recursal/Fanatic-Fandom huggingface dataset:
Promathia Mission 2-1

### Walkthrough

* After completing all 3 Promyvions, you will be teleported to Lufaise Meadows and a cutscene will start.
* Your Mysterious Amulet will be stolen.
* After the cutscene, proceed west to the Tavnazian Safehold. Orcs and Gigas will aggro to sight as well as link, and Bugards will aggro to sound.
* Once you zone into the Safehold, another cutscene will begin.

### Game Description

Mission Orders
You have woken up in some unknown land, only to find your amulet has been stolen by a group of three Tarutaru. You think they may have run off somewhere to the west.
Quick Draw

## Job Ability

* Shoot a bullet charged with the magical energy of an elemental card. Special items required.
* **Obtained:** Corsair Level 40
* **Recast Time:** 1 minute
* **Duration:** Instant

## More Information

* The corsair must equip a gun and ammunition, and be in possession of the appropriate elemental card, in order to use this ability (e.g. Fire Shot requires a Fire Card). One card is consumed with each use of the ability. Does not consume bullets.
* The effects of Enfeebling Magic that match the element of the card may be enhanced.
* Enfeebling effects to be enhanced must be applied to the mob *before* **Quick Draw** is used.
* Quick Draw does not enhance Bard debuff songs.
* Quick Draw accuracy is affected by +Agility and damage is affected by +Magic Attack Bonus items.
* Elemental Staves will affect the damage output from Quick Draw. (i.e. Fire Staff + Fire Card)
* Quick Draw is multidirectional, meaning it can be shot even if not facing current monster.
* Quick Draw ignores shadows. (Tested in Conflict (PvP).)
* Quick Draw gives 0 TP. (Tested in Conflict (PvP).)

Fire Shot
Shoot a bullet charged with the magical energy of a Fire Card. Special items required. Deals damage.
Ice Shot
Shoot a bullet charged with the magical energy of an Ice Card. Special items required. Deals damage.
Wind Shot
Shoot a bullet charged with the magical energy of a Wind Card. Special items required. Deals damage.
Earth Shot
Shoot a bullet charged with the magical energy of an Earth Card. Special items required. Deals damage. Slow effect +10%.
Thunder Shot
Shoot a bullet charged with the magical energy of a Thunder Card. Special items required. Deals damage.
Water Shot
Shoot a bullet charged with the magical energy of a Water Card. Special items required. Deals damage.
Light Shot
Shoot a bullet charged with the magical energy of a Light Card. Special items required. Dia defense down +5%. Additional effect: Sleep (Status Effect)
Dark Shot
Shoot a bullet charged with the magical energy of a Dark Card. Special items required. Bio attack down +5%. Additional effect: Dispel.
Manafont

## Job Ability

* Eliminates the cost of magic spells.
* **Obtained:** Black Mage Level 1
* **Recast Time:** 2:00:00
* **Duration:** 0:01:00

* When active, all spells can be cast at a cost of zero MP.
* When active, the casting of spells cannot be interrupted by melee attacks. Stun, sleep, and movement can still interrupt the spells though.
* Often used as emergency casting of healing magic when all mages are spent on MP.
* Sometimes used as a means of ensuring the success of a Warp or Escape spell.
* Since Manafont is a two hour special, some people prefer not to make a macro for it to prevent unintentional activation.
* Some people prefer to put two hour job abilities on a trigger macro. This means they use the macro syntax **/ja "Manafont" <stpc>**, which makes the macro user have to select a player character to use the job ability on, increasing the safety of the macro.
Traits

Passive abilities that each job has to aid in battle.

## Job Traits by Job

* Aquan Killer
* Beast Affinity *(Merited)*
* Beast Healer *(Merited)*
* Beast Killer
* Bird Killer
* Lizard Killer
* Plantoid Killer
* Resist Slow
* Vermin Killer
* Wide Scan
* Conserve MP
 **Blue Mage*** Assimilation *(Merited)*
* Enchainment *(Merited)*
* Settable Blue Mage Job Traits
* Rapid Shot
* Resist Paralyze
* Winning Streak *(Merited)*
* Resist Slow
* Subtle Blow
 **Dark Knight*** Arcana Killer
* Attack Bonus
* Desperate Blows *(Merited)*
* Muted Soul *(Merited)*
* Resist Paralyze
* Attack Bonus
* Dragon Killer
* Empathy *(Merited)*
* Strafe *(Merited)*
* Invigorate *(Merited)*
* Kick Attacks
* Martial Arts
* Max HP Boost
* Penance *(Merited)*
 **Ninja*** Dual Wield
* Ninja Tool Expertise *(Meritable)*
* Resist Bind
* Stealth
* Subtle Blow
* Defense Bonus
* Guardian *(Merited)*
* Iron Will *(Merited)*
* Resist Sleep
* Shield Mastery
* Undead Killer
* Fine-Tuning *(Merited)*
* Martial Arts
* Optimization *(Merited)*
 **Ranger*** Accuracy Bonus
* Alertness
* Rapid Shot
* Recycle *(Meritable)*
* Resist Poison
* Snapshot *(Merited)*
* Wide Scan
* Fast Cast
* Magic Attack Bonus
* Magic Defense Bonus
* Resist Petrify
* Ikishoten *(Merited)*
* Overwhelm *(Merited)*
* Resist Blind
* Store TP
 **Scholar*** Resist Silence
* Clear Mind
* Conserve MP
* Max MP Boost
* Clear Mind
* Max MP Boost
* Resist Slow
* Assassin
* Aura Steal *(Merited)*
* Evasion Bonus
* Gilfinder
* Resist Gravity
* Treasure Hunter
 **Warrior*** Aggressive Aim *(Merited)*
* Attack Bonus
* Defense Bonus
* Double Attack
* Resist Virus
* Savagery *(Merited)*
* Clear Mind
* Divine Veil
* Magic Defense Bonus
Outer Horutoto Ruins

File:OuterHorutotoRuins1.png   File:OuterHorutotoRuins2.png   File:OuterHorutotoRuins3.png   File:OuterHorutotoRuins4.png   File:OuterHorutotoRuins5.png

