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 Limbus Areas, Mobs and Strategies

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Haru
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Registration date : 2006-03-09

PostSubject: Limbus Areas, Mobs and Strategies   Thu 6 Apr à 12:33

CTRL+F is your friend :D



Apollyon:
NW Apollyon (Magenta Chip)
SW Apollyon (Charcoal Chip)

NE Apollyon (Smoky Chip)
SE Apollyon (Smalt Chip)

Central Apollyon - Proto-Omega

Temenos:
Temenos - Northern Tower (Ivory Chip)
Central Temenos - 3rd Floor (Silver Chip)

Temenos - Eastern Tower (Scarlet Chip)
Central Temenos - 2nd Floor (Cerulean Chip)

Temenos - Western Tower (Emerald Chip)
Central Temenos - 1st Floor (Orchid Chip)

Central Temenos - Proto-Ultima


Last edited by on Thu 6 Apr à 17:41; edited 2 times in total
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Haru
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PostSubject: Apollyon   Thu 6 Apr à 12:43

North West Apollyon
Required Card: Red Card
Time Limit: 30 minutes

NW Apollyon: First Floor


* x7 Bardha (Ghost)
* x1 Pluto (Doomed)

NW Apollyon: Second Floor


* x7 Mountain Buffalo (Buffalo)
* x1 Zlatorog (Ram)

NW Apollyon: Third Floor


* x7 Apollyon Scavenger (Bugard)
* x1 Millenary Mossback (Adamantoise)

NW Apollyon: Fourth Floor


* x5 Gorynich (Wyvern)
* x1 Cynoprosopi (Wyrm)

NW Apollyon: Fifth Floor


* x3 Kronprinz Behemoth (Behemoth)
* x1 Kaiser Behemoth (Behemoth)

-------------------------------------------------------

South West Apollyon
Required Card: Red Card
Time Limit: 30 minutes

SW Apollyon: First Floor


* x10 Fir Bholg (Fomor)

SW Apollyon: Second Floor


* x8 Jidra (Treant)
* x1 Arboricole Hornet (Bee)
* x1 Arboricole Raven (Bird)
* x1 Arboricole Opo-opo (Opo-opo)
* x1 Arboricole Spider (Spider)
* x1 Arboricole Crawler (Crawler)
* x1 Arboricole Beetle (Beetle)
* x1 Apollyon Sapling (Sapling)

SW Apollyon: Third Floor


* x13 Armoury Crate (Mimic)

SW Apollyon: Fourth Floor

* x3 Air Elemental (Elemental)
* x3 Dark Elemental (Elemental)
* x3 Earth Elemental (Elemental)
* x3 Fire Elemental (Elemental)
* x3 Ice Elemental (Elemental)
* x3 Light Elemental (Elemental)
* x3 Water Elemental (Elemental)
* x3 Thunder Elemental (Elemental)

---------------------------------------------------------------------

North East Apollyon
Required Card: Black Card
Time Limit: 30 minutes

NE Apollyon: First Floor


* x12 Borametz (Mandragora)
* x1 Goobbue Harvester (Goobbue)

This floor has a total of four static Armoury Crates; three 5 minute time extension crates and one MP/HP/Ability restoration crate.

There are six white Mandragora and six black Mandragora that roam on this island. Two of the twelve Mandragora (one black and one white) are larger than the others. One of these two larger (aka "fatty") Mandragora will drop a gold item crate which usually includes 4-5 Ancient Beastcoins and 1 or 2 AF+1 materials.

In order for us to trigger the Swirling Vortex, you have to defeat the Goobbue or one of the two "fatty" Mandragora; the death of one of them will randomly activate the vortex.

The Mandragora on this floor seem especially weak to fire-based magic. It's suggested that BLM should cast Burn, Shock, Choke, Bio II, and then cycle through the Fire III, Fire II, and Drain spells.

The Mandragora will link with each other for significant distances. The Goobbue will not link with the Mandragora or vice versa.

