buff up and select the [[???]] to spawn a [[:Category:Sea Monks|Sea Monks]] NM named [[Dalham]].&lt;br /&gt;
:*[[Dalham]] is level 65 (verified by tracking with Wide Scan then checking).&lt;br /&gt;
:*The number of attacks this monster gets each round increases as his HP drops. He will start the fight with normal attack speed, only hitting once per round. As his HP drops (about 70%) he will use a &amp;quot;2 Hour&amp;quot; animation and begin attacking twice per round. At about 40%, he will use the &amp;quot;2 Hour&amp;quot; animation again, and begin attacking 3 times per round. He will use it once more around 10~15%, attacking at near Hundred Fists speed.&lt;br /&gt;
:*Builds resistance to Bind and Gravity extremely quickly.&lt;br /&gt;
* A level 75 [[THF]]/[[NIN]] can solo this monster with capped Marksmanship, Blind Bolts, Bloody Bolts, and some decent evasion gear. &lt;br /&gt;
* A level 75 [[NIN]]/[[WAR]] can solo this. Good evasion gear, and enfeebles are needed. meds reccomended.&lt;br /&gt;
* A level 75 [[RDM]]/[[NIN]] can solo this melee style with some effort.&lt;br /&gt;
* A level 75 [[BST]]/[[WHM]] can solo this with minimal effort.&lt;br /&gt;
* Has an Additional Effect: Water damage for about 21~ damage on a 75THF. &lt;br /&gt;
*After it is dead click the [[???]] again for a cutscene.&lt;br /&gt;
&lt;br /&gt;
===Carpenters&#039; Landing===&lt;br /&gt;
*Head to {{Location|Jugner Forest|J-8}} and enter [[Carpenters&#039; Landing]]. The [[???]] is at {{Location|Carpenters&#039; Landing|I-9}} on the edge of the water to the northeast of the docks. &lt;br /&gt;
*Buff up and select the [[???]] to spawn a NM [[Cryptonberry Executor]] (NIN)&lt;br /&gt;
*Once the Nin takes at least 1% of Dmg, three [[Cryptonberry Assassin]]s (BLM, SMN, THF) will spawn.&lt;br /&gt;
*The [[:category:Tonberries|Tonberries]] helpers are very resistant to [[sleep]].&lt;br /&gt;
*The Executor will use [[Mijin Gakure]] unless you kill it first; this can do up to 4000 damage each.&lt;br /&gt;
*The Assassins use [[Manafont]], [[Astral Flow]] and [[Perfect Dodge]].&lt;br /&gt;
*The NMs all /say something when they use their 2h. The NIN says, &amp;quot;Through this we ssseek our just reward...&amp;quot; The Assassin&#039;s say, &amp;quot;...Take up thy laternsss.  The truth we shall illuminate.&amp;quot;  The Nin&#039;s 2h can also be wasted by a person kiting it and staying out of range. The NIN will always use Mijin Gakure exactly 3 minutes after he spawns his buddies.&lt;br /&gt;
:*The SMN has a random elemental pet. It will often use the [[Astral Flow]] of the same element, so you can try that Barspell. Its [[Astral Flow]] does about 800 damage to a level 75 player if not resisted. Note, the [[SMN]] Cryptonberry can summon TWO pets at once, so ignore his elemental, and be careful as he gets low on HP.&lt;br /&gt;
:*The Executor has about 5000 HP.&lt;br /&gt;
*Bring [[Reraise]] items for the fight and if you have a [[Summoner]] have them use [[Earthen Ward]] to negate most of [[Mijin Gakure]]&#039;s damage. Members with less then 1,000 HP when [[Mijin Gakure]] is used will still get KO&#039;d so plan accordingly.&lt;br /&gt;
*After the Tonberry or Tonberries are dead click the [[???]] again for a cutscene.&lt;br /&gt;
*It is possible to only defeat one of the Tonberries and still successfully complete this part of the mission and receive the cutscene. Once all four Tonberries are popped, if your party loses all [[Enmity]] (due to a wipe, etc.), the Tonberries will return to the [[???]], refill their HP, and despawn in the order that they reach the [[???]]. If you manage to pull the last Tonberry before it despawns, you can kill that one and still get the cutscene.&lt;br /&gt;
