제가 북미판을 하고 있어서 어쩔수 없이 영어로된 사이트를 들락날락 거리고 있습니다..
아직 조금... 짧은 영어기에 어려움이...^^
그러던중 오토 렙업이라는 비기가 있는것 같아 이렇게 올립니다~ 해석해서 보세요~
N e g a l m u u r
Auto-leveling Guide
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Created by: xRestless
Contact: xRestless@gmail.com
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
===>----------------------------------------------------------------------------
Introduction:
----------------------------------------------------------------------------<===
This guide will create a "no-controller" infinite loop, using the Gambit system.
You can leave your game on for hours on end and your players will continue to
gain experience, license points and clan points. How? Negalmuur is a rare spawn
located in the Stilshrine of Miriam that spawns infinite minions. This guide
will explain how to exploit that. This guide also contains NO plot spoilers!
However, this guide does assume you are a competent player that understands the
game mechanics at work. Now, to the matter at hand.
===>----------------------------------------------------------------------------
Know Your Foes:
----------------------------------------------------------------------------<===
Negalmuur (Genus: Nightwalker)
Level: 31-32
HP: 18910-18970
EXP: 2625-2718
LP: 7
CP: 1170-1228
Gil: 0
Weak: Holy
Absorb: Dark
Steal: Capricorn Gem
Drop: Book of Ordain, Vanishga Mote
Poach: Pebble, Book of Orgain-Mille
Abilities:
Physical Attack
Note: Combos up to four times, sometimes causes Disable
Tier 3 Black Magicks
Note: Firaga/Blizzaga/Thundaga
Confuse
Doom
Anuul
Note: Completely drains one party member's mana)
Teleport
Note: Temporarily gives him invulnerability as he is out of phase.
Necromancy
Note: Summons a Ghast
===================================
Ghast (Genus: Undead/Zombie)
Level: 27-29
HP: 2348-2468
EXP: 891-1077
LP: 1
CP: 173-289
Weak: Holy
Absorb: Dark
Steal: Festering Flesh, Smelling Salts, Paramina Crossbow
Drop: Dark Magicite, Festering Flesh, Teleport Stone, Float Mote
Poach: Foul Flesh, Festering Flesh
Abilities:
Physical Attack
Variety of Black Magicks
Reflect
===================================
===>----------------------------------------------------------------------------
Preparations:
----------------------------------------------------------------------------<===
Gambit Set-up:
Party Leader
1. Ally: any...................Raise
2. Ally: HP<40%................Curaga
3. Ally: any...................Esuna
4. Self: MP<20%................Charge
5. Foe: HP>/=5,000.............Haste (Optional)
6. Foe: HP<3000................Attack
7. Ally: any...................Regen
8. Ally: any...................Haste
Second Member
1. Self........................Decoy
2. Ally: any...................Raise
3. Ally HP<30%.................Curaga
4. Ally: any...................Esuna
5. Self: MP<20%................Charge
6. Foe: HP<3000................Attack
7. Ally: HP<100%...............Regen (Optional)
8. Ally: HP<60%................Curaga
9. Ally: any...................Haste
Third Member
1. Ally: party leader..........Raise
2. Ally: party leader..........Phoenix Down
3. Self........................Decoy
4. Self: MP<20%................Charge
5. Foe: HP<3000................Attack
Gambits: With the exception of the Self: MP<20%, everything else is acquirable
from the Gambit shops visited along the storyline. The aforementioned Gambit is
available from the Gambit shop in Balfonheim Port.
If for some reason you do not have Foe: HP/=5,000, and you wish to Haste
Negalmuur, you can use the gambits Foe: Blind, or Foe: Oil, and cast the
respective spell. These spells last forever, so there is no fear of them timing
out overnight.
***Depending on how much MP you have, you may want to use Self: MP<10%.***
***Decide which one is better suited for you to use.***
Levels: You should be at least 35, though the higher you are, the more security
there is that the loop will not break. The first time I attempted this loop, I
was Lv50, but others have assured me it works even at lower levels, as long as
you are able to kill the Ghasts before Negalmuur spawns another.
Licenses: You will need everything mentioned above, with the exception of Regen.
You will also need the three Swiftness Licenses for at least Party Member #3,
though it is suggested that all members have it.
Equipment: You want to use the best weapons available. Armor is somewhat
irrelevant because of the Gambit setups. Doom is going to be what kills you,
not damage. It is suggested to give your Party Leader a ranged Weapon, as
explained below.
If you are already high leveled, (past your 50s), unequip your uber weapons like
Zodiac Spear, Sagittarius, Tournesol, or Masamune. Confuse can kill your party
otherwise.
Storyline: There is no storyline requirement. Negalmuur is available as soon as
you gain access to the Stilshrine of Miriam.
Configuration: Set the Battle Speed to its maximum setting.
