Title: Final Fantasy XI: Rise of the Zilart Missions Guide
Author: charjer0
E-mail:
[email protected]
Version: 1.0
Date: December 11, 2007
========
Contents
========
A Brief Explanation of My Guide
Prerequisites
Can I Skip Any Missions?
Why Would I Want to Complete Missions?
A Note on Posisions
Terms
A Word on Maps
The Missions
Credits
Copyright and Other Stuff
===============================
A Brief Explanation of My Guide
===============================
I've written this to be a guide, not a walkthru. I won't tell you that you
need a certain job to complete this mission or what kind of tactics you should
be doing. This is an online game and everyone has their own unique play style.
Instead, I'll be ambiguous by saying things like, "It's recommended you have at
least a tank, a healer, and some damage dealers."
I'll also omit on how to get to certain areas, such as Ro'Maeve, as you should
know how to get there as you progress in levels. You've probably already been
there in an experience party.
=============
Prerequisites
=============
To progress to the next mission, you need to complete the one you are currently
on. To start the first mission, you'll need to be at a minimum of rank six in
any of the three starting nations (Bastok, San d'Oria, and Windurst). You'll
also need the Rise of the Zilart expansion installed and registered as well.
========================
Can I Skip Any Missions?
========================
The answer, simply put, is no. Unlike certain nation missions, Rise of the
Zilart missions cannot be skipped. Unlike the nation missions, these missions
are part of an expansion pack that has its own unique story and any skippable
missions would destroy the "links" in each "chapter," so to speak.
======================================
Why Would I Want to Complete Missions?
======================================
A lot of people who play Final Fantasy games or RPGs in general do so for the
story. And that's what Rise of the Zilart is trying to give here: a story.
That, and the good feeling of killing something that's been blocking your story
progression.
If playing Final Fantasy XI for the story isn't what you're looking for, then
you're probably better off playing World of Warcraft or Guild Wars.
===================
A Note on Positions
===================
Throughout my guide, I'll be using coordinates, such as G-7 or L-2. These
coordinates refer to your position on your map. You can check your position
by typing <pos> or by looking at your map by using the /map command. Note that
if you have no map for the current area you're in, it will simply display a
map page with "No Map" in capital letters across the center. Your position
will still appear in the upper left area of the map.
=====
Terms
=====
Here's a brief explanation of some game terms I'll be using in this guide.
Aggro: A monster that will attack you while you either stand, sit, heal, or
cast magic close enough in front of it.
Buff: Casting spells that are beneficial to the party, such as protect, shell,
and haste.
Damage Dealer: Any job that can dish out the damage. Jobs sought out as
damage dealers are ninjas, samurais, dark knights, thieves,
black mages, red mages, warriors, monks, and beastmasters, but
it can pretty much include any job depending on what type of
partying you'll be doing (i.e. skill up party, experience
party, etc.)
Healer: Any mage type character that usually will cast only healing spells.
Jobs most sought out as healers are white mages and red mages but can
also include bards and black mages.
Invisible: A spell that makes you invisible. Usable by red mages and white
mages at level 25. Usable by any level 50 job with a sub job of
red mage or white mage at a minimum of level 25.
NPC: It stands for non-playable character. You'll find many of these around
towns and some outdoor/dungeon areas. Their names are in green when you
target them.
Sky: As opposed to "the thing we see when we look up," this refers to the
region of Vana'diel known as Tu'Lia. It is made up of many floating
islands with one large mass in the middle with many smaller islands
surrounding it.
Sleeper: Any mage type character that will usually focus on keeping all the
monsters slept. Jobs most sought out as sleepers are black mages,
red mages, and bards but can also include white mages. Also, some
damage dealing type characters can also sleep monsters using the
appropriate weapons such as thieves, samurais, dark knights, and
rangers.
Sneak: A spell that removes the sound you make while running. Usable by red
mages and white mages at level 20. Usable by any level 40 job with a
sub job of red mage or white mage at a minimum of 20.
Tank: Your meat shield, or the person taking all the monster's hate. Jobs
most sought out as tanks are paladins and ninjas but can also include
warriors, thieves, and red mages (usually with ninja as a sub job).
