
Mission Name
|
8-3 - When Angels Fall
|
Locations
|
The Garden of Ru'Hmet
|
Estimated Time
|
Varies wildly
depending on party setup and strategies.
At least 3 hours. |
Special Items:
|
none
|
Difficulty:
|
Hard. Last hard mission in CoP
|
Medicines Needed:
|
Usual BC
medicines plus reraise items |
Brief synopsis:
|
Travel up a
tower for a cutscene, then navigate
the hallways for two more.
At the top, battle four magic-using enemies in a BC |
When Angels Fall is the last dungeon mission in
the Chains
of Promathia campaign, and boy does it go out with a bang. Although
much less
linear than the previous “travel corridors until you come to the end”
mission,
8-3 is much more complicated.
Although many of the enemies in this zone are
the same as in
the Grand
Palace, most of
them are operating in
sneaky new ways. Also, the rooms are somewhat more complicated, having
ramps
and alcoves with monsters and mysterious portals that warp you half way
across
the map.
Cutscene:
|
Zone
|
NPC name
|
Location
|
|
Ru'Hmet
|
none
|
zone in
|
The Five
Towers
The first objective is for you to climb a specific tower of
the Garden, which are located in the five “corners” of the map. Each
tower
corresponds to a specific race. I tried explaining this without a map,
but it
just wasn’t working, so I broke down, borrowed a map from FFXI Atlas,
and
labeled it from you.

It is actually possible to do this part solo, though you
would have to be extremely lucky, reraise a lot of times, or probably
both.
Mages with reliably Sleep spells will have less trouble soloing. Of
course, if
you want to take your party to the top of each tower, feel free.

The long hallway marks the entrance to each tower, which is
guarded by a spinning Zdei. All of them spin in the direction of the
fastest
way to the first elevator. For example, if a Zdei is spinning
clockwise, the
elevator is to the left. Counter-clockwise, it’s to the right. If you
can’t
figure it out or aggro and kill it or something, just use the map.
In each of the larger rooms are an alcove with another (much
faster spinning) Zdei in it. This is where the luck, sleeping, or
reraising
comes in. Getting past this Zdei is possible, but extremely difficult,
and you
have to sneak past it TWICE since the alcoves have two views into the
main
room. My suggestion: sleep the darn thing and run. Keep in mind that
this enter
area is filled with Aw’ghrah enemies, so you’ll have to sleep them too
if they
are in spider form. Make your way to the elevator and go up.
There are two more floors of enemies in the towers. The
elevators going up alternate sides. It the first elevator was on the
east side,
for example, the second will be on the west, and the third on the east
again.
There are tons of Ghrahs (birds on floor 2, humanoids on floor 3) and
fast
Zdeis on both floors. Sleep, fight, or run-die-reraise your way though.

The fourth floor has no enemies. Run in and check the Ebon
Panel in the center of the room. Any race can check it in any tower to
get the
first cutscene. After that cutscene, people of the right race in the
right
tower check it again to get a key item and a totally awesome title.
Once you
get what you came for, it’s probably easier to escape out and reenter
the zone
than climb back down.
Continue doing this until you have climbed the towers that
correspond to each race in your party. Or just tell your members to do
it solo.
Whatever works for your party. Just make sure everyone has it done when
you
want to do the next part.
Cutscenes:
Zone
|
NPC name
|
Position
|
Other
|
Ru'Hmet
|
Ebon Panel
|
varies
|
Any race, any tower
|
Ru'Hmet
|
Ebon Panel
|
varies
|
Race-specific tower.
Key item obtained at correct tower
|
The Guantlet of Zdeis
Once everyone has gotten their tower done you need to
progress up the central area of the Garden. The green dot marks the
elevator
you want to reach. The most convenient way, however, is sealed by a
locked door
that doesn’t open from either side, so you’ll have to circle around and
will
run into… *dun dun dun* the Guantlet of Zdeis!