*NOTE: On spawn if you pull the [[Cryptonberry Executor]] away from the ??? you wont aggro the other 3 when they spawn. The others will despawn over time and you&#039;ll be able to select the ??? for CS after killing the [[Cryptonberry Executor]]. Solo&#039;d 75NIN/37RDM, 75BST/37WHM. &lt;br /&gt;
**[Feb 3, 2026] - This strategy no longer works after the rebase. The adds spawn at the location of [[Cryptonberry Executor]].&lt;br /&gt;
&lt;br /&gt;
===Misareaux Coast===&lt;br /&gt;
*Head to {{Location|Misareaux Coast|E-7}} and check a Storage Compartment in the shed to spawn the NM [[:category:Bugards|bugard]] [[Boggelmann]].&lt;br /&gt;
:*Remember to [[Dispel]] its Defense Boost special (Scutum).&lt;br /&gt;
:*It has about 7600 HP, and will use [[Blood Weapon]] at low health.&lt;br /&gt;
:*Easily soloed as 75 [[RDM]] with [[Bind]], [[Gravity]], and tier III nukes. Bind and Gravity resistance builds quickly. Alternativly sub [[NIN]] and kill it slow and steadily. Will take some time so make sure you are prepared.&lt;br /&gt;
*After it is dead click the Storage Compartment again for a cutscene.&lt;br /&gt;
&lt;br /&gt;
===Finishing the Mission===&lt;br /&gt;
*Talk to [[Cid]] in the {{Location|Metalworks|H-8}} for a cutscene.&lt;br /&gt;
*Talk to [[Sueleen]] in the {{Location|Sealion&#039;s Den|H-6}} for a cutscene.&lt;br /&gt;
&lt;br /&gt;
[[category:Missions]]&lt;br /&gt;
[[Category:Chains of Promathia Missions]]&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Fearthelettuce</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=Promathia_Mission_7-4&amp;diff=117434</id>
		<title>Promathia Mission 7-4</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=Promathia_Mission_7-4&amp;diff=117434"/>
		<updated>2026-02-04T14:41:05Z</updated>

		<summary type="html">&lt;p&gt;Fearthelettuce: /* Carpenters&amp;#039; Landing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission Header&lt;br /&gt;
|Mission Name=Calm Before the Storm&lt;br /&gt;
|Expansion=Chains of Promathia&lt;br /&gt;
|Start=&lt;br /&gt;
|Description=The crystal propulsion unit of Cid&#039;s airship has been damaged. You are to call Louverance back from Carpenters&#039; Landing, and Shikaree Z from Bibiki Bay. You must also find the Chebukki siblings in Tavnazia and retrieve the vessel of light.&lt;br /&gt;
|Level=&lt;br /&gt;
|Repeatable=&lt;br /&gt;
|Previous=Fire in the Eyes of Men&lt;br /&gt;
|Next=The Warrior&#039;s Path&lt;br /&gt;
|Title=&lt;br /&gt;
|Reward={{KeyItem}}[[Vessel of light]]&amp;lt;br&amp;gt;{{KeyItem}}[[Letters from Ulmia and Prishe]]&lt;br /&gt;
|Image=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Walkthrough== &lt;br /&gt;
*After getting the cutscene with [[Cid]] at the end of [[Promathia Mission 7-3|Mission 7-3]], wait until the next [[Vana&#039;diel]] game day and to talk to [[Cid]] again for the first cutscene of Mission 7-4. &lt;br /&gt;
*You will now have to kill three NMs. They can be done in any order and all are uncapped.&lt;br /&gt;
===Bibiki Bay===&lt;br /&gt;
*Head to {{Location|Bibiki Bay|F-6}} and find the [[???]] inside a cave. &lt;br /&gt;
*Buff up and select the [[???]] to spawn a [[:Category:Sea Monks|Sea Monks]] NM named [[Dalham]].&lt;br /&gt;
:*[[Dalham]] is level 65 (verified by tracking with Wide Scan then checking).&lt;br /&gt;
:*The number of attacks this monster gets each round increases as his HP drops. He will start the fight with normal attack speed, only hitting once per round. As his HP drops (about 70%) he will use a &amp;quot;2 Hour&amp;quot; animation and begin attacking twice per round. At about 40%, he will use the &amp;quot;2 Hour&amp;quot; animation again, and begin attacking 3 times per round. He will use it once more around 10~15%, attacking at near Hundred Fists speed.&lt;br /&gt;
:*Builds resistance to Bind and Gravity extremely quickly.&lt;br /&gt;
