Experience Points: Guide for Levels 37-75

Experience Points 1-37
Work in progress. Starts at level 37. Guide is written in order, where the first entries on table are for parties starting at level x0 and the last entries on that table are for parties starting at level x9.
Note Working on trying to get the correct party level ranges for WoTG camps - the camp level range may list the mob's actual level range for duo/trio action. WoTG camps have GREEN backgrounds.
* means take special care when pulling a certain mob.
Camps with light red backgrounds are popular camps and some of them only support a limited number of parties. /sea the zone ahead of time before deciding on a camp.
==Level 37-40==
:
Level 	Zone 	Mob(s) 	Position(s) 	Notes
37-40 	Crawlers' Nest 	Nest Beetle 	G-9 Map 1 	1 party. No longer viable due to May 2011 update. This is not true after further exploring the cave and finding that only Caveberry and Worker Crawler are in the hall and can be easily passed by.
37-42 	East Ronfaure (S) 	Colibri Ladybug 	H-8 (near Cheval River) 	Arrowburn/daggerburn/poleburn recommended, as both mobs very weak to piercing weapons. Try to set up camp along eastern side of the zone, but east of the river. It is possible to pull in 20k xp per hour with at least 1 PL and a party setup of 5 DD (preferably with polearms or arrows) and a BRD or COR - and there is some video proof of it going on. The use of Level Sync is strongly encouraged.
38-41 	Fei'Yin 	Ore Golem Shadow 	J-7 Map 1 J-10 Map 1 Hallway east of fountain room	2 parties. Beware of farmers in area. Ninja tank and white mage with Erase required. Beware of weaker bats.
38-43 	Yhoator Jungle 	Worker Crawler Big Jaw Tier 5 Goblins Master Coeurl	J-7 F-9 F-11 	Beware of NM at J-7 camp
38-42 	Gustav Tunnel 	Hell Bat Hawker Tier 5 Goblins Makara Greater Gayla	K-7 G-9 E-12 	Beware of Bune and NM Goblin. Camps on the first map.
38-4241-45	Sea Serpent Grotto 	Grotto Pugil Bigclaw Sahagin 	Silver Beastcoin Door L-12 Map 1 	2 parties. Strongest mobs behind Silver Beastcoin door. Roaming parties heavily recommended if fighting behind the door.
38-42 	Misareaux Coast 	Makara Bigclaw Diatryma Mantrap 	F-4 H-5 I-6 	Diatrymas do not sleep. All members must complete CoP Chapter 1.
39-40 	Pso'Xja 	Maze Lizard Diremite 	F-7 tower (first room) 40 cap area (G-7 tower) 	Warp/Teleport/Escape required to get out of G-7 tower. F-7 tower is uncapped. White Mage required.
37-40 	Sanctuary of Zi'Tah	Goblin Ogrefly Lesser Gaylas 	Outpost 	Mages must /whm. Excellent camp for daggerburn or arrowburn. Beware of the Rock Golem's location. Bats are often used to maintain chains.
40 	Phomiuna Aqueducts 	Makara Hell Bat Diremite 	Map 2 	1 party. 40-cap area. WHM with Erase required. All members must be on CoP2-3 or past that point.
40 	Riverne - Site A01 	Hawker 	 	All mages need to have /whm. Barwatera is a must. All members should have level 40 or higher jobs. 40-cap area. All members must be on CoP2-5 or past that point.
==Level 40s==
:
Level 	Zone 	Mob(s) 	Position(s) 	Notes
40-46 	Toraimarai Canal 	Hell Bat Canal Bats43: Makara43: Bigclaw 	H-6/H-7 Map 1 I-9 Map 1 F-9 Map 1 	At least 1 member must have Portal Charm. Everything aggros sound. Spot Sneaking around slimes and skeletons may be necessary. There are a few spots where no mobs pop or roam into, so focus on setting up camp in those spots.
40-43 	Garlaige Citadel 	Citadel Bats 	staircase on map 1 behind Gate 1. 	Beware of undead and magic sensitive mobs behind Gate 1. Roaming party suggested, going around circles.
40-43 	Eastern Altepa Desert 	Tier 5 Goblins 	Outpost 	Beware of Lost Soul.
41-44 	Crawlers' Nest 	Soldier Crawler Doom Scorpion 	G-9 Map 1 South end of North Map North end of South Map 	Watch out for Water Elemental on south map.