True Sight: An ability that a monster has that allows it to aggro you despite
having invisible up.
True Sound: An ability that a monster has that allows it to aggro you despite
having sneak up.
Zone: Each area is called a zone. When you change from one area to another,
it's called zoning.
==============
A Word on Maps
==============
I will assume that you already know where all these locations, what connects to
what, and so forth. However, if you do find yourself needing a map and you do
not possess a certain one, you can go to
http://www.ffxi-atlas.com for them.
============
The Missions
============
Mission Name: The New Frontier
Minimum Level Recommended: 50
Mission Orders: Vana'diel is expanding day by day. What adventures await you
in the Outlands?
What to do: Once you are rank six in any of the starting nations, enter Norg
for a cutscene.
Reward: Map of Norg (Key item)
Mission Name: Welcome t'Norg
Minimum Level Recommended: 50
Mission Orders: Lion has someone she wants you to meet. She will be waiting
for you at the room at the end of the hallway on the second
floor of Norg.
What to do: Head to Gilgamesh's quarters to view a cutscene. It's up the
stairs and all the way to the end of the hall.
Reward: None
Mission Name: Kazham's Chieftainness
Minimum Level Recommended: 50
Mission Orders: Before you travel to the Temple of Uggalepih, you are to meet
with the Kazham chieftainness, Jakoh Wahcondalo.
What to do: Head for Jakoh Wahcondalo's residence and speak with her for a
cutscene.
Reward: Sacrificial Chamber Key (key item)
Mission Name: The Temple of Uggalepih
Minimum Level Recommended: 65
Mission orders: The Temple of uggalepih is an ancient place where it is said
that evil deities were once worshipped. Gilgamesh has
ordered you to travel there and search out a strange, old
hermit.
What to do: You'll need to fight three Tonberries to compolete this mission.
But before you do, you'll need to make some preparations. You'll
need a paintbrush (key item). If you don't have one, you'll need
to get one or find someone who already has one. You'll also need
four unlit lanterns which drop from Tonberry Maledictors. You can
do it with one unlit lantern. Four just makes the process faster.
You also don't need a full party to do this fight. I did it in a
party of four and others have done it with as little as two. I do
recommend getting someone that can tank and someone who can
sleep/cure.
Once you're all set with your items and party, enter the Temple of
Uggalepih via the J-12 entrance in Yhoator Jungle. If you're
lower than level 70, you'll need invisible for the entire trip
through the temple. Follow the right wall (point of view from
zoning in) back out to Yhoator Jungle. From there, follow the
left wall back into the temple.
Follow the right wall again to a wooden gate. If you have someone
high leveled or if you are, open the gate or have the jigh leveled
person do it to let everyone through. Once on the other side,
head south to a T-intersection and head east. You'll find a
temple guardian (doll monster) guarding a door that's magically
sealed. It opens when you kill the temple guardian, so go ahead
and take care of business. Be careful about casting magic in this
area because the NM Manipulator walks around on the other side of
the door and it aggroes to magic casting.
Once through the door, head to the northeast hall and follow it to
a 'secret door.' Go through and have everyone go to the northeast
part of the room while the person with the paintbrush examines the
middle painting on the eastern wall to open the secret panel.
To open the secret panel, examine the painting and when that
little arrow thing appears that means there's more coming in the
chat log, wait 30 seconds then hit enter. If you hit enter too
early, you'll have to do it over again.
Once the door opens, head through and zone into the Den of Rancor.
Here, you'll need sneak for bats and invisible for bombs and
tonberries. From where you zoned in, follow the right wall to
find an altar of rancor. You may need to kill everything around
it to avoid people getting aggroed. Once everything is dead, have
everyone with an unlit lantern trade it to the altar of rancor to
receive a rancor flame.
