Temenos - CF2

Nov 10, 2008 16:11

I have to be honest, CF2 is possibly my least favourite Temenos zone. There aren't many monsters, and there's always multiple deaths thanks to multiple monsters using Astral Flow. Thankfully, it's also one of the quickest zones to beat, and very simple unless something goes wrong. A group of 12 should be plenty to beat it in good time while still allowing for things to go wrong. I suppose this is more a walkthrough than a guide, as I've only ever used the same strategy and killed monsters in the same order.

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Temenos - CF2

AF upgrade items - drk, blm, rng, pld, bst, pup

As with CF1, you have 45 minutes, with no time or restore chests. You’ll need the Scarlet Chip from Temenos East to enter.

In this zone, you’ll fight Elementals and Avatars. As is normal for elementals in Limbus, they don’t have the same damage resistance to physical attacks as normal elementals do, though they have some resistance to both physical and magical attacks. How Temenos CF2 has special rules is in the order you fight monsters, and what happens as a result of this order. Basically, by killing certain elementals, others turn into Avatars, which are far stronger. I’ve always done this zone in the following order, as some avatars are nastier than others, and this tactic allows you to fight a weaker Avatar without running around too much. The zone’s boss isn’t this Avatar, though - instead, it’s Carbuncle, who you will have to avoid a few times as you run around the zone. He’s easy to avoid though, assuming your group got this far themselves and didn’t purchase their accounts or something stupid. You could, in theory, fight carbuncle early, but he gets weaker the more elementals you kill, and even then he isn’t weak. Furthermore, killing these elementals removes Carbuncle’s elemental resistances - killing the thunder elemental removes his resistance to thunder, etc.

Remember, elementals will aggro spell casting, so be careful; they also have en-effects like in previous zones. You’ll want a smn or /smn for the final pulls. If you don’t have this, be prepared for links with sleep-resistant elementals. A bard for each party helps a lot for carols, though it isn’t vital - Magus Roll from a corsair, or some blue mage spells could work too.

From where you start, run north and then east. In this small room will be a fire elemental - don’t fight it! We’ll leave this one to turn into Ifrit later. Instead, run north again to a room that has a water elemental on a raised area. The elemental is awkward to pull due to it’s position, but you can get it with both spells and ranged attacks, so keep at it until the elemental comes around and down. A pet pull also works. Kill it, then kill the thunder elemental to the north. From there, run west and south, up a slope into a room with Carbuncle and two light elementals in. Hug the wall and move west, avoiding aggro from them. There’s a door to the north, go through there and then west, killing the earth elemental you find, then south to a air elemental, then south again to an ice elemental. Had you killed the fire elemental at the start, this ice elemental would be Shiva instead, who is never an easy fight - I'd sooner have my foe use Blaze Spikes and Warcry than Sleepga and Ice Spikes.

With the ice elemental dead, guide your group back to the room with the fire elemental, who will now be Ifrit. Buff up, and prepare to fight Ifrit. It will use Astral Flow, though damage from this can be reduced depending on relative height, so have your mages stand on raised ground while melee fight in the dip. He’s not too hard aside from Astral Flow. Kill it, raise your dead, and heal to full.

Now, onto the final stretch. Camp in the room with a slope leading to Carbuncle, and have your smn or /smn carby-pull the two light elementals. They’re not hard, but killing them is important. If you get links then you can sleep the elementals, but I hear they don’t sleep for the full duration - thankfully, I haven’t had to test this myself. I don’t know if you can sleep Carbuncle.

Once the two light elementals are dead, pull Carbuncle to the bottom of the ramp, and have your mages camp at the top, again, to reduce Astral Flow damage. Carbuncle has high evasion, so you’ll want accuracy buffs or sushi at least, and he will use Astral Flow, which is very nasty as it’s light based, so hard to defend against. He doesn’t have too many nasty tricks, but the fight can take several minutes thanks to his evasion and hit points. It’s worth noting that you can land requiem and finale on Carbuncle, even though he’s light-based. Once he is dead, the item chest will appear where Carbuncle was originally stood. Congratulations! Only one more floor to Proto Ultima!

ffxi, temenos, limbus

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