Note: DONT FORGET TO TURN IT BACK WHEN YOU ARE DONE!
Notable Accessories:
Golden Amulet: Doubles LP earned.........Mt. Bur Omisace Seeq Merchant, 4500 Gil
Embroidered Tippet: Doubles XP earned.....................Old Archades, 5000 Gil
Reserve characters will gain LP, but not XP, so giving them Golden Amulets will
effectively double the amount of LP they earn, while giving them Embroidered
Tippets will do nothing. Also, you are never required to use a specific
character, so if you dont plan on using your three reserve characters, theres
little point to leveling them or giving them LP.
If you have a Guest in your party, consider finishing the portion of the game
until they leave. They have a tendency to act with a mind of their own and can
end up killing Negalmuur. Alternatively, you could kill them, and edit your
Raise gambits to only target your specific party members.
===>----------------------------------------------------------------------------
How It Works:
----------------------------------------------------------------------------<===
Negalmuur spawns Ghasts every two or three of his turns. Each Ghast will award
an approximate of 300XP and 1LP without an Accessory that boosts XP or LP
equipped. By killing the Ghasts and not Negalmuur, you will be earning XP and
LP until the loop is broken. The only way the loop breaks is if:
a. You kill Negalmuur.
b. Your Party Leader dies and remains dead for more than 3 seconds.
Since Negalmuur has much more HP than his minions, the Attack Gambits above will
tell your characters to only attack the Ghasts, while leaving Negalmuur alone.
Now, to make sure he doesn't kill you. Well, he is going to kill you. He likes
to cast Doom very often, and after 10 turns of being Doom'd, the victim *will*
die. If your Party Leader gets Doom'd, he will die at the end of it. However,
a Haste'd Raise directly after the Party Leader dies will bypass the "Select a
New Party Leader" prompt, perserving the loop.
Of course, that isn't the only measure you have against this ability. The other
two characters will be casting Decoy on themselves, so they will absorb the
blunt of the attacks, including the Dooms. If you gave your Party Leader a
ranged weapon, then he will be even less likely to become the victim of Doom.
If your Party Leader uses a Ranged weapon, try to back him into a corner first.
You do not want your Party Leader wandering out of the room while you leave the
loop on overnight.
The Esuna Gambits take care of Confuse and Disable. The Curaga Gambits cover
the Physical Attacks and the Black Magicks. The Charge Gambit covers you from
his Anuul attack. If you do not have "Self: MP<20%", you can simply use "Self",
and stick it lower down on the Gambit chart.
===>----------------------------------------------------------------------------
Party Roles:
----------------------------------------------------------------------------<===
Party Leader:
This character's job is to attack Ghasts, while keeping the party healthy and
buffed. You may want to use an "Ally:3rd Party Member...Haste" Gambit on the
Party Leader as well, though it isn't necessary. However, its PRIMARY function
is to not die.
2nd Member:
Absorb as many Dooms as possible, while also killing the Ghasts and keeping
the group healthy and buffed. Its primary function is to die to Doom.
3rd Member:
Absorb the Dooms that the 2nd cant take. Attacking Ghasts is a secondary job.
If you notice, he doesn't use as many Gambits, because you dont want him to be
at the end of a spellcast when and if your Party Leader dies. Its primary
function is to make sure the loop remains intact if the Party Leader dies.
===>----------------------------------------------------------------------------
Fight Night!
----------------------------------------------------------------------------<===
Warning: SAVE outside first.
Once you're all set-up, go to the Ward of the Sword-King in the Stilshrine of
Miriam. Negalmuur spawns at the T-intersection. If he does not spawn, clear
the entire room, including the Darkmare and the Blood Gigases, then re-enter the
room. Once he is spawned, make sure you kill the extra enemies around first:
The Facers, Miriam Guardians, and Blood Gigases. Now, watch your Gambits work
their magic. I would suggest watching them for at least fifteen minutes before
you leave it on overnight, and make any adjustments you see fit.
Make sure your 3rd Member can perform a Raise in time to preserve the loop.
If you cannot kill a Ghast before another one spawns, then you may be too weak
to run the loop. You can adjust your Attack Gambit to use your highest level
Cure spell, since they take damage from curative spells, but beware of Reflect.
Negalmuur's attack pattern is generally:
Necromancy
<Physical> or <Black Magick>
Necromancy
<Teleport> + <Anuul, Doom, or Confuse>
<Physical>
Necromancy
so you will need to be killing the Ghasts fairly quickly. If you are higher
level'd, keeping Negalmuur Haste'd will increase the amount of LP and EXP you
receive.
Once you have observed your party's work and are satisfied with the loop, go to
bed and get a good night's rest.
Note: It is important to watch the loop at work for at least a few minutes!