Connecting Areas | Quests/Missions | NPCs
Chests/Coffers | NMs | Mobs

The term "Horutoto Ruins" refers to the set of ancient towers that are spread across the plains of Sarutabaruta. While no one is certain why these massive structures were built, the powerful magical energy that emanates from them has been the center of Tarutaru scientific investigation for decades.
Connecting Areas
East Sarutabaruta: H-7, I-7, *Escape*

## Involved in Quests/Missions

Horutoto Chest Key
Treasure Chests 1  Treasure Chests 2
 Gil: 540 - 840
Amber
Amethyst
Lapis Lazuli
Moth Axe
Selbina Quests

Connecting Areas | Quests/Missions | Fishing | NPCs

Selbina was once a prosperous town that acted as a strategic port for the navy of Mindartia and a waypoint for travelers. But with the resurgence in the popularity of air travel, the town is slowly returning its focus to the local industry of fishing and stock farming.
Connecting Areas
Valkurm Dunes at (H/I - 6)
Toadal Recall

**Zone:** Ghelsba Outpost
**Restrictions:**

**Level:** 30
**Members:** 6
**Time:** 30 minutes
**Orb:** Sky Orb (30 Beastmen's Seals)

## Mobs

 Toadbolster x 1
 Toadcushion x 1
 Toadpillow x 1
 Toadsquab x 1

## Notes

* All Funguar can use Queasyshroom (Poison effect), Shakeshroom (Disease effect), and Numbshroom (Paralyze effect) provided they have the proper shroom in the cap on their head. They do not need to build TP to use these.
* May cause a dust cloud effect when they recharge the shrooms on their head. Will not happen all the time.
* Each Funguar have their own special attack that they use.
	+ Toadcushion will use Dark Spore: Cone Blind and damage.
	+ Toadsquab will use Spore: Single target Paralyze.
	+ Toadpillow will use Frog Kick: Single target damage.
	+ Toadbolster will use Silence Gas: Cone Silence and damage.
		- Dark Spore and Silence Gas are breath attacks and can cause extreme damage if their users are still at high levels of HP.
* White Mage or a White Mage Support Job for at least 2 jobs is recommended due to all the status effects.
* The Funguar are more resistant to Bind then they are Gravity.
* Echo Drops are highly recommended.
Magic Accuracy

## Overview

A hidden attribute like physical accuracy that is checked against the target's Resistance to determine how much offensive magic is Resisted.

It is assumed that one point of skill in the appropriate magic skill (e.g. Elemental Magic, Enfeebling Magic, ...) corresponds to one point of Magic Accuracy, perhaps 0.9 Magic Accuracy after 200 skill.

Some players believe that certain attributes also seem to increase Magic Accuracy, but this is heavily debated:

* INT increases Magic Accuracy for Black Magic debuffs and Black Magic nukes.
* MND increases Magic Accuracy for White Magic debuffs, and perhaps for White Magic nukes.
* CHR increases Magic Accuracy for Bard Song debuffs.

It is assumed that two points in these attributes correspond to one point of Magic Accuracy for related spells.

See the Resistance page for more information.
Promathia Mission 6-2

### Walkthrough

* Head to Ru'Lude Gardens and approach the Grand Duke Palace for a cutscene. Then talk to Pherimociel at (G-6).
* Head to Misareaux Coast and check the Dilapidated Gate at (I-11) to spawn three Spheroids NMs - Warder Aglaia, Warder Euphrosyne and Warder Thalia.
	+ They have two special attacks that they all use together. If one of them is asleep at the time, they will use it when they wake up.
		- **Reactive Armor:** Shock Spikes
		- **Electromagnetic Field:** AoE ~90 damage, strips Utsusemi.
	+ Sleeping the Spheroids and picking them off one at a time is a proven strategy.
		- They will gradually build up a Sleep resistance.
	+ These NMs are known to be soloable by a 75 DRK, MNK, SMN, DRG, THF, BLU, BLM, NIN or RDM, but it is suggested to do this fight with a healer and a sleeper. A RDM can easily solo these Spheroids without Utsusemi; Phalanx and Stoneskin should be enough.
	+ The NMs are susceptible to Lullaby, but build up resistance fast. Each casting of Lullaby lasts 3 seconds less than the previous one, and eventually they just resist entirely.
* When the NMs are defeated, check the gate again for another cutscene.

### Game Description

Mission Orders
Cardinal Mildaurion is somewhere in Jeuno, and Ulmia is desperate to find out where she may be hiding. Perhaps the three "high-ranking" Tarutaru "officials" know something...
Tractor

**Drags a K.O.'d target toward you.**

**Spell cost**: 26 MP
**Spell element**: **Dark**
**Magic skill**: Dark Magic
**Jobs**:
* Black Mage Level 25
* Dark Knight Level 32
**Casting Time**: 3 seconds
**Recast Time**: 10 seconds

Template:AH

## Additional Notes

Moves other K.O.'d players around without having to revive them. When cast, the K.O.'d player gains the option to be moved to the exact spot you were standing at when you cast Tractor, which they may accept or decline similar to Raise status. Due to limitations on spellcasting range, multiple castings of Tractor are required to move a character over long distances.

The spell is primarily used to move K.O.'d players out of dangerous areas so they can be Raised, and also to transport players to areas that are otherwise too difficult or time consuming for them to reach on foot (alive). A couple of well-known examples of the latter are reaching the northern entrance to The Eldieme Necropolis in Batallia Downs (normally only accessible by traversing through Beaucedine Glacier), or reaching the area in Yuhtunga Jungle where the Fire Fragment for Zilart Mission 5 is obtained (normally only accessible by traversing through Ifrit's Cauldron).

Raise and Tractor statuses cannot coexist. Tractor will have "no effect" on a player with Raise status active. They must decline the option to revive before they can be Tractored. Likewise, someone with Tractor status active must accept or decline it before they can be Raised.