* A level 75 [[THF]]/[[NIN]] can solo this monster with capped Marksmanship, Blind Bolts, Bloody Bolts, and some decent evasion gear. &lt;br /&gt;
* A level 75 [[NIN]]/[[WAR]] can solo this. Good evasion gear, and enfeebles are needed. meds reccomended.&lt;br /&gt;
* A level 75 [[RDM]]/[[NIN]] can solo this melee style with some effort.&lt;br /&gt;
* A level 75 [[BST]]/[[WHM]] can solo this with minimal effort.&lt;br /&gt;
* Has an Additional Effect: Water damage for about 21~ damage on a 75THF. &lt;br /&gt;
*After it is dead click the [[???]] again for a cutscene.&lt;br /&gt;
&lt;br /&gt;
===Carpenters&#039; Landing===&lt;br /&gt;
*Head to {{Location|Jugner Forest|J-8}} and enter [[Carpenters&#039; Landing]]. The [[???]] is at {{Location|Carpenters&#039; Landing|I-9}} on the edge of the water to the northeast of the docks. &lt;br /&gt;
*Buff up and select the [[???]] to spawn a NM [[Cryptonberry Executor]] (NIN)&lt;br /&gt;
*Once the Nin takes at least 1% of Dmg, three [[Cryptonberry Assassin]]s (BLM, SMN, THF) will spawn.&lt;br /&gt;
*The [[:category:Tonberries|Tonberries]] helpers are very resistant to [[sleep]].&lt;br /&gt;
*The Executor will use [[Mijin Gakure]] unless you kill it first; this can do up to 4000 damage each.&lt;br /&gt;
*The Assassins use [[Manafont]], [[Astral Flow]] and [[Perfect Dodge]].&lt;br /&gt;
*The NMs all /say something when they use their 2h. The NIN says, &amp;quot;Through this we ssseek our just reward...&amp;quot; The Assassin&#039;s say, &amp;quot;...Take up thy laternsss.  The truth we shall illuminate.&amp;quot;  The Nin&#039;s 2h can also be wasted by a person kiting it and staying out of range. The NIN will always use Mijin Gakure exactly 3 minutes after he spawns his buddies.&lt;br /&gt;
:*The SMN has a random elemental pet. It will often use the [[Astral Flow]] of the same element, so you can try that Barspell. Its [[Astral Flow]] does about 800 damage to a level 75 player if not resisted. Note, the [[SMN]] Cryptonberry can summon TWO pets at once, so ignore his elemental, and be careful as he gets low on HP.&lt;br /&gt;
:*The Executor has about 5000 HP.&lt;br /&gt;
*Bring [[Reraise]] items for the fight and if you have a [[Summoner]] have them use [[Earthen Ward]] to negate most of [[Mijin Gakure]]&#039;s damage. Members with less then 1,000 HP when [[Mijin Gakure]] is used will still get KO&#039;d so plan accordingly.&lt;br /&gt;
*After the Tonberry or Tonberries are dead click the [[???]] again for a cutscene.&lt;br /&gt;
*It is possible to only defeat one of the Tonberries and still successfully complete this part of the mission and receive the cutscene. Once all four Tonberries are popped, if your party loses all [[Enmity]] (due to a wipe, etc.), the Tonberries will return to the [[???]], refill their HP, and despawn in the order that they reach the [[???]]. If you manage to pull the last Tonberry before it despawns, you can kill that one and still get the cutscene.&lt;br /&gt;
*NOTE: On spawn if you pull the [[Cryptonberry Executor]] away from the ??? you wont aggro the other 3 when they spawn. The others will despawn over time and you&#039;ll be able to select the ??? for CS after killing the [[Cryptonberry Executor]]. Solo&#039;d 75NIN/37RDM, 75BST/37WHM. &lt;br /&gt;
**[Feb 3, 2026] - This strategy no longer works after the rebase. Adds spawn at the location of [[Cryptonberry Executor]]&lt;br /&gt;
&lt;br /&gt;
===Misareaux Coast===&lt;br /&gt;
*Head to {{Location|Misareaux Coast|E-7}} and check a Storage Compartment in the shed to spawn the NM [[:category:Bugards|bugard]] [[Boggelmann]].&lt;br /&gt;
:*Remember to [[Dispel]] its Defense Boost special (Scutum).&lt;br /&gt;
:*It has about 7600 HP, and will use [[Blood Weapon]] at low health.&lt;br /&gt;