Ooh, those crazy Zdei pots. They’re always up to something!
Having them spin quickly wasn’t enough, nope, no way. Now they’re
teaming up in
groups of four while spinning. Even worse, they’re all sitting on a
pressure
plate of a sorts, so when they aggro you and move off their starting
positions,
the door at the far end of the room slams shut and won’t open until
they return
to their starting positions. These Zdeis are totally immune to
sleep, Elemental Seal or not.
The two gauntlets on the east and west have a very fast
spinning Zdei in them, which makes getting by next to impossible. I
recommend
taking the slightly longer way around to the north gauntlet. Still,
when you
get there, you’ll have to get past the four spinning Zdeis or the door
at the
end of the room will lock you out.
There are four ways I can think of to do this:
1)
Have
EVERYONE sneak by. It’s hard, but if you’ve practiced, it’s the easiest
way by
far to get by these things.
2)
Fight
them. They’re monsters and can be beaten. In fact, since the BC is
against a
very similar situation as this gauntlet, it might not be a bad idea to
get some
practice.
3)
Have
your best sneaker cross over into the elevator room and open the door
from that
side. The locked door opens from the elevator room. Then have your
highest
defense character run in, aggro the Zdies, and die near the door while
the rest
of the party heads through. Raise the sacrifice and move on.
4)
Run
into the room and all die by the closed door, then reraise. The worst
plan as
it involves a full party wipe, but if no one can get by the Zdeis and
you
aren’t up to fighting them (it’s a hard fight) this might be your best
(i.e. only)
option.
Anyway, you’re in the elevator room. Good work. Step onto
the platform and choose to ascend (decend does nothing – yet) to the
next
floor.
Brands and Glowing
Weird Portals

The BC is on the floor above you, but the path upward is
closed off by some sort of menacing seal thing. As the Quasilumin
nearby will
explain, you need to get two key items (Brand of Dawn and Brand of
Twilight) in
order to be allowed access up to the third floor.
The Brand of Twilight is to the south. The Brand of Dawn is
to the north. But to the north is… another gauntlet of Zdeis! It’s
painful but
rather quick to run through, die, and reraise, but you need to do it
twice, so
that can be a sting on the old experience points. Much safer and much
less heavy
on the bitter death total is to run through the Garden hallways. You
can
actually get to BOTH brands this way and bypass the Zdeis entirely.

Zoomed-in map of route
My main concern with using maps for this sort of route is
that this map TOTALLY FAILS to give the true grasp of what the Garden
looks
like. This area has ramps
and balconies that overlook other rooms and a whole
number of obstacles to navigate, and that’s without considering the
enemies
you’ll have to avoid. The upside is that if you get lost, you can use
<pos> to get your position, check the map, and generally figure
out where
you are.

The pink dots are what I affectionately call Glowing Weird
Portals. You can’t target them but if you get close, they’ll zone you
to a
different part of the Garden similar to the shimmering colored walls in
that
Diabolos Pso’Xja tower (remember them? No? Oh well) This counts as a
zone so
aggro enemies will leave you alone if you warp.
Follow the path I outlined above to get both brands, then
backtrack to the central elevator (unless you want to fight the
gauntlet on the
first floor again, that is)
Cutscenes:
Zone
|
NPC name
|
Position
|
Other
|
Ru'Hmet
|
?
|
(H-7)
|
Brand of Dawn
|
Ru'Hmet
|
?
|
(H-10)
|
Brand of Twilight
|
Oh Come On… Pots?
Once you have both brands and your tower light, you can
ascend again to the top floor of the Garden of Ru’Hmet.
No mobs up
here. Check the Particle Gate for a cutscene, then enter the
battlefield when
you’re ready.
Cutscene:
Zone
|
NPC name
|
Position
|
Other
|
Ru'Hmet
|
Particle Gate
|
(H-8)
|
Doesn't lead automatically into
BC
|