41-44 	Attohwa Chasm 	Ogrefly Master Coeurl 	L-10 	1 party. WHM is required. Mages must sub WHM.
41-45 	Western Altepa Desert 	Desert Beetle 	Revelation Rock H-7 	Watch out for links that happen due to pops.
42-45 	Xarcabard 	Kindred 	Baileys zone 	1 party.
42-47 	Sanctuary of Zi'Tah 	Master Coeurl Skeleton Hell Hound 	E-8 Ro'Maeve. 	Mages must /whm and bring echo drops. At least 1 WHM recommended, or mages must carry remedies. Monk parties, blue mage parties, and manaburn parties have an advantage here. During day it will be coeurls, at night undead.
42-45 	Castle Zvahl Baileys 	Demon Pawn Tier 5 Goblins Evil Eye 	Baileys zone Goblin Section 	1 party. Oils and powders required to reach goblin section. Kindred will resist lullaby.
42-45 	Crawlers' Nest 	Labyrinth Lizard Hornfly 	North map between lizard rooms South Map for Hornflies. 	1 party for lizards. WHM or /whm required.
43-46 	Lufaise Meadows 	Leshachikha 	G-6 	Beware of Thunder Elemental that spawns by Leshys. All members must complete CoP Chapter 1. Uses damaging area-of-effect moves as well as Slumber Powder.
44-48 	Labyrinth of Onzozo 	Cockatrice Tier 6 Goblin 	H-9 	Know when that Cockatrice in H-9 tunnel will repop. WHM required for Stona. Echo Drops strongly recommended. Avoid Goblin Miners if possible (THF goblin)
45-49 	Yhoator Jungle 	Tier 6 Goblin 	Ifrit Cauldron zones I-7 	3 parties. RNG and WAR goblins
45-49 EA 49-52 WA	Quicksand Caves 	Helm Beetle Sand Spider Antica 	K-7 EA: main zone, C-9, H-11 J-10 EA: zone, east end of hallJ-9 WA: zone, E-11 (leads to another map in small hallway)	There is a level difference of the mobs. Weakest from East Altepa zones and strongest in West Altepa zones. Each camp supports 1 party. Echo drops strongly recommended. Certain camps require sneak to reach. Carby pulling recommended at the E-11 camp if you enter from Western Altepa desert.
46-50 	Bostaunieux Oubliette 	Funnel Bats 	Just south of sewer hatch landing 	Sneak up before dropping down. Watch out for pops. Bring a Bard and/or Carby pull. Don't go past the hounds.
46-52 	Garlaige Citadel 	Funnel Bats Chamber Beetle Explosure* 	Basement Front side of Gate 2 Behind Gate 2 	4 parties. Watch out for backside Citadel Bats if camping in Basement. If in Basement, watch out for HNM Serket. Only fish bombs if party members need 50 cap item. Ranged pull only (certain mobs detect magic). Basement camp removed as of May 2011 update; Gate 2 camps are still good.
46-52 	Crawlers' Nest 	Rumble Crawler Blazer Beetle Dragonfly Exoray* Wespe*	North map (Rumble Room) or South Map (hidden hallway, Rumble Room, Exoray Room) 	Take care of Wespe's move (especially Final Sting which ignores defense). Pull Exorays only if a party member needs the 50 cap quest item. Beware of elementals.
47-53 	Sea Serpent Grotto 	Rock Crab Sahagin 	Behind mythril beastcoin door 	1 party. With exception of leeches, all the mobs aggro sound. Level difference of mobs behind door, with mobs by pugils stronger.
48-54 	The Eldieme Necropolis	Ka Lich Mummy Fallen Knight 	Beaucedine side Hume Bones Camp. 	Ninja tank for Kas, Monk/Manaburn party recommended. Beware of elementals at Hume Bones spot.
49-55 	Toraimarai Canal 	Lich Canal Pugil 	Full Moon Fountain G-7 Map 2 	Monk or manaburn party recommended for skeletons. Beware of weaker mobs that may wander. At least 1 member must have Portal Charm. Canal Pugils are underground parts of Map 2.
