Garrison Guide for FFXI (Version 2.0)
I see a lot of people on different forums asking questions about Garrison. In order to help, I will post as much as I know and hopefully that will answer any questions you may have. This is actually my second Garrison Guide. The first received good reviews, but was deemed to be missing some information. Hopefully, this version will be more complete.
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Garrison: (noun) the troops who maintain and guard a fortified place.
The basic Garrison event involves some number of players (from 1 individual to a full alliance of 18) defending an outpost from an attacking force. The attacking force comes in 4 distinct waves, each of which involves high tier mobs with a variety of jobs. Each wave will usually include melee mobs (ex. Orcish Fighters and Serjeants), casters (ex. Orcish Cursemakers), and archers (ex. Orcish Chasseurs). The fourth and final wave will also include some form of boss mob or mobs that must be taken down quickly.
Now, though an individual is able to participate on their own, I would not recommend doing so. As a matter of fact, I do not recommend attempting this with less than 15 people (and for any real chance at success, a full alliance should be used). To get an idea of this, try taking an Orcish Fighter in Ghelsba at level 20. Though not impossible, your chances of success are fairly low.
In order to begin any Garrison, you must first find a specific item for the Garrison you intend to do. When the item is traded to an outpost guard, the guard will inform you of an impending attack. The items required for Garrison are:
Level 20 Garrisons
-West Ronfaure
-requires a Red Cryptex obtained from Orcish Fighters in
Yughott Grotto
-West Sarutabaruta
-requires a 7 Knot Quipis obtained from Yagudo Votarys
in Giddeus
-North Gustaberg
-requires a Darksteel Engraving obtained from Copper
Quadav in Pal. Mines
Level 30 Garrisons
-Jugner Forest
-requires a Jade Cryptex obtained from Orcish Impalers,
Bowshooters, Brawlers, and Beastriders in Davoi
-Meriphataud Mountains
-requires a 13 Knot Quipis obtained from Yagudo
Interrogators, Drummers, and Heralds in Castle Oztroja
-Pashhow Marshlands
-requires a Silver Engraving obtained from Bronze and
Zircon Quadavs in Beadeux
-Valkurm Dunes
-requires a Galka Fang Sack obtained from Goblin
Furriers and Smithys in Ordelles Caves
-Buburimu Peninsula
-requires a Mithra Fang Sack obtained from Goblin
Smithys and Shamans in Maze of Shakrami
-Qufim Island
-requires a Ram Leather Missive obtained from Giants in
Qufim Island (including Delkfutt’s Tower)
Level 40 Garrisons
-Beaucidine Glacier
-requires a Tiger Leather Missive obtained from Rime and
Cold Gigas in Beaucidine Glacier
-Sanctuary of ZiTah
-requires a Hound Fang Sack obtained from Goblin
Traders, Poachers, and Robbers in the Sanctuary of ZiTah
-Yuhtunga Jungle
-requires a Sheep Leather Missive obtained from Brook
and Riparian Sahagins in Sea Serpent Grotto
Level 50 Garrisons
-Xarcabard
-requires a Behemoth Leather Missive obtained from Demon
Knights and Pawns in Xarcabard and Castle Zvahl
-Eastern Altepa Desert
-requires a Dhalmel Leather Missive obtained from
Antican Princeps, Hastatus, Veles, and Secutors in
Quicksand Caves and Eastern and Western Altepa Deserts
-Yhoator Jungle
-requires a Coeurl Leather Missive obtained from
Tonberry Stalkers and Cutters in the Temple of Uggalepih
Level 75 Garrison
-Cape Terrigan
-requires a Bunny Fang Sack obtained from Goblin Tamers
in Kuftal Tunnel
Note: This information can be found at
mysterytour.web.infoseek.co.jp/ffxi/us/tips/garrison/garrison.htm
along with specific listings of the types of mobs faced in each Garrison.
Only one item is required for each round of Garrison (ie. Only the trader must have the item) and the items are Rare/Ex meaning they cannot be traded between players. The trader must be allied with the nation that currently controls the outpost you are using for Garrison. Otherwise, the item will not be accepted. Once, a specific Garrison related item is traded to the proper outpost (each player can only trade once per RL week, but only one person needs to trade for the whole group), all players are capped at a specific level and a number of friendly NPCs will spawn. These are NPCs that will fight along side you, but must be kept alive. At least one NPC must survive for Garrison to be successful, though the more you keep alive, the more items will drop at the end. Mobs will then spawn in waves and will automatically attack the NPCs. There is about 30 seconds between waves during which time you can rest.
Explaining each Garrison would prove difficult, so I will use the West Ronfaure Garrison as an example. When you trade a Red Cryptex to the outpost guard in W Ronfaure, he will explain that the color of the rock and the number of nails in it is actually a coded message explaining that an attack is impending on the outpost. He will then ask that you help defend the outpost against the onslaught. At this point, all members of your group will be automatically capped at a specific level and a group of friendly NPCs will spawn. This is followed shortly by a wave of Orcs. This continues for three more waves of orcs until all, including an Orc MNK boss, are defeated.
If all mobs are defeated and at least one NPC remains standing, a number of items will drop into the collective treasure pool. These items are usually some mix of Exp Scrolls (Page from the Dragon Chronicles) and Garrison Armor (Garrison Sallet, Tunica, Gloves, Hose, and Boots). A good group can get 5 items per successful Garrison, but this directly relates to the number of NPCs that survive. A great group that saves 16 of 18 NPCs (one spawns for each player involved) can get six items per successful round (two scrolls and four pieces of armor). The armor, itself, is among the best for level 20 players as each has defense similar to other armor of that level, but also includes specific stat boosts. It is important to remember that even the most successful Garrison will only result in winning six items. That is six items for the entire Garrison.