This BC is against four Xi’zeid NMs. Yeah, those pot things
again. I know you beat Omega Weapon and
Diabolos and the misguided samurai Tenzen. You're going to take one
look at
this BC and think "Pots? Bwa ha ha! Too weak!" Heh... you'll be
grumbling a different tune after a few dry runs.
Even though you started south of this room, when
you warp
into the “BC” you’ll be at the north end of the room, facing south at
the pots.
This means that if you want to run away from the battle, you have to
CROSS the
room and choose THAT door to leave. The door at the north end cannot be
targeted and won’t let you leave.
As for the Ix’zeids themselves, there are four.
The two
larger, closer ones are RDMs. The two smaller, farther ones are BLMs.
All of
them are immune to silence and are heavily resistant to sleep. The
danger in
this battle isn’t getting hit with some cheap shot like Tenzen’s Cosmic
Elucidation or worrying about running out of time like the Snoll Tzar.
The
problem with this battle is simply that these pots will keep casting
spells on
you, and you can’t shut them up.
The black mages are the more dangerous, having
tier-3 aga
spells, tier-4 single-target spells, and ancient magic. They also are
easier to
defeat. Even so, they take a hard beating to destroy. Target one of
them first
and give it your all.
What about the other three pots? Well, they are
resistant to
sleep but not immune. This means that you can elemental seal Sleepga
them.
Anything without elemental seal has a virtually 0 chance of sticking on
the
pots. It's TECHNICALLY possible but it's nothing to rely on, so try to
avoid putting sleepga without Elemental Seal into your strategy if you
can. Keep in mind that Sleepga builds a lot of hate, success or not, so
when those
three pots
wake up, they’ll be out to kill whoever slept them.
When a pot gets low on life it may attempt to flee
to its
starting pedestal. If it sits there for a mere few seconds, it will
regenerate
to full life, and then you’re totally screwed. Stun it, weapon skill
it, do
whatever you can to stop it from regening to full.
Inevitably you’ll run out of sleepga before you
run out of
pots to kill, and the spells will start taking people down. TRY VERY
HARD to
kill the two black mages before you wipe. If you can, you’re in a good
position. And speaking of position, where you wipe matters, since if
you die in
front of a RDM pot it will likely try to kill you when you get up. Try
to wipe
at the door at the FAR end of the room near the BLM pots. Wait for the
pots to
go back to their starting spots (they only regen life if they flee in
battle,
so they won’t be healing), reraise up, rest to full, and tackle the
RDMs.
Ix'zdei move list:
Move
|
Jobs that Use
|
Effect
|
Tier-III aga magic
|
BLMs
|
AoE magic damage
|
Tier-IV magic
|
BLMs
|
Single-target magic damage
|
Ancient Magic
|
BLMs
|
High-damage, long cast time
Flood Flare etc
|
Tier-III magic
|
RDMs
|
Single-target magic damage
|
Bindga
|
RDMs
|
AoE bind effect
|
Dispelga
|
RDMs
|
AoE dispel, removes a random
positive buff
|
Silencega
|
RDMs
|
AoE silence effect
|
Tier-I, II magic
|
both
|
Single-target magic damage
|
Reactor Cool
|
both
|
Ice Spikes + def bonus
Ice Spikes cannot be dispelled
|
Core Meltdown
|
both
|
AoE damage
|
| Reactor Overheat |
both
|
Silence and damage
|
| Optic Induration |
both
|
Petrify and high damage
|
(return to starting position)
|
both
|
Will return to full life after
several seconds
|
Strategy tips:
- You can build TP on mobs in the garden before going into
the battle.
- Keep reraise up at all times. RDM pots can dispel it with
Dispelga.
Beware.
- Sleepga the pots right off the bat. Remember that sleepga
builds a lot of hate, so a taru BLM shouldn’t be sleeping them first
unless
your next sleeper is REALLY on the ball to save him.
- Black magic is very powerful against the pots.
- Do everything possible to kill the two small BLM pots
before wiping.
- Fight and wipe at the FAR door of the room. Tractor does not not NOT
work in this BC. It did when I did it, now it doesn't, go figure. Be
extremely discrete in where you stand.
- Stun and hit hard any pot that flees from the tank and
attempts to return to its starting position.
- Be ready to dispel the pots and remove a lot of status
effects from party members, including silence, paralyze, and petrify.
On your second attack try to kill one of the two RDM pots.
Even though the BLMs are more deadly the RDMs still hit very hard. If
you can kill
the 3rd pot you should be able to finish off the 4th
one
with minimal hassle. If you wipe before killing the 3rd pot,
hit it
VERY hard when you attack the third time to quickly down it. You only
get 30
minutes so time will be an issue if you wipe twice, but you can still
win.
Wiping three times is not a feasible option in this battle.

Once you beat the pots, cross the empty room and check the
Luminous Convergence for one mind-blowing cutscene.
Cutscene:
Zone
|
NPC name
|
Position
|
Other
|
Ru'Hmet
|
Luminous Convergence
|
(H-10)
|
Very cool
|
With that, you’ve completed the mission. Mission
8-4 begins with a cutscene in Al’Taieu. Check the Particle Gate again
and choose
to
leave the Garden
of Ru’Hmet, or
escape
out.
Exp reward for completion: 1000
(last mission!)
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