== 50s ==
:
Level 	Zone 	Mob(s) 	Position(s) 	Notes
50-54 53-57	Crawlers' Nest 	Helm Beetle 53:Knight Crawler 53:Crawler Hunter	South Map Rumble Room Awd Googie Room 	1 party at each camp. Beware of the pop in hallways at either camp. Coffer key dropping mobs. Beware of scorpion's moves.
51-56 	Kuftal Tunnel 	Robber Crab Sand Lizard 	Altepa zone Teriggan Zone Lizard Room 	4 parties. Black Mage strongly suggested for Freeze Magic Burst. Members must be closer to level 54-55 before lizards can be pulled. Beware of Guivre and Air Elementals.
~50 	Bostaunieux Oubliette 	Werebat 	West Ronfaure zone 	1 party. Beware of the undead further in. Level 50 Party with DNC and RDM and PLD tank have hardly mobs for chaining.
~51-57 	Caedarva Mire 	Chigoe (from Wild Karakul) 	J-9 	Manaburn only, critical hits kill chigoe and give no XP. Must have 1 or 2 people outside of the party to hold the sheep to do their TP moves.
51-55 	Boyahda Tree 	Bark Spider 	First map funguar rooms 	2 parties. WHM required for Erase.
52-55 	Uleguerand Range 	Variable Hare Uleguerand Tiger 	Near the zone 	2 parties. Beware of snoll and hounds. Mages must sub WHM.
53-57 	Ro'Maeve 	1st tier weapons 	Zitah zone 	1 party. Ranged pull only.
53-57 	Garlaige Citadel 	Over Weapon Vault Weapon 	Basement 	1 party. Coffer key dropping mob. SMN for Carby pulling helps.
53-57 	King Ranperre's Tomb 	Dire Bat Armet Beetle 	Second map stairs 	2 parties. Beware of repops.
54-57 	Boyahda Tree 	Robber Crab Knight Crawler 	First map lake 	2 parties. Beware of water elementals and NM crab.
54-60 	Bhaflau Thickets 	Lesser Colibri 58: Aht Urhgan Attercop 	I-8 H-10 	2 parties. Do not chain the colibri until 54 at the earliest.
54-58 	Wajaom Woodlands 	Lesser Colibri 	K-7 Leypoint 	3 parties. Beware of the Air Elemental spawns just south of Leypoint. 54 is the earliest you can chain these mobs.
55-59 	Caedarva Mire 	Marsh Murre 	Outside Nashmau 	1 party per zone.
55-59 	Attohwa Chasm 	Monarch Ogrefly 	F-6 	1 party. Mages must be WHM or /WHM.
55-60 	Gustav Tunnel 	Robber Crab Tier 7 Goblin 	South end of Map 2 	2 parties. Beware of Doom Guard and NM Goblin. WHM/BST/WAR testimony mobs.
55-58 	Vunkerl Inlet (S) 	Robber Crab Stygian Pugil 	G-9 	3 parties. Beware of Thunder Elemental and Haunt. Easy access to camp as it is near the fort, and you can talk to the C.A. to warp to that area. The pugils and crabs do not aggro, and a pixie roams along the northwest part. It is also possible to set up camp on the bridge for shorter pulls, but campaign battles often spill out.
55-60 	Cape Teriggan 	Sand Lizard Velociraptor Tier 7 Goblin 	Outpost Center of Map 	2 parties. WHM required. All members should have outpost warp unlocked for easy camp access.
55-59 	Pashhow Marshlands (S)	Snipper 	Fort 	1 party. Camp at south side of the fort. Only 3 snippers spawn, so kills need to be paced.
56-60 	Cape Teriggan 	Robber Crab Terror Pugil 	South Valley of Sorrows zone. 	2 parties. All members should have outpost warp unlocked for easy camp access.
56-60 	Toraimarai Canal 	Scavenger Crab Stygian Pugil 	I-8 Map 2 (small connecting hallway) 	All members should have access to this zone from Windurst Walls (which is quested). Sneak required to reach camp, which is actually between crab/pugil pops. Take care of Cutlass Scorpion in the room. Coffer key dropping mobs. The room has about 15-20 mobs to kill in 16 minutes.
56-60 	Kuftal Tunnel 	Deinonychus Spider Tier 7 Goblin 	Phantom Lake WSNM camp 	3 parties. Take special care if a scorpion pops "out of place" at the lake (rarely happens). If that happens, move to the other camp or suicide pull the scorpion out of the room. WSNM camp will have occasional AFP.