Please note that accepting Tractor counts as moving to another area (even though you end up in the same area). Certain quests or NM fights involving multiple steps require that players do not move to different areas between the steps, otherwise they will have to start them over from the beginning. For instance, if your party is fighting a ???-spawned Notorious Monster for a quest and a party member is K.O.'d prior to the NM's defeat, using Tractor on them after the NM is defeated may prevent them from getting the key item from the ??? point that normally becomes available after defeating the NM. As such, they will need to spawn and fight the NM again to receive credit. Likewise, using Tractor on a fallen player during Besieged will count as moving to another area, therefore resetting any Imperial Standing accumulated and refreshing the Temporary Items obtained upon zoning into Al Zahbi during a beastman invasion.
Tavnazian Archipelago

Regional Area where only people with Chains of Promathia (CoP) can access after completing Promathia Mission 1-3.

This tiny string of islands off the west coast of Quon was once home to the proud nation of Tavnazia.

Before the Great War, this region was actually a peninsula connected with the mainland. However, a devastating explosion caused by a secret weapon of the beastmen resulted in the disintegration of a large portion of the surrounding landscape.

The explosion also sent the nation's capitol, a city built on the profits of its thriving trade business, into ruin.

The remnants of the beastmen army remain in control of the archipelago, and until now, it was thought that none of the former inhabitants had survived.

## Outpost

The outpost of this region is located in Lufaise Meadows at E-8.

## Regional Vendor

 EmaliveulauxBastok Mines G-6
* Ground Wasabi 1945 - 2387
* Lufaise Fly 99 - 108
* Misareaux Parsley 233 - 283
Poison II

**Poisons an enemy and gradually reduces its HP.**

**Spell cost**: 38 MP
**Spell element**: **Water**
**Magic skill**: Enfeebling
**Jobs**:
* Black Mage lv 43
* Red Mage lvl 46
* Dark Knight lvl 46

Info:
* Minimum effect is 4 damage/tick.
* Effect has no known cap. Formulas:
	+ Potency = 82 - Floor[(129/430)(500-Skill)] for skill from 400-500
* Affected by Resist Poison.
* Has two Resist States by duration (Full and Half duration).
**Casting Time**: 1 second
**Recast Time**: 5 seconds

### Merchants

 Hilkomu-Makimu | Windurst Waters (G-7)
 Mazween | Whitegate (G-7)
The Colosseum

File:Colosseum-1.jpg
 File:Colosseum-2.jpg

**Table of Contents:**
Connecting Areas | Quests/Missions | NPCs | Mobs

The Colosseum, recently re-opened by the Empress of Aht Urhgan, is a site of competition. It currently plays host to a monster pit-fighting competition called Pankration in a part of the area known as The Pit.

Connecting Areas

## NPCs Found Here

Annihilation Cage (main entrance, NW)

Bloodlust Cage (SW)

Carnage Cage (NE)

Diablo Cage (tournament cage, SE)

## Mobs Found Here

* There are mobs of nearly every type in the game seen here, but their names and stats and levels change, and the players cannot interact with them directly.

## Notes

* The map for this zone is included in the Aht Urhgan Whitegate map.
MP

**Magic Points** (often abbreviated MP) are a unit of magical power that are used for casting spells. Each spell requires a certain amount of MP to be used in order to cast it. The maximum amount of magic points are determined by the player's race, job, level, and certain gear that is equipped.

Magic points can be replenished by healing; the spell Refresh; the songs Mage's Ballad or Mage's Ballad II; Evoker's Roll; an optional Sanction bonus; certain equipment, medicine or food granting a Refresh Status Effect; or the weapon skills Starlight, Moonlight, Energy Steal, Energy Drain and Spirit Taker. Stepping inside your Mog House or changing Job at a nomad moogle will also replenish your MP.

A player with zero MP is unable to cast any spells unless the player is a Black Mage using Manafont.

## Breakdown of level 1 MP stats by race and class

**Mithra**: 26 (SMN)

**Elvaan**: 24 (SMN)

**Galka**: 20 (SMN)

**Hume**: 26 (SMN)

**Tarutaru**: 32 (SMN)
Alchemy

**Armor**
**Scrolls**
**Medicines**
**Furnishings**
**Materials**
**Food**
**Crystals**
**Others**

**Smithing**
**Goldsmithing**
**Clothcraft**
**Leathercraft**
**Bonecraft**
**Woodworking**
**Alchemy**

Guild Point Items - Guild Test Items - Guilds & NPCs - Guides Recipes: 1-10 - 11-20 - 21-30 - 31-40 - 41-50 - 51-60 - 61-70 - 71-80 - 81-90 - 91-101

## Guilds & NPCs

**Note:** The Alchemists' Guild is open *8:00 - 23:00*. Guild at Bastok Mines is closed on Template:Light and guild at Aht Urhgan Whitegate is closed on Template:Lightning.

## Alchemy Guides

* Alchemy Guide by Spiffly 1-60 - Eden
* Alchemy Guide by Ctownwoody - Retail

## Recipes

### Recipes of Unknown Level

Template:Crafts Hobbies
Template:CategoryTOC
Sky

Sky is a player term for the Rise of the Zilart content of the Tu'Lia Region and is typically written as Auto Translate text. Like all regions, Tu'Lia is not available as a translation in the Auto Translate function, which may have been one reason why the term was coined.

**Access is granted to Tu'Lia upon completion of Zilart Mission 13.**

The term may refer to either the region, one of the areas, or the content itself:

* Tu'Lia - the region where the "sky" content is located.
* Ru'Aun Gardens - the first area of the Tu'Lia region.
* The Shrine of Ru'Avitau - the second area of the Tu'Lia region.
* Ve'Lugannon Palace - the third area of the Tu'Lia region.

* Sky Notorious Monsters - Notorious Monsters residing in Tu'Lia is considered an endgame activity
San d'Oria Mission 6-2

### Walkthrough

* Trading three stacks of crystals will give the necessary rank points for this mission.
* The gate guard will instruct you to talk to Prince Trion.
* After a cutscene, bring a level 60+ party and go to King Ranperre's Tomb. Go to the heavy stone door located at H-8 of the first map.
* Have one person sneak up and inspect the Heavy Stone Door to spawn 3 skeleton NMs - Corrupted Soffeil, Corrupted Yorgos, and Corrupted Ulbrig. They do not aggro through Sneak.

