TO ENTER PHOMIUNA AQUEDUCTS:

1: COMPLETION OF ALL 3 PROMYVIONS

2: CUTSCENE TAVNAZIA SAFEHOLD (ZONE)

3: CUTSCENE 3rd FLOOR NPC DESPACHAIRE (BEHIND WALNUT DOOR)

4: CUTSCENE GROUND FLOOR TOUCH SEWER ENTRANCE DOOR. (ANSWER YOU ACCEPT)

5: LVL40 EQUIPMENT

PREFERRED JOBS:

TANK: NIN/WAR OR WAR/NIN REQUIRED.

MELEE: ANY MELEE WITH NIN SUB WORKS HERE.

MAGE: WHMS REQUIRED! SMN,BLMS BEST TO FILL
NON WHM MAGE SLOTS.

ITEMS NEEDED:

This sounds excessive but its all for the Minotaur and he can be an angry mob.

TANK: DEFENSE FOOD OR DORADO SUSHI FOR +3 EMNITY, 3-4 HI POTIONS (1 PEAR AU LAIT FOR BOSS OPTIONAL), RERAISE EARRING, SCROLL, OR RERAISERS, 2 STACK OF HOLY WATER, 1 STACK OF ANTIDOTES, 1 STACK ECHO DROPS, 1-2 STACKS SILENT OIL (BASED ON PT SETUP AND LAYOUT KNOWLEDGE) 2+ SHIHEI STACKS, ONE STACK EACH ELEMENTAL & ENFEEBLING MAGIC JUTSU IF NIN TANK.

MAGE: WHM = 1 STACK SWEET RICE CAKE IF TARU OR 1 STACK PREFERRED PIE IF NOT, 2-3 YAGUDO DRINKS, 2-3 ETHERS (REQUIRED IF SMN FOR 2HR EMERGENY, OPTIONAL IF NOT), RERAISE EARRING, SCROLL, RERAISERS (IF NON WHM), 1 STACK ECHO DROPS, 1 STACK ANTIDOTES, 1 STACK HOLY WATER (MAGES SHOULDN'T NEED WATER BUT MIGHT WANT TO AS PRECAUTION)

MELEE: ONE STACK ATTACK FOOD OR SUSHI FOR PREFERRED STAT BOOSTS + ACCURACY, 2-3 HI POTIONS (1 PEAR AU LAIT FOR BOSS OPTIONAL), RERAISE EARRING, SCROLL, OR RERAISERS, 2 STACK OF HOLY WATER, 1 STACK OF ANTIDOTES, 1 STACK ECHO DROPS, 1-2 STACKS SILENT OIL (BASED ON PT SETUP AND LAYOUT KNOWLEDGE), 1-2 SHIHEI STACKS, 2+ PROPER lvl40 AMMO STACKS IF USING RANGED ATTACKS.

NOTE ABOUT MOBS:

FOMOR: Goes by sound.

MOBS CAN BE ENFEEBLED

ATTACK TO BEWARE OF:

Drown. One of the most vile forms of HP drain created on FFXI and capable of destroying an entire alliance if untreated. Cured only by WHM erase or mass WHM,SMN and BLM spammed Curagas until effect wears off.

Though shadow versions of each race / job, do not confuse them with the common undead type for these work very differently. These mobs are the first of FFXI kind to form "parties". This meaning if two or more walk in complete unison or guard a ladder / door together they will also fight as a team against their attacker even if Carby pulled. Avoid these parties at all costs.

Like Tonberry, Fomor also have a unique hate meter. It is unique because unlike Tonberry's increased damage with each Tonberry killed, with each Fomor death hate steadily increases the odds of being seen and attacked by them. With enough hate fomors can even begin to see through sneak, so keeping hate free can be a crucial factor later on.

Hate can be cleared by killing all "beastmen" types in Lufaise Meadows, Misareaux Coast until the 3rd floor Tavnazian Safehold npc Resauchamet says the following among his long dialogue:

"You still have a fairly good head start, but they will not let up until they have found you and filled your heart with poison and pain!"

This means hate is at its lowest, to get the perfect 0 hate for later missions test in this method. Enter Phomiuna Aquaducts, go without sneak and sit down by the Fomor nearest the entrance. A player with 0 hate will not be attacked.