56-60 59-63	Quicksand Caves 	Spider Antica Sand Lizard 	56: West Altepa D-11 59: West Altepa G-6	2 parties. Level difference of mobs by zone. Echo Drops required. WHM required. Testimony mobs (BLM/PLD/RNG/WAR).
58-62 	Valley of Sorrows 	Velociraptor Peryton 	Either cave leading to Cape Teriggan 	2 parties. Perytons do not sleep.
58-62 	Upper Delkfutt's Tower	Bats Gigas Magic Pot. 	Between 11th and 12th floors 	1 party. Beware of magic sensitive mobs. Testimony mobs (RDM/BST/WAR/MNK/RNG). Monks recommended for magic pots.
58-63 	Davoi 	Tier 7 Orcs 	Village Hall 	2 parties. Coffer key dropping mobs. Testimony mobs. More inside the cavern.
58-63 	Beadeaux 	Tier 7 Quadav 	4-door room. 	1 party. Carby pulling strongly recommended. Echo drops and silent oils required to reach camp. Coffer key and PLD/WAR/THF/BLM testimony mobs. *This camp sucked for EXP even at lvl 58, slow kills and bad exp.
58-61 	Castle Zvahl Baileys 	Ahriman 3rd tier Kindred 	Corner rooms in underground 	1 party. Coffer key dropping mobs. DRK/SAM/BLM/SMN/WAR testimony mobs.
58-62 	Wajaom Woodlands 	Wajaom Tiger 	Near Al Zahbi 	1 party. Use colibris as chain fillers. Fomor at night will detect job abilities. /whm.
== 60s ==
:
Level 	Zone 	Mob(s) 	Position(s) 	Notes
60-64 	Aydeewa Subterrane 	Defoliator Treant Sapling* Puktrap Aydeewa Diremite 	G-10 Wajaom I-10 Wajaom I-6 Wajaom by BLU flag quest. 	Melees should be on the upper end of the 60-64 range, especially against Diremites. Beware of slimes and/or chigoes at some of the camps. If mixing in Puktraps, do not use Poisona on the poison effect from crawlers because Puktraps use a sleepga-type move, Soporific. Saplings are slightly weaker mobs. A way to remove slow and the crawlers' defense boost are recommended.
60-64 	Labyrinth of Onzozo 	Torama Tier 7 Goblin 	Ose camp 	Melees should be on the upper end of the 60-63 range, especially against Toramas. Silena and Paralyna recommended. Supports 2 parties.
60-62 	Pso'Xja 	Dire Bat Frost Lizard 	F-7 tower Basement 2 	Oils and powders required. Hug right path. Uncapped zone.
60-64 	Uleguerand Range 	Nival Raptor 	J-10/I-9 area 	Oils and powders required. 3 to 5 camps. Mages must /whm.
60-64 	Wajaom Woodlands 	PukAht Urhgan Attercop 	G-13I-11 	Arrowburn recommended. Avoid the morbols, although there are spots were puks can safely be pulled too.
61-65 	Sea Serpent Grotto 	Greatclaw Mindgazer Sahagin 	Behind Gold Beastcoin Door WSNM spot 	Camp behind the gold door if possible, going deeper in towards the pond just west of Zuug camp. Roaming party possible. Water Elemental Danger, but only if you go towards WSNM spot. WSNM camp will require a Sahagin Key to access.
63-67 	Bhaflau Thickets 	Date Eruca Colibri Trolls 	F/G-8 (Halvung zone)F-9 (Watchtower)G-6 	Eruca much stronger on Firesday. Arrowburn recommended on Colibri, as black mages are crippled. Melee should be closer to 63-64 on Colibri. Halvung camp is the only one with Eruca and Trolls. A way to remove slow and the crawlers' defense boost are recommended. Barfira highly recommended.
63-65 	Cape Teriggan 	Sand Cockatrice 	Center of map 	Watch for slightly weaker raptors and goblins. Stona highly recommended.
63-65 	Attohwa Chasm 	Tracker Antlion Trench Antlion 	F-6 	Near Boneyard Gully. Sneak required to reach camp. Pullers must be aware of poisonous flower. Erase highly recommended.
