34-38 The Sanctuary of Zi'Tah



Requirements/Notes:
* Echo Drops recommended *see notes
* Level 35+ members have access to the Li'Telor Outpost to get here quickly.
* Supports 2 parties.

Fields of Valor:
Book: (G-9), (E-11)
Page 1:
7x Ogrefly, 2x Goobbue Gardener (900xp/gil)




Target mobs:
Primary: Lesser Gaylas (34-37)
* Bat (Triplet)
* Aggro to Sound
* Links by Sound
* Weak to Piercing weapons
* Weak to Wind
* Weak to Light
* Strong against Darkness

Primary: Ogrefly (34-37)
* Fly
* Not Aggro
* Links by Sound
* Weak to Piercing weapons
* Weak against Ice
* Strong against Wind

Secondary: Goobbue Gardener (34-37)
* Goobbue
* Aggro to Sound
* Links by Sound

Secondary: Goblins (36-38)
* Goblin
* Aggro to Sight
* Links by Sight
* Weak to Light

Goblin Robber (THF)
Goblin Trader (BST)

Commentarus:
Note that party members that are at least level 35 and have completed a supplies quest to the Li'Telor region can use their respective nations' outpost teleporter to get here quickly.

Of the camps marked, your secondary mob will vary depending on the camp. All three camps offer Lesser Gaylas and Ogreflies to xp on, however, the eastern camps are better suited for 34-37 parties, throwing in Goobbue Gardeners in the mix. The outpost camp is better suited for 35-38 parties, with the higher level Goblins instead.

All the mobs here are on a five-minute repop, and you are actually camping in the middle of quite a few spawn points, so be careful. Communication between party members is important to avoid links. Also note that the Outpost camp is not in front of the camp, where the gate guard and banner are, but behind the outpost instead. If you are using the regional teleports, be careful of goblin aggro where you land up.

31-33 Yuhtunga Jungle



Requirements/Notes:
* All party members require a Key Item: Airship pass for Kazham.
* WHM32+ is very useful for Erase (if available).
* Teaming up with a Level 37-38 party is helpful. *see notes
* Supports 3 parties.



Target mobs:
Primary: Soldier Crawler
* Crawler
* Not Aggro
* Links by Sound
* Weak to Ice
* Weak to Thunder
* Weak to Darkness

Commentarus:
Of the four camps marked above, the red camps are on ground level, while the lone blue camp is underground.

If your party is alone, it is recommended that you take the blue camp, accessed by simply riding a chocobo to the top left-hand corner of (E-9), and falling down one of the holes there. The spot where you land may have one or two Soldier Crawlers, so camp a little ways into one of the tunnels leading out.

Note that the underground is a little confusing, so your puller may need some time to orientate him/herself. Pulls are also a little long in places, but nothing completely unmanageable.

The three red camps are all above ground, and while it is possible to camp at one of these places yourself, be warned that it is a lot more dangerous than underground because of all the Goblin Poachers and Robbers that roam the area, each of which has a rather substantial roaming radius. Hence, be prepared to deal with Goblin aggro every now and then, which is difficult, as the Goblins are on average five levels higher than the Soldier Crawlers.

This is where teaming up with a higher level party may come in handy. (see the "Recommendations/Notes".) If you were to come with a level 37-38 party, the two parties could co-operate together. The higher level party can focus on all the goblins in the area, clearing the way for your party to safely pull and engage the Soldier Crawlers.

28-31 Bibiki Bay



Requirements/Notes:
* Chains of Promathia required.
* Echo Drops recommended. *see notes
* WHM recommended (for Silena). *see notes




Target mobs:
Primary: Marine Dhalmel (28-29)
* Dhalmel
* Not Aggro
* Links by Sight
* Weak to Wind
* Weak to Thunder

Primary: Raven (29-31)
* Bird
* Not Aggro
* Links by Sound
* Weak to Piercing weapons
* Weak to Ice
* Strong against Wind

Commentarus:
Camp at the top of the docks, and pull the surrounding Dhalmel, before moving onto Birds as party members increase in level. There is also a Goblin Shaman that spawns on the down-slope to the docks itself, which can be pulled to fill in the chain.

If at all possible, save your TP for skillchaining after the Dhamel uses Berserk, which drastically lowers its defense. If you are with a Paladin or Ninja Tank, you will want to bring along either a good supply of Echo Drops, or a White Mage (/WHM does not have access to Silena until level 38) to Silena after the Dhalmels use Cold Stare, a frontal Silence move.

