FFXI Guide to Promyvion

Welcome to the Promyvion Guide!

Most recent edit: October 13 2004 – added Terroanima effect data. Data will be added as it is verified.

Do you know something about Promyvion that isn’t covered here? Add it in! Rate ups for the useful people! We can continue this thread after an actual mission/quest/something is created to detail the Emptiness quests. ’til then, here we go… Feel free to link up other relevant threads on this subject.

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Get the Mission

Short form of the Emptiness access quests:

0) No known requirements, other than starting the Mission, as described:

1) Hit Lower Delkfutt’s Tower. Cutscene.
2) Hit Upper Jeuno. Cutscene.
3) Go to the Upper Jeuno infirmary (on the map), talk to Monberauxe. It’s his infirmary.
4) Go to Ru’Lude Gardens, head into the palace, hang a left at the main stairwell and go through the door — the guard room — talk to the tall elf, named Pherimociel.
5) Go visit a shattered crystal. It’ll ask you twice if you’re ready.
6) You’ll spawn the Hall of Transference. To use one of the Large Apparatus machines there. Short cutscene. Afterwards stroll up to the Cermet Gate and get your game on.

Fighting in Promyvion

General details about the Emptiness:

* Level cap is 30.

* Experience will be earned here. Any XP you earn is at a reduced rate (see the update notes for the pre-CoP patch, they detailed this change). Any XP earned at the reduced rate will be applied to your main class. Handy! If you die, you’ll take a penalty at Level 30 rates, not at your main’s level.

* Once you’ve entered an Emptiness realm, you cannot enter another until you either finish it entirely, or have your memory erased by the Large Apparatus at the front of the zone.

* There are ~4 floors in the Emptiness. The last area is the Spire, where a BCNM fight awaits.

- Fighting the Emptiness -

Pay attention to the core of the Empties; by noting the color, you can tell what it’s elemental properties are — and from that, you’ll know what weakness it has.

Fire ~ Red center, orange glow around
~ Brown/orange center with pieces of rock around
~ Light blueish, bubbles like the elementals and synths
~ Green with whisps of air, easy one
~ light blue, center looks like a solid rock, kinda dark
~ Purple haze with a light center
~ Whiteish, hard to tell from a distance really
~ Purple haze with a dark center

Empties of a certain element are more likely to drop the memories needed to make the Anima for that element.

Progressing in Promyvion

- Going up a level -

Each Emptiness zone has something called a Memory Recepticle. There can be more than one (some are fake). You have to hunt and destroy these things in order to advance. When you kill the correct MR it opens a portal to a deeper level of the Emptiness.

- Going down a level -

So you beat an MR and stepped through the Portal. Yay! But half of your team didn’t make it through. Damn! How do you get back down to the rest of the players? After you go through the portal, you’ll be deposited very near a second portal on the floor you’ve transferred to. This second portal will warp you back downstairs.

- Fake Recepticles -

Sometimes you will kill a Memory Recepticle but you won’t get a portal from it. If you’ve killed one and found it to be a fake, feel free to camp it — MRs will respawn after a short time and the respawned MR may trigger the portal. This may be more convenient than hunting all around Promyvion.

- Combat Data -

When you get to a Memory Recepticle it’ll be surrounded by mobs called Strays. These have a fast respawn time and must be dealt with. They are not especially difficult but will link to one another.

When the MR is engaged, it uses Empty Seed – this is an AOE attack with knockback effects. The Empty Seed attack apparently has fantastic range — if you can hit the MR with spells or ranged attacks, you’re definitely inside *it’s* range.

When an MR is destroyed it opens a temporary portal to the next level of the Emptiness. The first level of the Emptiness has Easy Prey critters; higher up you get Even Match and IT’s. The portal will close after about 60 seconds, so it’s important to make sure people are alive and ready to move before the MR is killed. (Note: This has been reported at 90 seconds now, but not confirmed.) You can go back down to lower levels easily, but you’ll want to do that infrequently if possible; it’s no fun re-fighting battles you’ve already won.

MR hitpoints increase in lower levels, as does the frequency with which it will use Empty Seed.

You cannot call for help on a Memory Recepticle fight. However, there are reports that all available players can engage and fight the MR once combat is initiated. Confirmations are welcome.

