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- Dec 14, 2004
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I am sure most groups are entirely aware that limbus is generally easy and can be done with small groups which is why if you know this, don't bother reading. However, in my time doing limbus and waiting on other groups to exit certain zones, it seems not every does and I'm not sure why, after all, it clearly states on wiki that zones be done with small groups and even what those small groups consisted of. Anyways, these are the strategies I've been using for over 2 years of running some given to me and some I've improved upon to make easier.
Northwest Apollyon:
In my preference, the best setup is a manaburn. While it can be done with a melee setup, Kaizer Behemoth makes this a difficult choice. 3 BLM and 1 RDM guarantee win although it can be done with less.
Floor 1:
Kill ghosts until vortex opens. Use gravity and bind frequently as well as sleep(they do sleep) if necessary. Once the vortex opens, find and kill the boss, Pluto (doomed) to get the items chest. After boss is dead, get all remaining time chests and gather for HP/MP before going up. Use 2hr freely.
Floor 2:
Same thing, kill buffalo until vortex opens and kill boss (ram) for items chest. Use 2hr freely. Get HP/MP and time before moving up.
Floor 3:
Kill bugards until vortex opens, skip boss (Aspid) as he does draw-in and cannot be slept like other mobs so impossible to manaburn. 2hr freely and get HP/MP chest and times before moving up.
Floor 4:
Kill all wyverns on this floor, each has a guaranteed 2 coins and there are 5 in total. Once all are dead, the option to go up is there; however, boss can be killed as well, but it's not necessary. Nidhogg can be manaburned either by sleeping>nuking(need ES) or gravity kite. Open HP/MP chest if necessary during fight to reset timers and for full MP.
Floor 5:
Kill the 3 Behemoths, have RDM pull with gravity and Bind when near camp. I suggest using AM2 to kill them quickly because if both gravity and bind go, it'll kill a BLM quickly even with SS+blink and they're immune to stun. Full rest between behemoths. Once all three are dead, full rest and go for Kaizer Behemoth to win the zone. Now, there is a nice spot to nuke from which will allow your group to do this extremely easily. The map is a big doughnut and on the SW corner of the center, there is a notch. Have someone pull KB, kite around the map and everyone else stand on the opposite side of the notch so they can nuke as soon as KB comes in range. Nuke should land especially with /RDM before it has enough time to get to you. Kiter should not stop for any reason because if they do, it'll use meteor. Call out Meteor and run regardless of who has hate, KB can switch targets. Once dead, open chest to win and get a Magenta chip.
Southwest Apollyon:
The crappiest of the four Apollyon zones. It's the quickest zone, but it has literally no potential for coins, expect 10-15 coins max. A small mixed group of 4 players can clear this zone in roughly 30-40 mins with no trouble. I prefer, BRD NIN BLM and RDM, but it can also be done with a NIN RDM and BLU.
Floor 1:
Upon entering, the zone is filled with fomor. To open vortex, kill 1 fomor of the race of the person who entered first and to get chests kill the 2nd. To make things easier, Galka=PLD, Elvaan=THF, Hume=SAM, Taru=BLM and Mithra=RDM, but to be honest, it doesn't matter a ton which you chose. Can only open one chest on this floor, get time chest.
Floor 2:
This is hardest floor, the trees just suck. Find the tree that is leafless, it's the boss of the floor and opens vortex to move up. Be careful, it has all the moves of a normal treant including a hate reset move, a heavy poison effect and pinecomb bomb (heavy ranged AoE). It's also pretty evasive and lots of HP. Make sure gravity is on for when hate resets and if BLM takes hate, kite around a large stone. Go up to next floor once dead.
Floor 3:
Open any chest on this floor, there are 3 random real chests and 8 mimics. Kill a single mimic to open vortex, not that hard to kill really. Depending on time, chose to find time and/or HP/MP chest then move up.
Floor 4:
This floor is filled with elementals, 3 of each type. Have someone pull one elemental of the corresponding day in which you entered that floor and pull to camp (NE behind portal has lots of free room). All three of that elemental will agro and follow the puller. At this point, sleep 2 and kill 1 at a time or if they're dark eles, have someone kite 2. Open item chest on portal to get Charcoal Chip.
Northeast Apollyon:
Probably one of the harder zones, mostly because Rocs are pretty annoying for small groups. I suggest BRD, 2 melee, RDM and BLM minimum although BLU is pretty nice to replace a melee (constant stuns are great).