* Someone with a ranged attack should pull Corrupted Yorgos - the other two skeletons will not link. Corrupted Soffeil and Corrupted Ulbrig are Black Mages; Corrupted Yorgos is a Warrior.
* If you wait until Corrupted Soffeil and Corrupted Ulbrig despawn before killing Corrupted Yorgos, you only need to kill the one.
* If you kill Corrupted Yorgos before the other two skeletons despawn, you may need to continue killing until they are dead or the 3rd despawns; simply allowing them to despawn after Yorgos is dead may prevent getting the cutscene.
* Corrupted Yorgos is level 64 and has about 7250 HP.
* The NMs are immune to Lullaby (and Sleep).
* Everyone that can should keep Stoneskin up so that Blood Saber does not heal the NM. Mages should stand out of range.

* Inspect the Heavy Stone Door and enter.
* Inspect the tombstone in this room and after a cutscene, you will get a key item Ancient San d'Orian Book.
* Return to Prince Trion and after a cutscene, talk to the gate guard who will tell you that deciphering the book will take a while.

* **Note:** You can skip this cutscene and talk directly to the gate guard. The cutscene just tells you to go to the gate guards anyway.

* Wait until Japanese Midnight has passed and return to Prince Trion. Then return to the Heavy Stone Door and inspect it for another cutscene.
* Talk to the gate guard to finish this mission.

* **Note:** After the cutscene at King Ranperre's Tomb, if you inspect Prince Trion's door or talk to Perfaumand who stationed at Prince Trion's door, you will get a short cutscence with Perfaumand similar to the cutscence you had when you came back with the Ancient San d'Orian Book from before.

### Game Description

Mission Orders
Prince Trion seeks an adventurer. Find the prince in his chamber to learn more.
San d'Oria Mission 1-3

### Walkthrough

* Speak to a Mission NPC; you are told to see a priest at the Cathedral in Northern San d'Oria.
* The priest is Arnau and is standing at the altar. You are told in a cutscene that orcs have captured some children and are holding them in Ghelsba Outpost.
* Go to Ghelsba Outpost(G-9) (the large hut). Check the hut door and select "Save the Children".
	+ You will then be presented with "Force it Open" or "Give Up".
	+ Choose "Force it Open". This triggers a BCNM fight with 3 orcs:

Fodderchief Vokdek (Warrior)
Strongarm Zodvad (Ranger)
Sureshot Snatgat (Ranger)
* Defeat the orcs and you will get a key which you can use to open the door and release the children.
	+ NOTE: Only San d'Orians (current or former alliegiance) may enter this BCNM
* Once you have the key you must click on the hut door again to activate a cutscene.

(DO NOT LEAVE Ghelsba Outpost without checking the hut door. If you forget, you will have to make your way back to do so.)

* Return to a Mission NPC for a cutscene. You will get your Rank 2 here.
* Go to the Cathedral for another cutscene with Arnau. (This is optional)

### Game Description

Mission Orders
Rescue the children held captive in the Orcish camp in Ghelsba Outpost.
Zilart Mission 6

### Walkthrough

* Form a 6 member party of 65~+; an alliance is optional, but note that the battle is 6 party members maximum.
	+ Ensure everyone who needs ZM6 has the 8 elemental fragment key items. If their current ZM is "Through the Quicksand Caves" then they have all the fragments.
	+ Magic users should bring Echo Drops for NM fight.
	+ Also to avoid aggro and save time, bring Silent Oils or Sneak magic. There is no sight aggro in Quicksand Caves.
* Travel to Western Altepa Desert head to C-11 and enter a tunnel.
* Exit tunnel to hidden area of Western Altepa Desert and head down the ramp to D-12 and zone into Quicksand Caves
* Inside Quicksand Caves (Sneak)...
	1. Travel towards I-9 and step on pad to open door.
	2. Then head West and step on pad @ H-7 to open next door. (NOTE: *It will take a few players (pets and NPCs of any kind do NOT work) to open the 2 doors. You will need either 1 Galka, 3 Tarutaru, or 2 of any other combination*.)
	3. Enter next room and drop down the hole in the floor @ F-7.
	4. This drops you into a hidden area; travel towards the Chamber of Oracles zone @ D-4.
* Enter the Chamber of Oracles. The 6 party member BCNM consists of the following enemies fought in this order:
	1. Centurio V-III - PLD
	2. Triarius V-VIII - BLM
	3. Princeps V-XI - RNG

* Elemental Seal + Sleepga (II) is a good way to start this battle off. They will all likely be buffed with Protect and/or Shell from the PLD so make sure to dispel these.
* PLD should be the first target due to its Resist Sleep trait and ability to heal and buff itself and its comrades.
* All enemies will use their appropriate Two Hour Ability. Beware of Eagle Eye Shot from the RNG, it hits hard enough to take out party members with little defense. Blink tanks may have trouble maintaining shadows against the RNG due to its fast rate of attacks. As in ZM4, the BLM is capable of being silenced, rendering its Manafont useless.
* Buff upon Entering Shimmering Circle.

* Upon defeating the 3 NM Anticans you will be appear in another area of the Chamber of Oracles; this is the start of "ZM7 - The Chamber of Oracles". Place the fragments in the pedestals for cutscene.

**NOTE:** If you are going to do more than one BCNM fight, you must zone out into Western Altepa Desert travel back (on foot) to Quicksand Caves for re-entry. In Western Altepa Desert, you will need Sneak spell/items for most mobs and Invisible spell/items for Manticores.

**The zone to Quicksand Caves is right around the corner. You can easily zone back in to get to the Chamber of Oracles, without traipsing halfway across the desert.**

### Game Description

Mission Orders
You must hurry to Zepwell's Island's ancient temple.
Promathia Mission 4-2

+ You'll need a Giant Scale to pass through an *Unstable Displacement* to get to Monarch Linn.
* Proceed to Monarch Linn.
* Enter the BCNM (capped at level 50) and fight Ouryu.
	+ **Note:** Normal buffs wear off when entering the BCNM - food will stay.
	+ After defeating Ouryu, your title will become Mist Melter.
* You'll return at the exit for Monarch Linn and can either come back to the entrance of Monarch Linn or exit out.
* Head back to Tavnazian Safehold and talk to Justinius again for a cutscene.