- Best Practices -

Multiple MR fights have confirmed that the best way to handle them is to allow ranged fighters to do the damage; all others should hang back, out of Empty Seed range. RNG/NIN has been confirmed as being capable of solo’ing a Memory Recepticle. Summoners and Beastmasters can send in their pets to do damage. BLMs are also very popular for the MR fights.

Successes have been reported by advancing and using Bio and Poison to drop HP over time, then slamming it for the win. This can reduce the overall damage to the party by keeping fighters out of AOE range and keeping you away from random combat with Strays.

Another viable strategy suggested below is to build up TP by fighting one of the Strays, then send someone in to unleash a Weapon Skill on the MR. Have the melee run back out of range and let the party deal with the other strays. Heal him up, grab a stray when it respawns, build TP … rinse, wash, repeat until you have owned the MR.

Non-combatants are encouraged to stand near the edges of the ground to help avoid random aggro from assorted ugly things.

Maps and Memodrops:

If you find a rare/ex called a `Memodrop` (i.e., Indigo Memodrop), you can trade it to a ???-point found inside the Emtpiness to receive a map.

At least one ???-point has been found on the final floor leading to the BCNM – the memodrop-for-map trade has been confirmed.

Mea – Indigo Memodrop
– Teal Memodrop
– Beryl Memodrop

Enemy Attacks in Promyvion

Lamentation – AOE Damage
Wanion – AOE Poison
Vanity Strike – 200ish Damage, single target
Occultation – Utsusemi 5 (15 shadows)
Empty Crush – High damage attack, can be blocked by Utsusemi

Stygian Flatus – AOE Paralyze
Promyvion Barrier – Defense Boost
Quadratic Continuum – High damage attack

Boss Fights

Making the boss fight easier:

If you find a “Recollection” (i.e., Recollection of Guilt), rare/ex, you can take it out of the Emptiness and trade it to Harith, the black-robed scientist dude hanging out in the Palace (he’s in the far back room, the private chambers, staring at a picture on the wall; if talked to before, says `Hmm… Emptiness… Weakness..?`). Trade it to him, pay 2k, wait 1 game day, and he gives back an anima. The anima is a rare/ex item and can be used against the boss that you’ll fight in the Spire.

This is recommended if you actually want to survive the boss fight. Take the time to have your combat party get their animas together; set an order for using them against the boss; use them in sequence as necessary to ensure a victory. The anima will cause a huge debuff effect that tapers fairly quickly — if you use the animas in serial (1, wait a few, 2, wait a few, 3, wait a few..) you will be able to keep the boss vulnerable.

Recollection of Guilt -=> Terroanima -=> Enemy runs around, self-kiting for ~30 seconds. Can use ElemSeal+Bind to halt it, it will not attack while anima effect is up
Recollection of Fear -=> Psychoanima
-=> `Intimidates` the enemy for ~20 seconds (paralysis effect, does not stop specials)
Recollection of Pain -=> Hysteroanima
-=> Reported to stop Special Attacks, a la Psychoanima for regular attacks

Each apparently has a different debuffing effect, but each is recommended – make sure the members of your party are carrying your animas to ensure success.

You can find any of the Recollections in any of the Promyvion zones. Drops come more frequently from larger mobs but have been reported on low-grade Wanderers. The Recollections are rare/ex; the animas that are produced are rare/ex; you can carry one of each of the anima types in with you for the boss fight.

(data confirmation: http://ffxi.allakhazam.com/forum.html?forum=10&mid=1096217434458662028&num=17 . Thanks, Sarcher)

Boss information:

After going through 3 or so levels in Promyvion, you find a Burning Circle. This will be up in the Spire of (insert crag name here).

The NMs are reported to use AoE silence, sleep, poison, other attacks of that nature. Some mobs use AoE silence and sleep in the field en route to the BC, so you should prepare accordingly.

An Alliance can fight it’s way up to the BC but you have to fight it as individual teams. All BCNM bosses are a bigger form of a crag-specific enemy.

Holla BC mob: Wreaker (Thinker) - Wind

Trinary Tap
: Steals 3 status effects from whomever is targeted. If your tank is buffed, it will steal the buffs. If your tank has negative status, like Blind, it will Blind itself.
Empty Cutter
: High damage attack; can be absorbed by shadows.
Shadow Spread
: AOE Curse+Sleep.

Consider bringing Poison Potions to negate Sleep, and Holy Water to handle Curse. (Alternately, Cursna from WHMs can work.)

