Waking Dreams

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Waking Dreams
Starting NPC KerutotoWindurst Waters, South (J-8)
- Rhinostery
Required Fame Windurst Level 3 
Items Needed Key ItemVial of Dream Incense
Title Heir to the Realm of Dreams
Repeatable Yes, after Japanese midnight after receiving your reward. 
Description Diabolos has informed Kerutoto that he is waiting for you at the Shrouded Maw in Pso'Xja, buried deep in the northern lands. You must respond to his summons so that Kerutoto can meditate free of trouble.
Rewards
Choice of one of the following:
Diabolos summoning spell or
Diabolos's Pole or
Diabolos's Earring or
Diabolos's Ring or
Diabolos's Torque or
15,000 Gil
← Previous Quest Next Quest →
Promathia Mission 3-5: Darkness Named None

Walkthrough

(see testimonials)

Notes on the Battle

  • You will enter the battlefield facing Diabolos. This battle is uncapped; there is no EXP loss. Buffs do not wear upon entry.
  • Try to fight Diabolos on Lightsday and not on Darksday.
  • If you fail, you do not lose key items and can retry immediately.
  • Up to 6 party members can participate. There is a 30 minute time limit.
    • Everyone involved in the fight must have a Key ItemVial of Dream Incense.
    • TP and buffs are not lost upon entering.
  • Similar to Darkness Named, there are tiles on the battlefield that disappear. They disappear in the same order as the original fight. Falling down to the level below will likely result in death by six Diremite Dominators. However, if you can survive, it is possible to run up the stairs and to the tile area, causing the Diremite Dominators to deaggro, allowing you to fight Diabolos.
  • Diabolos has approximately 11,000 Hit Points.
  • Diabolos draws in all players in the battlefield the first time a player takes an action on him.
    • Due to changes made to the battle, it is now impossible for players to disband from the party to avoid the effects of Draw In. Because of this, strategies that involve mages healing and dealing damage from the upper level (out of Nightmare range) are no longer usable.
    • A similar strategy allowing a Puppetmaster to solo Diabolos using an Automaton to nuke from the platform is also no longer possible.
    • Diabolos does not target players' pets, regardless of hate.
  • Diabolos uses Nightmare very regularly throughout the fight, but is also capable of using Ruinous Omen, Dispelga, Sleepga II, and Cacodemonia, a unique move used only in this fight, which inflicts Curse.
    • Barsleepra can reduce duration of Nightmare.
    • Adding multiple status effects to the party reduces the impact of Dispelga (songs and bar- spells work well).
    • It is recommended that stunners and healers use Poison Potions to avoid prolonged sleep from Sleepga II (note that this does not help with Nightmare and actually adds to Nightmare's deadly Bio without causing the sleep effect to wear off.
    • Players slept by Nightmare and then hit by Diabolos with physical or magical attacks have only a small chance of this damage waking them from Nightmare.
  • "Chainstun" strategies (using a Red Mage with a Dark Knight support job to constantly Stun with Chainspell) have been known to work for this fight. However, because monsters will gain magic resistance if continuously hit by the same elemental type of spell, Diabolos may resist Stuns after the 4th or 5th volley.
  • Stunning only when Diabolos readies Nightmare may give better results with parties that are slow to kill (Dark Knights and Black Mages may be better choices in such cases).
  • Samurai are very good damage dealers for this fight, being able to deliver four or five weapon skills in quick succession with use of Meikyo Shisui and Meditate. A well-equipped Samurai can deal around 500 to 900 damage to Diabolos with each Tachi: Yukikaze, Tachi: Gekko, or Tachi: Kasha.
  • Black Mages are desirable as well, as they can stand on the ledge at the beginning of the fight and cast a strong Elemental Sealed -aga III or Ancient Magic II spell, with no risk of being interrupted by Nightmare. However, it is tricky to have multiple Black Mages start the battle this way, as Draw In interrupts any spells being cast when the first spell hits.
    • While this takes out a large portion of Diabolos's health, it usually leads to the Black Mage's death.
  • Specific strategies for this fight can be found on the discussion page.

Related Quests

There are multiple quests for the main summons. Here is the relevant information on each:

Quest
Key Item
Avatar Start NPC
Location
Location
Entrance
Reputation Required
The Eight Celestial Avatars
Trial by Earth
Key ItemTuning fork of earth
Titan Juroro
Port Bastok (I-8)
Cloister of Tremors
Quicksand Caves (C-9)
Bastok Reputation 6
Trial by Water
Key ItemTuning fork of water
Leviathan Edal-Tahdal
Norg (H-9)
Cloister of Tides
Den of Rancor
Norg/Tenshodo Reputation 4
Trial by Wind
Key ItemTuning fork of wind
Garuda Agado-Pugado
Rabao (G-9)
Cloister of Gales
Cape Teriggan
Selbina/Rabao Reputation 5
Trial by Fire
Key ItemTuning fork of fire
Ifrit Ronta-Onta
Kazham (J-9)
Cloister of Flames
Ifrit's Cauldron
Kazham Reputation 6
Trial by Ice
Key ItemTuning fork of ice
Shiva Gulmama
Northern San d'Oria (E-7)
Cloister of Frost
Fei'Yin
San d'Oria Reputation 6
Trial by Lightning
Key ItemTuning fork of lightning
Ramuh Ripapa
Mhaura (I-9)
Cloister of Storms
Boyahda Tree
Windurst Reputation 6
The Avatars Odin and Alexander are currently not obtainable.
Alexander
Odin
The Five Terrestrial Avatars
The Moonlit Path
Key ItemMoon Bauble
Fenrir Leepe-Hoppe
Windurst Waters, South (J-9)
Full Moon Fountain
Toraimarai Canal (G-7)
Windurst Reputation 5
Waking Dreams
Key ItemVial of Dream Incense
Diabolos Kerutoto
Windurst Waters, South (J-8)
The Shrouded Maw
Pso'Xja via Beaucedine Glacier (H-8)
Windurst Reputation 3
Carbuncle is obtained when unlocking the Summoner job. The remaining Terrestrial Avatars, Bahamut and Phoenix, are not obtainable as summons.