NE Apollyon: Second Floor


* x2 Bialozar (Giant Bird)
* x2 Thiazi (Giant Bird)
* x4 Cornu (Lesser Bird)
* x4 Sirin (Lesser Bird)

This floor has a total of four static Armoury Crates; three are 5 minute time extension crates and the other one is a MP/HP/Ability restoration crate. Each of the Armoury Crates are guarded by one Giant Bird and two Lesser Birds.

Each Giant Bird is a BRD (they often cast Horde Lullaby) and are accompanied by two of the Lesser Birds. The smaller birds will not link with the larger ones, so you can pull the Thiazi or Bialozar safely. However, the smaller birds will link with one another; they can not be slept.

There are no "fatty" monsters here. Instead, one of the Giant Birds drops a gold item crate which usually includes 4-5 Ancient Beastcoins and 1 or 2 AF+1 materials.

In order to trigger the Swirling Vortex, you must defeat one of the four Giant Birds; the demise of one of them will randomly activate the vortex.

The Giant Birds on this floor seem especially weak to ice-based magic. Naria suggests using Blizzard II and III.

NE Apollyon: Third Floor


* x12 Apollyon Cleaner (Magic Pot)
* x3 Apollyon Sweeper (Doll)

This floor has a total of four static Armoury Crates; three are 5 minute time extension crates and the other one is an MP/HP/Ability restoration crate.

These are your standard Dolls and Magic Pots. If you've fought them before in the Temple of Uggalepih or in Tu'Lia, you know exactly what you're getting yourself into.

There is one large (aka "fatty") Magic Pot which will drop a gold item crate that usually includes 4-5 Ancient Beastcoins and 1 or 2 AF+1 materials. This Magic Pot is significantly larger than the other pots and therefore, particularly easy to spot.

The monsters on this floor seemed grouped together very tightly, but we were able to pull each of them one at a time without any links, so it's possible that they don't link at all, but this is still undetermined.

In order to trigger the Swirling Vortex, you will have to defeat either one of the "fatty" Magic Pots or one of the Dolls; the death of one of them will randomly activate the vortex.

Everything that we killed on this level dropped at least one Ancient Beastcoin.

NE Apollyon: Fourth Floor


* x8 Kerkopes (Opo-opo)
* x1 Okeanos (Gigas) - Immune to ranged attack?
* x1 Hyperion (Gigas) - Immune to magic
* x1 Cronos (Gigas) - Immune to physical attack

On this floor, we only discovered two or three Armoury Crates; one of them was a 5 minute time extension crate and the other one was an MP/HP/Ability restoration crate.

There are eight Opo-opos that monkey around the island. One of the eight is significantly larger than the others. This "fatty" Opo-opo will drop a gold item crate which usually includes 4-5 Ancient Beastcoins and 1 or 2 AF+1 materials.

There are also three Gigas that wander around the island. Hyperion is immune to all forms of magical attacks and must be physically defeated. Cronos is immune to all forms of physical damage and must be defeated magically. Attempt to Stun the Gigas "Grand Slam" AoE Ability, as it does a lot of damage.

In order to trigger the Swirling Vortex you have to kill one of the Gigas (for us it was Cronos); the death of one of them will randomly activate the vortex.

The Opo-opo on this level are extremely easy to defeat; and each one dropped at least one Ancient Beastcoin.

NE Apollyon: Fifth Floor


* x8 Troglodyte Dhalmel (Dhalmel)
* x1 Criosphinx (Manticore)
* x1 Hieracosphinx (Manticore)

There are absolutely no Armoury Crates on this floor. The only crate that you can open will appear after you have defeated the Manticore "Mega Boss"; this crate generally includes 7-8 Ancient Beastcoins and 1 or 2 AF+1 materials.

There are eight Dhalmels that circle the center of this island. They move fairly quickly and sometimes in hordes. Defeating them usually yeilds 1-2 Ancient Beastcoins, but watch your time as the Manticore "Mega Boss" on this level requires some attention. This is generally a good floor to farm if you have enough time left when you get here.