Now, head back to the zone, but instead of running back and zoning
into the Temple of Uggalepih, go past it following the left wall
to another tunnel. Once in the tunnel, follow the right wall and
you'll be on a different map once you reach the bottom. Keep
following the right wall and you'll come to an area that has four
large apparatuses and a wooden gate. You may need to kill
everything in the area to make it easier to approach the
apparatuses. Once they're dead, or if you're sneaky enough, have
each person with a rancor flame to up to a different pillar and
trade the flame to it to light it. Once all four are lit, the
wooden gate will open. Go through to zone into the Sacrificial
Chamber.
Take this chance to rest and buff up. Once everyone's ready,
examine the gate to enter the fight. You'll be facing three
Tonberries: a thief, a black mage, and a summoner. Defeat them
in that order. I recommend an elemental seal sleepga II at the
start. The first one you fight will be the one that won't be put
to sleep, which is the thief. Be careful of the summoner's astral
flow. If possible, try to keep the avatar slept at all times.
Once all three are defeated, you'll view a cutscene.
Reward: Dark fragment (key item)
Mission Name: Headstone Pilgrimage
Minimum Level Recommended: 65
Mission Orders: Somewhere on the island of Zepwell lie the remains of an
ancient temple.
What to do: You'll need to go around the world and collect seven different
colored fragments. Be sure to bring prism powders and silent oil
as needed as most of the places you'll be travelling will have
magic aggro. The dark fragment was given to you at the end of the
last mission. For the last four, you'll be fighting spawned
monsters. Here are the locations of the other seven:
La Theine Plateau: G-11, accessible only by going through
Ordelle's Caves. From the main
entrance in F-7 of La Theine Plateau,
head down to I-6, which should bring
you to the second map. Make your way
to H-12 and fall down the hole. You'll
find yourself on the second map again,
but on a raised ledge. Head through
the tunnel on the eastern side and
you'll find yourself on the third map
after ascending those stairs. The zone
back out to La Theine Plateau is at
G-10 of this map. Follow the ravine to
the end and examine the headstone to
get the wind fragment.
Cloister of Frost: There are two ways to get to this one.
The easiest way is to have the level
20 summoner quest available in which
you have the mini-tuning fork of ice.
Otherwise, head to Beaucedine Glacier
and enter Fei'Yin. From the entrance,
make your way to G-9, which takes you
to the lower map. Then head over to
I-5, which zones you into the Cloister
of Frost. The headstone is on the
opposite side of the crystal. Examine
it to get the ice fragment.
Western Altepa Desert: You'll need to travel through the
Quicksand Caves to get to this one.
Rent a chocobo in Rabao and head to
J-9 in Western Altepa Desert and enter
the Quicksand Caves. From the
entrance, follow the right wall and
you'll eventually come to some
quicksand. Stand on it to fall
through, then follow the path and zone
back out to Western Altepa Desert.
You'll find the headstone in H-9.
Examine it to get the earth fragment.
Cape Terrigan: There are two way to get here. If you
have done the supplies quest for the
Vollbow region, you can take the
outpost warp there. Otherwise, you'll
need a Teleport-Altep and travel
through Western Altepa Desert and zone
into Kuftal Tunnel. For Kuftal Tunnel,
you'll need sneak the entire way. You
may need invisible if the NM Guivre is
up. Head north to zone out to Cape
Terrigan. Make your way to G-5. Note
that this area is not marked on the
map. Clear the area of monsters and
examine the headstone to spawn a shadow
type monster. Once it's defeated,
examine the headstone to get the wind
fragment.
Sanctuary of Zi'tah: Make your way to J-9 to a tunnel not
marked on the map. From there, head to
I-7 where you'll find the headstone.
Examine it when you're ready to spawn
an NM undead toad. Examine the
headstone again once it's dead to get
the light fragment.
Behemoth's Dominion: From the entry area, make your way to
G-9 where you'll find the headstone.
When everyone's ready, examine the
headstone and two NM weapons will pop.
After they're dead, examine the
headstone again to get the lightning
fragment.
Yuhtunga Jungle: I saved the most difficult for last.
I suggest stocking up on some ice
clusters, prism powders, and silent
oils. Rent a chocobo from Kazham and
head over to the G-5 entrance in
Yhoator Jungle to Ifrit's Cauldron.