Getting Negalmuur to spawn: It still remains a mystery how to get specific
rare spawns to appear. However, in my experience, clear the entire Ward of the
Sword-King, then exit south to the Hall of Worth and re-enter. This has worked
for me twice in the past. Other people say to clear the Ward of Velitation.
It may be tricky, but if all else fails, just kill everything you see in the
Stilshrine of Miriam, occasionally going back into the Ward of the Sword-King
to see if Negalmuur has spawned.
===>----------------------------------------------------------------------------
The Spoils
----------------------------------------------------------------------------<===
Even though you haven't been controlling your character, you should have picked
up more loot than you can hold. (You might not have 99 Float Motes). However,
while your character is forced to move around to target Ghasts as they spawn in
different locations, you unknowingly pick up loot orbs too.
99xDark Magicite.........7920gil
99xFestering Flesh......53658gil
99xFloat Mote...........14850gil
------------------------76428gil
99xTeleport Stone
~108000XP per hour (without Embroidered Tippets)
~360LP per hour (without Golden Amulets)
XP and LP earned depends on whether or not you Haste'd Negalmuur, whether your
party members are Haste'd, and the Battle Speed setting.
If the loop broke: you may still have gained substantial levels that you
otherwise would have worked hard for. You still probably earned more than
60000gil, and if you are not satisfied with the progress or the dent it made on
your played time, you can always reset from a save and resume playing the actual
game. As a reminder, breaking the loop did not constitute a "game over", even
if all three of your party members died, because the game automatically prompts
you to switch in reserve characters.
===>----------------------------------------------------------------------------
Alternate Set-ups
----------------------------------------------------------------------------<===
--->===============================
Remedies
===============================<---
Thanks to GameFAQ boards for this one:
(Albedo Piazzola & OnceUponAB10nd3, & Crimson Skys)
Party Leader
1. Self........................Haste
2. Ally: HP<70%................Cura
3. Ally: any...................Raise
4. Ally: any...................Esuna
5. Ally: party leader..........Remedy
6. Foe: HP<3,000...............Attack
7. Self........................Charge
Second Member
1. Self........................Haste
2. Ally: HP<70%................Cura
3. Ally: any...................Raise
4. Ally: any...................Esuna
5. Ally: party leader..........Remedy
6. Self........................Decoy
7. Foe: HP<3,000...............Attack
8. Self........................Charge
Third Member
1. Self........................Haste
2. Ally: HP<70%................Cura
3. Ally: any...................Raise
4. Ally: any...................Esuna
5. Ally: party leader..........Remedy
6. Self........................Decoy
7. Foe: HP<3,000...............Attack
8. Self........................Charge
Comments: This setup requires Remedy Lore 3 on the License Board, as well as a
healthy supply of Remedies. For safety reasons, I wouldn't come short of 99 if
you're planning on leaving this on overnight. The "Self...Charge" Gambit will
leave all three of your characters at minimal MP, as "Self" does not function
intelligently with Charge.
The idea is the same; two characters absorb Dooms with Decoy. Cura keeps the
party healthy and Charge makes sure MP will always be available, although dont
expect more than 20% at any time. If and when the Party Leader is inflicted
with Doom, a Remedy is used. With Remedy Lore 3, you can remove the Doom. The
Esuna Gambit above the Remedy Gambit makes sure to remove the Disable or confuse
before using your consumable, however if none of the three characters have
sufficient MP to cast Esuna, a Remedy may inadvertently be used, but this should
be rare.
--->===============================
The Steal Gambit
===============================<---
You can include a "Foe: HP=100%.....Steal" gambit. Damage Negalmuur once to
bring his HP below 100%, and as a result, the character(s) using the Steal
gambit will automatically try to steal from the Ghasts as they spawn. The
gambit should be placed above the Attack gambit, and at least two characters
should have it. You can steal Paramina Crossbows from the Ghasts, which sell
for 3300gil each. Using a Steal Gambit can compromise the loop if you are not
well geared and outleveled. If using the steal gambit denies you the ability
to kill Ghasts efficiently, I would suggest not using it, because there are
more efficient ways of getting gil in this game.
===>----------------------------------------------------------------------------
FAQs
----------------------------------------------------------------------------<===
Q: What is the max Battle Chain?
A: 999. It does not go into four digits:
http://www.freewebs.com/xrestless/999bc.jpg
Q: How does a Battle Chain break?
A: Battle Chains will break if you:
a) kill a monster of a different type
b) touch a save crystal
c) enter a town or village
Q: Your loop sucks! My Party Leader died and I wasted 9 hours of my life that I
spent sleeping anyway.
A: Work it out yourself. Each player is different in playstyles, so just adjust
the strategy to your liking. This is a guide, not a mandate written in stone,
and you're not a mindless automaton.
Q: I cant find Negalmuur!
