Black Mage Solo Guide

From HorizonXI Wiki
CAUTION!
This article is only a guide. Information expressed in a guide is usually more opinion than fact and should be taken as such. Guides are written by players, based upon their experiences, successes and mistakes, and are meant to aid other players. However, there may be differing opinions than those expressed in a guide.
Strategies and information in guides may not work for everyone.

Construction.gif NOTICE: This article is currently undergoing construction by a single editor or group of editors.


  • 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.
  • PLEASE EDIT IF YOU SEE SOMETHING WRONG, I CONSIDER THIS A LIVING DOCUMENT THAT ANYONE CAN EDIT.
  • Please also add in new camps that are new if found on HorizonXI
  • Elements have been removed at this time as they are nerfed on HorizonXI as of the posting of this guide.


Detailed Solo Guide -Lvl. 19-75

Introduction

This guide is aimed toward allowing fellow black mages to solo some (or all) of their levels, reducing party frustrations and exp limitations.

This Guide is to try and be acurate up to the date of HorizonXI. As of 08/17/2023 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.

As a side note, this guide may apply to jobs other than BLM.

The Basics



  1. Find a BST with his pet out. SMN pets do not work on HorizonXIHorizonXI specific changes their exp has been nerfed.
  2. When you are behind him (or slightly to the side and behind), blast your highest nuke at his pet.
  3. As long as the mob doesn't see his pet, he won'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.
  4. Simply finish off the pet with another spell or two, find a safe place, and rest.
  5. Rinse and repeat for some great EXP and chain 3-4 most of the time.


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 what levels. For example, once you hit 50 or 51, often times you will be able to 1-shot pets with Freeze.

A few comments about the guide's contents before beginning:

  • This guide starts at level 19
  • 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.
  • From 51 to about 60, /NIN is no longer the best option because of the way you can kill pets.
  • 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.
  • levels will be shownen that you should stay up until. At this point you will start to see decent challenges.
  • You meay head to a newer camp a level or to sooner if you want to
  • At higher levels it is much safer to skip few levels because of the wide assortment of +INT and +Skill gear available.
  • You will die. Many times. Set your Home Point nearby or get a Reraise item or two.

Preparation

Equipment

Up to Level 51

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 worrying about gimping your spells.


  • 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't get INT, or HP/Defense/VIT.
  • HMP is very important because you will be casting your most powerful single-target spells each fight. Do save it for an equip macro.
  • At level 24 you will be able to use Reraise Earrings.

After Level 51

  • Focus on +Magic Attack Bonus, +INT/Elemental Magic, +MP, *in that order* +HMP is still just as (if not more) important.
    • Be sure to only start stacking MAB once you are sure you aren'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.
  • 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.

Food

Here's a brief list of some types of food that may work out well for you:

  • 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.
  • Pies: They give extra INT and MP, especially good for Galkas and Elvaans.
  • Cookies: Add to HMP. Also, Cinna-Cookies give you the Vermin Killer job trait, which could come in handy when fighting Bees and Flies.
  • Sweet Rice Cakes: these give INT, MP, HMP, +Evasion and more. They are usually very cheap at the AH, 3-5K per stack

Sub Jobs

Pollen.

  • WHM sub will work fine as well


24-51:


51-60:
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. *SCH Work on certain camps, and it's the best subjob for MP conservation, namely the Qiquirn camps are very good for /SCH (usually larger Chains are posible) if you don't mind the lack of Stoneskin/Blink.
60-70:

  • To 1-shot pets you have exceptional gear (HQ staves, Sorcerer's Ring, etc.) so

consider NIN sub again.

Miscellaneous Hints and Tips

  • Sight aggro is 15'. Sound aggro is 8'.
  • Attack a bst's pet immediately after it's summoned. You won't aggro the bst if the pet stays out of their sight. Proper timing allows for up to chain 4 attacks on one bst.
  • 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.
  • Ensure your Elemental Magic skill is capped before progressing. Resists can lead to death, especially before level 51.
  • 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.
  • To escape tough enemies, use Elemental Seal + Sleep(ga) and log off. Ensure you're at a safe distance from the enemy before doing so. Always use Elemental Seal to prevent sleep resistances.
  • Check the Black Mage/Equipment Guide for usable equipment and its acquisition levels.
  • Typical fighting pattern before Ancient Magic: Nuke1, retreat, Nuke2, Sleep, Utsusemi, retreat, Drain, Nuke.
    • 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.
    • Against Dark Elemental: Use Bind instead of Sleep and skip Aspir/Drain.
    • Optimize your finishing nuke based on the mob's remaining HP to conserve MP.
    • Day, weather, and mob elemental weakness significantly influence resist rates.
  • Begin running when the casting meter reaches approximately 65% to maintain distance from the mob.
  • Etiquette Tip: At established camps, update your "Comments" tab to indicate the camp you're at. This helps other BLMs to locate alternative camps or propose duos. Always signal your camp occupation, especially after relogging.