The Manticore are just like your standard manticore-fare (especially if you've familiar with them from Kuzotz or Vollbow). They do, however, have a rather large amount of HP, so be sure to budget your time accordingly. Make sure that mages stay out of AoE range to avoid their HP/MP-Down ability. Once these Manticore have been defeated, NE Apollyon will end—congratulations, you've just won!

Defeating NE Apollyon nets you the Smoky Chip (Rare/Ex).

---------------------------------------------------------------------

South East Apollyon
Required Card: Black Card
Time Limit: 30 minutes

SE Apollyon: First Floor


* x10 Metalloid Amoeba (Slime)
* x1 Ghost Clot (Clot)

The slimes (and boss) on this floor are immune to blunt weapon damage; but are highy susceptible to piercing weapon damage.

SE Apollyon: Second Floor


* x10 Adamantshell (Crab)
* x1 Tieholtsodi (Sea Monk)

The crabs (and boss) on this floor are immune to slashing weapon damage; but are highly susceptible to blunt weapon damage.

SE Apollyon: Third Floor


* x10 Inhumer (Skeleton)
* x1 Grave Digger (Corse)

The skeletons (and boss) on this floor are immune to piercing weapon damage; but are highly susceptible to slashing weapon damage.

* Note: Even the blunt-damage polearm, Bourdonasse, is ineffective here.

The skeletons both link and aggro low HP from a remarkably large distance, so be sure to keep your camp far away from the others. Their "Blood Saber" ability will drain a rather significant amount of HP from the party/alliance, so be sure to keep your melee and tanks away from your mages when fighting.

SE Apollyon: Fourth Floor


* x10 Flying Spear (Evil Weapon)
* x1 Evil Armory (Evil Weapon)

The weapons on this floor are immune to magical damage; but can take all physical types of damage.


Last edited by on Thu 6 Apr à 18:31; edited 3 times in total
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PostSubject: Temenos   Thu 6 Apr à 12:44

North Temenos
Required Card: White Card
Winning Chip: Ivory Chip
Time Limit: 30 minutes

Come prepared with:
* Poison Potion
* Reraise Gorget/Hairpin

General Information on Temenos North

* The portal will open after your first kill on each floor; so, technically, you only need to kill 1 mob in order to progress to the next floor.
* All of the "time" Armoury Crates are 15 minute extensions.
* All of our strategies are tailored for a party of 6-12 people, so certain floors may be easier or harder depending on your numbers.
* Once you pop a chest on a floor, the other 2 will disappear. Choose Wisely.
* None of this information is guaranteed to be 100% accurate.

North Temenos: First Floor

* x2 Moblin Slaughterman (WAR)—(Moblin)
* x4 Moblin Dustman (RDM)—(Moblin)
* Take note of the special attacks these moblins have (paralyze and blindness, directional AoE) as well as the occasional frypan attack.

North Temenos: Second Floor

* x1 Beli (RNG)—(Gigas)
* x1 Kari (MNK)—(Gigas)
* x1 Skadi (BST)—(Gigas)
* x1 Thrym (WAR)—(Gigas)
* Kill all to spawn the 3 chests.
* Keep your mages close, as one stone throw can take out a taru in one blow if they don't have the proper precautions (blink/stoneskin). Gigas on this floor sleep well by both Sleep and Lullaby.

North Temenos: Third Floor

* x1 Telchines Bard (BRD)—(Sahagin)
* x1 Telchines Dragoon (DRG)—(Sahagin)
* x1 Telchines White Mage (WHM)—(Sahagin)
* x4 Telchines Monk (MNK)—(Sahagin)
* Save your TP on the WHM and use it after he has used Benediction, keep them away from any sleeping Sahagin, as Bene will also wake them up. If you feel you can kill WHMs fast enough before they 2hr, by all means, do it.