A: Clear the monsters in the surrounding rooms as well as in the Ward of the
Sword-King. Re-enter the Ward of the Sword-King to find Negalmuur at the
T-intersection. If he still is not there, go to the rooms with the rotating
statues and clear them. Return to the Ward of the Sword-King, reclear it,
then re-enter. Essentially, kill everything while forming a Battle Chain
where you can.
Q: Will Negalmuur respawn if I kill him?
A: Yes, he will. It make take some more time, but it is possible to fight him
more than once. In fact, all the rare monsters in the game have the ability
to respawn, as long as they are not part of the Hunt Club sidequest in the Phon
Coast.
Q: Help! Negalmuur kills me too quickly.
A: Then perhaps you should level up manually for a while, buy the best weapons
and armor available, then return.
Q: My Party Leader wandered out of the room on his own! HELP!
A: This is probably because you're using a ranged weapon. Try to control your
party and move them, and Negalmuur, away from entrances, and if possible, back
your Party Leader into a corner. Or, don't use a ranged weapon.
Q: A Party Member of mine was confused and he 1hit KO'd my Party Leader!
A: Unequip your powerful weapons, and use lesser ones.
Q: Hey! You should use Remedies!
A: The guide was created as an infinite loop. If you rely on items such as
Remedies, then the loop will not be infinite, no matter how rarely you use a
Remedy. Remedies are also not needed AT ALL for the loop, but hey, if you have
the gil to spare and think you need them, then by all means, use it.
Q: Will Negalmuur despawn if I leave the room?
A: No, he will, however, disappear if you move more than two screens away.
Q: Can I save and continue this later?
A: Yes, there is a save point in a room east of the Ward of the Sword-King,
called the Walk of Revelation. If you defeated the Crystalbug there, there will
be a blue save point available for use.
Q: How long can I keep this running?
A: As long as you'd like...my personal record is 13 hours. I only stopped
because I wanted to play the actual game again. ;)
Q: Hey, you could also do ::THIS:: strategy for your loop.
A: I know, there are a lot of variations you can do to the Negalmuur loop.
However, this guide already uses a very efficient one. If you think yours is
better, then by all means use it. Remember, this is a guide, not a mandate.
Q: How many License Points does it take to complete the board?
A: Not counting the Esper slots, each member will need a grand total of 13330LP
to finish the entire board including the three Quickenings for each character.
Q: How much Experience do I need to level to 99?
A: Well, instead of listing this level by level, I'll break it down by 10s.
40-50: 630704XP
50-60: 1059924XP
60-70: 1646344XP
70-80: 2413964XP
80-90: 3386784XP
90-99: 4068805XP
===>----------------------------------------------------------------------------
Other
----------------------------------------------------------------------------<===
Submit any suggestions you have to the email above. No spam, please. Please
alert me of any errors or typos. Do not send me e-mails if the question was
already covered, especially in the FAQ section of the guide. Specifically,
e-mails with questions about Remedies, how to spawn Negalmuur or alternate
strategies will NOT be answered.
DISCLAIMER: I am not at fault if the loop you set up does/did not work.
===>----------------------------------------------------------------------------
Version History
----------------------------------------------------------------------------<===
v1.30......................................................November 28th, 2006
-This is the tentative final edition. There will be no
more updates, unless someone approaches me with a
miracle tip that I have not mentioned in this guide.
-Edited Preparations
-Edited existing FAQs
-Added more FAQs
v1.20......................................................November 20th, 2006
-Edited XP/LP clarification in Spoils section
-Added Steal Gambit
-Added Charge note
-Added Accessory note
-Edited "I can't find Negalmuur" FAQ.
-Changed some of the format.
-Fixed some typos
-Edited Other
v1.10......................................................November 16th, 2006
-Added more FAQs
-Clarified Disclaimer
-Edited Preparations
-Edited Fight Night!
-Edited The Spoils
-Added an alternate set-up
v1.00......................................................November 10th, 2006
-Added Introduction
-Added Know Your Foes
-Added Preparations
-Added How It Works
-Added Party Roles
-Added Fight Night!
-Added The Spoils
-Added Alternate Set-ups
-Added FAQs
-Added Other
-Added Version History
-Added Legal
-Added Credits
===>----------------------------------------------------------------------------
Legal
----------------------------------------------------------------------------<===
This entire document is (C)2006 of Jerry Lu. All trademarks are property of
their respective owners. No section of this guide can be used without my
permission. This includes, but is not limited to posting on your website,
making links to my guide, including parts of my guide in your own, or making
reference to any material contained within.
All the sites mentioned below have permission to do the above. Please email me
at xRestless@gmail.com to enquire about gaining permission to use this document.
http://www.gamefaqs.com
- Thanks to Michael Sarich for this Copyright -
===>----------------------------------------------------------------------------
Credits
----------------------------------------------------------------------------<===
-GameFAQs for hosting this FAQ.
-GameFAQs FFXII boards for developing the idea.
