9 Shorthand 1L 1R 2L 2R
: One teleport left : One teleport right : Two teleports left : Two teleports right • Note, 3R = 2L, 4R = 1L, 5R = circle 1D : First door 2D : Second door Y : Take the yellow teleport B : Take the blue teleport
Mobs in sky Flamingos can be found outside in Ru'Aun Gardens. They do not aggro or link with one another.
Magic pots can be found throughout sky. They aggro magic casting. They have an AoE gravity (Mysterious Light) that also deals damage as well as a move which makes them immune to all magic (Spectral Barrier.) They are spellcasters so attempt to silence them early.
stunned!
Dolls can be found throughout sky as well. Non-NM dolls have an ability called “Meltdown” which is a suicidal bomb toss – it kills the mob but inflicts massive damage. Barfira must be kept up and Meltdown must be They aggro magic as well.
Detectors pose a large threat as well. They aggro (they check as TWTBW but they will aggro regardless) to sneak and magic. After being engaged for a short period of time (5-10 seconds) it spawns a mob, typically a doll type. When moving as a group to NM's the best way to deal with Detectors is to have a Samurai, Ranger, or Black Mage one shot them. Enkidu's can be found throughout sky, except in Ru'Aun Gardens. They sight aggro (but are rather blind) and magic aggro. They have an AoE move (Crystal Rain) which is particularly nasty. They also have several moves which go through shadows and they hit very hard.
Notorious monster relationships
The picture above shows the relationship between notorious monsters in sky. For instance, to pop Seiryu one would need to kill Steam Cleaner (SC) and Mother Globe (MG) to get the pop items. To pop Kirin one would need to kill Byakko, Seiryu, Suzaku and Genbu.
Tier zero
Ro'maeve Water
The picture above shows the path to get to mobs which drop Ro'Maeve Water. Any pot mob on the yellow/blue teleporter level will drop Ro'Maeve Water as well as any mob on the yellow level. Camp is typically at the red circle and pots are pulled there. Shortcut directions – up the middle, right, Y. The pots are DC-T and a group of 3-4 people can kill them, Ro'Maeve water can take a long time to drop. Ro'Maeve Water is used to pop Olla which drops a pop item for Genbu.
Curtana
The picture above shows the path to get to the ??? which you can get a Curtana from. The Curtana is used to spawn Brandishing Blade which drops a pop item for Suzaku. The Curtana can be acquired solo – you simply need Oils/Powders and some patience to track down the ???.
Tier one
Olla pequena, media, and grande
The picture above shows the path to get to the ??? where you trade a Ro'Maeve Water in order to pop Olla. Olla Pequena spawns first, after he is defeated Media spawns from him, and Grande spawns from Media. The fight is rather easy just watch for pot spawns in the room while you are fighting Olla.
Zipcana Zipcana(Zippy) is a statue type mob, he has a 3-6 hour timed respawn. He drops a pop item for Genbu as well as an Ushikishimaru (GKT.) Overall, he is rather simple and can be beaten with less than an alliance. Towards the end of the fight he will start to spam Crystal Rain and like other golems he hits rather hard. The best method to detect Zippy is to widescan the upper and lower level where he wanders. If a widescanner is not available then someone with oils/powders can walk his path looking for him. Sneak and Invis are required since golems aggro sight and the detectors down near him aggro sound.
The picture above shows the two paths to get to Zipcana. The black and green paths are paths you can take to check on Zippy if you have widescan. If the doors are open near Zippy, then he will wander the complete red path in the diagram. It is possible for Zippy to get stuck in the middle (between B and C in the middle map.) This is why widescan is typically better than scouting with oils/powders.
Brandishing blade (BB) Brandishing Blade is a weapon type mob that is popped using a Curtana in Ve'Lugannon Palace. The room where the ??? spawns is filled with weapons, so they must be cleared out first. The respawn on the ??? to pop BB is low, around 15 minutes. BB can only be killed with a certain weapon, which you have to steal off of him. THF main is preferred, but a someone with /THF and high dagger skill will also work.
The picture above shows the two paths to get to BB. BB is spawned by trading a Curtana to the ??? in red.
Faust Generally considered a nuisance, Faust guards the yellow monolith on the floor before yellow. He drops the other item to pop Suzaku. He has a very long sight aggro. The pull is very difficult, you must pull him to the yellow teleporter and fight him in that room. Ranger is the best puller, since they can shadowbind to buy some time. A ranger will go, hit the yellow monolith and then shadowbind Faust. If a ranger is not available the pull can be done, its just way more dangerous. A ninja, thief or warrior/ninja can pull him well by using sight aggro method. Once Faust is pulled a tank drags him to the corner. Mages nuke and anyone with RA does so. You cannot melee Faust. He has a strong knockback AoE move called “Typhoon” which he spams. Paladin tank is best, but a ninja can do well.