Floor 1:
There are 2 larger mandies (1 Black and 1 White) and a Goobue. One randomly drops items, 1 opens vortex and the last does nothing. Try to safely pull the large mandies without linking and kill Goobue if necessary. Avoid links as best as possible. Once vortex and items chest is opened, sleepga mobs surround HP/MP and time chests, then open and go up to next floor.
Floor 2:
There are 4 chest, each with 2 birds and 1 roc on top of them. Pulling a bird links the second bird, but not the roc. I prefer to have the BLM or RDM Sleep 2 (NOT sleepga...) one bird and have melees get 2nd as it follows. After they die, get Roc. Melee should stand on opposite sides so as to avoid AoE range of Lullaby. Keep gravity on and use stun/flash often. Be careful, Rocs double attack frequently and have lots of AoE that strip all shadows and if a tank should die, kite and manaburn the rest. One roc randomly opens vortex and one drops items. I usually skip items and just go for vortex. Once vortex opens, if there are any time chests unopened, have BLM sleepga birds and RDM gravity/bind the roc so you can safely open time chest. Zone up before gravity wears off.
Floor 3:
This floor is easy. There is 1 Doll per party in alliance so if you go with 6 or less, there is only one doll to kill and open vortex. Kill doll and afterwords, find the pots which are larger than the others. Use a ranged attack to pull and avoid links. One large pot should drop items chest. Use 2 hr freely and go up once all chests are opened.
Floor 4:
There are 3 Gigas bosses on this floor Hyperion, Okeanos and Cronos which are immune to magic, ranged and melee respectively. One gigas opens vortex so kill 1 at a time until vortex opens, leave Cronos for last if possible and manaburn it in an open area. Once vortex is open, kill the larger Opo-Opo, one drops items chest. If desired, kill remaining opo-opo, each drops 1 guaranteed coin. Get HP/MP chest before going up.
Floor 5:
Kill all 8 Dhalmel to win the zone. Each also drops 2 guaranteed coins so lots of coins to be had. There are 2 Manticore at the end, but are not required to win although they do drop 2 coins. Up to group to chose. If you kill, pull the left Manticore first since it has a blind spot on the left and will not link with the right. If you decide to exit, use the blind spot on the left to avoid agro. Final chest drops Smoky chip.
Southeast Apollyon:
This is the final zone which is melee heavy. I prefer to do this zone when we do NW so that mage only players take that zone while melee only take this zone. I balanced group of weapon types is semi-required because each is floor has some immunity. I usually take BRD, RDM, MNK, THF or DRG, NIN and BLM which will cover each weapon type easily.
Floor 1:
8 slimes, all immune to blunt. If the MNK has vampiric claws, great, but not necessary. Kill all slimes, use 2 hour freely and kill boss. Nothing really special here.
Floor 2:
8 crabs, immune to slashing which means most everything. Daggers, polearms and blunt weapons still do damage. Have NIN bring daggers. Now, the boss on this floor is a manta which is never easy. It has a high counter rate and uses Hundred Fists so once you see animation run. Keep gravity on and either kite or manaburn remaing HP. However, a good thief will use Accomplice, Perfect dodge and still be able to melee. Once dead, open all chests and go up.
Floor 3:
8 Skeletons, immune to piercing. Have THF or DRG bring blunt or slashing weapons. This floor has one catch, skeles do link which can cause problems. I prefer to have the RDM or sometimes the BLM pull with Silence so they do not stop to cast and subsequently link with other mobs. Dispel at camp, all skeles have ice spikes up. Boss is a Corse mob which can charm. Be careful to sleepga charmed players immediately. Once dead, open all chests and go up.
Floor 4:
8 weapons, immune to magic damage. Each weapon drops a guaranteed 2 coins. Kill and move onto boss. Once all weapons are dead, boss is no longer immune to magic damage so nuke here as well. Open chest to win and get Smalt Chip.
Again, this isn't anything revolutionary or even perfect for everyone, but I just see quite a few groups entering with anywhere between 12-18 players and they could easily be farming 2-3 zones. Instead of doing Omega every 5th run, you can do it every 2nd or 3rd run. Also on a side note: This is why apollyon zones have become so crowded... and the same thing can be applied to Temenos zones as well; however, the tier 1 zones are time consuming so larger group cuts that down and tier 2 are a little difficult so the groups can be small, but not as small.
Edit: Forgot some information. When entering apollyon, make sure alliance is broken before chosing zone otherwise everyone in alliance is locked into chosing that zone until group finishes. Also, because of the crappy drop rate on coins in SW Apollyon, I usually split coins between the two zones we did that day so everyone gets a decent haul. Lastly, be careful of who lots; a player in SW can still lot chips in NE, etc. This is important if one person is getting chips from multiple zones, but do not form alliances while there is a treasure pool, everything will be lost. Either form before opening chests or disband and have other group invite chip holder.
