
Mission Name
|
Where Messengers Gather (Ulmia's
Path)
|
Battle Locations
|
Boneyard Gulley
|
Level Cap
|
50
|
Estimated Time
|
about 1 hour
|
Special Items:
|
Siredon
Grills, quested in Carpender's Landing |
Difficulty:
|
Medium-hard,
depending on party setup
|
Medicines Needed:
|
Potions on
tank a very good idea.
|
Recomended Jobs:
|
Having a SMN
and a BM makes this a lot easier
|
Brief synopsis:
|
A BC fight
against three mithra, each with a different job
|
Ulmia's path is clearly the hardest. Tenzen used up the dungeonus, but
Ulmia’s Path has the hard
BC fights. After you get the cutscenes done, your party can meet,
travel to the
BC, and defeat it (or not…) within an hour. That’s good, because both
fights
(the latter moreso) are difficult
5-3C: Where Messengers Gather
5-3C1
- Entanglement
Cutscenes:
Zone
|
NPC name
|
Location
|
Other
|
| South San d'Oria |
Hinaree |
(B-6) |
|
Port San' d'Oria
|
|
|
zone in
|
| North San d'Oria |
Chasalvige |
(L-6) |
|
5-3C2 - Head Wind
Cutscenes:
Zone
|
NPC name
|
Location
|
Comments
|
| Windurst Waters |
Kerutoto
|
(J-8)
|
see below
|
Windurst Walls
|
Yoran-Oran
|
(E-5) |
|
Please note that Kerutoto is now the NPC to start the Diabolos quest.
Make sure you talk to her twice. The first time she talks about
Diabolos, the second she'll give you the cutscene you need.
Enough stalling! Time to fight!
Cat Dance Party
For the first BC you’ll want your usual meds. Nothing fancy
is required as long as you understand the concept here. Stock up on
medicine and
travel to Attohwa Chasm. The path to Boneyard Gully is pretty long but
not
terribly dangerous. Hopefully at least one person has done the map quest by now. Once
at the Gully, check the Dark Miasma for a
cutscene and
a level-50 BC battle.

The Boneyard Gully
BC area is pretty cool.
There is
a large ridge in the center, and on the far side of the ridge are your
three
mithra opponents: Shikaree X, Y, and Z. X is a BST/NIN with a knife
and
usually has a pet bunny summoned at the beginning. Y is a
DRK/WAR with a
scythe. Z is a DRG/WHM (she was out soloing before this BC, I guess)
with a poll and waits until the battle starts to
summon
her wyvern. That’s five mobs total. The three kitties have some sort of
permanent meditate effect on, so they’ll gain TP unfairly fast, and
they’ll try
to skillchain you. Even their weapon skills are strong. Their
skillchains are
downright deadly.
My static party was fortunate enough to have a BLM and a
SMN. The PLD used Invincible, the SMN used Astral Flow on the avatar of
the
day, and the BLM used an Elemental Seal Sleepga. It was a thing of pure
beauty.
All five mobs took tremendous damage (more than half their life) and
were
immediately put to sleep. The party finished off Z first. X came next
and Y was the last one
down. The AoE damage from Astral Flow defeated both pets in two hits.
The Mithra's individual WS were painful but nothing our party couldn’t
handle.
We
weren’t rushing at all and still set the record over a minute lower
than it was
when we went in, and had no deaths.