Head to H-8 from the entry and you'll
be on another map. Follow the left
wall from here and that will bring you
to C-12 and another map. Make your way
to H-7 where you'll find a flame spout.
You can either way for it to go out or
you can trade an ice cluster to it,
thus putting out the flame for a good
five seconds. Whatever you choose to
do, once you're past it, follow the
path to J-7/8 and you'll be on another
map yet again. Follow the left wall to
E-7 to get to the next map. Keep on
following the left wall again to G-6 to
the last map you'll need to go through
in Ifrit's Cauldron.
Follow the one way path here to I-8
where you'll find another of those
flame spouts. Once past it, your next
task is to make it through the large
chamber where the HNM ash dragon is
lurking. Be warned that it has true
sound during the night hours (18:00-
05:59). After getting past the ash
dragon, you'll find another flame spout
at E-7. Past it is the zone out to
Yuhtunga Jungle.
The headstone is in K-6 behind one of
the waterfalls. Once everyone is
ready, examine the headstone to spawn
two NM opo-opos. Once they're dead,
examine the headstone to get the fire
fragment.
Note that for the headstones that spawn NMs that you only need to
fight them once for everyone that is on the mission. There is
also an easier way for a big group to get to the headstone in
Yuhtunga Jungle. Have someone with tractor go through Ifrit's
Cauldron while everyone else waits around the ledge in Yuhtunga
Jungle. Once the person makes it through, have everyone die and
tractor them up and raise them all. Of course, it's more fair to
have everyone run through, but if you're dealing with newbies, it
might be easier doing it this way.
Reward: Light fragment, Earth fragment, Wind fragment, Ice fragment, Fire
fragment, Water fragment, Light fragment (key items)
Mission Name: Through the Quicksand Caves
Minimum Level Recommended: 65
Mission Orders: You must hurry to Zepwell Island's ancient temple.
What to do: You'll want to put together a party for this one. If the group
that did the last mission is still together, you should be good to
go. It's recommended to have a tank of some sort, a healer, a
sleeper, and some damage dealers for this fight. You'll be going
up against three anticans. Be sure that any magic casters bring
some echo drops.
Rent a chocobo from Rabao (or run if you're high enough not to get
aggro) and make your way to C-11 in Western Altepa Desert. This
is the entrance of an unmarked tunnel on the map. Take the D-12
entrance to Quicksand Caves. You'll need sneak for the whole trip
in here. Follow the left wall from the entrance to I-9 where
you'll find a large pressure plate. To activate it, have one
galka, two humes/elvaans/mithras, or three tarutarus stand on it
to open the door. Follow the left wall again and you'll find
another pressure plate at H-7. Activate it and go through the
door and fall down the hole to the lower level. Follow the left
wall again to the Chamber of Oracles. Buff up and once everyone
is ready, enter the fight. Defeat the anticans in this order:
BLM, PLD, and RNG. They will each use their two hours.
Reward: None
Mission Name: The Chamber of Oracles
Minimum Level Recommended: 65
Mission Orders: The Chamber of Oracles is said to be located in the deepest
area of the Quicksand Caves.
What to do: You'll be in a different area of the Chamber of Oracles. Examine
each of the eight machines. After the eighth one is examined,
you'll view a cutscene.
Reward: Prismatic fragment (key item)
Mission Name: Return to Delkfutt's Tower
Minimum Level Recommended: 70
Mission Orders: Hurry to Delkfutt's Tower and stop the Zilartian princes from
completing their plan to open the Gate of the Gods.
What to do: If you still have your Delkfutt's key from completing the starting
nations mission 3-3, then you'll only have to climb the last few
floors to get to your destination. Otherwise, you'll have to trek
up twelve floors to get up to the Stellar Fulcrum. For the
eleventh and twelfth floors, you'll need both sneak and invisible.
For the upcoming fight, you'll probably want a tank, a healer, a
back up healer, and some damage dealers.