Northwest Apollyon:
Spoiler:
In my preference, the best setup is a manaburn. While it can be done with a melee setup, Kaizer Behemoth makes this a difficult choice. 3 BLM and 1 RDM guarantee win although it can be done with less.
Floor 1:
Kill ghosts until vortex opens. Use gravity and bind frequently as well as sleep(they do sleep) if necessary. Once the vortex opens, find and kill the boss, Pluto (doomed) to get the items chest. After boss is dead, get all remaining time chests and gather for HP/MP before going up. Use 2hr freely.
Floor 2:
Same thing, kill buffalo until vortex opens and kill boss (ram) for items chest. Use 2hr freely. Get HP/MP and time before moving up.
Floor 3:
Kill bugards until vortex opens, skip boss (Aspid) as he does draw-in and cannot be slept like other mobs so impossible to manaburn. 2hr freely and get HP/MP chest and times before moving up.
Floor 4:
Kill all wyverns on this floor, each has a guaranteed 2 coins and there are 5 in total. Once all are dead, the option to go up is there; however, boss can be killed as well, but it's not necessary. Nidhogg can be manaburned either by sleeping>nuking(need ES) or gravity kite. Open HP/MP chest if necessary during fight to reset timers and for full MP.
Floor 5:
Kill the 3 Behemoths, have RDM pull with gravity and Bind when near camp. I suggest using AM2 to kill them quickly because if both gravity and bind go, it'll kill a BLM quickly even with SS+blink and they're immune to stun. Full rest between behemoths. Once all three are dead, full rest and go for Kaizer Behemoth to win the zone. Now, there is a nice spot to nuke from which will allow your group to do this extremely easily. The map is a big doughnut and on the SW corner of the center, there is a notch. Have someone pull KB, kite around the map and everyone else stand on the opposite side of the notch so they can nuke as soon as KB comes in range. Nuke should land especially with /RDM before it has enough time to get to you. Kiter should not stop for any reason because if they do, it'll use meteor. Call out Meteor and run regardless of who has hate, KB can switch targets. Once dead, open chest to win and get a Magenta chip.
Southwest Apollyon:
Spoiler:
The crappiest of the four Apollyon zones. It's the quickest zone, but it has literally no potential for coins, expect 10-15 coins max. A small mixed group of 4 players can clear this zone in roughly 30-40 mins with no trouble. I prefer, BRD NIN BLM and RDM, but it can also be done with a NIN RDM and BLU.
Floor 1:
Upon entering, the zone is filled with fomor. To open vortex, kill 1 fomor of the race of the person who entered first and to get chests kill the 2nd. To make things easier, Galka=PLD, Elvaan=THF, Hume=SAM, Taru=BLM and Mithra=RDM, but to be honest, it doesn't matter a ton which you chose. Can only open one chest on this floor, get time chest.
Floor 2:
This is hardest floor, the trees just suck. Find the tree that is leafless, it's the boss of the floor and opens vortex to move up. Be careful, it has all the moves of a normal treant including a hate reset move, a heavy poison effect and pinecomb bomb (heavy ranged AoE). It's also pretty evasive and lots of HP. Make sure gravity is on for when hate resets and if BLM takes hate, kite around a large stone. Go up to next floor once dead.
Floor 3:
Open any chest on this floor, there are 3 random real chests and 8 mimics. Kill a single mimic to open vortex, not that hard to kill really. Depending on time, chose to find time and/or HP/MP chest then move up.
Floor 4:
This floor is filled with elementals, 3 of each type. Have someone pull one elemental of the corresponding day in which you entered that floor and pull to camp (NE behind portal has lots of free room). All three of that elemental will agro and follow the puller. At this point, sleep 2 and kill 1 at a time or if they're dark eles, have someone kite 2. Open item chest on portal to get Charcoal Chip.
Northeast Apollyon:
Spoiler:
Probably one of the harder zones, mostly because Rocs are pretty annoying for small groups. I suggest BRD, 2 melee, RDM and BLM minimum although BLU is pretty nice to replace a melee (constant stuns are great).
Floor 1:
There are 2 larger mandies (1 Black and 1 White) and a Goobue. One randomly drops items, 1 opens vortex and the last does nothing. Try to safely pull the large mandies without linking and kill Goobue if necessary. Avoid links as best as possible. Once vortex and items chest is opened, sleepga mobs surround HP/MP and time chests, then open and go up to next floor.
