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Mission OrdersThe Gate of the Gods--the portal leading to the highest level of the palace--has opened. While your companions scramble to reach the audience chamber, you must find which of the five towers will return you into the light... WalkthoughImportant to note first and foremost: This entire mission (up to the Burning Circle fight) is possible to do soloable without any deaths. The mission itself can be divided into three parts, and can therefore be done all at seperate times. These are:
Therefore, each will be delt with seperately. Retrieving the LightIt is possible to solo this part, but Reraise is a very good idea no matter what. Also be sure to have either Escape or a Warp Scroll in order to get out of Ru'hmet, once you get your Light back. For each race, the maps shown show the path that each race must take to get their invididual race's Light back. No race may get a Light from another race's tower. The "S" indicates the Starting Elevator, and the "E" indicates the Ending Elevator. The Lights are on the Fourth Floor. For the first and second floors of the towers, the corner rooms each have a fast-spinning pot inside of a cubby-hole. It is possible to sneak by these without aggro, provided that you run across when the BIG EYE is facing towards you. If you get aggro, it is possible to Sleep and/or Bind the pot in place while running to the Elevator.
The third floor is rather easy, although there are still pots to becareful of in the corners in the cubby-holes. There are also Ghrah balls to watch out for here, but those should pose no problem as long as you be sure to pass by them while they are in the disco-ball formation. The fourth floor has no monsters on it, and instead has a clear-cut path that leads directly to the Ebon Panels which you will need to examine twice. The first time, you will get a moderately lengthy Cutscene. The second time, you will apply your Mysterious Amulet to the Ebon Panel and get your Light back. At this point, either Escape or Warp out, and re-enter the Garden of Ru'hmet. Getting both BrandsIt is also possible to solo this part, but Reraise is a very good idea no matter what. For this, you must get to the Main Elevator. This will prove tricky, as the three open pathways (East, North, and West) all have a pathway that is blocked by a room full of spinning pots that will shut the door behind you if you manage to aggro them. For the East and West pathways, there is always one pot that will be spinning super-fast, making it impossible to get past it without aggro. The North pathway however, has all four pots spinning slowly and is therefore the best pathway to take. To pass by with no aggro, pick a side of the room and run past the pots as the BIG EYE is about to turn to face you. If you run on one side of the room, the other side's pots won't be within aggro range, so you won't have to worry about them. If you get aggro, just die against the opposite side, and Reraise when it is safe. Once you are at the Main Elevator, you will find that you can only go Up...so go up! You are now on the second floor. -Brand of Twilight- Follow the pathway marked on the Map to get to it. At the Warp, you simply run through it and it will automatically port you to the other side. It is -very- important to note that with a recent patch, hate will be kept on a mob while running through the warps. Along this pathway, the only real problem is the Ghrahs, but those can be easily avoided as long as they are in the disco-ball mode. Once you get to the end, click on the Cermet Portal, say "Yes" and get a Cutscene. Once the cutscene is over, you will receive the Brand of Twilight key item. -Braind of Dawn- Follow the pathway marked on the Map to get to it. At the Warp, you simply run through it and it will automatically port you to the other side. It is -very- important too note that with a recent patch, hate will be kept on a mob while running through the warps. Along this pathway, there is only one group of Ghrahs that have to be dodged. Once you get to the end, click on the Cermet Portal, say "Yes" and get a Cutscene. Once the cutscene is over, you will receive the Brand of Dawn key item. At this point, go back to the Elevator, and go Up it once more to the Third Floor. The Burning Circle FightOnce you are on the Third Floor, touch the gate for a cutscene. Afterwards, touch it again in order to enter into the BC fight. Medicines to bring along: Reraise with multiple charges, Echo Drops, Antidotes, and Icarus Wings. Sleeping potions and Opo-Opo necklaces are optional for sleeping TP during the fight itself if you wipe. First and foremost to note: Carrying in TP might have