Exp and Camps

Levels 19-29

19-22 - Lower Delkfutt's Tower

Prey: Gigas's Bat (Giant Sentry) HP of Prey: 150-160~

  • It's a good idea to set your Home Point at the Qufim Island outpost to save time after you die.

Camp Locations: There are four camps that I found that are easy to get to. This camp is good for a SCH lvl 20. Just time correctly.


Camp #1
Location:

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.

  • Pros
  • Extremely easy to get to.
  • May be workable if the Giant Sentry is close to the room's entrance.
  • Very close to the zone, so it should be pretty easy to zone if you get aggro'd or get a link.
  • Cons
  • Very dangerous camp, as the bats and other gigas do aggro and link.

Camp #2
Location:

At the first intersection, take a left.

  • Pros
  • Bigger than camp #1, which makes pulling slightly easier.
  • Very close to the zone.
  • Cons
  • Like camp #1, it's very dangerous.

Camp #3
Location:

Take a left at the first intersection, and go through camp #2's room, heading slightly right. Go up the winding stairs, and you'll find more gigas and bats in a room at the top of the stairs.

  • Pros
  • Stairs offer a safe resting spot, with a good view of the gigas and bats in the room.
  • Like camp #2, can have 2 BST Gigas up at once.
  • Cons
  • Like camps #1 and #2, it can be dangerous.

Camp #4
Location:

At the top of the stairs, near camp #3, there will be a tunnel. The tunnel leads to a very small room with two gigas in it. If you'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's probably worth the time.

  • Pros
  • No chance for aggro or bat links.
  • The tunnel leading to the room is perfectly safe.
  • Cons
  • You may have to pop the Gigas BST.
  • 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.


22-24 - Middle Delkfutt's Tower

Prey: Goblin's Bats (Goblin Pathfinder)
HP of Prey: 160-180~

  • Some form of Sneak and Invisible is required to access these camps.
  • If no Goblin Pathfinders are found you will need to kill the other gobs for them to pop.

Camp Locations:


Camp #1
Location:

1st Floor - Enter Lower Delkfutt'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.

Camp #2
Location:

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

Camp #3
Location:

3rd Floor - Follow the hallway north to the big room, keep to the right wall staying west until you reach the teleport device.

Camp #4
Location:

4th Floor - Almost there - You will be around G-6, follow right wall to camp @ I-10. (East hallway out of H-10 room)


Pros:

  • As many as 5 Goblin Pathfinders can spawn in this area.
    • Two in the main room (H-10)
    • One in the west hallway (G-10)
    • One in the north, dead-end hallway (H-9)
    • One more in another group of 4 goblins around the corner behind you. Occasionally he will wander down to the corner.
  • 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.


Cons:

  • The main room at H-10 has a 3rd Goblin pop (Shaman or Smithy) which may delay pulls.
  • Additional Goblin Pathfinders (West and North) may be dangerous to access without aggro from the H-10 Goblins.

22-26 - Ranguemont Pass

Prey: Goblin's Bats (Goblin Pathfinder)
HP of Prey: ~209
Notes: It's a good idea to set your Home Point in San d'Oria Bring some silent oils and tonko tools.
Camp Location(s):I found only one camp, but it's a very good one.
Camp #1:
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'll pass a couple seeker bats, then you'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.
Pros:

  • Three tunnels leading to the room allow you to maneuver quite well, making pulling pretty easy.

Cons::

  • Stirges live in the tunnels, they aggro. Seeker Bats link.
  • 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.
  • If the BST isn't there, you'll need a higher level friend to kill the Gobbies until one pops.

Camp #2:
Once you have reached the Camp #1, take the West tunnel and you'll come to a huge room with 4~ Goblins and some Stirges in it.(F-7)
Pros:

  • 2 Goblin Beastmaster can live simultaneously in this room which is great to get experience chains.
  • Three tunnel are leading to this room : three possible camps.

Cons::

  • Stirges live in the tunnels AND the room, don't forget Sneak when you wish to cross the room.
  • This huge room allows Goblin to move a lot, so it might take long time until one BST Goblin's Pet gets in range.
  • If the BST isn't there, you'll need a higher level friend to kill the Gobbies until one pops.
  • 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.

26-29 - Yhoator Jungle

Prey: Goblin's Bee (Goblin Pathfinder)
HP of Prey: 180-200
Notes: It's a good idea to set your Home Point in Kazham to save time after you die. Also highly recommended to sub nin.

  • Suggested spell combos are thunder>blizzard>thunder or stone2>thunder, depending on INT and resists.

Camp #1:
Take a chocobo to Yhoator Jungle through the "normal" 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!

This will be at Northwestern corner of G-8
Pros:

  • No possibility of aggro or links! Your only company will be a couple of lizards and a few mandragoras.
  • Three intersections allow very good maneuverability for pulling.

