
Mission Name
|
6-4 - One to be Feared
|
Locations
|
Sealion's Den (airship!)
|
Level Cap
|
60
|
Estimated Time
|
45 maxiumum
minutes per attempt
|
Special Items:
|
Yellow liquid
off the auction house, CCB Polymer, quested, slows down the weapon's
moves
|
Difficulty:
|
Hands down,
the hardest mission in the game.
|
Medicines Needed:
|
as much as
you can hold, and more. Reraise items
and Vile Elixer are a good addition to your meds. |
Recomended Jobs:
|
screw this section. You have a static. Go
with your static
jobs. I hope you have a WHM.
|
Brief synopsis:
|
fight three
BC battles in succession with a
45-minute timer |
For glory! A battle on an airship! How cool is
that?! All,
the plot thickens! Where is this fleet of airships going? Why are you
fighting
mobs on them? Why do none of the lousy NPC characters ever help you
fight?!
These questions, and more, await you beyond the sea of clouds in the
absolutely most complicated, crazy, fun mission in Final
Fantasy 11.
On-The-Clock Pressure
I’m not going to say “easy,” but this mission
would be a lot
less daunting if it was not timed. You have 45 minutes to complete all
three
battles, and that includes cutscenes before and between the fights.
Were there
no harsh time limit, if you wiped on the later two battles, you could
just
piece it together and attack again. You sort of have time if you’re
fast
enough, but making a strategy out of it and doing it until you win just
isn’t
going to work. The record, last I've heard, is 32 minutes. I’ve heard
people
that have beaten it in 38 and 42, and up all the way to 44:36 out of 45
minutes. Zounds. There isn’t built-in time to spend
too much
time waiting for people to be unweakend.
Fill your inventory with meds before going on. You
won’t
need many, or perhaps any, of them for the first battle. But the other
two you
will. With no time to rest, you have to heal HP and MP on the move.
That means
potions, ethers, yags, elixirs, icarus wings. Bring it all. And because
MP is
such an issue, I highly recommend everyone bring ways of casting
Reraise on
themselves. A Reraise Gorget and a Hi-Reraiser should do it.
The special item this time is a CCB Polymer, a
RARE item
that makes the last two bosses sluggish. Use them when you start to
lose
control of the battle, or when you want to launch a powerful strike.
Recommendations:
Character
|
Additional
Medicine
|
Everyone but WHM
|
Hi-Reraiser, Reraise
Gorget/Hairpin. Vile Elixer+1 very nice addition
|
Tank
|
CCB Polymer, Yag drinks on PLD,
tons and tons of potions.
Bat earrings/blind potions effective against low-accuracy Omega
|
Direct damage melee
|
Icarus Wing, a few hi potions,
powerful attack or accuracy food
|
All Mages
|
5-10 yag drinks, 2 pro-ethers, a
couple hi-ethers.
|
BLM tarutarus
|
enough MP gear and food to be
able to cast ancient magic while weakened.
See Operation: Burst below |

Because you’re in a rush, have everyone view the first
cutscene then exit the BC but not leave the Sealion’s Den again. This
will send
you right to the end of the first cutscene, which will save you about 5
minutes. Time well saved. If you leave the Den you will get the
cutscene again when you reenter the BC, so keep this in mind. Once
everyone has viewed the cutscene and
you’re sure
of your plans, head into the Sealion’s Den. You’re now on the clock.
Have a
timekeeper write down when you’ll run out of time, even on your dry
runs.
Wings of Glory

Before the first battle, and between each battle, you’ll be
on an airship with no mobs. You have time to buff, ask last-minute
questions,
and wait out weakness without mobs around you. Your HP and MP will be
also healed to full (though anyone dead will stay dead). You absolutely
don’t
have time
to be running around taking pictures. But since this area is so
mind-numbingly
cool, you’ll want to do a run just taking picture, then leave and do it
for
real.


Once you’ve satisfied your shutterbug, do it for real. Buff up, rest
MP, then have someone check
the airship’s communication room and tell it to approach. Everyone on
the
airship will automatically get a cutscene that interrupts rest and any
spells
or items they were using. Spam your enter key to rush through it and
get ready
to fight. You can view it later at the bard! Every second counts!
If you start the next part with about 41 minutes, you’re
doing well.
The Best Melee Ever

What the… ?! Mammets? FIVE Mammets? I thought we left these
guys in Riverne Site #A01! But yes, alas, there are five Mammets. This
time
they are self-styled Mammet-22-Zetas. They’ve done some leveling up but
they
aren’t as challenging as their previous counterparts since you’re so
much
stronger. However, you really do need to save your 2-hours and meds for
the
battles ahead, so you’ll have to find a strategy to delay 5 unsleepable
mobs
with no 2-hours and not many meds.

