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Dynamis - Tavnazia run guide

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The run through Dynamis - Tavnazia: five time extensions on the western, central and eastern terraces, Hydras and Nightmares for the pop, and a random suit of Diabolos at the ??? in the north. The optional second half builds four Fiendish Tome II chapters into a level 105 Diabolos.

Getting in

- Main job level 65, and the one-time unlock: the Xarcabard cutscene, the Vial of Shrouded Sand, then 50,000 gil to Haggleblix (Beadeaux), Antiqix (Castle Oztroja) or Lootblox (Davoi) for the Prismatic Hourglass. Nothing is used up per entry.
- Tavnazia needs all three slivers: the key items Dynamis - Valkurm Sliver, Dynamis - Buburimu Sliver and Dynamis - Qufim Sliver, one from each of those wins. See Dynamis - Qufim.
- Examine the Hieroglyphics in Tavnazian Safehold. The first time, a cutscene plays and takes you straight in. Each player enters on their own. There is no wait between runs.
- Trusts are allowed.
- 60 minutes on entry. Time extensions add up to 60 more.

The support job choice

At the Hieroglyphics you choose to go in with your support job, or with it locked.

- Locked is the only way to get a white proc. With 3 or more granules, every proc has a 1% chance to come up white instead of its normal colour. A white proc strips the monster's two-hour ability for good and adds a guaranteed hundred piece to its drops.
- Nothing else changes. A locked run is a currency run; a boss run wants the support job.

The Somnial Threshold

The Somnial Threshold stands where you arrive, at (0, -8, -22). Examine it to:

- Unlock your support job. Only offered while it is locked. Once unlocked it stays unlocked for the run.
- Leave Dynamis. You land back in Tavnazian Safehold.

The run

Positions in brackets are what the !where command shows.

You start on the top level in the middle of the zone at (0, -8, -22). The zone drops in terraces as you go out from the middle:

- The middle ring (height about -23) and the west (-12 to -28): Hydras at level 77-79, Nightmares at level 78-80, four of the time extensions.
- The lower middle ring (height -37): Nightmare Clusters and Leeches at level 95-97.
- The east (height -25 to -42): Kindreds at level 95-97, the Vanguard Eyes and the 20-minute extension.
- The north (height -30): the ??? for Diabolos at (2, -30, 150).

Monsters here spawn anywhere inside their area, so the positions below are the middle of each area.

Time extensions

Each colour has one statue. When it dies it comes back 85 seconds later, somewhere in the same area.

Granule | Statue | Where | Minutes |
Azure | Effigy Prototype | one level below the entrance, to the southeast: (-1 to 33, -23, -27 to 7), middle (17, -23, -14) | 10 |
Alabaster | Statue Prototype | west, upper level: (-93 to -69, -12, -11 to 13), middle (-80, -12, 1) | 10 |
Crimson | Tombstone Prototype | far west-southwest: (-115 to -97, -28, -59 to -33), middle (-109, -28, -48) | 10 |
Amber | Icon Prototype | far west-northwest: (-115 to -95, -27, 35 to 59), middle (-108, -27, 52) | 10 |
Obsidian | Prototype Eye | east: (69 to 83, -25, -7 to 9), middle (79, -25, 1) | 20 |

- Everyone in the killer's party or alliance who is in the zone and does not already hold that colour gets the granule and the minutes when it dies.
- The four Prototype statues take half damage from physical attacks and 10% less from magic, and can't be silenced, slowed, slept or elegied. Nuke them.
- Prototype Eye looks exactly like the Vanguard Eyes around it (level 80-82 ahrimans in the east, at (79, -25, 1), (81, -27, -30) and (79, -26, 29)). Check names. It can't be slept or elegied.
- Three granules switch on procs (see Strategy).

Route

- Drop one level from the entrance and kill the Effigy Prototype to the southeast.
- Go west: the Statue Prototype on the upper level, then the Tombstone Prototype to the southwest and the Icon Prototype to the northwest. That is +40 minutes. The Hydra camps sit around both of the far-west statues.
- Kill Hydras and Nightmares in the west and the middle ring for the Herald's Juju, or bring one with you (see Pops).
- Cross to the east for the Prototype Eye (+20 minutes).
- Go north to the ??? at (2, -30, 150). Trade the Juju and kill whichever Diabolos appears. That is the win.
- For the level 105 Diabolos, farm the Kindreds in the east and the Clusters and Leeches on the lower ring for chapters 15, 16 and 17, then trade all four chapters at the same ???.