Cons:

  • This is a traditional EXP camp. so there might be competition.
  • These bees can Double Attack

Camp #2:
G-7 in Yhoator Jungle, one Goblin Pathfinder patrols there with mandragora
Pros:

  • Lots of places to kite and rest

Cons:

25-30 - Bibiki Bay

Prey: Goblin's Rarab (Goblin Pathfinder)
HP of Prey: 220~290

  • It's a good idea to set your Home Point at the Buburimu Peninsula outpost to save time after you die.
  • Setting your HP inMhaura 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.
  • Suggested spell combos are thunder>blizzard>thunder or stone2>thunder>fire/water, depending on INT and resists.

Camp #1: Enter Bibiki Bay and hug the right wall. You'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.

Pros:

  • Nothing here aggros besides the goblin himself.

Cons:

  • Ignis Fatuus (a bomb), will spawn during foggy weather. Bombs aggro by spell casting.
  • The one Island Rarab that inhabits the same territory as the goblin will link with the goblin's pet. However, it only links by sight, so keep this in mind when pulling!
  • Rarabs have Double Attack which may become probematic for spell casting.

Levels 30-39

31-34 - Attohwa Chasm

Prey: Goblin's Gallinipper (Goblin Pathfinder)
HP of Prey: 350
Camp #1 Location: L-8. A good one. After you enter from Maze of Shakhrami you'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't enter the other tunnel). You need Invisible (or Tonko: Ichi) to get past the Goblins and Attohwa Coeurls here.

Pros:

Cons:

  • There is another Gallinipper that wanders the area to the south and it may link (sound).
  • A Doom Scorpion from the south may also wander close enough to aggro (sound).
  • Watch for the Attohwa Coeurl to the west.

Notes:

  • This is an amazing EXP camp. You can start at this camp as low as 28 depending on gear and food.
  • Bring a Reraise Earring and some form of Invisible because it is a very long trip to get to camp.
  • Ninja sub is recommended for Utsusemi.
  • Rest north of the rock at the north end of camp. It's safe, but go too far north and you risk agroing an Attohwa Coeurl.
  • Do not wander into the "hedgemaze" leading to the Parradamo Tor. There are more Coeurls and hidden blue Antlions that agro sound there.

31-34 - Beaucedine Glacier

Prey: Gigas's Tiger (Rime Gigas)
HP of Prey: 320

  • It'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.

CAMP #1 (Decent camp):
Directly south of the Beaucedine Glacier outpost, you'll find a ramp leading downward, deeper into the glacier. At the bottom of the ramp, you'll find 2-3 Tundra Tigers, 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.

Pros:

  • Right next to the outpost. You won't have to travel far if you die.
  • The ramp offers a completely safe resting point.

Cons:

  • Tigers link and aggro by sight. Bat Eyes aggro by both sound and sight. It may be difficult to pull because of this.
  • If the Gigas isn't near the ramp, or near the eastern ledge, then you will have a very hard time finding safe pulls.
  • 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.

CAMP #2 (Good camp):
Head to (I-9). There is a ramp leading down into a large open area. One Gigas and one Tundra Tiger inhabit this area.
At the top of the (I-9) ramp a Goblin Trader walks for an extra pet to kill

Pros:

  • Since only one tiger lives here, you probably won't get aggro'd too much.
  • The area is very large, allowing great maneuverability.
  • The ramp allows a perfectly safe place to rest.

Cons:

  • Can be bothersome and expensive to get to, especially if you die. There is no faster way to get here other than to walk.
  • Be careful about resting in the tunnel that leads south of the area. A Tundra Tiger wanders back and forth along it.
  • Players who farm the Gigas might kill the Rime Gigas.
  • Gigas who spawns is not always Rime Gigas. (may require higher level to spawn)
  • Valdeaunia outpost warp is unavailable at level 31 so Xarcabard outpost may be unattainable without Teleport-Vahzl.

32-36? - Misareaux Coast

Prey: Gigas's Sheep (Gigas Warwolf)
HP of Prey: 395-474
Camp #1 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.

Pros:

  • Relatively safe pulls, and very rare competition from exp parties.
  • Bigclaw in the river do not aggro, so you can rest safely down on the water's edge, and the roaming Gigas and Gigantobugard will not aggro you.
  • You can outpost warp to Tavnazian Archepelago at level 30.

Cons:

  • The Gigas Warwolf does wander a bit, making pulls somewhat long.
  • If the target monster wanders too far south, you may run into an Orcish Bowshooter (sight) as well as other Gigas.
  • Players sometimes camp the Gigas here.
  • In foggy weather, Odqan can pop here. Although rare, it happened to me twice in the time I camped here.

34-36 - The Sanctuary of Zi'Tah

Prey: Goblin's Leech level 35-40 (Goblin Trader)
HP of Prey: 370
Notes:

  • It's a good idea to set your Home Point at the The Sanctuary of Zi'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'ing monsters within 10 yalms of the front of the outpost.
  • Once you hit level 25 you'll be able to use the outpost warp.
  • Leeches resist water spells.
  • Suggested spell combos are stone II>blizzard>thunder or aero II>blizzaga (watch for surrounding mobs), depending on INT and resists


  • This place is awesome for duoing 31+ it might even be possible at a lower level

CAMP #1:
Everything in the vicinity of the outpost is your camp. Ogreflys and Goobbue Parasites 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.
Pros:

  • Your Home Point will be right at camp, so there will be no unnecessary travel time.
  • You can rest safely behind the outpost without fear of aggro.
  • 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.