-SquareEnix for releasing yet another epic game.
-Robert! I did it!
아직 조금... 짧은 영어기에 어려움이...^^
그러던중 오토 렙업이라는 비기가 있는것 같아 이렇게 올립니다~ 해석해서 보세요~
N e g a l m u u r
Auto-leveling Guide
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Created by: xRestless
Contact: xRestless@gmail.com
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
===>----------------------------------------------------------------------------
Introduction:
----------------------------------------------------------------------------<===
This guide will create a "no-controller" infinite loop, using the Gambit system.
You can leave your game on for hours on end and your players will continue to
gain experience, license points and clan points. How? Negalmuur is a rare spawn
located in the Stilshrine of Miriam that spawns infinite minions. This guide
will explain how to exploit that. This guide also contains NO plot spoilers!
However, this guide does assume you are a competent player that understands the
game mechanics at work. Now, to the matter at hand.
===>----------------------------------------------------------------------------
Know Your Foes:
----------------------------------------------------------------------------<===
Negalmuur (Genus: Nightwalker)
Level: 31-32
HP: 18910-18970
EXP: 2625-2718
LP: 7
CP: 1170-1228
Gil: 0
Weak: Holy
Absorb: Dark
Steal: Capricorn Gem
Drop: Book of Ordain, Vanishga Mote
Poach: Pebble, Book of Orgain-Mille
Abilities:
Physical Attack
Note: Combos up to four times, sometimes causes Disable
Tier 3 Black Magicks
Note: Firaga/Blizzaga/Thundaga
Confuse
Doom
Anuul
Note: Completely drains one party member's mana)
Teleport
Note: Temporarily gives him invulnerability as he is out of phase.
Necromancy
Note: Summons a Ghast
===================================
Ghast (Genus: Undead/Zombie)
Level: 27-29
HP: 2348-2468
EXP: 891-1077
LP: 1
CP: 173-289
Weak: Holy
Absorb: Dark
Steal: Festering Flesh, Smelling Salts, Paramina Crossbow
Drop: Dark Magicite, Festering Flesh, Teleport Stone, Float Mote
Poach: Foul Flesh, Festering Flesh
Abilities:
Physical Attack
Variety of Black Magicks
Reflect
===================================
===>----------------------------------------------------------------------------
Preparations:
----------------------------------------------------------------------------<===
Gambit Set-up:
Party Leader
1. Ally: any...................Raise
2. Ally: HP<40%................Curaga
3. Ally: any...................Esuna
4. Self: MP<20%................Charge
5. Foe: HP>/=5,000.............Haste (Optional)
6. Foe: HP<3000................Attack
7. Ally: any...................Regen
8. Ally: any...................Haste
Second Member
1. Self........................Decoy
2. Ally: any...................Raise
3. Ally HP<30%.................Curaga
4. Ally: any...................Esuna
5. Self: MP<20%................Charge
6. Foe: HP<3000................Attack
7. Ally: HP<100%...............Regen (Optional)
8. Ally: HP<60%................Curaga
9. Ally: any...................Haste
Third Member
1. Ally: party leader..........Raise
2. Ally: party leader..........Phoenix Down
3. Self........................Decoy
4. Self: MP<20%................Charge
5. Foe: HP<3000................Attack
Gambits: With the exception of the Self: MP<20%, everything else is acquirable
from the Gambit shops visited along the storyline. The aforementioned Gambit is
available from the Gambit shop in Balfonheim Port.
If for some reason you do not have Foe: HP/=5,000, and you wish to Haste
Negalmuur, you can use the gambits Foe: Blind, or Foe: Oil, and cast the
respective spell. These spells last forever, so there is no fear of them timing
out overnight.
***Depending on how much MP you have, you may want to use Self: MP<10%.***
***Decide which one is better suited for you to use.***
Levels: You should be at least 35, though the higher you are, the more security
there is that the loop will not break. The first time I attempted this loop, I
was Lv50, but others have assured me it works even at lower levels, as long as
you are able to kill the Ghasts before Negalmuur spawns another.
Licenses: You will need everything mentioned above, with the exception of Regen.
You will also need the three Swiftness Licenses for at least Party Member #3,
though it is suggested that all members have it.
Equipment: You want to use the best weapons available. Armor is somewhat
irrelevant because of the Gambit setups. Doom is going to be what kills you,
not damage. It is suggested to give your Party Leader a ranged Weapon, as
explained below.
If you are already high leveled, (past your 50s), unequip your uber weapons like
Zodiac Spear, Sagittarius, Tournesol, or Masamune. Confuse can kill your party
otherwise.
Storyline: There is no storyline requirement. Negalmuur is available as soon as
you gain access to the Stilshrine of Miriam.
Configuration: Set the Battle Speed to its maximum setting.
Note: DONT FORGET TO TURN IT BACK WHEN YOU ARE DONE!