How you hold them off depends on your party setup. Some
ideas:
- Shadowbind can buy up to 30 seconds
- carby can tank one for a while
- your normal tank, obviously, can tank one, definately more than
one if they have some backup support
- your powerful DD types can shread one
early if they work together.
Our party did those five things above to hold them off and
defeat them one by one. The RNG shadowbound one then teamed up with the
BLM to
kill another one quickly. The WHM debuffed the shadowbound until the
RNG and
BLM focused on the one second. Third, the SMN had been tanking one with
carbuncle, and the RNG and BLM went to relieve him next. Fourth, our
RDM subbed
NIN and held one off. This one was the unstable part of the plan, as
the RDM
had trouble not getting interrupted and so the RNG sometimes needed to
help her
third. Once the other four were dead, the one remaining one had been
totally
unable to hurt our PLD, and we focused everything we had at it.
A note about subjobs: one of the most common tips for this battle is
for lots of people to sub NIN. Our RDM went RDM/NIN for the first few
attempts, but on the run we actually won on, she subbed BLM instead.
This made her terribly vulernable to damage and interruptions and death
but we set up a stragety where she spammed bind until our party
could save her. It paid off, as RDM/BLM sub turned out to be more
useful on
the
later battles. So be wary up giving people subjobs that won't be useful
on the later two battles just to make the Mammets easier.
The Mammets can still change jobs. Once again there are four. Mages
with staves cast high-level black magic. Warriors have
swords.
Dragoons have their forks. Unarmed can heal life from physical hits.
They all still have AoEs. At the start of
the battle
set up a silence order just to make sure they’re all silenced. Yellow
Liquids
drop in battle so have a quartermaster on someone (the WHM doesn’t have
much to
do at the beginning as she can’t cure without drawing aggro, so it can
use
liquids) and liquid any Mammet that switches to a DRG job. It won’t
last
forever, but it lasts a fair amount of time and will halt many of their
nasty
tricks.
Mammet move list
Move Name
|
Effect
|
(draws a different weapon)
|
Changes job, regains some HP
|
Physical Shield
|
All physical attacks heal the
Mammet for a time
|
Magical Shield
|
All magical spells heal the
Mammet for some time
|
-aga magic
|
Does AoE elemental damage to the
party
|
various weapon skills
|
Does AoE damage or AoE stun
|
Strategy tips:
- The Mammets aren't nearly as hard as they were on 2-5 but you
won't
want to use significant resources on them.
- Silence all of the Mammets at the beginning, even the melee
types, to
prevent them from switching and casting a powerful -aga spell. A WHM
can handle resilencing Mammets.
- Since most of the Mammet moves are AoE, the kiters and the rest
of
the party should spread out as much as possible to avoid damage. This
isn't easy on the small airship.
- Watch the log. If you're healing a Mammet with your hits, unlock
combat and turn around for a time.
- All players need to be self-sufficient at the beginning. If a
player
is having trouble handling a Mammet until he or she can be relieved,
consider altering your strategy.
- Yellow liquids drop like water if you're killing Mammets. Use
them with reckless abandon to
make this fight easier and faster. You'll almost always end up with
more than you use.
- Try to beat the Mammets without any deaths, even if it takes a
minute
or two longer.
BCNM-Specific Item

- Obtained: drop off of mammet enemies. Can be traded and sold on
the auction house (under medicines)
- Number recomended: five or six
- Optional or mandatory: optional but recomended
- Use: prevents a mammet from changing jobs
- Notes: again, these will stop mammets from changing jobs. They
are especially useful here as multipe BLM mammets usually means a
painful -aga induced death. Even if you can't lock them in DRG jobs do
your best to prevent them from becoming BLMs.
The goal here is to defeat them all quickly with no minimal items,
no 2-hours, and no deaths. It looks hard, and it takes a lot of little
ideas to set up a pattern so that everyone knows what they’re doing. In
this battle you have to have excellent party coordination. There are
lots of roles to fill, and if one person messes up on their part, big
trouble starts. Don’t worry, the next two battles will give you LOTS of
experience with Mammets ;-)
Getting past the next cutscene with about 36 minutes left is
great. Use your reraise items, then time for part two.
Omega Weapon, Robot on
Steroids
Don’t’ be fooled by that greek letter crap. Omega
isn’t the
end of this mission. He’s just the beginning of the real stuff. At
first glance
you might think that the Mammets will be hard because they are five
mobs and
Omega easier because he is one. And, in a certain sense, that’s true.
In
another, it’s very not. Omega has a crapload of HP, some very powerful
attacks,
and gets very unpleasant when low on life.