#### Ouryu

* Ouryu is an earth-based dragon and casts Stoneskin and Stone-based damage spells.
* **Absolute Terror**: Terrorizes the target for a few seconds, making them unable do anything.
* **Geotic Breath**: Cone Attack Earth damage. ~700 damage if tank is directly in front of the dragon.
* **Spike Flail**: Only used if someone behind him has hate. Huge AoE physical damage. Absorbed by Utsusemi.
* **Horrid Roar**: Dispel up to 8 buffs on a single target, including food.
* **Typhoon Wing**: Frontal AoE ~100-180 dmg and Blind.

* In the air:

* **Bai Wing**: AoE Earth damage (~385 unresisted) and Slow
* **Ochre Blast**: AoE Earth 400+ damage.

* **Touchdown**: Not based on TP, used when he lands (but not if you used a Mistmelt). AoE magic damage (element unknown, ~140 each).

He uses Invincible at about 50% - 80% HP.
He alternates between flying and standing every two minutes.
He also casts Stoneskin, Stonega II, and Slowga.
On the ground, his attacks are physical; in the air, they are earth elemental and ignore Utsusemi. His air attacks do 280 damage minus Shell and any resistance; kiting may also reduce their damage.
He gives up at about 30% health power
* Bring Ouryu to the ground with Mistmelt, which is obtained from the quest Fly High.
	+ Suggested macro - /item "Mistmelt" Ouryu
	+ When using a Mismelt you have to be close to Ouryu (ideal position is between front legs just below the head, will not agro you if you just throw Mistmelt and don't engage it)
* Ouryu is a lot easier to sleep on the ground
	+ 3 Blackmages with a paladin is a good setup using freeze sleep rest repeat.
* After defeating Ouryu, everyone in the party that is alive gains 1500 Experience/Limit Points, regardless of whether they have completed the mission or not.

### Game Description

Mission Orders
Ulmia is determined to know the truth, and is ready to revisit Bahamut to learn it. Enlist the aid of Tenzen and Justinius to help you find Ulmia before something terrible occurs.
Path of the Bard

### Walkthrough

* These quests are HIDDEN, and cannot be seen in your Quest list until completed.
* Go to the following quest and complete it first: The Old Monument
* Go back to Lower Jeuno and talk to Bki Tbujhja again. She mentions another set of Song Runes in Valkurm Dunes.
* Head to the Secret Beach at far west of Valkurm Dunes (C-6). Drop out onto the hidden beach and head south east to the bottom right of (B-7).
* Click on the Song Rune for another cutscene to complete the quest.

### Game Description

**Client:** Lewenhart (Song Runes, Valkurm Dunes)

**Summary:**

You have taken the first step. The path of the bard lies before you.
Mhaura

Connecting Areas | Quests/Missions | Fishing | NPCs

Carved out of the cliff that faces the Strait of Pamtam, Mhaura is a peaceful port town that is part of the Federation of Windurst. Mhaura was originally a Tarutaru town, but thanks to the tolerant stance of the governor, many craftspeople of all races and nationalities have gathered here. File:Mhaura.png
Connecting Areas
Buburimu Peninsula at (H - 5)
Ferry - Mhaura/Selbina at (H - 10) to Selbina

If you see a quest that is listed as **Yes** but is not working properly please report it on GitHub. Make sure to list as many details as possible when describing what is not working. If there happens to already be a report on that quest regarding your problem, just add your experience to that report.

#### **Legend**

**Yes** = Quest is in game and working

**Yes but bugged** = Quest is in game but not working properly and being worked on or in que to be worked on.

**No** = Not in game yet but is planned
Sarutabaruta

The capital of the Federation of Windurst is situated within this vast steppe region. Windurst City boasts the lushest vegetation in Sarutabaruta thanks to a vast subterranean water supply, and wildlife thrives in most grassland areas. In the ancient Tarutaru language, "Sarutabaruta" means "the land of prophecy."

## Outpost

The outpost of this region is located in West Sarutabaruta at H-6.

## Regional Vendor

 Somn-PaemnBastok Markets H-9
* Lauan Log 33 - 37
* Popoto 43 - 49
* Saruta Orange 29 - 33
* Windurstian Tea Leaves 18 - 20
Like a Shining Subligar

**Next Quest:** |   None

 File:Norg.jpg
### Walkthrough

* Trade 10 Rusty Subligar to Heiji, who is situated at the top of the ramp, just to the left of the large staircase in the main room.
* He will give you the scroll of Kurayami: Ichi

### Game Description

**Client:** Heiji (Norg)

**Summary:**

Ten rusty subligaria are needed for the training of young ninjas. Heiji will accept them one at a time.
Metalworks

Connecting Areas | Quests/Missions | NPCs

Home to the Republic of Bastok's presidential offices, including the official Allegiance Changer Mythily and Ballista Pursuivant Invincible Shield, not to mention the embassies of the other nations. The Metalworks is also home to, not surprisingly, the Blacksmith Guild and its proprietor, Cid.
Obtaining the Metalworks map
Connecting Areas
Leujaoam Sanctum

Connecting Areas | Missions

 File:LeujaoamSanctum1.png
 File:LeujaoamSanctum2.png
 File:Leujaoamsanctum3.png
 File:Leujaoamsanctum4.png
 File:Leujaoamsanctum5.png
 File:Leujaoamsanctum6.png
 File:Leujaoamsanctum7.png
 File:LeujaoamSanctum8.png
 File:Leujaoamsanctum9.png
 File:Leujaoamsanctum10.png
## Connecting Areas

Caedarva Mire: Azouph Isle Staging Point at (K-9)
Zilart Mission 11

### Walkthrough

* Since you cannot seem to go any further in the Hall of the Gods, go back to Norg and talk to Gilgamesh. He will tell you to talk to a Mithra who was trying to sell a crystal once.

### Game Description

Mission Orders
A strange grate prohibits you from journeying deeper into the Hall of the Gods. The depression in the center may be the key to getting through. You should probably report this find to Gilgamesh.
Talacca Cove

Connecting Areas | Quests/Missions
Weather | Fishing | NMs | Mobs

This cove near the centre of the Arrapago Islands was once a port favoured by the ehpramadian corsairs  who waged war against the Empire of Aht Urhgan. Now this ancient anchorage would seem abandoned by all but relics of an age gone past that lay among the debris and stones that border the shallows...