North Temenos: Fourth Floor

* x1 Kindred Dark Knight (DRK)—(Demon)
* x1 Kindred Summoner (SMN)—(Demon)
* x1 Kindred Warrior (WAR)—(Demon)
* x4 Kindred Black Mage (BLM)—(Demon)
* Kill Drk, Smn, & War to spawn the 3 chests.
* Beware of the Kindred Summoner. They have the ability to summon more than one avatar, their astral flow usage is akin to that of Crimson-toothed Pawberry. He will summon and use astral flow with a matter of seconds, giving your mages very little time to get the proper barspell up.
* As with any other demons, keep them facing away from the mages, they have a power frontal directional AoE like their kindred demon brethren in Dynamis-Xarcabard. Be prepared to also deal with AoE slow.
* If not prepared, the Dark Knight's blood weapon will make quick work of any tank and melee that has hate.

North Temenos: Fifth Floor

* x1 Praetorian Guard CCXX (WAR)—(Antican)
* x1 Praetorian Guard LXXIII (BLM)—(Antican)
* x1 Praetorian Guard CXLVIII (RNG)—(Antican)
* x1 Praetorian Guard CCCXI (PLD)—(Antican)
* Kill all 4 to spawn the chests.
* Take your regular precautions with dealing with Anticans (echo drops) and also keep barstone and barpetra up, as these Anticans like to do that AoE petrify move.

North Temenos: Sixth Floor

* x1 Cryptonberry Charmer (BLM)—(Tonberry)
* x1 Cryptonberry Skulker (NIN)—(Tonberry)
* x3 Cryptonberry Abductor (THF)—(Tonberry)
* x3 Cryptonberry Designator (SMN)—(Tonberry)
* Recommended strategy: kill one (not the SMN!) and run for the exit.
* Same precautions here for the cryptonberry summoners as the kindred demon summoners. Please read above.

North Temenos: Seventh Floor

* x2 Moblin Theurgist (BLM)—(Goblin)
* x2 Moblin Fencer (RDM)—(Goblin)
* x1 Goblin Warlord (DRK)—(Goblin)
* The Rdms wake up quickly, recommend kite them or kill them first.
* Beware of the warlord's Blood Weapon.

---------------------------------------------------------------------

East Temenos
Required Card: White Card
Winning Chip: Scarlet Chip
Time Limit: 30 minutes

Come prepared with:
* Reraise Gorget/Hairpin

General Information on Temenos East

* All of our strategies are tailored for a party of 6-10 people, so certain floors may be easier or harder depending on your numbers.
* None of this information is guaranteed to be 100% accurate.
* Each elemental drops 1 chest. If you kill all 4 you will get 2 item, 1 time, and 1 HPMP chest.
* One of the two item chests contains the avatar.
* Once you pop ANY chest, all the elementals despawn and the vortex opens.
* Once you pop a non-avatar-containing chest, the other chests despawn.
* General strategy: Kill until you get 2 item chests, then pop one of them. If avatar, try not to die to 2hr, and you can still get the other chest. You'll probably need 2 time chests, so sometimes if you get a time chest on the first elemental, just pop it and move on up to maximize your time.
* 4 Blms and a light skillchain (plus tank and refresh) really rock this place.
* Brd >> dark elemental.

East Temenos: First Floor

* x4 Fire Elemental (Elemental)
* x1 Mystic Avatar (Ifrit)

East Temenos: Second Floor

* x4 Ice Elemental (Elemental)
* x1 Mystic Avatar (Shiva)

East Temenos: Third Floor

* x4 Air Elemental (Elemental)
* x1 Mystic Avatar (Garuda)

East Temenos: Fourth Floor

* x4 Earth Elemental (Elemental)
* x1 Mystic Avatar (Titan)
* These are immobile and will link in pairs.

East Temenos: Fifth Floor

* x4 Thunder Elemental (Elemental)
* x1 Mystic Avatar (Ramuh)

East Temenos: Sixth Floor

* x4 Water Elemental (Elemental)
* x1 Mystic Avatar (Leviathan)

East Temenos: Seventh Floor

* x2 Dark Elemental (Elemental)
* x1 Mystic Avatar (Fenrir)
* This floor is the exception. Once you kill both darks, 2 item chests appear. One of them contains Fenrir, the other is a normal item chest. If you kill Fenrir, you can get the other chest. So 50% of the time, easy win.