Omega will probably chew you up something nasty the first
few times you try him, but it’s actually somewhat easy to avoid the
brunt of
his attacks. Almost all of Omega’s moves are directional AoEs. This
means that
if your tank has Omega facing at him only, and everyone else is
sufficiently
far away, only the tank will get blasted. It HURTs the tank, but it
hurts the
mages more if they get involved.
Omega has a TON OF FRIGGIN HIT POINTS! You’re still on the
clock, so you need to chip away at the bolder efficiently without using
too
many resources early on. This will cause hate issues. The best thing to
do when
Omega starts wandering towards the mages is to bind and stun to give
the tank
time to regain hate.
Oddly enough, Omega seemed to get "stuck"
using one move a lot when I fought him. One battle he would spam Ion
Efflux, the next Homing Missile, and generally ignore the rest of his
normal attacks. Go figure.

When Omega gets low on life, he starts using a move called
Pile Pitch a lot. In addition to destroying all but a small bit of your
HP, it has
hate reset. Sigh. Holding hate becomes damn near impossible at this
point. A
2-hour that does damage quickly such as Eagle Eye Shot is a good idea
at this point, but save some for
the next fight too. A CCB Polymer Pump is also a good idea, but save
some of
them too. The Pump will halt weapon special moves for a minute, making
them very worth it.
Have the tank fight where you start the battle
while all the
ranged characters hang out at the airship door. If the tank dies,
that’s really
bad, and all the mages should move over to where the tank was. Wipe
there if
you need to. Omega will return to the airship door, so if you’re all
far away
from it, you can all Reraise, rest to unweakend, and finish it off.
Omegal move list:
Move
|
Effect
|
(physical attack)
|
Stun effect
|
Ion Efflux
|
Directional AoE paralyze.
|
Hyper Pulse
|
Directional AoE damage, 200-300,
bind for about 10 sec.
|
Homing Missle
|
Powerful physical AoE. Hit PLD
tank for 350.
Almost kills taru BLMs, assuming they have stoneskin and full HP.
|
Target Analysis
|
Drains a few attributes similar
to absorb spells
Small effect. Don't bother erasing.
|
Rear Lasers
|
Directional AoE petrify.
Used very infreuqently when someone behind takes aggro.
|
Disscharger
|
Magic shield effect (all magic
is resisted for a time)
Also a shock spikes effect
Cannot be dispelled, wears off after a time
|
Pile Pitch
|
Throat-stab effect (target loses
all but
a very small amount of HP)
Hate reset move
Used when low on HP.
|
Strategy tips:
- Omega won't go down quickly. Keep chipping away at him without
causing too many hate issues.
- Do everything in your power to keep Omega facing ONLY the tank.
- Start using yag drinks and potions to conserve resources. Rest
only
when someone else can cover your job.
- When Omega starts using Pile Pitch, ignore all of the above and
try
to kill him as quickly as you can.
BCNM-Specific Item

- Obtained: from traditing a carmine, cyan, and gray chip in the
Jeuno/Basok quest Chips
- Number recomended: at least two
- Optional or mandatory: optional, recomended
- Use: halts weapon moves for one minute
- Notes: the last specific BCNM item you'll never need for CoP.
Make sure that two people don't use them at once as overlapping a CCB
pump will waste one of the items. Each person can hold one and if
you're having trouble with the BC you may want everone to pick one up.
If money is no problem they can be bought off the auction but poorer
parties can quest the item themselves by farming a set of three chips
(the same chips used in the 3-5 Diabolos mission) and trading them to
Cid. Don't use them all on Omega.
Operation: Burst
Because the weapons get mean when low on HP, it’s
entirely
possible that you wipe when it has but a sliver of health. Operation:
Burst is
a way for a BLM to finish the battle. It doesn't need to actually BE
Burst, as that just makes a better name for this heading. If a BLM can
have enough MP to cast
ancient magic while weakened, he can Elemental Seal and cast ancient
magic for a nice
thousand or so damage. The trick is having enough MP to do it. Only
tarus with
good MP gear and food are likely to be able to pull it off. It’s an
interesting
thing to consider and very useful if you can do it, but not much to
base a
strategy off of. This works on Ultima too. Omega and Ultima regen HP,
but it's so small as to be totally negliabable (estimated 1% in 5
minutes).
If you can beat Omega with 20 minutes left,
you’re in
exceptionally good shape. Odds are you will have less, but that might
be okay.
Ultima Weapon