Cons:

  • The BATS! These things will be quite the nuisances. They aggro and link.
  • Sometimes the Goblins can wander away from the outpost, and at night the bats may prevent you from getting close to them

36-40 - Eastern Altepa Desert

Prey: Goblin's Spider level 38-40 (Goblin Trader)
HP of Prey: 500
Camp #1 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 Manticores (high movement speed) wander by and there are Lost Souls at night (18:00-04:00).

Camp #2 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 Manticores (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 Souls appear at night but they are also easily avoided if you keep your eyes peeled. Don't go too far north or you'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.

Pros:

Cons:

  • Lost Souls at night.
  • Multiple Goblins can cover for each other and kill a chain.
  • Spiders double attack and can take down your shadows really quickly. Always recast Utsusemi after each fight.
  • might be tough at level 36
  • A Spider is strong to Earth (Stone II might get resisted)
  • Rest invisible in the middle of camp to monitor the Goblins and Manticores.
  • The spider may take awkward routes to reach you, beware he doesn't bring his master. Warp to the Outpost if you catch Goblin aggro. It counts as zoning and sheds hate.
  • Works well with a duo at 34-36, you can bounce Spider hate. Once one of you hits 37 exp takes a dive.
  • At level 39, your enemies will start to become decent challenges. While this usually signals that it'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'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.

Levels 40-49

38-42 - Xarcabard

Prey: Gigas's Tiger (Frost Gigas)
HP of Prey: ~500
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.

  • Cannot use outpost warp to Xarcabard until level 40.
  • 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'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.

CAMP #1: (J-6/7) at the southern end of the tunnel
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'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't go too far.
Pros:

  • Up to two Frost Gigas may spawn here, meaning faster chains.
  • 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.
  • 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't have such a large roaming area.

Cons:

  • 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.
  • 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.


CAMP #2: (J-7) in the southern cave
The Gigas mostly roam in the open path outside the cave. It's unknown how far into the cave they may wander, but for the most part the cave is a safe resting spot.
Pros:

  • You don't have to deal with G2 fighters here.

Cons:

  • You will still run into Hickory Lumber farmers in this location.
  • Another Dark Elemental can spawn in the cave.
  • 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...


CAMP #3: The middle of (I-7), next to the cliff.
This is the most dangerous of the camps. You're out in the open amongst all the Gigas and Ahrimans. Ice Elementals 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't witness any mobs entering the fort, but I'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.
Pros:

  • More Frost Gigas means less waiting for pulls.
  • Open areas are easier to pull in than caves and paths. It's much easier to get behind them out here.

Cons:

  • Hickory Lumber farmers are at their worst here because of the high numbers of Gigas grouped together.
  • The Gigas in the open area have very large 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.

39-42 - Castle Zvahl Baileys

Prey: Goblin's Bats (Goblin Trader)
HP of Prey:~550
Note: Be patient here, I got Chain #3'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.
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'd be best to move on to the Elemental camp at 42.
This camp was found because I was having extreme difficulty killing the Demon's Elemental and wanted to keep soloing my way to 75. I strongly recommend attempting this if you are having issues with the elementals.
CAMP #1:
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.
Pros:
- Low traffic. Very likely that no one will kill your prey.
- 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.
- Bats seem to have low HP for the spells you will be casting. Fire II > Water II > Blizzard usually finishes them off.
- 3 Goblin Traders that have bats.
Cons:
- A lot of Goblins to keep track of.
- Only 2 levels of EXP here.
- Be ready to go through a stack of Shinobi-Tabi here per level.

44-49 - Cape Teriggan

Prey: Goblin's Rabbit (Goblin Shepherd)
HP of Prey: ~700
Note: It'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'ing monsters within 10 feet of the front of the outpost. Thunder II at level 46 will help out a lot.

  • 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's without resists. Requires good gear, and EXP will probably cap at 200 at chain 0 without exp band, but it beats Castle Zvahl.
  • 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.
  • 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.
    • Duo exp is rather nice even at 45, 46 is still acceptable if you are set on duo but dies at 47.
  • I highly suggest spending level 50 here as well. Unless if you're really decked out with gear, you'd rather have the benefits from the ele staves before you head out to the 1-shot camps.

Camp Location(s): There may be a few different camps, depending on where each monster is at any given time.
CAMP #1:
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 Shepherds. Keep in mind that these goblins con EP to DC to level 75's, so take care when trying to convert them. Goblins aggro and link by sight. Beach Bunnys do not aggro, but link by sight. The lizards do not aggro, but link by sound.
Pros:

  • Your Home Point will be right at camp, so there will be no unnecessary travel time.
  • 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've never seen any enemy come directly behind the outpost before.
  • Several Goblin Shepherds 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.
  • Rabbits will be VT to IT when you first get here, making for some really good EXP.
  • Because of the large area, it is usually pretty easy to maneuver around the goblin in order to make successful pulls.