Floor 2:
There are 4 chest, each with 2 birds and 1 roc on top of them. Pulling a bird links the second bird, but not the roc. I prefer to have the BLM or RDM Sleep 2 (NOT sleepga...) one bird and have melees get 2nd as it follows. After they die, get Roc. Melee should stand on opposite sides so as to avoid AoE range of Lullaby. Keep gravity on and use stun/flash often. Be careful, Rocs double attack frequently and have lots of AoE that strip all shadows and if a tank should die, kite and manaburn the rest. One roc randomly opens vortex and one drops items. I usually skip items and just go for vortex. Once vortex opens, if there are any time chests unopened, have BLM sleepga birds and RDM gravity/bind the roc so you can safely open time chest. Zone up before gravity wears off.
Floor 3:
This floor is easy. There is 1 Doll per party in alliance so if you go with 6 or less, there is only one doll to kill and open vortex. Kill doll and afterwords, find the pots which are larger than the others. Use a ranged attack to pull and avoid links. One large pot should drop items chest. Use 2 hr freely and go up once all chests are opened.
Floor 4:
There are 3 Gigas bosses on this floor Hyperion, Okeanos and Cronos which are immune to magic, ranged and melee respectively. One gigas opens vortex so kill 1 at a time until vortex opens, leave Cronos for last if possible and manaburn it in an open area. Once vortex is open, kill the larger Opo-Opo, one drops items chest. If desired, kill remaining opo-opo, each drops 1 guaranteed coin. Get HP/MP chest before going up.
Floor 5:
Kill all 8 Dhalmel to win the zone. Each also drops 2 guaranteed coins so lots of coins to be had. There are 2 Manticore at the end, but are not required to win although they do drop 2 coins. Up to group to chose. If you kill, pull the left Manticore first since it has a blind spot on the left and will not link with the right. If you decide to exit, use the blind spot on the left to avoid agro. Final chest drops Smoky chip.
Southeast Apollyon:
Spoiler:
This is the final zone which is melee heavy. I prefer to do this zone when we do NW so that mage only players take that zone while melee only take this zone. I balanced group of weapon types is semi-required because each is floor has some immunity. I usually take BRD, RDM, MNK, THF or DRG, NIN and BLM which will cover each weapon type easily.
Floor 1:
8 slimes, all immune to blunt. If the MNK has vampiric claws, great, but not necessary. Kill all slimes, use 2 hour freely and kill boss. Nothing really special here.
Floor 2:
8 crabs, immune to slashing which means most everything. Daggers, polearms and blunt weapons still do damage. Have NIN bring daggers. Now, the boss on this floor is a manta which is never easy. It has a high counter rate and uses Hundred Fists so once you see animation run. Keep gravity on and either kite or manaburn remaing HP. However, a good thief will use Accomplice, Perfect dodge and still be able to melee. Once dead, open all chests and go up.
Floor 3:
8 Skeletons, immune to piercing. Have THF or DRG bring blunt or slashing weapons. This floor has one catch, skeles do link which can cause problems. I prefer to have the RDM or sometimes the BLM pull with Silence so they do not stop to cast and subsequently link with other mobs. Dispel at camp, all skeles have ice spikes up. Boss is a Corse mob which can charm. Be careful to sleepga charmed players immediately. Once dead, open all chests and go up.
Floor 4:
8 weapons, immune to magic damage. Each weapon drops a guaranteed 2 coins. Kill and move onto boss. Once all weapons are dead, boss is no longer immune to magic damage so nuke here as well. Open chest to win and get Smalt Chip.
Again, this isn't anything revolutionary or even perfect for everyone, but I just see quite a few groups entering with anywhere between 12-18 players and they could easily be farming 2-3 zones. Instead of doing Omega every 5th run, you can do it every 2nd or 3rd run. Also on a side note: This is why apollyon zones have become so crowded... and the same thing can be applied to Temenos zones as well; however, the tier 1 zones are time consuming so larger group cuts that down and tier 2 are a little difficult so the groups can be small, but not as small.
Edit: Forgot some information. When entering apollyon, make sure alliance is broken before chosing zone otherwise everyone in alliance is locked into chosing that zone until group finishes. Also, because of the crappy drop rate on coins in SW Apollyon, I usually split coins between the two zones we did that day so everyone gets a decent haul. Lastly, be careful of who lots; a player in SW can still lot chips in NE, etc. This is important if one person is getting chips from multiple zones, but do not form alliances while there is a treasure pool, everything will be lost. Either form before opening chests or disband and have other group invite chip holder.
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