TAURUS / STEGOSAUR "True Sight" aka there is no way to conceal the party from these. Simply walk far around them, fighting only agro or those in hallways.

MOBS CAN BE ENFEEBLED

ATTACKS TO BEWARE OF:

Mortal Eye. This one move is why all jobs should carry Holy Waters in abundance. If hit the player affected is afflicted with "Doom". This status effect gives the affected person 10 seconds to remove it by spamming Holy Waters while WHM spams Erase. If not removed in 10 seconds the result is instant death to the player.

Since this move only affects the charcter looking at him when he uses it, its recommended tanks do so with their back turned while melee attack from its sdes, turning away if agrod until the tank can reclaim hate.

Tail Whip: An AoE mages should stay clear off. Can do fair damage and like Promyvion Mea boss's "Carousel" Aoe this too resets hate. Tanks be ready to recover it fast.

VARIOUS STATUS EFFECTS TO BEWARE:

Poison ranked with Drown. Antidote asap.
Silence. Enough said, echo drop asap.

There isn't much to say about these mobs except fight only when needed, keep utsusemi up as best allowed with haste from WHMs, and under no circumstance look at its eyes if agrod. Keep echos and antidotes ready.

MINOTAUR "Mega Boss of this area"

"Beware all the attacks and status effects a Taurus / Stegosaur type can deal."

NM CAN BE ENFEEBLED

The Minotaur is simply a glorified Taurus / Stegosaur with much nastier AoE's and a new surprise called "draw in". Located at J-3 in Phomiuna Aqueducts NO PLAYER MAY GO NEAR HIS TURNOFF UNTILL ALL ARE READY or draw in occurs. This sucks every party / alliance member into the fight no matter their position on the map or whether they're alive or dead. Strategy will be posted on the boss in the actual walkthrough.

MISC. mobs:

Makara / Big Jaw "Pugil mobs and will not agro"

Gloop / Oil Spill "Jelly mob and agros to sound"

Diremites "Spider mob and will not agro"

"Bat mobs are an exception. On the lower floors they will agro to sound. On the second floor they do not."

WALKTHROUGH OF PHOMIUNA AQUADUCTS

From the starting position of F-6 the goal is to reach J-3 and the main boss here, the Minotaur. Buff, eat, reraise if WHM "others save reraise items for the boss", utsusemi and rest at the entrance before going anywhere, because one "Bronze Key" is needed from a fomor unless a THF with Thief Tools is in the party to pick the lock on the G-8 gate needed after the Minotaur is defeated. Feel free to sub thf here since the camp is right by the zone for a quick sub job change after. While there are only two fomor at the entrance, fomor monks seem to give these keys more than any other fomor type

Once the key is obtained, go change sub jobs to ones appropriate, and encourageably home point in Tavnazian Safehold to group home point a failed attempt for an easy retry or gain a quick trip to Tavnazian Safehold for the finishing cutscenes after the win!

Now back in Phomiuna Aquaducts, rebuff, eat, reraise if WHM while melee and tank utsusemi up. Once full MP sneak up using mages or oils and begin the trip through the tunnels until the first open room of two Taurus is found. Once there wait on these true sight mobs to move to one side before carefully sneaking around to the ladder. Before the climb however quickly check the most likely non existant map and check the position it reads and quickly scoot up the ladder. While this "upper floor" will change the position reading dramatically, ignore it and focus only on the lower floor positions.

"i.e. If the position read before the climb reads H-8 and the Minotaur is at J-3, the goal will be Northeast. Continue to go in that direction even though the upper floor might read K-6. Focus on the positions before the climbs only."

This is a relatively short trip of only two or three ladder climbs. "Be sure to appoint only one person to stand at the edge and peer down from a ladder as Taurus / Stegosaurs can see up ladders and climb up them after the party." When the Fomor Bard and Paladin can be seen below from the last ladder's edge, the Minotaur is near. Simply drop down and head for the left tunnel turnoff into another mini stretch of aquaducts. Travel left until there is a set of dead end steps to the left and a watery turn into an open room on the right where the Minotaur can be seen.

DO NOT GO NEAR THAT PATH UNTIL THE PARTY IS RESTED OR THERE'S NO TURNING BACK!