Notable Accessories:
Golden Amulet: Doubles LP earned.........Mt. Bur Omisace Seeq Merchant, 4500 Gil
Embroidered Tippet: Doubles XP earned.....................Old Archades, 5000 Gil
Reserve characters will gain LP, but not XP, so giving them Golden Amulets will
effectively double the amount of LP they earn, while giving them Embroidered
Tippets will do nothing. Also, you are never required to use a specific
character, so if you dont plan on using your three reserve characters, theres
little point to leveling them or giving them LP.
If you have a Guest in your party, consider finishing the portion of the game
until they leave. They have a tendency to act with a mind of their own and can
end up killing Negalmuur. Alternatively, you could kill them, and edit your
Raise gambits to only target your specific party members.
===>----------------------------------------------------------------------------
How It Works:
----------------------------------------------------------------------------<===
Negalmuur spawns Ghasts every two or three of his turns. Each Ghast will award
an approximate of 300XP and 1LP without an Accessory that boosts XP or LP
equipped. By killing the Ghasts and not Negalmuur, you will be earning XP and
LP until the loop is broken. The only way the loop breaks is if:
a. You kill Negalmuur.
b. Your Party Leader dies and remains dead for more than 3 seconds.
Since Negalmuur has much more HP than his minions, the Attack Gambits above will
tell your characters to only attack the Ghasts, while leaving Negalmuur alone.
Now, to make sure he doesn't kill you. Well, he is going to kill you. He likes
to cast Doom very often, and after 10 turns of being Doom'd, the victim *will*
die. If your Party Leader gets Doom'd, he will die at the end of it. However,
a Haste'd Raise directly after the Party Leader dies will bypass the "Select a
New Party Leader" prompt, perserving the loop.
Of course, that isn't the only measure you have against this ability. The other
two characters will be casting Decoy on themselves, so they will absorb the
blunt of the attacks, including the Dooms. If you gave your Party Leader a
ranged weapon, then he will be even less likely to become the victim of Doom.
If your Party Leader uses a Ranged weapon, try to back him into a corner first.
You do not want your Party Leader wandering out of the room while you leave the
loop on overnight.
The Esuna Gambits take care of Confuse and Disable. The Curaga Gambits cover
the Physical Attacks and the Black Magicks. The Charge Gambit covers you from
his Anuul attack. If you do not have "Self: MP<20%", you can simply use "Self",
and stick it lower down on the Gambit chart.
===>----------------------------------------------------------------------------
Party Roles:
----------------------------------------------------------------------------<===
Party Leader:
This character's job is to attack Ghasts, while keeping the party healthy and
buffed. You may want to use an "Ally:3rd Party Member...Haste" Gambit on the
Party Leader as well, though it isn't necessary. However, its PRIMARY function
is to not die.
2nd Member:
Absorb as many Dooms as possible, while also killing the Ghasts and keeping
the group healthy and buffed. Its primary function is to die to Doom.
3rd Member:
Absorb the Dooms that the 2nd cant take. Attacking Ghasts is a secondary job.
If you notice, he doesn't use as many Gambits, because you dont want him to be
at the end of a spellcast when and if your Party Leader dies. Its primary
function is to make sure the loop remains intact if the Party Leader dies.
===>----------------------------------------------------------------------------
Fight Night!
----------------------------------------------------------------------------<===
Warning: SAVE outside first.
Once you're all set-up, go to the Ward of the Sword-King in the Stilshrine of
Miriam. Negalmuur spawns at the T-intersection. If he does not spawn, clear
the entire room, including the Darkmare and the Blood Gigases, then re-enter the
room. Once he is spawned, make sure you kill the extra enemies around first:
The Facers, Miriam Guardians, and Blood Gigases. Now, watch your Gambits work
their magic. I would suggest watching them for at least fifteen minutes before
you leave it on overnight, and make any adjustments you see fit.
Make sure your 3rd Member can perform a Raise in time to preserve the loop.
If you cannot kill a Ghast before another one spawns, then you may be too weak
to run the loop. You can adjust your Attack Gambit to use your highest level
Cure spell, since they take damage from curative spells, but beware of Reflect.
Negalmuur's attack pattern is generally:
Necromancy
<Physical> or <Black Magick>
Necromancy
<Teleport> + <Anuul, Doom, or Confuse>
<Physical>
Necromancy
so you will need to be killing the Ghasts fairly quickly. If you are higher
level'd, keeping Negalmuur Haste'd will increase the amount of LP and EXP you
receive.
Once you have observed your party's work and are satisfied with the loop, go to
bed and get a good night's rest.
Note: It is important to watch the loop at work for at least a few minutes!
Getting Negalmuur to spawn: It still remains a mystery how to get specific
rare spawns to appear. However, in my experience, clear the entire Ward of the
Sword-King, then exit south to the Hall of Worth and re-enter. This has worked
for me twice in the past. Other people say to clear the Ward of Velitation.