Against Ravens, be sure to keep Baraera up in order to minimise the effects of their TP moves.

23-25 Korroloka Tunnel



Requirements/Notes:
* Supports 1 party.




Target mobs:
Primary: Clipper
* Crab
* Not Aggro
* Not Linking
* Weak to Ice
* Weak to Thunder
* Strong against Water

Primary: Greater Pugil
* Pug
* Aggro to Sound
* Not Linking
* Weak against Ice
* Weak against Lightning
* Very Strong against Water

Commentarus:
The Clippers and Greater Pugils here are of a slightly higher level than those in Qufim Island, hence this place makes a very nice bridge between Qufim Island and the Jungles.

There are some differences here, notably that the Greater Pugils here do not link, but are aggressive instead. Greater Pugils spawn around the small pools that border the room, and may or may not share spawn points with the Clippers. To be safe, you should camp at the marked spot, where only an Even Match, non-aggressive Seeker Bats lie, although you could easily camp in the room itself, some way away from the pools just in case of Pugil aggro.

19-22 Qufim Island



Requirements/Notes:
* Beware of undead at night. (20:00 → 04:00)
* Supports 2 parties.

Fields of Valor:
Book:
(F-6), (I-8)
Page 1: 9x Clipper, 1x Land Worm (630xp/gil)



Target mobs:
Primary: Land Worm (19-21)
* Worm
* Aggro to Sound
* Links by Sound
* Weak to Wind
* Weak to Light
* Strong against Earth

Primary: Clipper (20-22)
* Crab
* Not Aggro
* Not Linking
* Weak to Ice
* Weak to Thunder
* Strong against Water

Commentarus:
For the same reasons as previous Worm camps in Korroloka Tunnel and the Maze of Shakhrami, a Ranger (or Black Mage) party could easily focus on just the Worms here and take them apart. Remember to Silence Land Worms- as they say, a Silenced Worm is a dead Worm.

There are two main camps- the area just by the gate guard where the tunnel opens up, and the pond further down the road.

The gate guard camp has a few Land Worm spawns that you need to be aware of, as the Land Worms are aggressive here. There is a Wight that spawns a little ways out of camp at night, but close enough that you may get blood aggro if you are not careful.

The pond camp is personally my preferred camp between the two, as there are plenty of Land Worms around such that you can simply run from one to another. The problem with the pond is that Banshees and Wights spawn in the area at night, making things difficult during that time.

21-23 Carpenter's Landing



Requirements/Notes:
* Chains of Promathia required.
* Instant Warp scrolls highly recommended.
* Supports 3 parties.



Target mobs:
Primary: Diving Beetle
* Beetle
* Not Aggro
* Links by Sight
* Weak against Ice
* Weak against Light

Primary: Shrieker
* Funguar
* Aggro to Sound
* Weak to Light
* Very Strong against Water
* Very Strong against Darkness

Commentarus:
Enter Carpenter's Landing from (J-8) of the Jugner Forest. It's probably a good idea to come here by chocobo too, exiting from the Upper Jeuno stables.

It's a little difficult to pinpoint exactly where the three camps are on the map, but essentially, you are camping just next to one of the various rooms in the underground section of Carpenter's Landing.



From top to bottom, the camps are basically where the cave exits into open air, the tunnel near the ??? for the Mycophile Cuffs, and just south of the Goblin Footprint.

None of these camps are particularly "safe" in that there are still some things to watch out for, in particular repops and Shrieker aggro. To avoid the Shriekers completely (which I prefer), take the north-most camp, although you'll have to watch out for a Spunkie (magic aggro) that occasionally pops fairly closeby, as well as a Sabertooth Tiger than occasionally passes through the area.

Despite all that, this is a good alternative to Qufim Island, as the Diving Beetles don't have any moves like Screwdriver that could potentially one-shot your tank. If your party intends on fighting Shriekers (the middle and lower camps), be sure to bring along a White Mage for the various -na spells (Blindna, Paralyna, Poisona and Silena will be needed).

Acknowledgementarus...

Inspired by AmbroseOdin's post down on the Allakazham forums, I decided to start keeping track of the parties and campsites of note, in the hopes that this information will benefit those who are wondering just where they should do and xp.

From a humble compilation which I started at the beginning of November 2005, this website has since grown to a much larger collection than I originally anticipated, with roughly a thousand visitors a day!