Cons:

  • The Cape Teriggan outpost requires a job of level 50 or higher to teleport to/from it. If you don't meet this requirement, you will have to travel through desert and Kuftal Tunnel to get here. Be sure to bring Silent Oils 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 > Teriggan because of the ledge near the Gustav zone.
  • When you are finished exp'ing here you will not be able to use the Outpost to get back into town.
  • There are tons of Beach Bunnys around the outpost. Be careful when pulling as they do link.

CAMP #2:
Directly northeast of the outpost you'll see a small ledge. If you go up there, you should find several lizards, an occasional Velociraptor, and hopefully one or two Goblin Shepherds. 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's big enough so that you can usually rest safely anywhere as long as you keep an eye open for enemies. Often times I'll run to the northeast or the west of the area and rest with my back to the wall there so that I'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.
Pros:

  • Your Home Point is very close to camp, so there will be little unnecessary travel time.
  • No undead spawn here.
  • Two Goblin Shepherds 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.
  • Because of the large area, it is usually pretty easy to maneuver around the goblin in order to make successful pulls.
  • There are no Beach Bunnys here, so you won't have to worry about them linking. If you're too close to the ledge, however, it is possible to get a link from a bunny below. Be careful.

Cons:

  • 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.
  • A Velociraptor or two may wander the camp. And they run faster than players.
  • Very rarely, a Fire Elemental will spawn near this area (during Fire Weather). It is easy to avoid.


CAMP #3:
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're into the Shepherd's wandering area.
Pros:

  • Safe to rest on the steep slope down from the Goblin Bandit.
  • No other mobs to worry about.

Cons:

  • Far from the Outpost.
  • Sometimes need to wait for the Shepherd to turn before pulling.

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.
NOTE: 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.

  • If there is one Goblin Mercenary and one Goblin Bandit and the Bandit is hovering extremely close to the F-7 slope (the safe resting area), that Bandit should be killed as well. It should respawn as the other bandit that stays away from the F-7 slope. I should also note that the Mercenary and Shepherd have large enough wandering ranges to where they can occasionally get into your resting spot, possibly aggroing you.
  • 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).
  • There is another group of Goblins past the Shepherd at F-7:
  • A Goblin Alchemist, a Goblin Mercenary, another Goblin Shepherd, and a Goblin Bandit.
  • 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.
  • Ideally, you want both Shepherds up, especially if you stay until 50:
  • 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.

Levels 50-59

49-54 - Gustav Tunnel

Prey: Goblin's Leech (Goblin Shepherd)
HP of Prey: ~798 - 840
NOTE: 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'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.

Camp Location(s): There is one main camp, but a few different places you may want to go in that camp.

  • Possible to reach chain 6 with /sch and alacrity, immediately kill the pet after the gob summons after chain 4, pop Alacrity and kill the second gobs pet soon as timer on Freeze coolsdown. Did this multiple times at the first camp. Mithra 57 Int +22 lvl 51 Mold earring and HQ staves hitting for a constant 911-920

CAMPs:
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'll be accompanied by non-aggroing bats and a lizard. (This is probably the best camp.) Or:

  • Going Left and follow that around to another tunnel. Camp in this tunnel, watch out for undead at otherside of the tunnel.
  • Going Right, you'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.
  • Make sure to keep sneak up as Crabs do aggro sound
  • 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

Pros:

  • 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.
  • 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't believe how much faster you'll be getting EXP then. Keep in mind that if you know you won't be resisted most of the time, you don'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't aggro as long as the pet dies.

Cons:

  • 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've got no choice but to wait until he wanders back to you.
  • The camp has no shortcut to reach it, so you may find yourself traveling quite a bit if you don'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'll be pretty near the camp when you zone in.
  • 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)
  • Fire weather in this area may increase Freeze resist rate.
  • At 53 some leeches will check even match.
  • Wyvernpoacher Drachlox is a Lottery Spawn from the Goblin Shepherds. 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 Mercenaries.
  • 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.


ALTERNATE CAMP: Ifrit's Cauldron
Prey: Goblin's Bats (Goblin Shepherd)
Enter Ifrit's Cauldron @ Yhoator Jungle G-6 (the western entrance).
Head northwest to the tunnel @ H-8. There are 2 Dodomeki here, which aggro sound, and 1 Goblin Shepherd which wanders more or less between them.
There is 1 Goblin Shepherd here, as well as Dodomeki and other Goblins which may or may not pose a problem.
Pros:

  • You'll never wait for an opportunity to cast like you will in Gustav.
  • People farm Dodomeki for the Optical Hat ingredient - might make the camp that much easier.
  • Bats seem to have a little less HP than the leeches - might be easier on someone @ level 50.
  • No chance of magic aggro from Bombs, or sound aggro from bats @ night.

Cons:

  • 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.
  • People farming the Dodomeki may aggro/kill your Goblin.