---------------------------------------------------------------------

West Temenos
Required Card: White Card
Winning Chip: Emerald Chip
Time Limit: 30 minutes

Come prepared with:
* Poison Potion
* Reraise Gorget/Earring

General Information on Temenos West

* The portal will open after your first kill on each floor; so, technically, you only need to kill the 1 mob in order to progress to the next floor.
* Each floor (except for the seventh) contains two guaranteed Armoury Crates; however, the "types" that drop are completely random. You have a chance of finding two of the following: a 15 minute time extension crate, a MP/HP/Ability restoration crate, or an items crate—you can not get duplicates (i.e. you can't get two time extensions on one floor). Armoury Crates drop randomly off mobs.
o All of the "time" Armoury Crates are 15 minute extensions.
o The gold item crates usually contain around 5-6 Ancient Beastcoins and 1 or 2 AF+1 materials.
o If the HP/MP/Ability crate drops, we recommend using your two-hours immediately and try to clear out as many of the mobs as possible before opening it.
* Opening one Armoury Crate will not hurt your chances of another dropping; you're guaranteed to get two crates (per floor) if you kill every mob.
* Because it is not guaranteed which "type" of Armoury Crate you will get on each floor, there are instances where you may not get any time extensions. Unless you're farming for Ancient Beastcoins, we recommend killing as fast as possible until you get both chests to drop. Once you have opened both, sleep the surrounding mobs and quickly make your way to the next level.
* All of our strategies are tailored for a party of 6-10 people, so certain floors may be easier or harder depending on your numbers.
* None of this information is guaranteed to be 100% accurate.

West Temenos: First Floor


* x9 Enhanced Tiger (Tiger)

There's nothing particularly "enhanced" about these tigers except that they spam their Roar ability, which is a Paralysis AoE (counter with Paralyna). Like all tigers, they are weak to Fire and Lightning, and resistant to Ice. Each tiger can drop a single Ancient Beastcoin and, initially, has an 18% chance of dropping an Armoury Crate; this percentage will increase with every mob you kill.

Most of them can be individually, safely pulled. However, there is a party of three near the end that unavoidably links, so you will need to have a couple of sleepers ready.

In order to trigger the portal to the next level, you only need to defeat one Enhanced Tiger; killing the first mob on each floor will open the portal to the next.

West Temenos: Second Floor


* x9 Enhanced Mandragora (Mandragora)

Mandragora, no matter where you encounter them, are usually obnoxious. These are no exception. Most dangerous is their Sleep Flower ability, which can put your entire alliance to sleep. This is the entire reason you need to bring Poison Pots for this Limbus. If you're not interested in farming beastcoins, it is recommended to skip this floor entirely.

If you're determined to fight them, make sure that each of you has a Reraise II item handy. Each mandy can drop a single Ancient Beastcoin and, initially, has an 18% chance of dropping an Armoury Crate; this percentage will increase with every mob you kill. Like all Mandragora, these are weakest to Fire and Ice and Wind and most resistant to Lightning.

Most of them can be individually, safely pulled. However, there is a party of three before the Lv.3 portal that march, left to right, in a single-file line. While adorable to watch, they unavoidably link and are hard to keep slept. If you've already found both chests, it's advisable to sleep these three and run for the portal. If not, make sure you're poisoned, have your sleepers ready, and get set for a tough fight.

In order to trigger the portal to the next level, you only need to defeat one Enhanced Mandragora; killing the first mob on each floor will open the portal to the next.

West Temenos: Third Floor


* x6 Enhanced Beetle (Beetle)

Like normal beetles, these are weak to Ice and Lightning. Aside from their Evasion Boost ability, there is nothing particularly dangerous about them. Each beetle can drop at least one Ancient Beastcoins and has an 33% chance of dropping an Armoury Crate; this percentage will increase with every mob you kill.

