Mission Name
1-2 / 1-3 - Below the Arks / The Mothercrystals
Locations
Promyvion - Dem, Promyvion - Holla, Promyvion - Mea
Level Cap
30
Estimated Time
2-3 hours
Special Items:
Anima, which have various effects on the bosses
Difficulty:
Medium. The level cap and true-sight mobs propose a harsh learning curve
Medicines Needed:
Vary depending on the Promyvion. See boss strategies below
Recomended Jobs:
WHM for Raise. RNG for Widescan. SMN has a very effective 2-hour. BLM, WAR/NIN or PLD are also popular jobs. Most jobs can go if the party has a SMN and/or a RNG. BRD and BST are not very effective though, and RDMs would be better going as a WHM or BLM.
NOTE: any decently balanced party can beat any CoP mission. These are recomendations, not necessities for victory.
Brief synopsis:
a party of six (or an alliance of parties of six) travels through a dungeon. Along the way, they fight Memory Receptacles to progress. At the end, there is a 6-person BC against one mob.

 

Promyvion is the first new area in the CoP storyline. There are actually three of them. Promyvion-Dem, Holla, and Mea, and they corespond to the three crags. You complete one Promyvion (of your choosing) for mission 1-2, then complete the other two in 1-3. You must complete all three to progress. 

It’s a great introduction to the kinds of challenges you’ll face in Chains of Promathia missions. True sight enemies that aggro funny, mobs that can’t move but have an AoE attack, and NMs with some truly nasty abilities that require new strategies to beat. If you enjoy new challenges and tricky opponents you’ll have a blast with CoP. If you find this place tedious and generally not fun, you might want to go back to camping Fafnir or something.

These missions, being the first in the story, are highly traveled and well-documented. My guide attempts to gather the most generally useful strategies and tips. If you find it lacking, the quests forum at Allakhazham has quite a few additional guides on this mission that you may find helpful.


Cutscenes before Promyvion:

Zone
NPC name
Location
Other
Ru'Lude Gardens
Rainhard (H-6)

Upper Jeuno
Pherimociel (G-6)

one of the three teleport crags
Shattered Telepoint
varies

Hall of Transference
Large Apparatus

the one on the left

Into the Darkness:


After assembling your party and getting all the meds you need, teleport to the crag of your choosing. In order to get into a Promyvion, examine the shattered telepoint and the large apparatus. After you complete it, or if you fail and try the same promyvion, you get in through the large door behind the apparatus.

IMPORTANT: if you fail to complete a Promyvion, you not be allowed to go into another until you use the large apparatus again. This is called "sealing your memory." For example, if you attempt Dem but fail, you must use the large apparatus at Dem again before attempting Holla or Mea. Be sure to inform your party that you need to do this process. It's fairly common to seal memory before going in, but if you can do it beforehand, so much the better.

A six-person party can complete Promyvion alone, although teaming up with another party can be helpful. Obviously, both parties should be able to beat the BC at the end, so balance them well.

If you plan on using animas (a good idea), either buy them off the auction house or farm your own by going into any Promyvion and fight basic enemies on the first floor until they drop recollections. Then take these to a man in the Archduke's house and give him 2k gil, and he will give you an anima for the boss. I HIGHLY HIGHLY RECOMEND THE ANIMA! Note: total Promyvion newbies might want to try Mea first. I believe it is the easiest. Dem is medium difficulty, and a lot of people have trouble with Holla. But if you’re in a competent and confident party, just go wherever they want, and you’ll probably be okay.

Farming:



Inside Promyvion:


All three Promyvions have the same basic layout. There are four "levels" of Promyvion. Your goal is to track down Memory Receptacles (MRs) and defeat them. After you defeat your first Memory Receptacle, a glowing disk that functions as a teleporter appears, and you can progress up to the next level. However, on levels two and three, some MRs do not generate a disk, so you can't progress up and need to find another MR. These are called "fakes." Sometimes you get two or three fakes before reaching the top, sometimes none. It's all luck.

 
The Proms look basically the same, except for the second level of Holla, that has an area of annoying fences. You'll have to do some fighting to get through. Take them one by one. Travel through the Promyvion and look for the Memory Receptacles. A ranger with widescan is invaluable here. Emptiness is sort of a misnomer. Promyvion is crawling with all sorts of creepy monsters, and in some places they get quite thick. All of the enemies have true sight. They detect sort of funny, so treat them like sound-aggro enemies and give them a wide radius of travel. On levels one or two parties of six can fight two enemies with no problems. Above level three you only want to be fighting one at a time, but you can take any enemy in Promyvion (save the NMs) with a party of six. Avoid as many enemies as you can, but since true sight aggro is hard to avoid, you will have to fight several times. If you get aggro, STOP. Don't go running off and form a train.


As can be seen, even good players die hard in Promyvion.

Notice to BLMs and SMNs: each one of the empty has a glowing ball inside them of a certain color. This is their element. So a red ball means the empty is based on fire. Casting fire or ice on this empty will do virtually no damage, but water will be quite effective. I hope you memorized your magic flow chart and colored crystals.