The picture above shows the route to Faust. Be very careful when you teleport to the green border map, as you can be put in any of the small green rooms there. If you are put next to Faust he will aggro you if you are not careful. Edge out slowly and run when he is turned away. The purple dot is the yellow monolith which must be open before to setup to fight Faust. The blue path is path the puller must take in order to pull him, its long so shadows and/or flee is necessary.
Mother Globe (MG) Mother Globe is a detector type mob and proves to be a rather difficult fight and pull. Typically a paladin is needed for the pull, a ranger (or another person) goes out and claims MG (shadowbind is best, again.) After MG has been claimed, 6-10 slave globes will come after the puller. They hit very hard. The paladin uses invincible and runs into the room, where everyone uses their best -ga spell. The slaves should all die and then MG will come. MG has an almost constant shock spikes so meleeing is usually not a good idea. Ninja is best to actually tank MG since the enthunder will stun paladins and MG hits hard. MG will randomly spawn new slave globes during the fight which the melee's and paladin will take down. Black Mage and Ranger nuke MG.
The picture above shows the route to MG. Since detectors are all around where MG spawns, you must pull MG down to where you are teleported at.
Steam Cleaner (sc) Steam Cleaner is popped by a detector in The Shrine of Ru'Avitau. There are specific detectors which have a chance of spawning SC. Generally, SC is pulled and then either a RDM or BLM has sleep duty. It is their job to ensure that the detector is always asleep. The detector will then spawn mobs, either the normal dolls or SC. Once SC is spawned or 6 normal dolls have been killed then the detector will spawn no more mobs and you have to pull a new one. The fight with SC is simple, it is a pot type mob so watch out for Mysterious Light.
The picture above shows the route to detectors which spawn SC. The red path is the detector route, you can wait for them to come around and then pull one.
Despot Despot is spawned by killing dolls that are in the blue wall in Ru'Aun Gardens. He will only pop if you kill the mobs in the blue wall. Once he is popped he will aggro, gravity and kiting are a necessity for the fight. He can be killed with a skilled group of 3.
The picture above shows the where to fight Despot. You must pull/aggro dolls from the blue wall. Once Despot is popped the best place to fight him as at the white ball. There is a tree which aids in kiting at that location.
Ullikimi Ullikimi resides up in the highest part of The Shrine of Ru'Avitau. He is a golem type mob with the same nasty moves. Included in his moves are Banishga as well as Heavy Strike (hate reset move.) If no one else is camping Ulli (unlikely) then you can pull the placeholders. If people are camping him then you must sit out in the middle at his spawn point. Golems will aggro from all directions, so be very careful if you are camping Ullikimi in the middle.
The picture above Faust floor and Faust in order to claimed, run to
shows the path to get to Ullikimi. Be very careful on make sure that someone has powders to get behind open the door to get up to Ullikimi. Once Ullikimi is the north room where you can kite him around the teleporter.
Tier Two
General Info • •
•
4 “lesser” gods – Byakko, Suzaku, Seiru and Genbu Each god has an additional effect, which can be dispelled by using the winds that the gods drop. Rangers are best suited to throw these winds (using Unlimited Shot) since the winds are lost once they are used. If a ranger is unavailable then a Ninja with full ranged accuracy gear is the next option. • Seiryu => Zephyr (dropped from Byakko) • Byakko => East Wind (dropped from Seiryu) • Genbu => Antartic Wind (dropped from Suzaku) • Suzaku => Arctic Wind (dropped from Genbu) Each god drops a seal, the 4 seals together are used to pop the last god, Kirin.
Genbu Genbu is considered the easiest of all the gods he is popped by trading a Winterstone(Zipcana) and Gem of the North (Olla) to the ???. He hits very slowly but very hard. Ninja tanks are preferred. Genbu is weak versus ice and not very resistant to magic. He is very resistant to melee attacks, so it is best to setup 2-3 ice/darkness skillchains to drop him quickly. Genbu resides at the island 2R. Generally people build TP off the mobs before they teleport up so that the fight can start off with 2-3 strong skillchains. When he 2 hours continue fighting as normal. 2 Hour
Invincible
Elemental Weakness
Ice
Difficulty
Low
Physical Defense
High
Evasion
Low
Attack
High
Accuracy
Low
Magic
Medium
The picture above shows the path to Genbu.