Mea BC mob: Delver (Craver)

: 200-400 damage, plus Poison, and resets the hate. Poison hits for 12 damage per tick. Can be absorbed by shadows.
: AOE Slow and Gravity.

Blink and Utsusemi will be invaluable.

Dem BC mob: Progenerator (Gorger) (Weak to water?)

: Spawns an Offspring
Spirit Absorbtion
: 200 HP drain attack
Promyvion Barrier
(Offspring only!): Defense Boost

The max # of offspring on the ground is 6. They will repop if killed. Fusion starts happening after ~50% HP and can be avoided by kiting the mob around.

This NM can regenerate, so throw down 2-hour skills when you see the regen outpace your damage. Offspring can either be corralled or ignored; it is possible to fight this by using ElemSeal+Gravity and kiting the Progenerator while fighting an Offspring.

- Helping Others -

People who have completed a BCNM fight are able to enter to help others, so long as someone who needs the battle triggers combat first. In all respects, it’s just like the 2-3 Dragon fight, the the 5-1 Archlich Taber’quon fight, the 5-2 Shadow Lord fight, and many others.

- Best Practices -

The order of the day seems to be kiting; many teams recommend it.

To successfully kite a mob, have your main tank build the hate, then get a mage to throw Gravity on it. Now have the tank run around — far enough that the NM can’t hit him, but not so far that he cannot easily provoke.

The best arrangements work by having your damage dealers spread out in a circle around the NM; drag the NM back and forth in front of the damage dealers. DDs, *do not move*, just slap the enemy when it strolls by. This minimizes the damage it does to your team and lets people continue to throw down. In all respects it’s like the tank has a kite on a string — hence the name.

Good results have been reported with twin Blinktanks trading hate back and forth, using Utsusemi to evade and Provoke to trade hate.

Pay attention to the elemental properties of the NM and try not to fight it on it’s elemental day. That will make your life *very* difficult.

- Combat Reports! -

Soloing a Memory Recepticle as RNG/NIN

vs. Mea



vs. Holla

vs. Dem

So what is it good for?

When you finish your third Promyvion BCNM, you will be automatically warped to Lufaise Meadows. This gets you a cut-scene and starts Chapter 2 of Chains of Promathia.

After you have started Chapter 2, you will be able to use the Swirling Green Vortexes in Valkurm Dunes and Qufim Isle.

Valkurm Dunes -=> Lufaise Meadows
Qufim Isle
-=> Misareaux Coast


From either Lufaise Meadows or Misareaux Coast, you can reach the Tavnazian Safehold. Once inside, speak with the Elder of the city (Top Floor) to activate next Mission. This mission is called Kill the Minotaur. This mission will take you into the Phomiuna Aqueducts – a level-40 capped area. Where, apparently, there are dinosaurs.

Unconfirmed data in this guide: “This part can be done with an alliance. You must travel through the ducts to the minotaur. You will use mostly sneak, (melee should bring silent oil to make it easier for the mages) except for a few mobs that are dinosaur/wyvern like. They have true sight. You must defeat them. Eventually you will find the Minotaur. PLD tank is fine here, and melee are fine also. The minotaur has the HNM ability suck you in. When it dies, it drops a key. Go further into and you’ll find a door eventually. Have to trade key to door to open. Make sure your alliance gets through. Traveling further along you will find switches that have the 8 elements on them. That’s where my 2 friends got stuck. Hope this helps. ”

Credits, etc

aziwoqpd – for the initial additional NM data
x5 – for detailed Holla NM data, post-promyvion information, more Mea NM data, and more post-promyvion info, Dem NM data, and for a correction on Trinary Tap.
– linked to recollection/anima data
– more data on recollections
– info on going back down through portals
– *tons* of confirmations and solid post-promyvion data! woo!
– Dem memodrop confirmation, Terroanima name confirmation, and the info on colors of the Empty
Pyke, RoyalWolfy
– Pso’xja information
Arkenstone – great combat data
XxShockerxX – Holla NM elemental data
– Psychoanima effect
– Hysteroanima effect
– Terroanima effect

Help us out! The following questions remain: – Confirmation of the effects of the animas is welcome. I don’t have any listed yet, though I heard they do different things. – What the heck are the Memory Flux gates? Any way to access them? Anyone? Anyone? Bueller? edits: as necessary for data accuracy; Most recent edit now at the top!

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