Connecting Areas
Caedarva Mire at (E-9)

## Involved in Quests/Missions

 Breaking the Bonds of Fate | Genkai (COR)
 Puppetmaster Blues | Artifact (PUP)

## ISNM

 Compliments to the Chef  | 3000

 Rusty Leggings | 0
Ru'Lude Gardens

Connecting Areas | Quests/Missions | NPCs

The grounds of Kam'lanaut's grand estates, the Ru'Lude Gardens were named by the archduke himself and opened to the population as a place of respite in times of peace. Unfortunately, during the Crystal War, the gardens, the estate, and the bridge on which they were built were all destroyed by boulders thrown by gigas. After the war was over, the Ru'Lude Gardens were reconstructed on the roof of the residential tower on an even grander scale for all the people of Vana'diel to enjoy.
Connecting Areas
Upper Jeuno at (H - 11)
Windurst Mission 8-2

### Walkthrough

* Get the mission from the gate guard. You need at least 80% of your Rank Points bar filled to receive this mission.
* Speak with Apururu in the Manustery who will explain that her brother is locked in a Dungeon, and only you can save him, by collecting five rings to open the dungeon door. These rings are mostly from past missions - you **have** to go speak with the NPCs to collect them, as you no longer possess them. Collect the four rings from:

* Apururu - Manustery Ring (Manustery. Windurst Woods - received upon first conversation/cutscene)
* Tosuka-Porika - Optistery Ring (Optistery, Windurst Waters)
* Sedal-Godjal - Aurastery Ring (J-8, Davoi)
* Rukususu - Rhinostery Ring (F-6, Lower level of Fei'Yin)

* Once the four rings have been collected, speak with Apururu again, who will send you to Kupipi (in Heavens Tower), who tells you that to collect the last ring you must go to Outer Horutoto Ruins.
* A party composed of at least 14 level 65 players, 6 level 70 players, or 2-3 level 75 players is recommended for the fight.
* Go to the F-4 West Sarutabaruta tower. Once inside, go through the Cracked Wall at I-6, then to the G-8.
* Rest to full and buff up before examining the cracked wall - examining triggers the fight immediately.
* You'll be fighting two level 72 Cardian NMs: Queen of Coins (RDM) and Queen of Swords (PLD). They are immune to sleep and silence, but susceptible to bind. Once the mobs are dead, examine the Cracked Wall for a cutscene, then return to Windurst.

* If you spawn the Queen Cardians by clicking the Cracked Wall with Sneak active, they will not aggro. When pulled with a ranged attack or a magic spell, just be at good distance (20'+), they will not link (they will aggro to magic). In this manner, you only need to fight one of the two Cardian; the one that does not aggro will eventually despawn, and you may then click the Cracked Wall again to continue.
* They will use their respective 2-hour abilities. For this reason, it is not advisible to attempt to solo the Red Mage.
* Can be soloed by a Black Mage 75, using manafont, tier IV spells, Ancient Magic 2, and bind.
* Can be easily soloed by a Summoner 75 (with Fenrir), while using Spirit Taker on "Easy Prey" mobs around to recover MP. Astral Flow, food & drinks not necessary. It's easier to solo the RDM using this technique.

* Speak with Apururu for a cutscene.
* Go to Shantotto for another cutscene. She will give you the Glove of Perpetual Twilight.
* Go back to Apururu. During this cutscene with Apururu, she'll tell you to go rescue her brother from the Dungeon.
* Head now to the Horutoto tower entrance at J-7 in East Sarutabaruta. Past the Three Mage Gate, and at I-7, you will find the Gate of Darkness. Examine it for yet another cutscene.
* Return to Windurst, the Manustery, and Apururu, for a final cutscene and the completion of the mission.
* Optionally, you can now go to Shantotto in Windurst Walls for additional storyline.

### Game Description

Mission Orders

The time for the Dark Dungeon jailbreak is at hand! At the request of the Manustery, you are to collect the ministry rings from all the five ministers.
Water

**Deals water damage to an enemy.**

**Spell cost**: 13 MP
**Spell element**: **Water**
**Magic skill**: Elemental Magic
**Jobs**:
* Level 5 Black Mage
* Level 9 Red Mage
* Level 10 Puppetmaster Automaton Magic Skill 30‡
* Level 11 Dark Knight

‡Note: Automatons learn this spell automatically once they have the requisite magic skill. They do not need to use a scroll.
**Casting Time**: 2 seconds
**Recast Time**: 8 seconds

### Merchants

 Aroro | Port Windurst (H-8)
 Zaira | Bastok Markets (H-5)
Wizard's Sabots +1

File:WizardsSabotsPlus1.png

**Wizard's Sabots +1** Template:RareTemplate:Exclusive
**[Feet] All Races**
**DEF:** 11 **MP** +15 **AGI** +5 **MND** +5
**Spell interruption rate down** 20%
**MP recovered while healing** +1
**Lv.** 74 **BLM**
*View the entire Wizard's Attire Set +1.*
 Synthesis Recipes
*None*
 Desynthesis Recipe
*None*

### Quest

Obtained by trading the following items to Sagheera in Port Jeuno.

* Wizard's Sabots
* Diabolic Silk
* Diabolic Yarn
* Ether Holly
* Ancient Beastcoin x20
Windurst Mission 6-2

### Walkthrough

* After talking with gate guards and accepting the mission, go see Star Sibyl in Heavens Tower who will tell you of a competition between Yagudo and Windurst and give you the key item Holy One's Invitation.
* She will give you the Title: "Hero on Behalf of Windurst"
* Go to Burning Circle Balga's Dais in Giddeus. One party of 6 persons from Windurst that are on this mission or have previously completed this mission may enter and you will fight 4 NM Yagudo (level 64).