Note: There are more spawn locations which I haven't located yet, which might yield a camp as good or better.

54-58 - Pso'Xja

Prey: Goblin's Bat (Goblin Veterinarian)
HP of Prey: ~906 - 935
INT of Prey: ~42
NOTE: It'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's Staff, 87 INT and 5 MAB.

  • got easier for me once i started using quake with earth staff. mob seemed to resist freeze easily and wasn't a 100% 1 shot rate. with quake on up it's a perfect 1 shot every time as long as i had cream puffs on.
  • Taru 54BLM/WHM (Aquilo'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' away from the golbin to avoid aggro. -Pseudohi Hades.

Hume 55 /whm 58+38 using Aquilo'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!

  • TaruTaru, Lvl52, /nin, 65+34 INT (with cream puff), Aquilo'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
  • 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

Camp Location(s): There is only one camp that I found, but it's awesome.
CAMP #1:
Enter the 60-cap Pso'Xja (H-10 it'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'll fall right on top of a Goblin Veterinarian and his pet bat. Just walk right into the hallway next to him. That's your camp. Getting to the camp can be difficult, from the outpost you can get there following this video

Pros:

  • 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'll be out of sight range for all nearby goblins.
  • At level 54, you can 1-shot the goblin's pets with AM once again. I used Quake, and did 942 damage every time.
    - It is also possible to do this with Freeze.
  • There is nothing that can aggro you here.
  • There is no chance for the goblin's pet to be out of spellcasting range, as he is confined to the small room he spawns in.

Cons:

  • 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.
  • Bats are hard to sleep, but you should be able to do it with ES + Sleep.
  • Due to the nature of the doorway that the goblin is behind, occasionally you will be "Unable to see" the goblin's pet. Try to maneuver around this without getting aggro if you can.
  • This camp is usually occupied. It'd be wise to /search this area to see if anyone is using this camp before you begin to travel to Pso'Xja.



56-60 - Newton Movalpolos

Prey: Goblin's Bat (Goblin Foreman)
HP of Prey: ~980 - 1032
INT of Prey: ~49
NOTE: You will need Flood in order for this strategy to work. 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 Pies) as a Hume, and that managed to overkill them by only a few damage. Water Staff/Neptune's Staff is required. To one-shot the pets with certainty (barring resists) before 58 requires Burst, Jupiter's Staff, 85 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.

  • 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.

Camp Location(s): I found only one camp, however there is an alternate camp nearby.
CAMP #1:
Enter Oldton Movalpolos and head to J-12 or I-12 to zone into Newton Movalpolos. Upon zoning in, follow the path a short way and you'll come upon an intersection in D-11. 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.
Pros:

  • 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.)
  • At level 58, you can 1-shot the goblin's pets with Flood. Usually the higher level ones will have almost exactly 1030, so make sure you're up to snuff with INT gear.

Cons:

  • 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.
  • VT pets can be difficult to 1-shot without proper INT using Flood.
  • Lightning weather sometimes pops in this area. This may or may not interfere with your Floods (it'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've never done less than 988 damage on a weather-resist.
  • for lightning weather - just go with Burst to avoid the potential weather resist, and maybe get a weather bonus instead.

CAMP #2:
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.
Pros:

  • 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.
  • EXP is still excellent.
  • The goblin's bat is less likely to be out of casting range with this camp, making chain 5's fairly easy to get.

Cons:

  • Lightning weather and Lightningdays are still your enemy, keep an eye out for weather resists.
  • 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.
  • 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.

CAMP #3:
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.
The tunnel south of the gate is safe to rest in without Invisible, but farther from the Goblin.
Pros:

  • Less likely to be camped than the Goblin near the zone.
  • The Goblin usually just walks back and forth in the circle, not toward you.

Cons:

  • No zone nearby, need to sleep/logout to deal with aggro.
  • May need Firesand to open the gate (or camp on the south side).

Other Camps:

There are 6 other Goblin Foremen in Newton, in addition to the 2 mentioned above:

  • @ G-8 past the dropoff to the north.
  • @ J-8 on the north side of the Red/Blue gates.
  • Also @ J-8, on the west side of the Red/Blue gates.
  • @ I-7, after the drop off from the Mineshaft #2716 exit.
  • @ F-6 near the Furnace Hatch.
  • @ E-7, the south side of the Red/Blue Gates.

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're in a hurry to level, some of them might be worth checking out.
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'll likely need to walk there from Mineshaft #2716.

The exit from Mineshaft #2716 should put you @ M-9.
Go west and north to K-8. 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.)
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.
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.
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.

Pros:

  • Only other camp near a zone.
  • The Foreman likes to roam from the gates to near the tunnel, giving good opportunities to pull.

Cons:

  • Two other Goblins around at the gates. Sometimes get in the way, and need to zone them.
  • Long walk to the camp, costs gil to get there.

Note: The mobs can spawn anywhere from the gates to the tunnel near the zone. If you've recently zoned them, be cautious when you re-enter.


