
Mission Name
|
8-2 - A Fate Decided
|
Locations
|
Grand Palace of Hu'Zxoi
|
Estimated Time
|
4-5 hours
fighting, 1-2 sleeping. You're better off sleeping everything you can.
|
Special Items:
|
none
|
Difficulty:
|
Medium. Long long long. Thankfully even the
mob at the end
isn’t terribly powerful
|
Medicines Needed:
|
nothing
|
Brief synopsis:
|
Travel through a long dungeon
and escort NPCs to open locked portals.
|
It’s not terribly impressive, is it? It’s just one
corridor
after another, occasionally breaking into larger rooms. It’s even more
dull in
game. This zone has no sound. No music, no weather effects, nothing.
It’s
mind-blowingly dull to be in.
There are NO ways to save progress on this
mission. If you
wipe or otherwise have to quit, you have to start ALL OVER from the
beginning.
So don’t even start this mission unless you know all your members have
a good
chunk of time set aside.
Check the Particle Gate on the right of where you
zone in
for a cutscene. Check it again to pass through and head into the
mission.
Cutscene:
|
Zone
|
NPC name
|
Location
|
Other
|
|
Hu’Zxoi
|
Particle Gate
|
(H-8)
|
“Zone” into monster-filled section
|
More Wacky Lumoria
Mobs
You read that Monsters of Lumoria
section by now,
right? Pop
quiz! Do Aern’s link or aggro?
…
…
…
yeah, they link. But don’t feel bad if you
didn’t know. Just try to memorize stuff like that and this will be a
lot
easier. And yes, I am pushing that Monsters guide. It took a lot of
time and death to get all those screenshots.
The first new enemy you’ll encounter is the
Euvhis. These
look like small sticks when “closed” and flowers when “open.” Closed
Euvhis
don’t aggro, open ones do, and they never switch forms. Most of the
ones you
will encounter are closed, and the open ones you can mostly avoid. So
try to do
so. If you do find yourself in a fight with a Euvhis, it has an AoE
bind attack
but nothing too deadly.

Ghrahs are made up entirely out of hexagons. In their
“closed” form they are little balls that float through corridors
randomly but
are confined to a small area, usually a hallway. In their “open” fom
the
hexagons reassemble into a bird or a spider (not randomly, dependent on
area).
Like the Euvhi, Ghrahs only aggro when open, but Ghrahs change forms
sporadically. It is best to wait out of range until they switch to ball
form,
then run by.
Like the empty mobs from Promyvion, Ghrahs have a colored
ball that is their elemental base. They can cast ancient magic and
elemental
debuffs (like drown and shock) but rarely any AoEs. Even so, they’re
powerful
monsters. Use the appropriate bar-element spell to avoid a lot of their
damage.

Zdeis are often called similar to pots, but don’t aggro to
magic. They aggro to sight. Their “front” is the larger of their eyes
that is
surrounded by smaller decorations. Some Zdeis are stationary, others
spin. You
can try to avoid aggroing in the spinning ones by going behind them
while they
spin. It’s hard, but possible. Practice going behind them as much as
you can to
avoid a lot of fights.
Quasilumin Guards

At certain points you will run into Particle Gates that will
not open. That likely means there is a Cermet Alcove nearby. Check the
Alcove
and a Quasilumin NPC will appear. It will then progress on a
pre-determined
route. You can control the Quasilumin (tell it to stop and start again)
much
like the NPCs found in the escort quests.

And speaking of escort quests, as you may have guessed, you
have to protect these little guys. Zdei mobs will attack if they see
the NPC.
Ghrahs will only attack if the are not in ball form. Keep the NPC alive
and it
will open Particle Gates for you. Eventually it will reach another
Cermet
Alcove. Once there, check the NPC again and it will open the final gate.
NOTE: Do NOT let the
Quasilumin NPCs die. Even if you get
past one locked Particle Gates, if that NPC doesn’t make it to the
alcove, it
will not
open the last gate you need to progress. If your NPC dies, travel
backwards
(locked Particle Gates open from the “back” side) and get a new one.
The Long Haul

It’s a long path to follow, but fighting Ghrahs, sneaking behind
Zdeis, and escorting NPCs is the gist of it. At times you will need to
travel
up and down these elevator systems to get to new maps. It will feel
like you're going in circles, but you're not. There are forks
in the
road at points, but going the wrong way quickly leads to a dead end, so
having
an online map isn’t terribly vital.
Steady going is the key to getting done before next week.
Fight continously but don’t push yourself beyond your limits. Have a
lot of MP
on hand
as Ghrahs can take some time to kill. Make sure someone in the party
has
Reraise up in case you wipe totally.
Be on the lookout for Quasilumins that aren’t on the move.
These are part of the Grand
Palace map quest.
Like
their brethren outside in Al’Taieu, if you talk to them all, that last
one will
give you a map of this area. You’ll have to go out of your way to get
them all,
but if you plan on farming for sea gods, you’ll want this map.
There is one door that will ask you if you want to pass
through when you check it. Say NO. This leads back to the main room. If
you go
through this door, all your progress (a few hours) will be lost and you
need to
go ALLLL the way back. Some ??? spots will also offer you a choice to
return to
the main room. Refuse these as well.
The Last Hu-Ghrah

After a painfully long time you will find a Cermet Portal
that opens like a normal door. Beyond that is another Cermet Portal.
Checking it
spawns an NM called Ix’Ghrah. This one’s a bit different. It can change
forms
at will and it’s 2-hour is depedendant on whatever form it is when it
wants to
use it.
Form
|
Job
|
Weakness
|
Strength
|
Attacks
|
Ball
|
BLM
|
Phsyical Attack
|
Magic
|
High-level BLM spells
|
Bird
|
THF
|
Magic Attack
|
Evasion, Accuracy
|
Physical hits, Helldive
|
Spider
|
WAR
|
none
|
Strength
|
Physical hits, Sickle Slash
|
Human
|
PLD
|
Low Damage
|
Defense
|
Physical hits
|
The spider form is the most dangerous, having the
overpowerful Sickle Slash move that hurts tanks badly. The bird form is
hard to
hit with weapons but takes lots of damage from magic. The ball form
takes more
damage from weapons and less from magic. The human form doesn’t take
much
damage AT ALL, but doesn’t do much either, and is a good time for mages
to rest
for a bit of MP.
My party had the Ix’Ghrah use the 2-hour in ball form. We
were fearing a massive onslaught of magic, but instead it just cast
Sleepga II.
Like 15 times. Over and over for no reason. No attacking in the middle
either. Just lots of Sleepga. I don’t know if this was a
glitch
or WHAT, but it was absolutely hilarious. Needless to say, the mages
out of range
got some MP while the melees got Sleepga’d over and over, and we
finished the
battle
without any problems.
(Editor's note: the 2-hour is actually IS a massive onslaught of magic,
but it's based on the day you fight the Ix'Ghrah. We were fighting on
Darksday apparently and since there are no actual damaging dark-based
-aga moves we just got slept. But I've heard stories about parties
getting hit with Thundaga III over and over and over. So be warned and
try to fight on Darksday or Lightsday if you can. I'm keeping the above
paragraph in the guide because I still think it's funny.)
After you beat the Ix’Ghrah, check the Cermet Portal for a
cutscene.
Cutscene:
|
Zone
|
NPC name
|
Location
|
|
Hu’Zxoi
|
Cermet Portal
|
?
|
You are now clear to Escape out, and checking the Gate of
the Gods in the main room will lead you to The Garden of Ru’Hmet.
(next
mission)
(back to the main page)