* Nuu Kofu the Gentle (WHM)
* Chaa Paqa the Profound (SMN)
* Buu Xolo the Bloodfaced (SAM)
* Juu Zeni the Poisonmist (NIN)

* The Yagudo can be slept and should be killed in the order listed above. They will use their 2 hour abilities. Defeat them to obtain the key item Balga Champion Certificate, along with a new title.
* Solo'd by a 75 BLM with some difficulty. Recommended to bring along 3+ Yagudo drinks, a Reraise Hairpin, and ethers.
	+ Can duo 75PLD/WAR (using Chivalry after first 2 NMs) and 75WHM/BLM, 3 Yagudo drinks each, killing SMN, SAM, WHM, NIN in that order (WHM's 2-hour will wake up the sleeping NMs. WHM will have Stoneskin up prior to sleeping, making it difficult to pull).
* When they are defeated go to Castle Oztroja and fight Yagudo Flagellants until a Judgment Key drops - only one is needed.
* You will have to get past a Yagudo High Priest to get to the Brass Door. The high priest has true sight and can see through invisible.
* Whoever has the Judgment Key must trade it to the Brass Door. The key has 1 use only then will disappear. This door does not stay open long, and once it's closed there is no way to open the door from the inside. The only way to get a stranded party member through the door is to have them die just outside, then use tractor and raise.
* Speak with Kaa Toru the Just just inside the door to obtain the Holy One's Oath and an Ashura Necklace.
* Return to Windurst and talk to the Star Sibyl to complete the mission.

### Game Description

Mission Orders
A mission issued by Heavens Tower. In reply to the Yagudo Holy One's invitation, you are to compete and triumph at the contest held at Balga's Dais deep within Giddeus.
Zilart Mission 9

### Walkthrough

* Talk to Aldo in the Tenshodo Headquarters inside the Neptune's Spire in Lower Jeuno to find out the fate of Verena.
* Next head to Norg to talk to Gilgamesh. His librarian will tell of some ruins to the north of The Sanctuary of Zi'Tah that he thinks is what Eald'narche mentioned. You are to head there next.

### Game Description

Mission Orders
The Gate of the Gods, Tu'Lia, has been restored by Eald'narche. What do his words "Ro'Maeve" and "blessed by the light" mean? What is Lion's next move?
Zilart Mission 14

Completing the quest Divine Might takes the place of this mission, and has additional rewards.
* To get to the Ark Angels, take the red portals. If you want to get to the different islands, activate pincer stones and take the blue portals. There is only magic aggro in this area except for the groundskeepers standing on a blue symbol.
* 6 people will be allowed to participate in the BCNM.
* 5 Ark Angels must be defeated one at a time. Each one has 2 jobs and uses abilities and 2 hour abilities from both jobs.
* They use normal Weapon Skills for their weapon as well as a unique weapon skill that only they can use.
* It has been reported that the AA can use the 2 hours more than once.
	+ Ark Angel TT: BLM + DRK, wielding a Scythe
		- Uses Manafont and Blood Weapon
		- Unique WS **Amon Drive:** AoE 100-300 damage plus Paralysis and Petrification, absorbed by Utsusemi
		- Casts all BLM and DRK spells.
		- Teleports around the circular battlefield
		- Suggested Strategy - have mages stand on the stairs and just attack/heal from there as the AoE attack can be deadly to mages. Melee simply melee.
	+ Ark Angel MR THF + BST, wielding an Axe
		- Uses Perfect Dodge and Charm.
		- Unique WS **Havoc Spiral:** AoE 100-300 damage plus Sleep, absorbed by Utsusemi
		- Summons a pet at start. This is usually a tiger, but can also be a black mandragora.
		- Suggested Strategy - Sleep the pet and just focus on Ark Angel MR. Bring a backup tank for when your tank gets charmed, (you can get charmed even if the pet is still alive).
	+ Ark Angel HM NIN + WAR, wielding two Swords
		- Uses Mighty Strikes. May or may not use Mijin Gakure.
		- Unique WS **Cross Reaver:** Cone Attack 500-900 damage plus Stun.
		- Mijin Gakure at high HP can kill everyone in range.
		- Suggested Strategy - Mages stay at maximum casting range to avoid Mijin Gakure. Barfira and Earthen Ward melees to help them survive.
	+ Ark Angel EV PLD + WHM, wielding a Sword
		- Uses Invincible and Benediction.
		- Unique WS **Dominion Slash:** AoE 200-300 damage and Silence, absorbed by Utsusemi. Bring Echo Drops. Can also dispel buffs - keep an eye on Reraise.
		- Also uses **Shield Strike:** Cone Attack ~100 damage and Stun
		- Spirits Within at high HP can one-shot your tank.
		- Suggested Strategy - Gravity and/or Bind the Ark Angel and kite to avoid Spirits Within.
	+ Ark Angel GK DRG + SAM, wielding a Great Katana
		- Uses Call Wyvern and Meikyo Shisui multiple times.
		- Unique WS **Dragonfall:** AoE 100-300 damage plus Bind, absorbed by Utsusemi.
		- Suggested Strategy - Blinktank to avoid high damage from Meikyo Shisui

### Game Description

Mission Orders
Apathy, arrogance, cowardice, envy, rage--the darkness that lurks within us all...
Windurst Mission 5-2

### Walkthrough

* After accepting this mission, return to the Star Sibyl's chamber in Heavens Tower for a cutscene.
* Form a full level 50+ party and travel to Xarcabard and on to Castle Zvahl Baileys .
* Upon zoning into Castle Zvahl Baileys , go straight until you encounter the first intersection and make a left. Go down a small flight of stairs and then turn right and follow the left wall and you will enter the Orc section of the castle.
* Go through the area to the west again and eventually you will zone into Castle Zvahl Keep.
* Once you enter Castle Zvahl Keep, you will have to open several gates, very often in front of mobs that detect on sight.
* You will encounter a series of teleport devices. These devices will cancel the Invisible effect after they are used. Once you use the last device, run to the west exit of the map where you will find a zoneline to the Throne Room.
* When ready, gather in front of the door. When you enter, a cutscene will happen and the fight begins. Cast the prefight buffs before getting closer.
* This fight is level capped at level 75.
* The Shadow Lord has 2 forms. In the first form he will spam the Invincible move once he is at 50% health. Invincible does not protect him from magic.

* Once Shadow Lord starts spamming Invincible, mages need to nuke repeatedly and rest when melee are able to deal damage again.

* After the first form is defeated, a cutscene will appear. The second form will show up after the cutscene and does not wait for you to rest.
* This form of Shadow Lord will do nothing but a AOE attack but only has 4000 HP and should go down quickly.

