Horlais Peak battlefields
guide · Server guide
Horlais Peak connects to Yughott Grotto. Walk up to the Burning Circle and trade your orb, or examine it while holding the key item. See also Battlefields.
Trusts: you can only call Trusts in fights marked "Trusts allowed" below. In every other fight your Trusts are sent home when you enter. Where Trusts are allowed, each one takes a party slot. See Trusts.
Win condition: unless a fight says otherwise, you win when every enemy is down.
Level-capped orb fights
Shooting Fish
Cloudy Orb · level cap 20 · 3 players · 15 minutes
Enemies: one Sniper Pugil (level 21) and two Archer Pugils (level 19).
- They stand back about 12 yalms and shoot Counterspore instead of meleeing: water damage with knockback.
- When the Sniper fires, both Archers turn on the same target.
Strategy:
- Close the distance. A tank who holds all three and melee who stick to them works best; mages should stand well back so the Archers don't switch to them.
- Kill the Sniper Pugil first. With it down, the Archers stop following its lead.
- A white mage or red mage keeps the tank up through the knockback.
Rewards: gil, Shall Shell, Platoon weapons, scrolls, rarely a Scroll of Warp, a Mannequin Head. Full spoils: Shooting Fish.
Carapace Combatants
Sky Orb · level cap 30 · 3 players · 15 minutes
Enemies: two beetles, Pilwiz (level 32) and Bisan (level 31), both dark knights.
- Pilwiz casts only Stonega II, about every 27 seconds. It hurts the whole group.
- Both resist Silence well and Sleep somewhat.
- Beetle moves: Power Attack, Hi-Freq Field (lowers evasion), Rhino Attack, Rhino Guard (raises evasion) and Spoil (lowers STR).
Strategy:
- Kill Pilwiz first so the Stonega II stops.
- Keep the group spread a little so one Stonega II doesn't land on everyone at full damage, and keep a healer for the area damage.
- Earth-resistant gear and Barstonra help.
Rewards: gil, weapon belts such as Avatar Belt and Katana Obi, job earrings, scrolls. Full spoils: Carapace Combatants.
Dropping Like Flies
Sky Orb · level cap 30 · 6 players · 30 minutes
Enemies: Huntfly (level 34) and eight Houndflies (level 25-26).
- Huntfly is a black mage fly:5 items: - Aero
- Choke
- Gravity
- Cursed Sphere
- Somersault
It can't be slept.
- Every Houndfly uses Venom (poison). Houndflies resist Lullaby but can be slept with Sleep and Sleepga.
Strategy:
- A black mage or red mage sleeps the Houndflies with Sleepga while the party kills Huntfly.
- Then take the Houndflies one at a time. Keep Poisona or antidotes ready.
- You must kill everything to win.
Rewards: gil, Emperor Hairpin, targes and mantles, a Mannequin Head, rarely a Mannequin Body or Papillion. Full spoils: Dropping Like Flies.
Under Observation
Star Orb · level cap 40 · 3 players · 15 minutes
Enemies: Sobbing Eyes (level 42) and two Compound Eyes (level 39).
- All three use Hex Eye (paralyze gaze) every 15 seconds until their target is paralyzed.
- TP moves: Death Ray, Petro Gaze, and below half HP Catharsis (heals itself).
- Sobbing Eyes casts Bindga and Breakga when you're farther than 4 yalms away, and Firaga and Stun up close. Compound Eyes cast Fire II and Drain.
- Sobbing Eyes can't be slept. Compound Eyes resist Sleep but can be put to sleep with Lullaby.
- None of them can be silenced.
Strategy:
- Turn your back when they use Petro Gaze and Hex Eye. Bring Paralyna and Stona, or items.
- Kill Sobbing Eyes first. Melee stay close to it, so it uses Firaga and Stun instead of Bindga and Breakga.
- Hold the Compound Eyes with Lullaby if your bard brings it.
Rewards: gil, Tilt Belt or Mantra Belt, a choice of weapons, rarely a Peacock Charm. Full spoils: Under Observation.
Tails of Woe
Star Orb · level cap 40 · 6 players · 30 minutes
Enemies: Helltail Harry (level 45) and seven Cottontails (level 38-39), all linked.
- Harry casts Blizzard II, Slowga and Hastega (on itself and its rabbits), about once a minute.
- Harry can't be put to sleep with Sleep, resists Lullaby and resists Silence.
- Rabbit moves: Foot Kick, Dust Cloud (blind) and Whirl Claws (area damage).
- Beastmasters can charm the Cottontails.