Bigger and scarier mob. You might expect a similar fight to
Omega, but it’s surprisingly different. Ultima seems to have
considerably less
HP but has nastier moves. You’re in for a shorter but fiercer fight.
Use the
same placing strategies as Omega: tank where you spawn, ranged on the
other
side, wipe where you spawn so you can reraise if need be.
The biggest problem that I, as a WHM, faced during Ultima
was that I couldn’t rest. At all, ever. Ultima uses a petrify move a
lot, and Stona can only be cast by a WHM. This
is a good time to use your Vile Elixers and Pro-Ethers.

Wear down Ultima in a similar way as Omega until he starts using
Equalizer. This is an
odd move. One time it did massive damage (600+) AoE that killed two
party
members, and another time literally everyone evaded it. In any event,
when you
see Equalizer, put your final plans into motion. Toss another CCB pump
to slow
his move spam and begin your damage-over-time 2-hours. You know, Mighty
Strikes, Astral Flow, Hundred Fists. Whatever you got. Hate will bounce
around.
I think Ultima has another hate reset move in his lists of tricks too.
Things
will get frantic as they do with Omega, and Ultima will start using
Antimatter.
It takes about 5 second to charge up, and hits for 600+ damage. Good
mage
killer, and kills the tank pretty quick too.
Ultima move list:
Move
|
Effect
|
(physical attack)
|
Paralyze effect
|
Particle Shield
|
Defense bonus
Can be dispelled
|
Smoke Discharger
|
Directional earth damage and
petrify
|
Hydro Cannon
|
Directional water damage and
poison
|
Cryojet
|
Directional ice damage and
paralyze
|
Turbofan
|
Directional wind damage and
silence
|
Flame Thrower
|
Directional fire damage and
plague
|
High-Tension Discharger
|
Directional thunder damage and
stun
|
Chemical Bomb
|
Puts slow and elegy on the
target.
Kills NIN tanks unless they get erase quickly
|
Nuclear Waste
|
Lowers all elemental resistances
drastically for a time, AoE
|
Wire Cutter
|
Weapon-skill-ish move that does
damage.
Can be avoided by running away.
|
Equalizer
|
Vastly powerful nasty AoE.
Used at low health.
|
Antimatter
|
Very powerful single-target
damage move.
Used at low health.
|
Strategy tips:
- Wearing down Ultima to low HP will take less time than with Omega
- The tank will need lots of WHM attention, but curing and status
removal. Make sure the WHM has the meds to say casting without any rest
at all.
- Keep ranged characters as far away as possible to avoid the very
deadly Equalizer and other, lesser directional attacks.
- Once Ultima gets low, use any CCB Polymers you have left (not at
once, obviously) to delay the onslaught as much as possible.
- Hit it hard with everything you have!!!
BCNM-Specific Item

- Obtained: from traditing a carmine, cyan, and gray chip in the
Jeuno/Basok quest Chips
- Number recomended: at least two
- Optional or mandatory: optional, recomended
- Use: halts weapon moves for one minute
- Notes: any additional CCBs you haven't used should be thrown at
Ultima.
It all comes down to this really. You’ll be running out of
time, so have your time keeper check the clock every now and then.
Should you
wipe, there might be enough time for Operation Burst or a recovery, and
there
might not. If you run out of time you will be booted out immediately.
I lost this battle in every way imaginable.
Mammets AoE’d
me, beat me to death, wiped out my party. Omega killed physically
smashed me,
shot missiles at me, hyper pulsed me to death. Ultima hit me with
petrify, with
Wire Cutter, with Antimatter. I got kicked out of the BC during wild
melees and
during last-hurrahs. The time before I beat it, our BLM was casting
Burst and
we got booted two seconds before it would have gone off. All told, I
probably
spent over 500k on meds, tried about 15 times, and it took up four
entire
nights.

Ya know what? It was totally worth it. When you win you'll be in
Lufaise Meadows. Ducal Guard’s Ring,
{Found it!} For glory!

Exp reward for completion: 1500
(next mission)
(back to the main page)