Note: Mannequin legs and feet will also drop from the mobs killed in Garrison.
Because only 5-6 items drop per successful round, I suggest setting up strict lotting rules before the event even begins. As well, since there will usually be 18 players involved, it may be a good idea to run several rounds in a row so that each person may receive an item.
As a note, I find it always polite to shout a warning to the entire area before beginning any Garrison. Something along the lines of “Warning! Garrison at outpost! Stay clear for safety.” This warning has a three-pronged effect:
1) people who are either unaware or unprepared can stay clear of the immediate area and keep themselves safe from AoE attacks
2) people who are aware, prepared, and of sufficient level can come by and spectate
3) several bad players who are not prepared will run to the outpost and will be killed by random AoE attacks. We call this Darwinism.
Okay, the third was a joke, but you get my point. You will find that when doing Garrison, many people will show up to watch. You will see random shouts of panic and even see people walk right into the middle of the battle. Most of these mobs have some form of AoE attack and you will see many people outside your alliance die. In general, it is always good to shout a warning for everyone’s sake.
Garrison is one of the most fun events to participate in IF you have a good group. This makes a great LS event as a large group can work together and reap rewards. Personally, I would recommend avoiding pick up groups for two very simple reasons:
1) there is a good chance of dying and you want to know that the people with you can do their jobs properly.
2) though a successful Garrison rewards each player with gil, the limited number of reward items can cause stress between players.
As for strategy, there are a few simple concepts that can greatly increase your chances of success.
-> Melee Characters
All melee characters should at the very least sub WAR to provide multiple provokes. The mobs will instantly aggro the NPCs and must be voked off in order for them to survive. This is also very important as your mages will be doing a great deal of healing which will cause them to draw aggro. It is the job of any melee character to pull as much hate as possible.
At least one melee character per round will have to be assigned as tank to the boss mob. I suggest either a Paladin (to use Invincible) or a THF (to use Perfect Dodge) for this role. The boss mob will use their two hour which will kill most capped players.
-> Mages
The WHM is the backbone of a successful Garrison. With 18 players, 18 NPCs and multiple target mobs, things get hectic quickly and a WHM has to keep up with healing. Most people will tell you to have three WHM, one per party, to be safe, but to get the best possible reward, I recommend having four WHMs. Three to heal the individual parties and a fourth dedicated to healing the NPCs. As mp permits, it is often wise to heal as many NPCs between waves as possible.
BLMs should not rely on nuking. Instead, these mages should stick with enfeebling the mobs to make the role of the melee characters easier. You do not want to draw aggro in this situation and nuking will most likely lead to your death. You make a much more effective member of the team by sticking with weakening the enemies.
RDMs should find a good midpoint between these two strategies, though healing should be foremost.
Mages also play a very important role between Garrison rounds. In order to give your group enough time to recuperate, many groups will employ the “Sleep Trick.” This involves taking a single mob out of range of the battle and sleeping it. The next wave will not spawn until this mob is killed, giving your group ample time to rest to full. It is, however, very important that the mob be kept well clear of the battle as the friendly NPCs will attack and kill it if you don’t.
-> Fighting Waves/ Target Priority
Though it is the melee mobs that will do the most damage in a strict sense, the caster mobs are more dangerous. They attack from a distance and often bind players, which is very bad. Caster mobs should be high priority for attack.
Players should voke as often as is possible. There will be lots of damage and hate flying, so each player should do their utmost to help the group.
The boss mob(s) should be killed as quickly as possible, but must be tanked very carefully.
-> Other tips
Have all members of your group stand near the outpost guard, but facing in the other direction. This is the direction from which the mob waves will spawn. The waves will spawn in lines just beyond the outpost.
Avoid using macros. It is quite easy for macros to fail given the amount of action.
Turn off all effects. Even some of the better systems will experience lag with the sheer amount of models involved. It is even recommended that you turn on all chat filters to cut down on lag.
Don't be angry if you die. It happens. If you are raised, you can still receive gil and lot for items.
Once the round is done, the person who traded the item should NOT speak with the outpost guard until everyone is ready. All defeated players should be raised and all discussion should cease as there is limited time for 18 players to lot on five items fairly.
Making strategies and plans is often a mistake. Garrison is exceedingly hectic and laggy which makes even the simplest organization difficult. Your best bet is to simply target the nearest character and handle them as the situation requires. Melee should voke and attack any mob they target, mages should heal any friendly NPCs they come across.
Note: This is a level cap battle meaning that any and all players who do not have the cap are unable to interact with either players or mobs. Therefore, it is impossible to get help curing from people outside your alliance.
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This should provide a good basis for a Garrison event. Given time, a good group should be able to finish this event successfully everytime. My LS and I take part in several Garrisons every week. All strategies provided have been worked out over multiple attempts and with the input of many players (basically the entire ShirtNinja LS).
There are general rules that our LS uses for every Garrison and having every participant read them ahead of time helps us stay organized and efficient. I suggest that any group agree to specific lotting rules well in advance as well as basic strategies.
As well, if you have any other questions, feel free to post them here and I shall answer them as best I can or contact other LS members for the proper answer.
I would like to thank my LS, the ShirtNinjas, for helping me develop this guide. I’d also like to thank everyone who posted in my first Garrison Guide thread as I used their suggestions to update information.
And if you found this post at all helpful, please rate me up. :)
Good luck to you all.
Edited, Wed Sep 22 16:32:17 2004 by Taodyn