Seiryu The dragon god of sky – Seiryu is spawned by trading a Gem of the East (SC) and a Springstone (MG) to the ???. He is medium difficulty and his 2 hour (Hundred Fists) can wipe an alliance. There are several methods to deal with his two hour. Paladins can invincible when Seiryu does – everyone else needs to be careful not to take hate. If a ranger is available then shadowbind also works. Everyone must turn around or disengage when they see Seiryu 2 hour in order for shadowbind to work. The best groups can still wipe to Hundred Fists if they are not careful. One person can be the cause for a complete wipe. Seiryu does typical wyvern moves such as Radiant Breath (Silence and Paralyze) and an AoE paralyze. Mages must quickly take all status effects off of the tanks. Seiryu also does Dispelling Wind, an AOE dispel. Be prepared to rebuff when this move goes off. He has medium evasion and defense, melee can do quite well against him. Usually Ice is used versus Seiryu as well, but that may not be his elemental weakness.
2 Hour
Hundred Fists
Elemental Weakness
Ice (??)
Difficulty
Medium
Physical Defense
Medium
Evasion
Medium
Attack
Medium
Accuracy
Medium
Magic
Low
The picture above shows the path to Seiryu.
Suzaku The bird god of sky – Suzaku is popped by trading a Summerstone(Faust) and Gem of the South(BB) to the ???. Suzaku is another god which has a 2 hour which can wipe an entire alliance. He cast high tier fire spells (Flare, Firaga3, etc) and his 2 hour is chainspell. Instant cast on flare and any -ga spells is very dangerous. The most often used method to deal with his 2 hour is Shadowbind. A RDM/DRK to stunlock also works, as well as landing silence (very difficult to do.) He has high evasion and medium defense, melee will do well versus him but a skillchain is still suggested. Again, Ice is typically used but I am not completely sure of his elemental weakness. 2 Hour
Chainspell
Elemental Weakness
Ice (??)
Difficulty
Medium
Physical Defense
Medium
Evasion
High
Attack
Medium
Accuracy
Medium
Magic
High
The picture above shows the path to Suzaku.
Byakko The cat god of sky – Byakko is the toughest of the lesser gods. He is spawned by trading a Autumnstone (Ulli) and Gem of the South (Despot) to the ???. Byakko has high evasion, high magic defense but very low magical defense. He attacks very quickly and strong. Do not stand behind the tanks unless you are SATAing them. Byakko has a move which does high directional damage and it can one shot DD's or mages that it is facing. Byakko also has AoE paralyze. His 2 hour is Perfect Dodge, he can be bound while everyone moves away or it can be ignored. Byakko is fire/light based and will do moves such as Diaga II and Banishga III. With double and triple attacks followed by a WS, it is very easy for a tank to get one shotted. 2 Hour
Perfect Dodge
Elemental Weakness
???
Difficulty
High
Physical Defense Low Evasion
High
Attack
High
Accuracy
High
Magic
Medium
The picture above shows the easy path to Byakko. If the yellow door is closed, then it is easiest to wait for someone to open it or take the long path.
The picture above shows the long path to Byakko.
Tier Three Kirin
Kirin is the final god in sky, the summoner Manticore. Kirin will summon the four “lesser” gods during the fight, which are slightly weaker than the normal versions. Expect the first Kirin fight to take near 2 hours. After a few fights, the Kirin fight will go faster – a well organized and experienced shell can take him down in under an hour. Typically, at the start there is a Kiting party or alliance and an add party or alliance. The kiting party will run Kirin around and when a lesser god is summoned by Kirin the add party/alliance will pull it to the side. Quick work must be made of the lesser gods, because Kirin will summon the next one regardless of if the first is dead or not. After the four lesser gods have been dealt with people are generally switched into the Kiting party and a main alliance is formed. The optimal PT setups are as follows...
Kiting PT
SC PT
DD PT
NIN (PLD)
Melee DD
BLM (SMN)
NIN (PLD)
Melee DD
BLM (SMN)
NIN (PLD)
Melee DD
BLM (SMN)
WHM
Melee DD
MNK
WHM
WHM
WHM
RDM
RDM (BRD)
BRD (RDM)
The kiting party is responsible for holding aggro on Kirin and kiting him around. The SC party is responsible for making a wind burstable SC for the DD PT, as well as DoT. The DD PT is responsible for keeping Bio II on Kirin at all times, as well as magic bursting. The MNK is Chi-Blasting and rotating all MNK's into this PT spot. Kirin has a very high resist rate, so magic outside of the MB is ill-advised since it will likely be resisted. Kirin is also highly resistant against stun. Kirin has the following spells : • Stonega4 • Stone V • Quake • Choke Kirin also does : • Heat Breat (Fire based damage) • Deadly Hold (Bind)
The picture above shows the long path to Kirin. Teleporter “I” can put you in three different locations, indicated by the green dashed line. If you up in the map surrounded by yellow then you must exit outside to Ru'Aun Gardens and try again.