70-75 Bhaflau Thickets



Requirements/Notes:
* Treasures of Aht Urhgan required.
* Near East access required.
* All members should have the Mamool Ja staging point activated to minimize travel time.
* Supports 5 parties.





Target mobs:
Primary: Sea Puk (70-75)
* Puk
* Aggro to Sight
* Aggro to Sound
* Links by Sight
* Links by Sound
* Weak to Piercing weapons
* Absorbs Wind

Primary: Mamool Ja (73-75)
* Mamool Ja
* Aggro to Sight
* Links by Sight

Mamool Ja Blusterer (BLM)
Mamool Ja Infiltrator (MNK)
Mamool Ja Lurker (THF)
Mamool Ja Mimicker (BLU)
Mamool Ja Philosopher (NIN)
Mamool Ja Pikeman (DRG)
Mamool Ja Stabler (BST)

Primary: Skoffin (73-75)
* Wyvern
* Aggro to Sight
* Not Linking
* Weak to Darkness
* Strong against Wind
* Very Strong against Fire

Commentarus:
Walking here isn't too much of a hassle from Al Zahbi, although having the Mamool Ja staging point activated will cut down travel time here significantly.

Sea Puks are the basic bread and butter mob in this place. They have some annoying moves, particularly Wind Shear, which is an AoE damage and knockback move, but they do not have a lot of HP, and are supposedly very weak to all forms of Piercing damage. On the magical side though, bear in mind that Sea Puks absorb all forms of Wind-based elemental damage, and all other forms of Wind-based spells, like Gravity, will be resisted.

Sea Puks are low-IT to Level 70s, but are Tough to level 75 parties, whose purpose is to take advantage of their repop to keep the high chains going. The Mamool Ja and Juriks are VT-IT to 75 though, so stay away from those if you are coming here at 70. Juriks have a multitude of abilities you need to be aware of, including Dispelling Wind, an AoE Paralyze move, as well as a frontal Silence move, so be sure to engage them such that they face away from the mages. Mamool Ja Mimickers are Blue Mages with some very nasty spells, so be sure to keep them Silenced.

Mamool Ja Pikemen are nice because their pet wyverns will let you continue the chain, but are also incredibly weak compared to everything else, so if you're lucky, you could kill off the Wyvern, then as you're fighting the Pikeman, he'll summon another wyvern. In short, if this place isn't overly crowded (which it tends to be), you can get infinite chains here, or as long as people's patience and concentration allow.

67-75 Caedarva Mire



Requirements/Notes:
* Treasures of Aht Urhgan required.
* Near East access required.
* Moving party recommended.
* At least one stack of Echo Drops highly recommended.
* /WHM for all mages recommended.
* Azouph Isle staging point.
* Supports 2 parties.




Target mobs:
Primary: Heraldic Imp
* Imp
* Aggro to True Sight
* Not Linking
* Weak to Piercing weapons
* Strong against Darkness

Primary: Spongilla Fly
* Fly
* Not Aggro
* Links by Sound
* Weak to Piercing weapons
* Weak to Ice
* Strong against Wind

Commentarus:
Exit Nashmau from the east, and head towards the Azouph Isle Staging Point. Alternatively, if you don't fancy riding the boat all the way to Nashmau, you can get here via the Azouph Isle staging point.

The main "camps" revolve around a gauntlet-like passage to the west, or around the ponds (and hills) to the east. All the mobs here are on a five-minute repop timer, and there are plenty to go around.

Imp mobs are Black Mage mobs, and as such, need to be silenced, or have an attentive stunner to prevent a -ga spell from going off (particularly Sleepga II!). In addition, they are Dark based, so although it is possible, it is difficult to land Sleep, and even Lullaby to an extent. They also have two abilities that you should be aware of:

Abrasive Tantara- AoE Amnesia. Affected players cannot use job abilities and weaponskills. Note: Amnesia cannot be Erased.

Deafening Tantara- AoE Silence. This should be self-explanatory. Assign a melee for each mage to Silena for a speedy recovery.

Both abilities are used rather frequently, so come prepared. Mages with a knack for being up in the front lines (like Bards) may want to consider bringing a few extra along, just in case.

Everything here is T-VT to a 75, and the mobs don't have a lot of HP, so spam parties can really get rolling here,



However, this place is very popular for merit parties. As such, it is very often overcrowded, meaning that you will most likely not see chains like the above, so be sure to search the area before setting off.

29-31 Sauromugue Champaign



Requirements/Notes:
* Supports 1 party.



Target mobs:
Primary: Evil Weapon
* Weapon
* Aggro to Sound
* Aggro to Magic
* Not Linking
* Weak against Fire
* Slight resistance against all other elements (+12.5% Magic Def)

Commentarus:
There is an off-chance that a lower-level party (18-20) may be leveling off the Diving Beetles behind you. In that case, be sure to xp far enough away from them such that your Evil Weapons' Whirl of Rage does not hit their party.

Note that the passageway is rather tight though, and the camp location is practically identical, so if there is an 18-20 party leveling off Diving Beetles, you still may want to consider a different spot.