been possible before. However, the all buffs (except food and item RR) and TP are lost upon entering the BC fight. There are three job requirements for this fight. First is a high-level sleeper. For this fight, a Black Mage can ES Sleepga II the pots, putting them to sleep. Lullaby, while possible, is not anywhere near as effective. A Red Mage with a strong Sleeping setup can work also. Second, is a job that can dispel. This is necessary for Ice Spikes and Defense boost. Third, a job that can take care of Petrification. This fight has a 30 minute time limit. The Burning Circle fight itself consists of four blue Zdei pot NMs. The two smaller ones are Black Mage (the further two at the fight's start), and the two bigger ones are Red Mage (the closer two at the fight's start). When you enter into the fight, you will be put at the OPPOSITE SIDE of the entrance, meaning that to run away from the fight you have to first cross the room completely. Also to note is that you want to kill the Black Mage pots first, before the Red Mage ones. The Black Mage ones cast stronger spells, and therefore pose the biggest threat. The mobs themselves have various moves, as listed below: All Ix'Zdeis Reactor Cool - Ice Spikes, Defense Boost. Dispel it twice. Reactor Overheat - AoE Plague and damage, fire-based. Reactor Overload - AoE Silence and damage, wind-based Decayed Filament - AoE Poison, damage Static Filament - AoE Stun, damage Optic Induration - Frontal AoE petrification, the damage received related to damage dealt to the pot while it was charging BLM Pots All tier-3 -ga spells. All tier-4 attack spells. All ancient magic. RDM Pots All tier-3 attack spells. Dispelga. Bindga. Silencega. When you enter into the fighting arena, there will be four pots, two on each side. The moment you move forward, all four pots will automatically aggro. Important to note is that if any of the pots return to their original pedastal during the fight, their HP will be automatically filled back up. Often times, when a pot starts to low health, they will start to move directly back to their pedastal, leaving you with about five to ten seconds to finish them off. It is therefore advisable to not hold back once a pot gets low on HP in order to quickly kill it before it can heal itself. The -ga spells: The room that the fight takes place in is too small to really outrun them, so be careful for mages to stay out of range of the spell when it goes off. Stunning moves such as the Stun spell, Shield Bash, or various stunning Weapon Skills do work to stop the magic being cast. For this fight, I did it with PLD/WAR, MNK/WAR, RDM/BLM, WHM/BRD, RNG/NIN, and BLM/WHM, and we were all at 75. At the fight's start, the Black Mage popped Elemental Seal. As soon as he did that, the PLD went forward and aggroed all four pots. Important to note is that before leaving their platforms, all four pots will cast some sort of magic spell, so make sure the healer is ready. Once the enemies are clumped together, sleep the four pots with Sleepga (I or II, depending on what you have). At this point, the PLD voked a BLM pot, dragged it away some, and the melee /assist him and start to kill the pot as fast as possible with whatever means are at hand. At this point, the Red Mage got prepared to do a secondary Sleep of the pots, standing with the WHM and BLM near the door. The pots woke up, the Red Mage would ES+Sleepga them to keep them asleep for abit longer. One both of the BLM pots were dead, the melee and tank then focused on each of the RDM pots, until they were both defeated. There is a common strategy involved, where you can wipe after the first couple pots, Reraise, wait for weakness to wear, and go after the last two pots. If you do this, it is highly suggested that at the start of the fight, you run to the opposite side of the battle arena and stay close to there while fighting the BLM pots. That way, when you wipe, the RDM pots will go back to their resting spots at what will now be the FAR two pedastals, giving you some breathing room to tractor people over to raise and lose weakness. I have done this burning circle fight multiple times now, and both methods are fairly consistant. The most important thing for both however is FIGHT THE BLACK MAGE POTS FIRST. Once the BC is over, move ahead and click on the Luminous Convergence for a long (but awesome) cutscene. After this, exit to Al'tieu, go straight back into Garden and pass through what was previously the locked Southern Door, and take the Elevator.
Mission Series
Categories: Final Fantasy XI | FFXI Mission This page last modified 2009-04-25 09:26:18. | ||||||||||||||||||||||||||||||||||||||
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