MINOTAUR STRATEGY:

TANKS: Outside the draw in range use a reraise, eat food if none is on and utsusemi up while mages buff and rest MP to full. If the size of the party allows gather TP by killing the Makara / Big Jaw just before the draw in turnoff. Also elect a Provoke order to bounce tank.

Once ready elect a tank to be the draw in "NIN preferably due to Ni" and quickly assume positions. Keep him pulled to one side of the small room and bounce tank as best possible. If Au Laits were bought use now while keeping echo drops, antidotes and holy waters ready for emergency use. The Hi-Potions were brought specifically for this fight so don't be afraid to use them! This boss should be killed with the speediest intentions so simply bounce Provoke and weather the assault to win.

MAGE: Buff the party with the best there is outside the draw in turnoff and fully cure their HP so as not to lose precious TP, reraise by spell or by item, eat food and rest MP to full. Also elect a cure order as well as an Erase order "if more than one WHM present".

Once ready stand before giving the draw in the go ahead, as the Minotaur will not necisarilly chase only the person who started the fight. Stick to the far corners on this fight, using only cure II's and cure III's to keep the tanks alive with minimal hate in Promyvion style buddy system fashion.

Keep up the Yagudo Drinks and ether up in an emergency. If the majority's HP drops to yellow due to massive AoEs and poison do not be afraid to Curaga and even Benediction if needed for the win.

MELEE: As with tanks, utsusemi up, reraise and eat food if none is still on. Remain still until the party is ready to go and the elected tank triggers the draw in. Au Laits if bought should be used now. Attack from its sides building TP while the tanks establish a Provoke or two of hate. This is the definite time to let "power 2hrs" shine as this is not an NM to kill slowly. Don't worry with skillchains as too much MP will go to curing to actually MB. Hammer it down for the win.

"Note to all party members"

Just be certain Reraise is up as it will need to be used the SECOND the Minotaur is killed to retreat from his room before a second repop / draw in can occur. While the kill does count for dead and living people BCNM style this is NOT a BCNM. Once entered the draw in prevents any running away, and like a regular NM he WILL repop so Reraise is stressed here.

WALKTHROUGH RESUMED

After resting from the boss battle, re buff, sneak up and begin an about face trip as though leading the party back out to the entrance, using the exact same ladders that brought the party to J-3. This time however, at the ladder with the gloop intersection go the west path instead. This will lead the party Southwest to a hallway guarded by a Stegosaur and another dropoff. Have the appointed person peer down the ladder to confirm safety and hop down. Using the position on the map caresully walk to the G-8 locked gate.

DO NOT FALL IN THE WATER WITH THE OIL SPILL! This leads back to the J-3 Minotaur zone and causes the party to repeat the entire circle. Use the Bronze Key obtained earlier to open the G-8 gate and proceed through, killing the Stegosaur blocking the path and pressing forward. At the end of this straightforward trip is a ladder guarded by a fomor party and the first cutscene of this mission! Sneak up and run past them to grab the ladder and start the cutscene.

"Either cutscene answer is fine, but choose the No answer and get called incompetant."

Once up the ladder step back from it and rest if needed. Don't bother to sneak up as the correct North door holds two Stegosaurs. Try and make certain the two don't link and quickly kill both. Heal past yellow HP, sneak up and run through the fomor filled library until a ??? is sighted. There are two, the correct ??? opens a side door into a long lampfilled hallway. The wrong ??? only opens a small dead end room.

Once in the hallway it is safe to not worry with sneak. Now appoint two people to be lamp lighters and have them simultaniously pull the two elements related to the day of the week it is.

"i.e. On Firesday pull the Ice and Water lamp switches since Fire is weak to water but strong to Ice."

Once the correct order is pulled a door in the center of the hall will open. Rush through it and touch the farthest back Ornamental Door and get the final mission cutscene! Tele, Escape, or warp scroll / cudgel out to finish up the cutscenes in Tavnazian Safehold to prepare for Riverne Site AO1#! Congratulations!

FINISHING CUTSCENES ARE:

1: 3rd FLOOR NPC JUSTINUS

2: 3rd FLOOR NPC DESPACHAIRE

3: I-11 DILAPADATED GATE MISAREAUX COAST

4: TAVNAZIAN SAFEHOLD CENTER BRIDGE (ZONE)

5: F-7 DILAPADATED GATE MISAREAUX COAST

6: SPATIAL DISTORTION CAPE RIVERNE

~Vael~


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