64-67 	Boyahda Tree 	Steelshell Processionaire Water Elemental* 	Tree Cloister of Storms Blood Ball room West Waterfall	Sneak required. During Water Elemental season, use West Waterfall camp for Crabs and pull crawlers to land in Blood Ball room. Manaburn parties, however, should have no trouble with elementals. A Dispel-type ability is highly recommended for both crawlers and crabs, a way to remove slow is recommended.
64-67 	Ru'Aun Gardens 	Flamingo Sprinkler 	Around various islands 	blunt damage very helpful against Sprinklers, and party members should be around 65-66 before pulling them.
64-68 	Wajaom Woodlands 	Carmine ErucaWoodtrolls 	C-8/D-8 	One party. Do not camp at Halvung zoneline but just to the east or north. Trolls are RNG-WAR-DRK-MNK. A way to remove slow and the crawlers' defense boost are recommended. Barfira highly recommended.
65-69 	Mount Zhayolm 	Magmatic Eruca Sicklemoon Jagil Assassin Fly Wootzshell	L-8 K-8 I-8 I-9 	Eruca stronger during Fire weather (rare occurrence) and firesday. Level difference by what zone you camp. Pugils, Crabs, and Flies on the 2 western camps. Party should be on the upper end of 66-68 range for the flies. Supports 4 parties. Beware of the slightly stronger Phasma at night, and for NM Eruca at westernmost camp. A way to remove slow and the crawlers' defense boost are recommended. Barfira highly recommended.
65-69 	Halvung 	Magmatic Eruca Bats 	zone to Thickets 	Eruca stronger during Fire weather and Firesday. A way to remove slow and the crawlers' defense boost are recommended. Barfira highly recommended.
65-67 	Arrapago Reef 	Fomor 	Cutter BC 	Take the zone in Dvucca Isle that leads to the Cutter. Camp on the docks by the cutter. 16 minutes to kill 8 fomor. Fomor's Drown effect is quite strong, but has a short duration. Supports only 1 party.
65-68 	Mamook 	Hunting Raptor Mamool Ja 	E-12 Wajaom zone 	Avoid Mamool Ja Mimickers [BLU]. Beware of any NM Mamool Jas that may pop in the area.
65-71 	Pso'Xja 	Purgatory Bat Frost Lizard Diremite Aura Pot 	F-7 tower Basement 2 or 3 	Oils and powders required. Hug right path. Pots are weaker while Diremites the stronger. Erase recommended as the slow effect caused by Filamented Hold will overwrite Haste
65-69 	Den of Rancor 	Stygian Pugil Doom Toad 	Cloister of Tides 	Oils and powders required to safely get there. Paintbrush of Souls key item needed by any one party member to open the entrance to Den of Rancor. Blindna and Erase recommended.
67-71 	Den of Rancor 	Tormentor Puck 	Yhoator Jungle zone 	Mostly the lizards, but take care of the occasional, out of place Puck. Stona highly recommended, as the monsters can cause petrify. Supports 1 party.
67-70 	Ve'Lugannon Palace 	Weapons 	 	Oils and powders required, with emphasis on oils. Non-magic pull only.
67-71 	Bhaflau Thickets 	Marid Marid's Chigoe 	F-8 G-7 	Initially you will chain off the chigoes spawned off the Marids. Preferred pt setup is NIN, THF, BLM (or SAM), PLD, BRD, RDM. Once chigoe pops the pld vokes it backwards (still engaged to Marid), and either BLM uses Blizzard III or SAM uses a weaponskill on the chigoe to kill it. Starting at 71, however, Marids should be chained. Chigoes don't always give XP.
67-71 	Wajaom Woodlands 	Marid Marid's Chigoe 	I-7 	See above.
67-70 	Gustav Tunnel 	Demonic Pugil Skeletons 	Ungur/Taxim camps 	Sneak and Invisible required, with emphasis on sneak once past goblin room. blunt damage is extremely effective.
67-70 	Boyahda Tree 	Darter Bark Tarantula Korrigan 	Blood Ball Room Dragon's Aery zone West Waterfall 	Use crawlers or crabs to fill in chains. Beware of Water Elemental season. A method of curing Slow recommended against the spidersas the slow effect caused by Spider Web will overwrite haste. Access to an area-of-effect cure is recommended as the Korrigans use an area-of-effect sleep ability and Darters use Cursed Sphere.