If you remember the ending part of starting nations mission 3-3
(and by starting nations mission 3-3, I mission Bastok/San
d'Oria/Windurst mission 3-3, where you had to rescue your
embassy's ambassador from Delkfutt's Tower), that's the way we're
going, if you still have your Delkfutt's key. On the first floor,
head to E-8 and trade the key to the door to go through. Then
head to J-8 and examine this door in order to get through. Head
straight in and you'll find a ??? spot. Examine it and it will
take you up to the tenth floor on top of the elevator.
From the elevator, head to F-10 and head up to the eleventh floor.
Make your way to I-7 and you'll reach the twelfth floor. In F-10
you'll find a teleporter that takes you up to the Stellar Fulcrum.
Once you're buffed up and everyone's ready, enter the fight.
Beware of dispelga and the hate reset move that he does. Also, he
has a really hard hitting light attack. I won't mention who
you'll be fighting so as not to give any spoilers.
Once he's defeated, you'll view a cutscene. Then make your way to
the Tenshodo Headquarters and talk to Aldo for another cutscene.
Mission Name: Ro'Maeve
Minimum Level Recommended: 70
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?
What to do: Head to Norg and examine the door to Gilgamesh's quarters for a
cutscene.
Reward: None
Mission Name: The Temple of Desolation
Minimum Level Recommended: 70
Mission Orders: On the northernmost point of Mindartia and deep within the
wilderness known as the Sanctuary of Zi'Tah lies a body of
ruins feared by many. Ro'Maeve, the Temple of Desolation.
What to do: For this trip, be sure you at least have some silent oil.
Monsters in the area you'll be going through aggro to sound and
magic casting.
Enter Ro'Maeve and head to the Hall of Gods. Once there, head all
the way to the end and examine the cermet gate.
Reward: None
Mission Name: The Hall of the Gods
Minimum Level Recommended: 70
Mission Orders: A strange grate prohibits you from journeying 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.
What to do: Head to Norg and talk to Gilgamesh.
Reward: None
Mission Name: The Mithra and the Crystal
Minimum Level Recommended: 70
Mission Orders: According to Gilgamesh, a Mithra carrying a mysterious
crystal she found in Zi'Tah was recently in Norg. Her name
was Mary or Maroo or Maree...
What to do: Head to Rabao and speak to Maryoh Comyuja in G-7. Next, rent a
chocobo or run out to the D-12 Quicksand Caves entrance in
Western Altepa Desert. From the entrance, follow the right wall
to a pressure plate in K-8. You'll need one galka, two humes/
elvaans/mithras, or three tarutarus to stand on the plate to open
the nearby door. Once it's open, go through and you'll be on a
different map. Make your way to G-8 to another pressure plate and
open up the next door. Once through, fall down the ledge at the
end of the path. Kill any monsters you find down here and search
around for a ??? point. When you find it, buff up, rest, and when
you're ready, examine it to spawn an NM pot. Once it's dead,
examine the ??? again for a scrap of papyrus (key item). Now head
back to Rabao and talk to Maryoh Comyuja again.
Reward: Cerulean crystal (key item)
Mission Name: The Gate of the Gods
Minimum Level Recommended: 70
Mission Orders: The path to Tu'Lia has opened!
What to do: Head back to the Hall of Gods and examine the cermet gate again.
Once past it, head all the way to the end of the path and examine
the shimmerling light for a cutscene.
Reward: Sky access
Mission Name: Ark Angels
Minimum Level Recommended: 70
Mission Orders: Apathy, arrogance, cowardice, envy, rage--the darkness that
lurks within us all.
What to do: Your next fight (or fights, depending on what you do) will up
against perhaps the most difficult things you've encountered yet.
Your foes this time will be what are called ark angels. There are
five of these bad boys and they do not mess around. You may have
noticed them in an earlier cutscene.
These guys have a main job and a sub job, just like you. Unlike
you, they are able to use both their main job and sub job's two
hour ability.
Here's a run down of what they're called and what their jobs are:
Ark Angel TT is a BLM/DRK; Ark Angel MR is a THF/BST; Ark Angel HM
is a NIN/WAR; Ark Angel EV is a PLD/WHM (yeah, Invicible and
Benediction); Ark Angel GK is a DRG/SAM. Dangerous combinations
when you give them the ability to use the two hour of the sub job,
too.