Vunkerl Inlet [S] has two Goblin Guerilla's, whose bat pets are roughly the same level as those in Newton Movalpolos. Unfortunately, these pets seem to have normal hitpoints for their level - 977 damage took one down to 72% life. Too bad, because it would be a sweet camp, but save yourself the trouble of going out there.


Note: There are also Goblin Guerillas in Pashhow Marshlands (S) with Dragonfly pets of the same level as the bats in Vunkerl. I was unable to locate more than one Goblin Guerilla however, and it may be difficult to find a safe camp in Pashhow Marshlands (S), as there are many flies in the area which link with the pets. Similarly there are Goblin Guerillas in Sauromugue Champaign (S) with Beetle pets with the same level as the bats in Vunkerl. Sauromugue Champaign (S) may be workable, I will update in the future if i find a suitable camp. Both types of pets seem to have normal pet HP.



Levels 60-69

60-66 - Bibiki Bay

Prey: Goblin's Rarab (Hobgoblin Animalier)
HP of Prey: Low Level: ~1187, High Level:~1220 - 1232
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'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's Staff and either 101 INT and 15 MAB, or 114 INT and 10 MAB. Flood is advisable, when possible, due to Goblin's Rarab weakness to Water (Element), as well as the lower MP cost of Flood.
Pros:
- At level 60 your resist rates will be floored. I got resists on my spells maybe 10% of the time maximum.
- Rabbits are usually very easy to sleep. Almost any combination of spells will work well.
- EXP is insane.
Cons:
- Exp tends to slow down toward level 65+
- 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.

Sorcerer'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.
@60 Flare requires the same amount of MAB but only 88 INT.
@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)
@63 AeroIII > StonegaIII if you cant one shot with Flare, it is recomend'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)
@60 was able to one shot with Flare for only 1208 dmg and no Republic Circlet (not in control of area).
@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 >> Sleep II >> 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.

- There is no zone anywhere nearby. You may have to resort to Sleep(ga) + log off to save your butt sometimes.

- Unfavorable goblin movement may interrupt chains.
- The Cacti at Camp #1 often make it difficult to see the Hobgoblin Animalier and can occasionally slow down pulling.
- The camp(s) are often occupied.
Camp Location(s): I found only one camp.
There seem to be 3 camps that work.
CAMP #1:
At F-7 in Bibiki Bay you will find a Catoblepas, a Hobgoblin Venerer, 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. Edit: On 10/01/07 There was an emergency update that got rid of the Hobgoblin Venerer that spawned in the area, now it is very safe to solo here with little need for invisible.
This Hobgoblin Venerer seems to be in place still as of 10/17/07.
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.

  • This is commonly called "F-7 South" in the Comments field.

CAMP #2:
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.

  • I'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}
  • 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}
  • This is commonly called "F-7 North" in the Comments field.

CAMP #3:
In G-6 is another Hobgoblin Animalier. The safest camp is against the north wall, up the little ramp; the Hobgoblin Martialist won'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'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.

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 & it wont be worth duoing there anymore.

64-71 - Newton Movalpolos

Prey: Goblin's Bat (Goblin Headman)
HP of Prey: Up to 1260
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's Staff, 108 INT and 15 MAB.

  • Casting "Ice Spikes" or another buff of this kind can help you a lot, because sometimes Pet'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 "1 shot blow", 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.
  • It is still possible to 1-shot pets with Flare if you have good gear. Unfortunately I didn't, so I had to resort to Blizzard III > Waterga III, but I've personally witnessed other BLMs killing them with a single Flare for 1254 damage every time.
  • 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's Ring). I did not one shot when I had 102 INT, only doing 1243 damage.
  • Take into account the damage reduction due to level difference (if such exists) 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)
    • Came back with 107 INT, 15MAB at level 65BLM, dealt 1257 damage with Flare, and still didn't one shot.
    • Came back again with 108 INT, 15 MAB at level 66BLM, dealt 1266 to one shot all bats with Flare.
  • 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've been able to oneshot every single bat (barring watersday/resist) with only 105 INT, since level 64. --Vyrha 06:00, January 20, 2010 (UTC)
    • I can verify that 105 INT and 15 MAB (Moldavite Earring and Sorcerer's Ring) is enough to Flare one-shot the (G-9) Gobling's Bat of any level. I came here at 63. --Dayle 16:15, January 28, 2010 (UTC)
    • please note that this camp is a death trap for those without Sorcerer'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> 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. JavelinX 04:41, July 31, 2010 (UTC)

Pros:

  • Pets can drop coffer keys. After you get the map from the coffer, most coffers give 10-18k gil.
  • EXP will be very good your first few levels.

Cons:

  • It is no longer possible to rely on sleeping the pets due to bats' high natural resistance.
  • 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.
    • 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.
    • Tarnotik can also teleport you to the Mine Shaft.