67-70 	Dragon's Aery 	Darter Bark Tarantula 	Lake 	Take care if HNM is due up. A method of curing Slow recommended against the spidersas the slow effect caused by Spider Web will overwrite haste. Access to an area-of-effect cure is Darters use Cursed Sphere.
67-70 	Uleguerand Range 	Nightmare Bats 	Bearclaw Pinnacle camp (north zone) 	Oils and powders required. Moving party suggested. Mobs are underground.
68-71?	Caedarva Mire(Dvucca Isle)	Ephramadian Shade 	G-11 	Shades are Fomor.
68-72 	Newton Movalpolos 	Purgatory Bat second tier goblins and moblins 	Near Mine Shafts 	Moblins here may be grouped together and considered in the same party, in such instances, it is impossible to pull one without aggroing the others, thus a reliable Sleep ability is highly recommended.
68-72 	Cape Teriggan 	Greater Manticore 	Cloister of Gales Northern Valley of Sorrows 	Beware of NM by Valley of Sorrows. May have to use Goblins (in tunnel) or Cockatrices as chain fillers. Ninja tank recommended. Mages should keep a large distance from the melee as manticores may cause a Max MP Down effect. Stona recommended when fighting cockatrice.
69-75 	Kuftal Tunnel 	Tiger Cockatrice 	below Rock 	Melees should be upper end of level range. Cockatrices and Wyverns still VT-IT at 75. Stona recommended when fighting cockatrice. Paralyna and Silena recommended when fighting wyverns.
69-73 	Ro'Maeve 	Weapons Golem 	Behind moon gate Pot WSNM area 	Oils and powders required (emphasis on oils). Moongate Pass key item required by any one member of the party to enter the back area of Ro'Maeve Non-magic pull only. Beware of pops.
== 70s ==
:
Level 	Zone 	Mob(s) 	Position(s) 	Notes
70-73 74-75	Mamook 	Sea Puk Spinner Ziz Nippers 74: Mamool Ja (True Sight) 74: Watch Wyvern	G-9 Map 1 H-10 Map 1 J-8 Map 2 F-8 Map 1 I-9 Map 2 H-8 Map 2 	Once you get through a few early Mamool Ja to reach map 2, you got a choice of several mobs to chain on. Supports 4 parties. I-9 Map 2 has a NM that pops on lower level, but as long you remain on upper level you should not have to worry about it. All mobs on 16 minute repops. Party members must be at least level 74 for Mamool Jas and Wyverns. Stationary merit parties should try to work their way to the H-8 Map 2 camp (small room where only 2 spinners pop and pulls can be done in either direction); roaming parties will find other two map 2 camps attractive. If Mamook has the Astral Candescence, at least 2 or 3 Map 3 camps will become available to roaming parties.
70-73 74-75	Bhaflau Thickets(Mamool Ja Staging Point)	Sea Puk 74: Mamool Ja 74: Skoffin 	H-10H-9I-9 	3 parties. Party members must be at least level 74 (including Bards) for Mamool Jas and Skoffins. Beware of Fang Rush.
72-75 	Bhaflau Thickets(Tandjana Islet) 	74: Mamool Ja 72: Greater Colibri 74: Wivre 	F-6 (3 levels) 	3-5 parties. Tandjana Islet is reached via Nyzul Isle Staging Point. Top level has Mamool Ja, middle and lower levels have Colibri and Wivre. Wivres are often manaburned, usually in a duo or trio via Sleep + Nuke.
67-75 	Caedarva Mire(Azouph Isle East) 	Heraldic Imp Jnun Spongilla Fly 	J-7J-8I-8 	~4 parties. Attack Imps from behind. Jnuns do not aggro during the daylight hours. Beware of Water Elemental pop around the Jnuns.
71-75 	Caedarva Mire(Dvucca Isle) 	Lamia IdolaterHeraldic ImpJnun 	staging point 	Idolater is actually a Qutrub, good for a SC/MB party. Watch out for Skeleton and Ghost aggro. Due to lack of Imps at the main camp, Jnuns can be used to as an secondary option.
73-75 	Caedarva Mire(Azouph Isle West) 	Elder TreantHeraldic Imp 	F-9 	Saplings will link with Treants, but are Easy Prey. There are only 3 imp spawns at this camp. Treants are weak to slashing-type weapons, making Rampage-burn parties very powerful here.
