The Late Teens
Its getting close to subjob time for some of the people. For others, you will find that the mobs you did earlier are weak and you need something stronger. This is the point where your party may be too strong for one type of mob yet too weak for the next type. The late teens can be brutal, especially when some of the mobs have narrow level ranges as well.
| Zone | Level Range | PT Size | Mob(s) | Notes |
|
Valkrum Dunes (Oasis, Selbina, Secret Beach) |
15-17 |
6 |
Damselfly Ghoul Giant Bat |
Damselfly and Ghoul both drop subjob items. Giant Bats are found in the tunnel next to the Gustav Tunnel zone in the secret beach area. Antidotes are required though they need to be used between fights. Some of the fights with damselflies can get nasty, especially when Cursed Sphere is spammed. Silent oils and prism powders are required to reach secret beach area. |
|
Meriphutaund Mountains (Outpost, North-center of map) |
15-18 |
6 |
Crane Fly 16: Yagudo (3rd tier) 16: Goblin (3rd tier) |
Crane Flies drop chocobo quest item. Beware of the fire elemental spawn in the north-center part of the zone. Again, you will need antidotes but they can wait for between fights. |
|
Carpenters Landing (central landing) |
15-20 |
6 |
Stag Beetle Marsh Funguar 17: Orc 17: Trap 18: Pugil 19: Tiger |
While walking in the tunnels you will need silent oils for the funguars that do aggro. Later, you can set up a camp on the edge of cave or on the docks and pull Orcs and Pugils. Beware of the potential one-shotter that pugils do have called Screwdriver - it will one-shot anyone. Echo drops and antidotes are required, as well as someone with Paralyna. |
| Korrokola Tunnel | 15-19 | 6 | Land Worm | Use a arrowburn/manaburn party if you can. Make sure one party member is a white mage or a red mage that can use Silence. A silenced worm is a helpless worm. |
|
Buburimu Peninsula |
15-17 |
6 |
Zu Bull Dhalmel |
Dhalmels have three nasty moves that you must keep out for: Cold Stare (silence attack), Sonic Wave (defense down), and Healing Breeze (dhalmel recovers HP). Cold Stare can be prevented by having mages keep their backs to the dhalmels at all time. The dhalmel also has another potential one-shotter called Stomping. |
| Meriphutaund Mountains (southern part) | 17-20 | 6 | Raptor | As long you know where the Fire Elemental spawns, you should have no trouble with these mobs. They have a pretty high movement speed, so avoid making long pulls. They also hit hard. |
| Meriphutaund Mountains (Zi'Tah zone) | 17-20 | 6 | Coeurl | Mages must keep their back turn to these mobs at all times. You must have a good black mage, as these mobs have evasion skill similar to a thief. Paralyna and Echo drops are a must. |
|
Valkurm Dunes (D-6, Secret Beach, Sirens Sands) |
18-20 |
6 |
Goblin Beach Pugil |
Silent Oils and Prism Powders are a must if you are heading to the beach near the Gustav Tunnel zone, as you got several aggressive mobs to pass and nobody that can sleep them. Beware of Screwdriver. |
|
Inner Horutoto Ruins (Beetle's Burrow by Magic Gate) |
18-20 |
6 |
Goblin Battle Bat |
There is a long hallway next to a door. Past the door are the mobs you will pull. Silent Oils and Prism Powders are needed to reach the camp, but once you reach the spot you should easily get some good rates. Take the northeast entrance from East Sarutabaruta, and go through the cracked wall. Camp supports 2 parties. |
| Gusgen Mines | 18-20 | 6 |
Ghoul Bandersnatch |
Only recommended if you got monks in your party. There is a severe lack of good camps for Ghouls in this zone, so you must be able to kill them fast. This zone favors moving parties. |
|
Batallia Downs (Cave, K-7) |
18-20 |
6 |
Clipper Ba |
There are two main spots of Clippers, which are your emphasis. These are weaker than their Qufim counterparts. Make sure to set home point in Jeuno. |
|
Buburimu Peninsula (east) |
18-20 |
6 |
Goblin Crawler Pugil |
As long as you know exactly where Air Elemental spawns and stay away from it, you should be able to chain easily. Barfira is a must for goblins, barwatera for crawlers. Pugil is located at either beach, but you must watch out for Water Elemental danger. |
| Qufim Island (lake) | 18-21 | 6 | Land Worm | Beware of Banshees that pop at night. Silent Oils are a must anywhere in Qufim Island, not just for undead, but for worms and weapons as well. Weapons also aggro to magic. |
|
Rolanberry Fields |
18-21 |
6 |
Berry Grub Moon Bat |
The best spot is southern part near Pashhow Marshlands zone. You will need silent oils to reach this camp from Jeuno. Bats only pop at night. |
|
Sauromunge Champaign |
18-21 |
6 |
Hill Lizard Moon Bat |
Camp near Meriphautand Mountains zone. You will have to find a way to dodge other potential aggros. Silent oils/prism powders are required to reach the camp. |
| Sauromunge Champaign | 19-21 | 6 | Beetle | Camp at G-7. Silent oils must be used for Evil Weapons that you will pass by on the way. |
(c) 2001-2006 SQUARE ENIX CO., LTD. All Rights Reserved. Title Design by Yoshitaka Amano. FINAL FANTASY, TETRA MASTER and VANA'DIEL are registered trademarks of Square Enix Co., Ltd. SQUARE ENIX, PLAYONLINE and the PlayOnline logo are trademarks of Square Enix Co., Ltd.