In order to trigger the portal to the next level, you only need to defeat one Enhanced Beetle; killing the first mob on each floor will open the portal to the next.

West Temenos: Fourth Floor


* x9 Enhanced Lizard (Lizard)

Like normal lizards, these are weak to Ice and Wind. At this point in the game, everybody should be familiar with their Baleful Gaze ability (Petrify) and Brain Crush ability (Silence); Ninja tanks should always carry Echo Drops to counter this. Each lizard can drop at least one Ancient Beastcoins and has an 18% chance of dropping an Armoury Crate; this percentage will increase with every mob you kill.

In order to trigger the portal to the next level, you only need to defeat one Enhanced Lizard; killing the first mob on each floor will open the portal to the next.

West Temenos: Fifth Floor


* x6 Enhanced Slime (Slime)

Yuck! Yuck! Yuck! Unless you have a manaburn-esque party in your alliance containing a group of 6 (or more) BLM, SMN, or RDM, we highly recommend that you skip this floor entirely.

Slimes are especially resilient against all types of physical damage. Also, lets not forget that their Fluid Spread AoE is particularily debilitating (it can halve your alliance's HP). They are weak to Fire and pretty much immune to Water. While there are only six of them on this floor, each one will eat up a good portion of your time. Take out one of them as quickly as you can and then sleep the rest and run for the portal. Each slime can drop at least 1-2 Ancient Beastcoins and has an 33% chance of dropping an Armoury Crate; this percentage will increase with every mob you kill.

Waste no time on this floor!

In order to trigger the portal to the next level, you only need to defeat one Enhanced Slime; killing the first mob on each floor will open the portal to the next.

Unless you're farming for Ancient Beastcoins, we recommend that you skip this floor entirely. Even if you are farming for coins, you should probably skip this floor entirely as it will eat up a lot of your time. However, with the right party setup (i.e. a lot of BLM), you might be able to manaburn the slimes quickly enough to make it worth your while.

West Temenos: Sixth Floor


* x6 Enhanced Pugil (Pugil)

Like normal fish, these are weak to Ice and Lightning. Aside from their Screwdriver ability, there is nothing particularly dangerous about them. Each pugil can drop at least 1-2 Ancient Beastcoins and has an 33% chance of dropping an Armoury Crate; this percentage will increase with every mob you kill.

Most of them can be individually, safely pulled. However, there is a party of three near the end that unavoidably link, so you will need to have a couple of sleepers ready.

In order to trigger the portal to the next level, you only need to defeat one Enhanced Pugil; killing the first mob on each floor will open the portal to the next.

West Temenos: Seventh Floor


* x6 Enhanced Vulture (Bird)

This is the final, boss floor of West Temenos. It contains only one item Armoury Crate that appears when you have defeated all six of the Enhanced Vultures.

If you haven't used them yet, it would be wise to use your Reraise II items at the beginning of this floor.

All six of the Enhanced Vultures will link upon the initial pull, so have your sleepers ready; you will be fighting all of them at once. We recommend using your two-hours immediately in order to clear out as many of the birds as fast as possible.

Like normal birds, these are weak to Ice and resistant against Wind. Aside from their Screwdriver ability, there is nothing particularly dangerous about them. Each bird can drop at least 1-2 Ancient Beastcoins.

In order to beat West Temenos and spawn the final Armoury Crate, you must defeat all six of the Enhanced Vultures. If you win, you will also be rewarded with an Emerald Chip.
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PostSubject: Re: Limbus Areas, Mobs and Strategies   Thu 6 Apr à 14:37

Damn haru you sure you do work while your @ work not just find info for us :p
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PostSubject: Re: Limbus Areas, Mobs and Strategies   Thu 6 Apr à 14:48

I was hired mainly to work and help out with when we were having an Election (I work at Elections Canada). It's really slowed down from then, so I have a lot of free time >.> I'm here for 8 hours a day, but I only do about 2 hours of work. My contract ends May 17th or so, so I can't really complain. It's really good money ;P
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