There's two ways to go about this mission. You can either fight
them one on one by teleporting to their seperate islands in Ru'Aun
Gardens or you can choose to open up the quest titled Divine Might
wherein you will be allowed up to 18 people (3 full parties) but
must fight all five at once.
The path you choose in defeating them is yours. I will say this
about Divine Might: if you choose to do this quest with Ark
Angels open, it will count as a mission completion if you do
successfully complete the quest as it gives you the five key items
that you would normally get if you did the mission and defeated
them one at a time. Again, I will not give out strategies because
everyone has their own play style and sometimes you can't win by
regular means.
Reward: Shard of apathy, Shard of arrogance, Shard of cowardice, Shard of
envy, Shard of rage (key items)
Mission Name: The Sealed Shrine
Minimum Level Recommended: 70
Mission Orders: The door dep within the Shrine of Ru'Auvitau is sealed with
some form of supernatural power. Could this be the work of
Eald'narche?
What to do: Enter the main entrance of the Shrine of Ru'Auvitau for a
cutscene. Then head to Norg and speak to Gilgamesh, then run all
the way back to the main entrance of the Shrine of Ru'Auvitau for
another cutscene.
Reward: None
Mission Name: The Celestia Nexus
Minimum Level Recommended: 70
Mission Orders: The fate of Vana'diel awaits you in the Celestial Nexus!
What to do: You're coming upon the final battle for the Rise of the Zilart
missions. Get together your party, which I recommend having a
tank, a healer with erase, a back up healer, and damage dealers.
Be sure to also bring along some prism powders and silent oil as
needed. Having your tank as a ninja or something subbing ninja
with your melee also subbing ninja will be beneficial. You may
also want to search for some ranged attackers for your damage
dealers.
Make your way to the I-6 entrance of the Shrine of Ru'Auvitau in
Ru'Aun Gardens. Some of the groundskeepers here will actually
aggro you, but these will only be the ones in the little hollowed
out sections of the walls you pass by and they'll only aggro if
you get too close to them.
You may need to have someone go into the main entrance to activate
a monolith. There are two of them, each with a different color
and they open doors of the corresponding color while the door with
the other color becomes closed. Be sure to apply sneak for
detectors (they look like floating orbs) and weapons and invisible
for the golems.
Once you've zoned in at the I-6 entrance, follow the right wall
until you reach the room in H-7. Take the south path and you'll
arrive in a hallway that goes around and forms a kind of squarish
shape. Head to H-9 where you'll find some stairs that go down.
Take them down and follow the path at the bottom and you'll zone
into the Celestial Nexus.
This fight will be in two parts. In the first part of this fight,
you'll find your opponent with technically two forms. I say
technically because he's protected by armor, so attacking him with
his armor in tact will be for naught because he is invulnerable at
this point. There will also be two orbitals casting high level
magic. Have your nukers or ranged attackers focus on these while
your tank and melee focus on taking out the armor. The attacks by
the armor can be absorbed by utsusemi.
Once the armor's down, go ahead and attack him. After his HP is
depleted, the battle will stop momentarily for you to view a
cutscene and you'll be immediately thrown into the second portion
of the fight.
In this second part, he'll teleport all over the place and pelt
you with ancient magic with fast cast. Just try to keep up with
healing and basically go all out.
Once he's defeated, you'll view a cutscene. To finish up some of
the story, head to Norg and speak to Gilgamesh, then head to the
Tenshodo Headquarters and speak to Aldo.
Reward: None
=======
Credits
=======
Square Enix, for developing the game.
GameFAQs, for posting this list.
Everyone online who has been gracious enough to help me see the story progress.
=========================
Copyright and Other Stuff
=========================
Final Fantasy XI: Rise of the Zilart Missions Guide (c) 2007 by charjer0.
Final Fantasy XI: Rise of the Zilart (c) 2003-2004 by Square Enix Co., Ltd.
Disclaimer: This List shall not be reproduced without the
expressed written consent of the creator.