Pops

Pop | Spawns | Trade to | Where it comes from |
Herald's Juju | One of Diabolos Spade, Heart, Diamond or Club, at random | ??? at (2, -30, 150), north | Every Hydra (level 77-79) and Nightmare Bugard, Hornet, Makara and Worm (level 78-80), 1% each |
Fiendish Tome II: Chapter 14 + Chapter 15 + Chapter 16 + Chapter 17, all four in one trade | One of Diabolos Somnus, Nox, Umbra or Letum, at random | ??? at (2, -30, 150) | Chapter 14: every Diabolos suit, every kill. 15: every Kindred, 5%. 16 and 17: Nightmare Cluster and Leech, 1% each |

- Every pop is Rare/Ex. One player holds all four chapters and makes the one trade.
- Treasure Hunter raises every drop chance here. Bring a thief.
- The fastest way to any pop is to buy it. Every one of these items is on the Login Moogle's Pop items page (500 login points) and on Clan Centurio's Provisioner pop shelf (1,000 clan points). See Login Campaign rewards and Clan Centurio.

Where the monsters are

Herald's Juju (level 77-80):

- Hydras: west. (-87, -26, -22), (-109, -28, -48), (-87, -26, 25) and (-108, -27, 52). Three or four to a camp, with wyverns, hounds and avatars.
- Nightmare Worm: the middle ring right below the entrance: (-4, -23, 23), (-15, -23, -17), (17, -23, -14).
- Nightmare Hornet: west of the entrance on the middle ring: (-38, -23, 36) and (-38, -23, -37).
- Nightmare Bugard: northeast of the entrance, upper level: (27, -12, 38).
- Nightmare Makara: west, upper level: (-80, -12, 1), with the Statue Prototype.

Chapters (level 95-97):

- Kindreds: east, lowest level: (100, -42, -1), (109, -42, 45), (104, -41, -48), (81, -35, -59), (82, -35, 59).
- Nightmare Cluster: lower middle ring: (-5, -37, 19), (-20, -37, -11), (14, -37, -19).
- Nightmare Leech: lower ring, east side: (39, -37, 37) and (40, -37, -37).

Nightmare Taurus (level 78-80, Hydra armour): west, on the ramps around (-80, -13, -32), (-79, -21, -66), (-85, -15, 45) and (-79, -21, 68).

Strategy

Procs and currency

- Hydras and Kindreds proc by their job: weapon skills on WAR/PLD/DRK/SAM/DRG, job abilities on MNK/THF/BST/RNG/NIN, spells on WHM/BLM/RDM/BRD/SMN. Their coins are any of the three, at random.
- Nightmares proc by the Vana'diel hour instead, and the weakness rotates with the coin they carry:

Nightmare | Coin | 0:00-8:00 | 8:00-16:00 | 16:00-24:00 |
Leech, Worm | Tukuku Whiteshell | weapon skill | spell | job ability |
Cluster, Makara | Ordelle Bronzepiece | spell | job ability | weapon skill |
Bugard, Hornet | One Byne Bill | job ability | weapon skill | spell |

- Nightmare Taurus procs on any of the three at any hour.
- Chance on the monster you target: weapon skill 25%, job ability 20%, spell 8%. Area hits on other monsters proc far less often.
- You need 3 granules for any proc: blue (Amnesia 30 s), 4 for yellow (Terror 30 s), 5 for red (no two-hour, ever). With a locked support job, any proc can come up white (1%).
- Monsters above level 90 roll their coins at 1.5x. The Kindreds, Clusters and Leeches pay better.

Hydras and Kindreds

- Hydras are level 77-79 fomors with 5,500 HP; Kindreds are level 95-97 demons with 5,500 HP. Every job is represented, and the BST, DRG and SMN ones bring pets.
- Everything links. Pull one group at a time and kill the healers and mages first.
- Statues with blue eyes refill MP and green eyes refill HP for everyone within 30 yalms when they die. Red eyes do nothing. They come back 5 minutes later.

Nightmare Taurus

Level 78-80, 10,000 HP, monk, true detection. Mortal Ray gives Doom: turn away from it, and keep Holy Water or Cursna ready. Also Triclip, Back [cut off]