 

Memory Receptacles:


MRs are glowing spheres in these little areas with four pillars. (This picture does not contain the MR enemy) They usually have a small cloud of Strays around them. Strays look like Wanderer enemies. They are much weaker then actual Wanderers, though they can still hassle mages pretty well. The MR is non aggro, the strays are. It is recomended you kill all the Strays before engaging the MR itself. The MR cannot move or melee attack but has two abilities. The first allows them to spawn another Stray, which they use often. The second, Empty Seed, sends out a shockwave that does AoE damage and knocks anyone within range backwards.

Memory Receptacle strategy tips:

Move Name
Effect
Empty Seed
AoE centered on the MR that causes knockback to all in range.
(moves upward)
Another Stray enemy will spawn.

Character
Role in Battle
Melees with Provoke
provoke Strays and pull them away from mages and Rangers
Melees without Provoke
get close to the MR and brace yourself against a pillar to prevent knockback, and physically attack
Ranged characters / SMN
focus spells or arrows on the MR outside of the range of Empty Seed. Summon an avatar to attack while hanging back.
Main healer
stay out of the range of Empty Seed and heal

They aren't hard really and can be taken down quickly with some decent party coordination. Just keep the softer characters out of range.


DO NOT REST AFTER DEFEATING THE MR. Instead, finish off any remaining Strays, then gather where the MR was. If the teleporter appears, get on and choose to progress. It only stays open for a limited time, so be ready. After you teleport, rest up, then proceed to the next MR. If a teleporter doesn’t appear in about ten seconds, you’ve found a fake. Frustrating, but it happens. Rest up, then track down another MR and hope for better luck.


Hop on and choose to enter the memory stream. The teleporter disk only stays active for a time. Even if you have to run from the outskirts of the battle you will have plenty of time, but if a member disconnects or goes AFK or something, they will likely miss the teleporter. If someone fails to make it through the teleporter, everyone else has to go back down a level. Find this thing (above picture) that looks like a teleporter too, but has no MR guarding it and is always active. It will take you back a level. (note: there is one on the first floor right where you enter. It will take you back to the Hall of Transference so you can leave Promyvion).

Continue defeating MRs and avoiding as much fighting as you can until you get to the top.

Level four:


After the third MR teleport, you'll be on the top level. You need to find a zone line to the Spire BC area. Most Promyvion parties will have a guide by now, but if you're all Promyvion newbies, just follow the path as best you can and make a wild run for the zone. The enemies up here are thick, and you don’t want to fight too many. The zone looks like a thin path leading to the Jeuno Residential mountain thing with an arch on the front. Avoid aggro as best as possible, but if you start getting lots, run like heck. If someone dies on the mad dash to the zone, as long as it is not the WHM, you're okay. Heal up in the spire, then send out a search team.

The Spire:

 
Once everyone is safely inside the Spire, you're ready for the BC battle. The strategies for each vary, but all three of them get pretty nasty when they are weakened. The key I have found, therefore, is to save your big-blast 2-hours (such as Eagle Eye Shot and Astral Flow) until the boss is about 30% life, then hit him with everything you have.

Medicine List for all Promyvions:

Tank
VIT or AGI food, a few Hi-Potions
DD Melee
STR or ACC food at your discretion
Mages
Yagudo Drinks. Several Echo Drops (normal Empty mobs have AoE silence)
SMN
At least one Hi-Ether for Astral Flow
WHM
Scroll of Reraise (from conquest points). A Reraiser is also a nice touch.

Promyvion-Dem Specific Strategies for Progenerator

Move Name
Effect
Fission
Spawns Stray-type enemies
Starts using around 50% life
Quadratic Continuum Damage
Vanity Drive Damage
Spirit Absorbtion Life drain attack

Character
Additional Medicines
Any character that can tank reasonably well
Hi-Potions

Strategy Tips:


Promyvion-Holla Specific Strategies for Wreaker
Move Name
Effect
Empty Cutter
Damage
Negative Whril
AoE damage
Shadow Spread
AoE Curse + Sleep effect
Binary Tap / Trinary Tap
Drains 2 or 3 buffs off of one target
Trinary Absorbtion Drains life from one target. Used at low HP
 

Character
Additional Medicines
Tank
Holy Water to remove curse.
All
Poison Potions to prevent sleep

Strategy tips:


Promyvion - Mea Specific Strategies for Delver

Move Name
Effect
Brain Spike Damage
Empty Thrash Damage
Carousal
AoE damage (center of AoE is the Boss itself)
Impalement
Does tremendous damage to one target but does not kill. Hate reset.
Similar to a tonberry's Throat Stab.
Promyvion Brume AoE damage + 12 damage/tic poison
Murk AoE slow + gravity effect

Character
Additional Mediines
All non-mages
Antidote potions to remove poison

Strategy tips:

BCNM-Specific Items



The key with all three is to BLAST IT WHEN IT GETS WEAK! Seriously. Don't waste your 2-hours early unless you are in dire straits. Even Holla, widely regarded as the hardest, can be beaten with no deaths if you have a SMN that waits until about 35% health to hammer it with an Astral Flow or two. After you beat a Promyvion you will be outside the Crag. Once you beat your third and final Promyvion, you will find yourself in glorious Lufaise Meadows. Tavnazia awaits!

Exp reward for completion: 1500 (per each promyvion for a total of 4500 for all three)


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