Camp locations:
CAMP #1:
The camp itself is at G-9, just behind the two Bugbear Watchman. They will never turn around unless you attack them.
Pros:
- There is a zone partway into the tunnel in front of the Bugbear Watchman. You will, however, be hard pressed for survival should they see you.
- The bugbears never turn around, making resting in this section very safe.
- Unfavorable goblin movement only occurs 20% of the time. Most of the time, they are in favorable positions. You'd only have to wait for the Goblin Headsman to be in a good spot, the Goblin Marksman is usually minding his own business. - 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.
Cons:
- 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.
- 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. - Unsafe to pull from debris near Bugbear Watchman, bat takes weird pathing and you may find yourself dead.

CAMP #2:
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.
Pros:
- You can just walk to this camp, no need to mess with teleporting Moblins.
- A coffer can pop on the exact spot where you rest.
- 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.
- Chain 5 easily attainable for one-shotters.
- 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.
- With the new Aquaveil update, this camp is pretty good - just heal against the ledge and they can't see you.
Cons:
- Unfavorable goblin movement may interrupt chains. This is no worse than most other situations where you cannot one-shot pets. In fact, it'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.
- There is no zone nearby.
- 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.
- 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.
- This is a very unforgiving camp if you can't one-shot. You're trapped in one small spot very close to the bat. There'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're in trouble. If this happens Stun then Bind are probably the best option. You're not likely to ever survive a goblin link.

CAMP #3:
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).
Pros:

  • No aggro at the Furnace Hatch.
  • Awesome exp. I've gotten Chain6 from west side once or twice (Boostuning - Kujata)

Cons:

  • 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.
  • 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.
  • 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.


CAMP #4:
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's important to keep Invisible on while resting. However, most of the time he just walks back and forth in the circle.
Pros:

  • Best camp compared to others 3. Chain#5 Every time, up to 15k/hr without band.
  • No need to move at all, just stand up, cast your two nukes, Utsu/Tonko, and rest.
  • Less waiting for goblin movement; it's usually safe to pull as soon as he summons the bat.

Cons:

  • Aggro close on both sides. Staying the nearier of the center circle and aggro from East side shouldn't be a problem.
  • It is very dangerous to Bind and move away, try to bind a move a little back to avoid aggros from behind.
  • Takes more than two nukes and there is no room to move around. The goblins from behind can get VERY close.
  • Tonko: Ichi takes a while to cast, goblin may turn around and kill you during that time.
  • Waste of Shinobi-Tabi (Tonko tolls)

66-70 - Uleguerand Range

Prey: Giant Buffalo
HP of Prey: 4500~
Note: Unable to solo safely, best in group or duo.

  • 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.

Camp Location(s): J-10 on ramp
Camp #1:

Pros:
-Buffalo are relatively weak to magic. Even with NQ staves, resists were not an issue.
-Buffalo are slow and inaccurate, so interrupt rate when casting sleep isn't much of a worry. (130 damage taken @63 when they did land a hit).
Cons:
-Roaming Brontotaur and Nival Raptor at this camp can interfere with exp.
-Duo @63 was passable at best. 4x unresisted Flare/Burst sometimes left the mobs at 1% health.

Levels 70-75

68-73 - Al'Taieu

Prey: Ul'hpemde and Om'hpemde
HP of Prey: ~4.1k for Ul'hpemde and ~4.5k for Om'hpemde
Note: Gravity is necessary; Sub RDM! If you're comfortable without Stoneskin, you can start earlier than 68.

  • 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

Camp Location(s): A lot
Camp #1: Ul'hpemde ~68-70
Camp #2: Om'hpemde ~69-73 (any teleport area or near outside jailers)

Pros:
- There's lots of them!
- They do not attack until you deal damage (you can enfeeble before you nuke)
- They take double damage with their mouth open.
- There are many objects with odd shapes to kite them around.
- 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.

Cons:
- They hit very hard with mouth open, and can do a stun move if they get tp.
- At lower levels, Gravity and Bind can wear off quickly, but generally worth the risk.

Pro tip!: - 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!
- They open their mouths exactly 30 seconds after they take damage (unless they'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'll remain open the entire time they sleep, but will close after nuke.
- 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'hpemde's HP for me with Aquilo's Staff but otherwise pretty average gear.

73-75 - Uleguerand Range

Prey: King Buffalo
HP of Prey:~5000
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.
Camp Location(s): Areas West and South of Jormungand.
If your enfeebles will not land, try skilling up or wearing enfeebling gear. I could land these with ease @72

Camp #1: the tunnel at (H-9)
Pros:

  • You can Aspir them and you can chain them. While soloing I've seen up to chain 3, but 4+ is highly possible with good gear and food.
  • There are four King Buffalo which pop here.
  • Lots of room to kite, including a large tunnel at (H-9) with no mobs.
  • Weak to elemental magic, but they have high defense.
  • Only one elemental pops here.

Cons:

  • They hit hard, and are quite quick even with gravity on them.
  • Nearby Agloolik and Ice Elementals can possibly get in the way, but for the most part you'd have to try to aggro them, in order to aggro them.
  • High accuracy can be an issue if they are close to you.