:*Easily soloed as 75 [[RDM]] with [[Bind]], [[Gravity]], and tier III nukes. Bind and Gravity resistance builds quickly. Alternativly sub [[NIN]] and kill it slow and steadily. Will take some time so make sure you are prepared.&lt;br /&gt;
*After it is dead click the Storage Compartment again for a cutscene.&lt;br /&gt;
&lt;br /&gt;
===Finishing the Mission===&lt;br /&gt;
*Talk to [[Cid]] in the {{Location|Metalworks|H-8}} for a cutscene.&lt;br /&gt;
*Talk to [[Sueleen]] in the {{Location|Sealion&#039;s Den|H-6}} for a cutscene.&lt;br /&gt;
&lt;br /&gt;
[[category:Missions]]&lt;br /&gt;
[[Category:Chains of Promathia Missions]]&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Fearthelettuce</name></author>
	</entry>
	<entry>
		<id>https://horizonffxi.wiki/w/index.php?title=Promathia_Mission_7-4&amp;diff=117433</id>
		<title>Promathia Mission 7-4</title>
		<link rel="alternate" type="text/html" href="https://horizonffxi.wiki/w/index.php?title=Promathia_Mission_7-4&amp;diff=117433"/>
		<updated>2026-02-04T14:33:58Z</updated>

		<summary type="html">&lt;p&gt;Fearthelettuce: /* Carpenters&amp;#039; Landing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission Header&lt;br /&gt;
|Mission Name=Calm Before the Storm&lt;br /&gt;
|Expansion=Chains of Promathia&lt;br /&gt;
|Start=&lt;br /&gt;
|Description=The crystal propulsion unit of Cid&#039;s airship has been damaged. You are to call Louverance back from Carpenters&#039; Landing, and Shikaree Z from Bibiki Bay. You must also find the Chebukki siblings in Tavnazia and retrieve the vessel of light.&lt;br /&gt;
|Level=&lt;br /&gt;
|Repeatable=&lt;br /&gt;
|Previous=Fire in the Eyes of Men&lt;br /&gt;
|Next=The Warrior&#039;s Path&lt;br /&gt;
|Title=&lt;br /&gt;
|Reward={{KeyItem}}[[Vessel of light]]&amp;lt;br&amp;gt;{{KeyItem}}[[Letters from Ulmia and Prishe]]&lt;br /&gt;
|Image=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Walkthrough== &lt;br /&gt;
*After getting the cutscene with [[Cid]] at the end of [[Promathia Mission 7-3|Mission 7-3]], wait until the next [[Vana&#039;diel]] game day and to talk to [[Cid]] again for the first cutscene of Mission 7-4. &lt;br /&gt;
*You will now have to kill three NMs. They can be done in any order and all are uncapped.&lt;br /&gt;
===Bibiki Bay===&lt;br /&gt;
*Head to {{Location|Bibiki Bay|F-6}} and find the [[???]] inside a cave. &lt;br /&gt;
*Buff up and select the [[???]] to spawn a [[:Category:Sea Monks|Sea Monks]] NM named [[Dalham]].&lt;br /&gt;
:*[[Dalham]] is level 65 (verified by tracking with Wide Scan then checking).&lt;br /&gt;
:*The number of attacks this monster gets each round increases as his HP drops. He will start the fight with normal attack speed, only hitting once per round. As his HP drops (about 70%) he will use a &amp;quot;2 Hour&amp;quot; animation and begin attacking twice per round. At about 40%, he will use the &amp;quot;2 Hour&amp;quot; animation again, and begin attacking 3 times per round. He will use it once more around 10~15%, attacking at near Hundred Fists speed.&lt;br /&gt;
:*Builds resistance to Bind and Gravity extremely quickly.&lt;br /&gt;
* A level 75 [[THF]]/[[NIN]] can solo this monster with capped Marksmanship, Blind Bolts, Bloody Bolts, and some decent evasion gear. &lt;br /&gt;
* A level 75 [[NIN]]/[[WAR]] can solo this. Good evasion gear, and enfeebles are needed. meds reccomended.&lt;br /&gt;
* A level 75 [[RDM]]/[[NIN]] can solo this melee style with some effort.&lt;br /&gt;
* A level 75 [[BST]]/[[WHM]] can solo this with minimal effort.&lt;br /&gt;
* Has an Additional Effect: Water damage for about 21~ damage on a 75THF. &lt;br /&gt;
*After it is dead click the [[???]] again for a cutscene.&lt;br /&gt;
&lt;br /&gt;
===Carpenters&#039; Landing===&lt;br /&gt;