It may be tricky, but if all else fails, just kill everything you see in the
Stilshrine of Miriam, occasionally going back into the Ward of the Sword-King
to see if Negalmuur has spawned.
===>----------------------------------------------------------------------------
The Spoils
----------------------------------------------------------------------------<===
Even though you haven't been controlling your character, you should have picked
up more loot than you can hold. (You might not have 99 Float Motes). However,
while your character is forced to move around to target Ghasts as they spawn in
different locations, you unknowingly pick up loot orbs too.
99xDark Magicite.........7920gil
99xFestering Flesh......53658gil
99xFloat Mote...........14850gil
------------------------76428gil
99xTeleport Stone
~108000XP per hour (without Embroidered Tippets)
~360LP per hour (without Golden Amulets)
XP and LP earned depends on whether or not you Haste'd Negalmuur, whether your
party members are Haste'd, and the Battle Speed setting.
If the loop broke: you may still have gained substantial levels that you
otherwise would have worked hard for. You still probably earned more than
60000gil, and if you are not satisfied with the progress or the dent it made on
your played time, you can always reset from a save and resume playing the actual
game. As a reminder, breaking the loop did not constitute a "game over", even
if all three of your party members died, because the game automatically prompts
you to switch in reserve characters.
===>----------------------------------------------------------------------------
Alternate Set-ups
----------------------------------------------------------------------------<===
--->===============================
Remedies
===============================<---
Thanks to GameFAQ boards for this one:
(Albedo Piazzola & OnceUponAB10nd3, & Crimson Skys)
Party Leader
1. Self........................Haste
2. Ally: HP<70%................Cura
3. Ally: any...................Raise
4. Ally: any...................Esuna
5. Ally: party leader..........Remedy
6. Foe: HP<3,000...............Attack
7. Self........................Charge
Second Member
1. Self........................Haste
2. Ally: HP<70%................Cura
3. Ally: any...................Raise
4. Ally: any...................Esuna
5. Ally: party leader..........Remedy
6. Self........................Decoy
7. Foe: HP<3,000...............Attack
8. Self........................Charge
Third Member
1. Self........................Haste
2. Ally: HP<70%................Cura
3. Ally: any...................Raise
4. Ally: any...................Esuna
5. Ally: party leader..........Remedy
6. Self........................Decoy
7. Foe: HP<3,000...............Attack
8. Self........................Charge
Comments: This setup requires Remedy Lore 3 on the License Board, as well as a
healthy supply of Remedies. For safety reasons, I wouldn't come short of 99 if
you're planning on leaving this on overnight. The "Self...Charge" Gambit will
leave all three of your characters at minimal MP, as "Self" does not function
intelligently with Charge.
The idea is the same; two characters absorb Dooms with Decoy. Cura keeps the
party healthy and Charge makes sure MP will always be available, although dont
expect more than 20% at any time. If and when the Party Leader is inflicted
with Doom, a Remedy is used. With Remedy Lore 3, you can remove the Doom. The
Esuna Gambit above the Remedy Gambit makes sure to remove the Disable or confuse
before using your consumable, however if none of the three characters have
sufficient MP to cast Esuna, a Remedy may inadvertently be used, but this should
be rare.
--->===============================
The Steal Gambit
===============================<---
You can include a "Foe: HP=100%.....Steal" gambit. Damage Negalmuur once to
bring his HP below 100%, and as a result, the character(s) using the Steal
gambit will automatically try to steal from the Ghasts as they spawn. The
gambit should be placed above the Attack gambit, and at least two characters
should have it. You can steal Paramina Crossbows from the Ghasts, which sell
for 3300gil each. Using a Steal Gambit can compromise the loop if you are not
well geared and outleveled. If using the steal gambit denies you the ability
to kill Ghasts efficiently, I would suggest not using it, because there are
more efficient ways of getting gil in this game.
===>----------------------------------------------------------------------------
FAQs
----------------------------------------------------------------------------<===
Q: What is the max Battle Chain?
A: 999. It does not go into four digits:
http://www.freewebs.com/xrestless/999bc.jpg
Q: How does a Battle Chain break?
A: Battle Chains will break if you:
a) kill a monster of a different type
b) touch a save crystal
c) enter a town or village
Q: Your loop sucks! My Party Leader died and I wasted 9 hours of my life that I
spent sleeping anyway.
A: Work it out yourself. Each player is different in playstyles, so just adjust
the strategy to your liking. This is a guide, not a mandate written in stone,
and you're not a mindless automaton.
Q: I cant find Negalmuur!
A: Clear the monsters in the surrounding rooms as well as in the Ward of the
Sword-King. Re-enter the Ward of the Sword-King to find Negalmuur at the
T-intersection. If he still is not there, go to the rooms with the rotating
statues and clear them. Return to the Ward of the Sword-King, reclear it,
then re-enter. Essentially, kill everything while forming a Battle Chain
where you can.
