From Wiki:
First off, Phomiuna Aqueducts are a 40 cap area (Duh), so have yourself ready.
(Note: The 2 missions previous are cutscenes and should be done before hand; which I am guessing are done)
Walkthrough: Make your way to J-3 on the second map where the Minotaur spawns and defeat him.
The Minotaur is a Taurus-type mob.
IMPORTANT Minotaur has an extremely huge aggro range. About triple that of a normal mob. He sits and stares down the path leading to him, and aggros you the moment you round the corner. Do not venture even remotly close to him until everyone is prepared.
Once one person in the alliance aggros the Minotaur, the entire alliance, regardless of where they are on the map, will be drawn in to fight at J-2.
The exception to this is if a member happens to be in one of the ladder-climbing cut scenes. They will not be drawn in with the alliance.
Pets and even a monster that you are currently engaged with will be drawn in as well.
Use the Draw In to your advantage and let one skilled person run there solo with Reraise on and all other wait at the entrance until they get drawn in.
Make sure to move before it respawns; there is no cutscene. The Minotaur is said to have a respawn time of less than ten Earth minutes.
After you kill the Minotaur, you may leave the Phomiuna Aqueducts at any time, and still complete the mission. However, you will still need to proceed with the next steps to complete the mission.
Make your way to the Iron Door at G-8.
Be sure not to drop into the water at G-8, otherwise you will need to go around again.
You will either need a Thief, who can pick the lock or someone with a Bronze Key.
The Bronze Key drops from Fomors in the Phomiuna Aqueducts.
Continue on to the Wooden Ladder at E-8 for a cutscene (choose either option), then climb up.
On the next map, take the north corridor.
The southern room/path has no true exit, and cannot directly access the corridor at F-8.
However, there is a one way hidden door in the room that can only be opened from the other side.
Make your way to the ??? in the south west corner of the room at F-7 (You must run around the corner and touch it from behind the Bookshelf). The bottom room, F-9, is NOT the right room. Click the ??? to open a hidden door at the south wall.
Make sure to click the correct ???. There is another one-way door in the east wall, which leads to a dead end. The only exit from this room is via a trapdoor in the floor, unless someone opens the door and lets you back out.
If you do this solo you will need to bring some type of Reraise (Earrings,Scrolls,ect). There are lots of Stegotaur's in your path and no way to get around them.
This must be done with two people. Unfortunately, you may encounter bad luck and have party members disconnect, disband or possibly get KO'd without Raise/Reraise. Be sure to bring have multiple Reraises because there are two sets of Stegotaurs that are impossible to pass without catching aggro.
Behind the southern door is a passage(F-8) where you must solve a puzzle.
The puzzle varies based on the current Vana'diel day.
Push the torches simultaneously that correspond to the following:
To open the door, simply pick an in-game time and have both players click their torch at the designated time.
On Firesday: Fire and Ice
On Icesday: Ice and Wind
On Windsday: Wind and Earth
On Earthsday: Earth and Thunder
On Lightningsday: Thunder and Water
On Watersday: Water and Fire
On Lightsday: Light and Dark
On Darksday: Dark and Light
After completing the puzzle, go through the hidden door at the western wall.
It can be opened from the other side by someone that has already passed through.
Go to the second Ornate Door and receive the final cutscene.
Go back to Tavnazian Safehold and talk to Justinius (J-6 on the upper level).
Mobs No aggro - Diremites (Great pets), Bats, Pugils
True Sight - Taurus, though they have a very narrow cone of vision.
Taurus mobs have a particularly nasty special ability called
Mortal Ray. It is a vision-specific attack, so exposure can be prevented by using
Blinding Potions or facing away from the Taurus mob (the latter to a lesser extent, since hate tends to bounce around in Taurus fights). If
Mortal Ray manages to land, the target recieves a Doom status effect which will kill the player if not removed before the countdown ends. This effect can be removed with either
Holy Water or the White Mage spell
Cursna.
Be aware, however, that multiple attempts may be needed to remove a single party member's Doom effect. Sound - Slimes
Sound and Low HP aggro - Fomor. The range of Fomor aggro depends on your Fomor Hate; if you have the lowest level of hate, Fomor will not aggro you in any way.
Fomors do not become true sound when your Fomor Hate is at its maximum. Though, they do not aggro at all when your Fomor Hate is at its minimum. To lower your Fomor Hate, kill beastmen in Lufaise Meadows or Misareaux Coast. You must kill two beastmen for every one fomor you killed to lower hate.
(My hate may be high from lots of panty raids)
NotesIt is highly recommended that players do not lock onto the Minotaur and taurus type mobs while fighting, and also switch damage to on screen only. This helps to quickly spot and avoid Mortal Ray by turning around.
Above it states this mission is not repeatable. However, you can repeat the Minotaur fight.
This can be soloed, you just have to be very, very, very fast with selecting the proper torches. I do recommend a party of at least 2, because this is a pain. To solo this I went THF used Flee to the room, Reraise and then did the torches.
(Asmodean Caitsith) StrategiesYou can create an Alliance to complete this mission, but a skilled party of 6 can complete it without help. It is recommended that you invest in
Silent Oils and
Holy Waters.
The Minotaur fight was remarkably easy for a skilled party of PLD/WAR, SAM/WAR, MNK/WAR, WHM/BLM, and WAR/NIN.
These 5 jobs used no food, save the Paladin's yagudo drink. The WHM can solve Doom with Cursna while the PLD cures himself, though bringing a few holy waters would in no way be a bad thing. Also, a good melee two hour or two is nice to have. The MNK and SAM two houred, Hundred Fists disappeared right as the mob died, with the built up TP closing the fight with Combo. The two DD jobs could be replaced with any melee with skill. Dark Knight, Ranger and Dragoon come to mind.
Two Beastmasters can duo the fight portion of this mission with ease. A thief (either a 3rd member or one of the beastmasters change jobs) would make part 2 much easier though.
This mission is known soloable by THF, though with much difficulty and large gil loss.
Defeated with ease by PLD/WAR, NIN/DNC, NIN/DNC and RNG/NIN. PLD/WAR kept hate the whole time and had to use almost 2 stacks of holy water. Only took one holy water to cure doom most of the time, however there were a few times where it took 3-4. Overall very easy with this combo. No food required or two hours needed.
DRG/Mage is probably not feasible for this battle, as you'll spend a good amount of time spamming holy waters and won't have the time or attention to walk that razor edge.
Recommended that you have one dedicated healer, who will **Face the wall** at all times. This will prevent the healer from becoming Doomed, allowing them to keep their attention on the party's health.
The Draw-In is very disorienting, and you come upon the minotaur all of a sudden. When you enter the water for the last time, you should already be prepared for battle.----
Backwards tanking as PLD/WAR makes this fight extremely easy. Had a SMN and WHM in party for buffs. Just use Flash, Voke, and Healing to maintain hate. Very easy fight.
For the actual page go to:
http://wiki.ffxiclopedia.org/wiki/Promathia_Mission_2-3