Strategy:
- Everything aggroes at once. A tank holds Harry; the rest pick off Cottontails one by one.
- A beastmaster can charm a Cottontail and turn it on the others.
- Kill Harry last, or first if Hastega is making the rabbits too fast to handle.
- The spoils go into an Armoury Crate when the fight ends.
Rewards: gil,
4 items: - Druid's Rope
- Aegis Ring
- Blitz Ring
- Tundra Mantle
, scrolls. Full spoils: Tails of Woe.
Hostile Herbivores
Comet Orb · level cap 50 · 6 players · 30 minutes
Enemies: three Fighting Sheep (level 53).
- Their melee is Sheep Charge, so every hit knocks you back.
- TP moves: Lamb Chop, Rage and Sheep Song (area sleep).
- They can't be slept and resist Bind.
Strategy:
- Fight with your back to a wall so the knockback doesn't scatter the party.
- Take one sheep at a time with the strongest tank; others hold the rest or kite them.
- Sheep Song puts the party to sleep. Wake sleepers with Curaga or a hit.
Rewards: elemental belts and stones, job rings such as Kampfer Ring and Sorcerer's Ring, medicines and scrolls. Full spoils: Hostile Herbivores.
Eye of the Tiger
Comet Orb · level cap 50 · 3 players · 15 minutes
Enemies: Gerjis (level 54), a tiger.
- Very high TP gain: TP moves come every 20 seconds or so, often sooner.
- TP moves: Gerjis' Grip (stun gaze, cone), Crossthrash (cone damage, dispels, knockback), Roar and Razor Fang.
- It hits hard and resists Sleep, Slow, Paralyze and Blind.
Strategy:
- Turn away when Gerjis' Grip is coming. Its range is long, so stand behind or beside it.
- A tank with Utsusemi and a healer behind it. Re-apply buffs after Crossthrash dispels them.
- Burn it fast; the TP moves never stop.
Rewards: gil, two Black Tiger Fangs, Nue Fang, two accessories such as Esoteric Mantle, Hateful Collar or Storm Gorget. Full spoils: Eye of the Tiger.
Dismemberment Brigade
Moon Orb · level cap 60 · 6 players · 30 minutes
Enemies: six orcs (level 62-64), all linked, each with a job:
Orc | Job | What it does |
Armsmaster Dekbuk | warrior | heavy melee |
Longarmed Gottditt | monk | slow but strong hits |
Keeneyed Aufwuf | black mage | -ga spells, Flare, Burst, Flood, Stun, Bind, Sleepga |
Invulnerable Mazzgozz | paladin | Cure IV on its friends, Flash, Banish II, Protect, Shell |
Undefeatable Sappdapp | dark knight | Drain, Aspir, Absorb-TP, Stun, Bio II |
Mind's-eyed Klugwug | ranger | ranged attacks |
- All of them resist Sleep strongly.
- Each uses its job's two-hour ability once it falls below about half HP.
- Orc moves: Aerial Wheel, Shoulder Attack, Slam Dunk, Arm Block, Battle Dance, Howl and Orcish Counterstance.
Strategy:
- Kill Keeneyed Aufwuf first: its spells are the biggest threat to the back line.
- Then Invulnerable Mazzgozz, so it stops curing the others.
- Then Sappdapp, Klugwug, Gottditt and Dekbuk.
- One tank holds the melee orcs together; a second player (ninja or paladin) pulls the black mage away from the group.
- The spoils go into an Armoury Crate.
Rewards: gil; one of
4 items: - Kabrakan's Axe
- Sarnga
- Dragvandil
- Hamelin Flute
; Assault Earring, Peace Ring or Spectacles. Full spoils: Dismemberment Brigade.
Shots in the Dark
Moon Orb · level cap 60 · 3 players · 15 minutes
Enemies: Orcish Onager (level 66), a warmachine.
- It stands back from you and uses a TP move every 8-10 seconds: Burst, Flame Arrow, Firebomb or Blastbomb.
- Every 15-25 seconds it casts Bindga, then runs about 9 yalms away from its target.
- It can't be bound or silenced and resists Blind.
Strategy:
- Bring Erase or a red mage for the Bindga. Ranged jobs and mages lose little when it runs.
- Melee: chase it as soon as you're free, and spread out a little so one Bindga doesn't hold everyone.
- Fire resistance and Barfira cut the TP move damage.
Rewards: gil,
4 items: - Teleport Ring: Holla
- Teleport Ring: Vahzl
- Sapient Cape
- Trainer's Wristbands
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