* Melees should use their 2 hour abilities and Icarus Wing if possible to have TP for their best weaponskill. Mages should cast their Curaga spells.
* Since hate is irrelevant in this form, mages should feel free to spam spells.

* After this form is defeated, another cutscene occurs. Once the cutscene ends, you will be transported back to the enterance of Castle Zvahl Baileys. Here you will receive the Key Item Shadow Fragment.
* The Shadow Lord gives experience points for a Level 60 mob.
* Report back to Star Sibyl for another cutscene.

### Game Description

Mission Orders
As written in the stars and interpreted by the Star Sibyl, you are to destined to journey to Castle Zvahl, which towers over Xarcabard, the end of the known lands. There, you are to witness what fate has in store for our world.
Wizard's Tonban +1

File:WizardsTonbanPlus1.png

**Wizard's Tonban +1** Template:RareTemplate:Exclusive
**[Legs] All Races**
**DEF:** 27 **MP** +19
**Dark magic skill** +15
**Enmity** -2
**MP recovered while healing** +1
**Lv.** 74 **BLM**
*View the entire Wizard's Attire Set +1.*
 Synthesis Recipes
*None*
 Desynthesis Recipe
*None*

### Quest

Obtained by trading the following items to Sagheera in Port Jeuno:

* Wizard's Tonban
* Diabolic Silk
* Diabolic Yarn
* Ether Cotton
* Ancient Beastcoin x30
Skill Caps/Monk

* Weapon Skills noted by a single asterisk require certain subjobs to gain access to the skill. See that particular skill's page for details.
* Weapon Skills noted by a double asterisk require completion of a quest before use, the required level for which may be different than the Weapon Skill's level. See that particular skill's page for details.
Windurst Mission 2-1

#### Windurst

* The mission will not be available until after you amass a certain number of Rank Points by either trading a single stack of crystals of any type to the *War Warlock* (character with the initials W.W. after their name) located at the city gates, by killing monsters while Signet is applied to your character, or a combination of the two.

* After accepting the Mission, talk to Tosuka-Porika at G-8 in the Optistery in the northern portion of Windurst Waters. Then go outside the *Optistery* and down the stairs. Take the warp from Tonana (G-8) to Windurst Woods and go see Nanaa Mihgo at J-3.

**Note:** It is recommended that you talk to Hariga-Origa and start the Glyph Hanger quest for the Map of the Horutoto Ruins, if you have not done so already.
* Purchase some Prism Powders and Silent Oils or have Sneak and Invisible available for the next part. It is recommended to obtain an Instant Warp scroll as well, provided your Home Point is in Windurst.

#### The Maze

* Continue to the Maze of Shakhrami, which can be found at the very Northeast corner of Tahrongi Canyon (K-5).
* Once inside, go to H-5 on the lower maze map (map 2). There are four *Fossil Rock*s in this room. There are also two *Fossil Rock*s in the large room on the same map at I-8.
* Examine a *Fossil Rock* and get key item *Lapis Coral*.
	+ There are 5 Fossil Rocks to examine, one will give you the *Lapis Coral*. There are several aggressive mobs on the way to this room, Goblins which detect by sight and Maze Scorpions and Ghouls which detect by sound. Once in fossil room, the active mobs all detect on sound only. You'll need to cancel your Invisible to examine the *Fossil Rock*, but you can keep Sneak.
* Head back to Nanaa Mihgo in Windurst Woods (J-3) to receive key item *Hideout key*.

#### Horutoto Ruins

* Head to the *Lily Tower* in East Sarutabaruta at J-7.
* Go to the northwest corner of the ring-shaped room at G-8 and into the room with the Ancient Magical Gizmo. There is a cracked wall here; go through the cracked wall and then proceed to the *Mahogany Door*.
	+ **NOTE:** Walking through the cracked wall will take you to a new map of Beetle's Burrow. The cracked wall at G-8 will lead to the new map at K-7. Go Southwest - there are two paths, but you can take either of them, as they both converge at I-9. At I-9, take the West tunnel at the 3-way intersection. Follow the tunnel Northwest - again, take either path, as both converge at your target, the *Mahogany Door*.

* After the cut scene, head to the *House of the Hero* in Windurst Walls (G-3). After the cut scene, go back to Tosuka-Porika to finish the mission.

### Game Description

Mission Orders
There are reports that the Cat Burglar has her paws on a "Book of the Gods," a restricted book that was lost twenty years ago. Assist the Opistery in investigating the reports, and attempt to retrieve the priceless, but dangerous, tome.
Zilart Mission 15

### Walkthrough

* If you have not received your earring from Divine Might Enter Shrine of Ru'Avitau from H-9 in Ru'Aun Gardens. The mission log should change.
* Now go to Norg and talk to Gilgamesh.
* Go back to Ru'Aun Gardens.
* Enter Shrine of Ru'Avitau again from the (I-6) entrance for a cutscene.

### Game Description

Mission Orders
The door deep within the Shrine of Ru'Avitau is sealed with some form of supernatural power. Could this be the work of Eald'narche?
Riverne - Site A01

File:Riverne-sitea01.png

Connecting Areas | Quests/Missions | BCNMs
NPCs | Weather | NMs | Mobs

Situated on the far western tip of the main island of Tavnazia, Cape Riverne was once a peaceful meadow where one could gaze out into the Nosteau Ocean while resting in the soft breeze. However, during a recent earthquake, large chunks of the area were ripped from the ground and now float alongside the clouds above the churning sea. A Tavnazian expedition is currently investigating the area, working from only a few notes taken by Goblin explorers. This area makes up the southern half of Cape Riverne.
**This is a level 40 capped area.**

Connecting Areas
Misareaux Coast at (M-9) (via Spatial Displacement).
Monarch Linn at (E-8) (via Spatial Displacement).

If you see a quest that is listed as **Yes** but is not working
properly please report it on GitHub. Make sure to list as many details
as possible when describing what is not working. If there happens to
already be a report on that quest regarding your problem, just add your
experience to that report.

#### **Legend** Edit

**Yes** = Quest is in game and working

**Yes but bugged** = Quest is in game but not working properly and being worked on or in que to be worked on.

**No** = Not in game yet but is planned