For obvious reasons, thanks to Hsui and co. over at the Vana'diel Atlas for not only providing the maps that are used in this compilation, but for also helping me with the publicity by first linking to me! ^^ As you might've noticed, all the maps here are provided by the Vana'diel Atlas, so go say {Hello!} to them! ^^

Many thanks to all the bloggers out there who have given me feedback, and have taken it upon themselves to also link the campsitarus blog, and spreading the word. In game, thank you to all those who saw any of my advertisements in the various forums, and have also started spreading the word around, not to mention all those on Odin who have sent me /tells, thanking me for this website! {/grin}

Sorry to people I forgot tho...I don't remember everybody who has contributed to this! >_<


UPDATE (23rd August 2010):
I have decided to stop updating Campsitarus, for several reasons, but more importantly, because the dynamics of the game have changed since Campsitarus was first set up.

The advent of Level Sync, for example, means that instead of fitting the camp to the party, players are now able to fit the party to the camp. Thus, there is no longer a need to look up the correct camp for your party level. Previously, one would have to search for all players within a narrow level band (say, 64-66) and after that, find a suitable camp to go to. Notice that today, this routine has reversed. Now, players pick a camp (like East Ronfaure [S]), build a party from (almost) any range of player levels, find a level sync and carry on from there.

In addition, when Campsitarus was first created, 6-player parties were the sole way of gaining experience points and leveling up characters. Today, players have Fields of Valor, and more importantly, Moblin Maze Mongers that provide a suitable camp, tailored to the party's level, thus diminishing the need for a specific camp.

Finally, the level cap increase introduced a wealth of new camps through Abyssea, but the dynamics are very different from a 6-man party, and are much more flexible. Don't get me wrong- Abyssea was fantastic for the game, but fact of the matter is, the importance of "traditional xp PT" camps have diminished as a result.

These factors, along with some others, have led me to stop updating Campsitarus for some time now, and perhaps this website has outlived its usefulness as a resource. Still, it would never have become what it had without the support of the players, the people behind the characters that selflessly used and promoted this website.

So to everybody, {Thank you!} for your support over the last five years, and best wishes in Vana'diel!

Basic Party dynamics

First off, let me start by saying that this is not a campsite compilation for newer players. All the camps here assume that players know what they are doing, know how to construct a proper party, are decently equipped, and are familiar with party dynamics.

If you are a new(ish) player, there are several resources online that detail out specific aspects of party dynamics, here are the basics:

Building a party:
* Parties generally consist of six members- a tank, two melees who can skillchain together, and three mages, generally divided into a healer, a supporter, and a more offensive role.
* While the mage line is pretty flexible, the melee are fairly rigid.
* Aden's Renkei diagram, the best skillchain chart out there, can be found here.
* "Blind invites" (inviting somebody without asking in /tell first) are considered extremely rude, and will generally be declined. Be polite, and ask first.

Looking for a party:
* Enter your search comment by opening the menu: Search → Edit Comment.
* 〇 means "Yes", × means "No".

Important details are:
* The amount of xp you need before leveling up (your "xp to next level (tnl)")
* The areas you can/cannot access (this isn't really relevant until later).
* The subjobs you have available.

Party etiquette:
* Please do not harrass White Mages for Raises. Be prepared with Reraise items, or be patient if a White Mage from another party does take the time off to come raise your fallen member(s).
* Do not camp on top of other parties. If the place is crowded, move to a different camp.
* If you must go AFK (Away From Keyboard) for any period of time, let the party know in /party chat before the puller pulls a mob. Keep your away times short, or disband if you must go for a long time.
* While there will usually be a mage to cast Sneak and Invisible to move through dangerous zones, sometimes this will not be possible. Bring the necessary Silent Oils and Prism Powders with you.
* If you want to disband the party, please let the leader know well in advance (15~30 minutes)

English parties:
* Often replaces party members who need to go.
* When replacing a party member, be sure to check with all other members how long they can stay for, and make sure that your replacement fulfills the same party role as you.
* Generally head down to the campsite first.

Japanese parties:
* Generally do not replace party members. If someone needs to go, the party disbands.
* Because one person's departure means the end of the party, people are expected to stay for roughly two hours once at camp.
* Gather at the Signet, or the nearest convenient location in town, before moving as a group.
* Before riding a chocobo, everyone will target the stablemaster to lock in a price, but not ride. Once everyone has gathered around the chocobo, someone will say "のります", "乗ります", or "norimasu", all of which mean "ride", before everyone hops on the chocobo simultaneously.