72-75 	Lufaise Meadows 	Abraxas Tavnazian Ram 	J-8 	2 parties. All members must have completed COP Chapter 1. Thief puller required (Hide is necessary to ditch uninvited birds, as they will not sleep) (Susceptible to Lullaby). Ninja tank strongly recommended against Rams.
72-75 	King Ranperre's Tomb 	Undead 	Map 2 (Hidden Room or southern path) 	2 parties. Monk or Manaburn party recommended. If the southern path (used by roaming parties) is taken, you may encounter scorpions.
73-75 	Uleguerand Range 	Kindred Smolenkos King Buffalo* Molech 	J-5 G-6 G-8* 	Go counterclockwise around the zone and don't fall in any holes. Buffalo only at G-8 camp and manaburn recommended for them. Mages must /whm, and everyone should bring Holy Water.
73-75 	Mount Zhayolm 	Ebony Pudding 	I-7 	Manaburn only. Cast Metal Plate required.
73-75 	The Shrine of Ru'Avitau 	Decorative Weapon Aura Weapon Aura Statue Aura Pot 	Main Entrance F-8/G-8 Celestial Nexus Ulli camp Olla camp 	1 party per camp. /WHM and Ninja Tank for Statues. Monk party for pots. Ranged pull only. Oils and powders required, with emphasis on oils.
74-75 	Mount Zhayolm 	Hilltrolls Wamoura 	H-8 I-8 C-7 	Watch out for Earth Elementals. Ranged pull only on Wamouras. Wamouras should be manaburned if possible (they move very slowly and can be aspired). Cast Metal Plate required. Party members should be on a constant lookout for pops when fighting trolls (mostly RNG/DRK/RDM/WAR trolls; the other trolls are seldom engaged). This camp is more for the balanced party (with darkness or distortion skillchain), some camp on upper levels, others camp closer to the Wamouras.
71-75 	Caedarva Mire(Hediva Isle) 	Heraldic Imp 75: Soulflayer 	I-7 Map 4 (just west of HNM camp in a long narrow pathway not on map)H-9 Map 4	Most of the time, the chaining will be on Imps. Despite the detection behaviors, the aggro range of the Soulflayers is small and a ranged puller can easily pull around them (there is much higher chance of bard getting soulflayer aggro from pulling with elegy because bard must be closer to the Imp than a ranged puller). A bard is essentially required along with a Blue Mage or Dark Knight for Stun, as Soulflayers cannot be silenced and will use -ga III and single target IV spells. Mages must sub white mage for erase, paralyna, and blindna. If you head to the I-7 camp, you will likely have to lullaby the imps that you encounter, the Soulflayers are spread out and easily avoided. Soulflayers will resist Dispel and Sleep but not Finale and Lullaby. This camp is only accessible via Nyzul Isle staging point. Most parties won't be able to deal with Soulflayers, so be prepared to zone their aggro. A good party should be able to get constant chain 4 or 5 off imps but rarely any higher than that.
74-75 	Halvung 	Trolls (True Sight) Wamoura Moblin 	3rd map @ BC 2nd map by jail cells 	3rd map Camp only available if Halvung has control of AC. Most of the chaining will be on trolls. Cast Metal Plate is required to use G-7 zone into Halvung from Mt. Zhayolm to access second map camp.
74-77 	Misareaux Coast 	Seaboard Vulture 	J-8, J-6, G-7 	3 or 4 parties.
==80-90==
:
Level	Zone 	Mob(s) 	Position(s) 	Notes
80-82	Ranguemont Pass 	Giant Bat Goblin	Beaucedine Zone Evil Weapon areaCenter of Map	The mobs are mostly Giant Bats with the occasional BST/RNG/BLM/WAR goblin mobs. Ahirman type do exist in the path. Camp best used "roaming" with melee build parties. Beaucedine zone has a convenient grounds tome.
89+ 	Fei'Yin 	Bat Magic Pot 	northeast circle rooms (first map) 	Bats are north of the Magic Pots in the circle rooms on Map 1. Nicely grouped together (bring crowd control measures), and VT-IT at 90. The Magic Pots are located in that large room and IT at 90. Monk parties recommended for the pots, piercing weapons for the bats.
89+ 	Garlaige Citadel	Bat Warden Beetle	Basement 	Mostly VT-IT mobs. Take care about undead and bombs. Ranged pull only.