I don’t know what’s up with the light in this pic, but it’s
us owning some mithra.
If you don’t have this sort of advantage, you might have to
fight fairly. There is an item called a Blackened Siredon that will
stop
their TP
gain. You can fish up a muddy siredon on the Phanauet Channel barge,
then give
it to a tonberry NPC at the dock for the grill. I tried to fish one up
but had
the wrong bait or something. In any event, it doesn’t sound all THAT
useful of
an item since you need to use one on ALL THREE mithra, and it
doesn't last the entire battle anyway.
It’s come to my attention that lots of parties don’t
just go in and set the record on this BC. Unfortunately (for you, not
for me)
this was the one mission that I beat first try. So I really don’t have
a whole
lot of in-depth strategy here. One thing that might work is fighting
close to
where you spawn, so that if you wipe but kill a mithra, you can
reraise, heal
to full, and take on the survivors. Also, even if you can't stop them
from SCing with sleep you can use stun to prevent the chain.
Farming:
Muddy Siredon
- Obtained: fished up on the Newtpool route of the barge in
Carpender's Landing
- Number needed: one per Blackened Siredon, at least three recomened
- Optional or mandatory: optional, not terribly recomended
- Use: traded for a Blackened Siredon in the Carpender's Landing
quest Mithran Delicasies
- Notes: each muddy siredon will get you one blackened. In order to
be effective, you need at least three blackened siredons, one for each
mithra. Since you have to fish the silly things up yourself (requires
no actual fishing skill) it can be a big hassle to obtain them. Ere
recomends skipping this item unless you find it absolutely necessary.
Move
|
Enemy
|
Job
|
Effect |
Pet Jug
|
Shikaree X
|
BST/NIN
|
Has a pet summoned at the
beginning
|
Knife weapon skills
|
Shikaree X
|
BST/NIN |
Varies depending on skill, can
skillchain with others
|
Scythe weapon skills
|
Shikaree Y
|
DRK/WAR
|
Varies depending on skill, can
skillchain with others
|
Call Wyvern
|
Shikaree Z
|
DRG/WHM
|
Summons a wyvern when the battle
begins
|
Polearm weapon skills
|
Shikaree Z
|
DRG/WHM |
Varies depending on skill, can
skillchain with others
|
Strategy tips:
- All three mithra gain TP very quickly. They will use their weapon
skills rapidly and will try to skillchain you.
- Their hate is shared DURING SKILLCHAINS ONLY - i.e. they will all
SC the single
character that has the most hate.
- Outside of skillchains their hate is independant.
- Sleep any mithra and pets you aren't fighting to prevent
skillchains. Beware that they do have a high resistance to sleep.
- BST pets and wyverns will not vanish when their masters fall.
However if you beat all three mithra the battle will end immediately.
- The most effective way to deal with the 5 enemies is Astral Flow
and
Elemental Seal Sleepga. 2 Astral Flows will kill both pets and severely
wound all three mithra.
- If you can't interupt their skillchain with sleep, use stun or a
stun WS to halt the second weapon skill
- Drag the mithra away from the arena so that, if you wipe, you can
reraise, rest to full, and fight survivors. The mithra gain HP back but
any dead mithra or pets will stay dead until the battle ends.
BCNM-Specific Item
Blackened Siredon
- Obtained: obtained through the Carpender's Landing quest Mithran
Delicasies
- Number recomended: at least three if you're using them at all
- Optional or mandatory: optional, not really recomended
- Use: halts a specific mithra's TP gain for a time
- Notes: these remove the unfair TP advantage the mithran opponents
have in this BC. However, you'd really want to use one on each of them
and they don't last very long, and considering how annoying it is to
obtain in the first place, it seems like a waste of time to me.
When
you kill the mithra, you still have another BC on
this path with no additional cutscenes in between. Recharge your
2-hours, grab your 60-cap gear, buy some
cluster cores from Jeuno bazaars or farm them yourself,
and prepare for one heck of a battle ahead.
Exp reward for completion: 1000
5-3C3
- Flames for the Dead
Locations
|
Bearclaw
Pinnacle
|
Level Cap
|
60
|
Estimated Time
|
about 1 hour
|
Special Items:
|
Shu'Meyu Salt
gives you more time in the BC
|
Difficulty:
|
Hard hard
HARD!
|
Medicines Needed:
|
Anything you
can bring to improve your damage. INT pies and ATT gear.
|
Recomended Jobs:
|
A powerful
offense, though having 1 job like WHM focus on party survival is a good
idea.
|
Brief synopsis:
|
Beat a
powerful enemy with an extremly harsh time limit
|
That Damn Snoll!