*Head to {{Location|Jugner Forest|J-8}} and enter [[Carpenters&#039; Landing]]. The [[???]] is at {{Location|Carpenters&#039; Landing|I-9}} on the edge of the water to the northeast of the docks. &lt;br /&gt;
*Buff up and select the [[???]] to spawn a NM [[Cryptonberry Executor]] (NIN)&lt;br /&gt;
*Once the Nin takes at least 1% of Dmg, three [[Cryptonberry Assassin]]s (BLM, SMN, THF) will spawn.&lt;br /&gt;
*The [[:category:Tonberries|Tonberries]] helpers are very resistant to [[sleep]].&lt;br /&gt;
*The Executor will use [[Mijin Gakure]] unless you kill it first; this can do up to 4000 damage each.&lt;br /&gt;
*The Assassins use [[Manafont]], [[Astral Flow]] and [[Perfect Dodge]].&lt;br /&gt;
*The NMs all /say something when they use their 2h. The NIN says, &amp;quot;Through this we ssseek our just reward...&amp;quot; The Assassin&#039;s say, &amp;quot;...Take up thy laternsss.  The truth we shall illuminate.&amp;quot;  The Nin&#039;s 2h can also be wasted by a person kiting it and staying out of range. The NIN will always use Mijin Gakure exactly 3 minutes after he spawns his buddies.&lt;br /&gt;
:*The SMN has a random elemental pet. It will often use the [[Astral Flow]] of the same element, so you can try that Barspell. Its [[Astral Flow]] does about 800 damage to a level 75 player if not resisted. Note, the [[SMN]] Cryptonberry can summon TWO pets at once, so ignore his elemental, and be careful as he gets low on HP.&lt;br /&gt;
:*The Executor has about 5000 HP.&lt;br /&gt;
*Bring [[Reraise]] items for the fight and if you have a [[Summoner]] have them use [[Earthen Ward]] to negate most of [[Mijin Gakure]]&#039;s damage. Members with less then 1,000 HP when [[Mijin Gakure]] is used will still get KO&#039;d so plan accordingly.&lt;br /&gt;
*After the Tonberry or Tonberries are dead click the [[???]] again for a cutscene.&lt;br /&gt;
*It is possible to only defeat one of the Tonberries and still successfully complete this part of the mission and receive the cutscene. Once all four Tonberries are popped, if your party loses all [[Enmity]] (due to a wipe, etc.), the Tonberries will return to the [[???]], refill their HP, and despawn in the order that they reach the [[???]]. If you manage to pull the last Tonberry before it despawns, you can kill that one and still get the cutscene.&lt;br /&gt;
NOTE: On spawn if you pull the [[Cryptonberry Executor]] away from the ??? you wont aggro the other 3 when they spawn. The others will despawn over time and you&#039;ll be able to select the ??? for CS after killing the [[Cryptonberry Executor]]. Solo&#039;d 75NIN/37RDM, 75BST/37WHM. [Feb 3, 2026] - This strategy no longer works after the rebase. Adds spawn at the location of [[Cryptonberry Executor]]&lt;br /&gt;
&lt;br /&gt;
===Misareaux Coast===&lt;br /&gt;
*Head to {{Location|Misareaux Coast|E-7}} and check a Storage Compartment in the shed to spawn the NM [[:category:Bugards|bugard]] [[Boggelmann]].&lt;br /&gt;
:*Remember to [[Dispel]] its Defense Boost special (Scutum).&lt;br /&gt;
:*It has about 7600 HP, and will use [[Blood Weapon]] at low health.&lt;br /&gt;
:*Easily soloed as 75 [[RDM]] with [[Bind]], [[Gravity]], and tier III nukes. Bind and Gravity resistance builds quickly. Alternativly sub [[NIN]] and kill it slow and steadily. Will take some time so make sure you are prepared.&lt;br /&gt;
*After it is dead click the Storage Compartment again for a cutscene.&lt;br /&gt;
&lt;br /&gt;
===Finishing the Mission===&lt;br /&gt;
*Talk to [[Cid]] in the {{Location|Metalworks|H-8}} for a cutscene.&lt;br /&gt;
*Talk to [[Sueleen]] in the {{Location|Sealion&#039;s Den|H-6}} for a cutscene.&lt;br /&gt;
&lt;br /&gt;
[[category:Missions]]&lt;br /&gt;
[[Category:Chains of Promathia Missions]]&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Fearthelettuce</name></author>
	</entry>
</feed>