Q: Will Negalmuur respawn if I kill him?
A: Yes, he will. It make take some more time, but it is possible to fight him
more than once. In fact, all the rare monsters in the game have the ability
to respawn, as long as they are not part of the Hunt Club sidequest in the Phon
Coast.
Q: Help! Negalmuur kills me too quickly.
A: Then perhaps you should level up manually for a while, buy the best weapons
and armor available, then return.
Q: My Party Leader wandered out of the room on his own! HELP!
A: This is probably because you're using a ranged weapon. Try to control your
party and move them, and Negalmuur, away from entrances, and if possible, back
your Party Leader into a corner. Or, don't use a ranged weapon.
Q: A Party Member of mine was confused and he 1hit KO'd my Party Leader!
A: Unequip your powerful weapons, and use lesser ones.
Q: Hey! You should use Remedies!
A: The guide was created as an infinite loop. If you rely on items such as
Remedies, then the loop will not be infinite, no matter how rarely you use a
Remedy. Remedies are also not needed AT ALL for the loop, but hey, if you have
the gil to spare and think you need them, then by all means, use it.
Q: Will Negalmuur despawn if I leave the room?
A: No, he will, however, disappear if you move more than two screens away.
Q: Can I save and continue this later?
A: Yes, there is a save point in a room east of the Ward of the Sword-King,
called the Walk of Revelation. If you defeated the Crystalbug there, there will
be a blue save point available for use.
Q: How long can I keep this running?
A: As long as you'd like...my personal record is 13 hours. I only stopped
because I wanted to play the actual game again. ;)
Q: Hey, you could also do ::THIS:: strategy for your loop.
A: I know, there are a lot of variations you can do to the Negalmuur loop.
However, this guide already uses a very efficient one. If you think yours is
better, then by all means use it. Remember, this is a guide, not a mandate.
Q: How many License Points does it take to complete the board?
A: Not counting the Esper slots, each member will need a grand total of 13330LP
to finish the entire board including the three Quickenings for each character.
Q: How much Experience do I need to level to 99?
A: Well, instead of listing this level by level, I'll break it down by 10s.
40-50: 630704XP
50-60: 1059924XP
60-70: 1646344XP
70-80: 2413964XP
80-90: 3386784XP
90-99: 4068805XP
===>----------------------------------------------------------------------------
Other
----------------------------------------------------------------------------<===
Submit any suggestions you have to the email above. No spam, please. Please
alert me of any errors or typos. Do not send me e-mails if the question was
already covered, especially in the FAQ section of the guide. Specifically,
e-mails with questions about Remedies, how to spawn Negalmuur or alternate
strategies will NOT be answered.
DISCLAIMER: I am not at fault if the loop you set up does/did not work.
===>----------------------------------------------------------------------------
Version History
----------------------------------------------------------------------------<===
v1.30......................................................November 28th, 2006
-This is the tentative final edition. There will be no
more updates, unless someone approaches me with a
miracle tip that I have not mentioned in this guide.
-Edited Preparations
-Edited existing FAQs
-Added more FAQs
v1.20......................................................November 20th, 2006
-Edited XP/LP clarification in Spoils section
-Added Steal Gambit
-Added Charge note
-Added Accessory note
-Edited "I can't find Negalmuur" FAQ.
-Changed some of the format.
-Fixed some typos
-Edited Other
v1.10......................................................November 16th, 2006
-Added more FAQs
-Clarified Disclaimer
-Edited Preparations
-Edited Fight Night!
-Edited The Spoils
-Added an alternate set-up
v1.00......................................................November 10th, 2006
-Added Introduction
-Added Know Your Foes
-Added Preparations
-Added How It Works
-Added Party Roles
-Added Fight Night!
-Added The Spoils
-Added Alternate Set-ups
-Added FAQs
-Added Other
-Added Version History
-Added Legal
-Added Credits
===>----------------------------------------------------------------------------
Legal
----------------------------------------------------------------------------<===
This entire document is (C)2006 of Jerry Lu. All trademarks are property of
their respective owners. No section of this guide can be used without my
permission. This includes, but is not limited to posting on your website,
making links to my guide, including parts of my guide in your own, or making
reference to any material contained within.
All the sites mentioned below have permission to do the above. Please email me
at xRestless@gmail.com to enquire about gaining permission to use this document.
http://www.gamefaqs.com
- Thanks to Michael Sarich for this Copyright -
===>----------------------------------------------------------------------------
Credits
----------------------------------------------------------------------------<===
-GameFAQs for hosting this FAQ.
-GameFAQs FFXII boards for developing the idea.
-SquareEnix for releasing yet another epic game.
-Robert! I did it!