The second BC is against the infamous Snoll Tzar at Bearclaw
Pinnacle accessed from the Uleguerand Range.
This fight is 60
cap. As with the mithra, once you’re ready you can travel to the BC and
attempt
it within an hour. Very convinent, especially considering you’ll
probably lose
a few times and need to wait for your 2-hours to return.
The Ulgeruerand
Range is full of
magic,
sight, and sound aggro mobs. Bring your oils and powers. Also, bring
Icarus
Wings, Hi-Potions, Yag Drinks, and your very best food. You’ll need it.

Hokay. Snoll Tzar. This one’s different. The Snoll Tzar will
aggro anyone that gets within any sort of range against it, so there is
no time
for a first strike. Once it starts moving, you have 45 seconds to
defeat it
before it blows up. At 15 and 30 it will “be emitting a large amount of
steam”
and grow in both actual size and in brute force of attacks. Once the 45
seconds
are up, it will use a self-destruct move that does heavy damage to
everyone. If
it blows self up, even if someone survives the blast, you lose, end of
story.
You are ejected from the BC. This can't be stunned and can't be avoided
unless you beat the Snoll before it finishes using the move. The
Snoll Tzar
also actually tries to kill you during the battle, an often-forgotten
fact. It
has physical attacks, a move that puts frost on everyone, and a
powerful
WS-type move that can do over 1000 damage. It is estimated that the
Snoll Tzar
has 9000 HP.
Go over that one for a moment. 9000 damage. 45 seconds.
Yeah. It’s not possible.
Technically it may be, but you don’t have to put up with
that crap. There is an orc in the Ulgeruerand Range
that wants two
cluster cores, and every time you give him one, he gives you the EX
item
Shu-Meyu Salt. This item takes a few seconds to use, but once you
use it
you will
see the message “the Snoll Tzar starts to melt!”. 15 seconds later you
see “The
Snoll Tzar shakes off the salt!” What this means is the time it is
melting
doesn’t count against you on the clock. You can use multiple salts in a
given
battle, but you probably won’t need more than two or three. You'll be
going full out from the beginning, so delaying the
time just
won’t help you if half your party is already dead and all your useful
abilities are used up.
DO NOT OVERLAP YOUR SALTS! The
salt doesn't "give you 15 more seconds." Instead, it makes it so 15
seconds doesn't count against you. The difference is that if you use a
second salt before your first one is finished, you won't get the effect
of the 2nd salt, which means you're losing time you had counted on
having.
If you can't find any Salts on the auction,
you'll have
to farm your own Cluster Cores. They drop from bomb cluster enemies,
which are different from normal bombs. They spawn in foggy weather in
Lufaise Meadows and Misrareux coast and are a 100% drop. THFs can
attempt to steal an additional cluster as well. One person can farm a
few on a foggy day. If you can't get enough, or run out, have
everyone get their 50 gear and head back into Riverne-Site#B01. You
won't need any scales to get to an island were 3 or 5 Atomic Clusters
are always up, regardless of weather. Also, now that ToAU is out, there
are several high level clusters near the Halvung staging point, so
farming them is also an option.
Farming:

- Obtained: drops off cluster bomb enemies, NOT normal bombs or
snolls. Can be traded or bazaared or sold on the auction house
- Number needed: two per Shu-Meyu Salt, several salts recomended
- Optional or mandatory: optional, but you're a bit too cocky if
you don't use some anyway
- Use: traded for a Shu-Meyu Salt in the Uleguerand Range
quest Bombs Away!
- Notes: two cluster cores are needed for each salt. It's probably
easier to just buy the salts directly from the auction house.
Unlike the previous battles where luck is a
factor, here it
is all skill. You need to totally maximize your party to the fullest to
beat
this stupid thing before he blows you up once again. Have people ready
to use
the salts. If you can make a powerful skillchain, bring Icarus Wings so
you can
do it more than once and shoot off a powerful magic blast. RDMs can
chainspell,
convert, use ethers, do whatever they can to burn their MP into damage.
SMNs
can Astral Flow twice if you use 2 salts. PLD tanks Invincible and
cover to try
to keep aggro. NINs can throw shurkens and blow themselves up at the
end. Even
a WHM has a place in this battle, doing their best to keep everyone
alive. Give
it your all, don’t pull your punches, but don’t have one person doing
so much
damage that the Snoll turns on them and kills them before they’ve given
it
their all.
Some strategy guides say that, should you fail
this BC and be ejected, you will be inflicted with a status effect
called Slip that does 32/damage per tic for a long time and can kill
you even if you reraise.. I have no idea where this absurd information
came from. Slip doesn't exist. Frost does, but it doesn't do nearly
that much damage, doesn't really last that long, can be erased, and
certainly doesn't affect characters that reraise from the dead after
the battle. Maybe this "information" came from a badly translated from
a Japanese website perhaps? The stars only know.
Move
|
Effect
|
Berserk
|
Increases Snolls attack but
lowers defense.
Be very happy if you see this move.
|
Cold Wave
|
AoE Frost
|
Freezing Rush
|
Weapon-skill-ish move that does
roughly 1000 damage
|
Heimel Storm
|
Directional AoE for high damage
|
Hypothermal Meltdown
|
Self destruct move, you fail the
battle
|
Strategy tips:
- Basically any job that can hurt stuff is solid here. BLM, RDM,
SMN, SAM, MNK, WAR, DRK, DRG... am I missing any? If I am, they're good
here too.
- Exactly how you kill the Snoll is highly dependant on your jobs.
Work out your own skillchains and strategies to control damage and hate.
- Time salt use with a player's usefulness in the battle. A WHM
won't
need to do much at the beginning so they can go first, a SMN has to
wait after their blood pact so they can go second, etc.
- Aggro control is terribly important. Powerful uber mages are not
useful if they die in the first ten seconds.
- Normal snolls are weak to ice. However, the Snoll TZAR for this
BCNM is weak to FIRE damage, not ice. Nuke with Fire spells accordingly.
- If you can time it, try to fight the Snoll on Firesday for
additional damage.
- Don't panic and keep calm. This is one of the mose tense missions
in
the game. Go over your plan and do some dry runs on normal enemies to
get the proceedures down.
BCNM-Specific Item

- Obtained: quested from the Uleguerand Range
quest Bombs Away! Can also be bought off the auction house.
- Number recomended: three is nice
- Optional or mandatory: optional, highly recomended
- Use: gives you additional time to defeat the Snoll Tzar before he
self destructs
- Notes: effectively one person trades a few
seconds of their time so everyone else has 15 seconds more. Be sure the
person using the salt won't need to do anything during their time.

When you do beat the Snoll, gloat to everyone you know. You
earned it. If you fail, and it likely will take a couple tries to
figure out
how to maximize your party’s power, go over the log, discuss
alternatives, and
remain vigilant. People make mistakes so don’t take it hard if you
forget
something. It is an awkward hectic battle. My party beat him in under a
minute
without using our SMN 2-hour more than once. We lost three times
before, but
that fourth time we were just ready to win. Keep trying it until you
bust
through. When you’re done dancing happily, go finish this path.
Cutscene:
Zone
|
NPC name
|
Location
|
| Metalworks |
Cid
|
(H-8)
|
If Ulmia's path is your final path to complete on mission 5-3, you
will get an additional cutscene at Cid that leads into the next mission.
Cutscene:
Zone
|
NPC name
|
Location
|
Other
|
| Metalworks |
Cid
|
(H-8)
|
If completd all three paths
|
Exp reward for completion: 1000
Louverance's Path - Tenzen's Path
(next mission)
(back to the main page)