Chains of Promathia Mission Distant Beliefs
Phomiuna Aqueducts

Notice: Thank you for taking the time and reading my guide. It will no doubt help you with this extremely difficult quest. All information here is provided by Dak of Seraph, and is intended for this page only. All information borrowed will be linked to at the bottom of the page.

   This mission is begun by talking to an old man at the top of Tavnazia and then entering the Aqueducts on the bottom floor. This area is EXTREMELY dangerous because it's capped at level forty but the monsters range from forty up to level fifty and almost always keep in groups. Before you begin check that you have the following things:

  • Stack(s) of Holy Waters for dispelling Doom.
  • Five or six hi-potions if you're melee.
  • Three Yagudo drinks, and five or six hi-ethers if you're a mage.
  • Bronze Key which is dropped off the Fomor enemies withing the Aqueducts. If you don't have one a thief can pick the lock with tools.
  • One stack of silent oils
  • Icurus Potion for emergencies

   Attacks you should watch out for while fighting the Taurus family:

  • Back Swish: a frontal AE attack with the tail that deals a fair amount of damage.
  • Triclip: A combo attack that targets one person and does a bit more damage than Back Swish.
  • Mow: A large AE attack that does about as much damage as Back Swish.
  • Mortal Ray: The bane of your existence. This is a gaze attack and can be avoided by turning around. Once you're hit you must spam Cursna or Holy Waters because one might not do the trick. Three of four might not do the trick as well. You have ten seconds before you die.

   Party/alliance set-up per party:

  • Paladin
  • Warrior/Samurai/Beast Master/Monk
  • White Mage
  • Ranger
  • Black Mage/Summoner
  • Red Mage/Summoner

   Yea I'm a Dragoon and I didn't include myself. I made it easy on myself and have leveled War/Nin to fourty just for these quests. A Dragoon could easily help complete this quest, but there are just too many AEs for the Wyvern to keep up with. There are situtations where you really can't Spirit Link to save your Wyvern because you'll end up killing yourself.

   Beastmasters can help with link control, as well as use their pet to tank for a little bit. Samurai's two-hour is useful for the Minotaur as well as the Monk's. Ninjas with Utsusemi: Ni can help tank in emergiencies but don't offer much damage. Thieves aren't in their prime here because monsters move around a lot from tank to tank and would easily succumb to AEs, and I wouldn't suggest bringing a Dark Knight for the same reasons.

   Traveling through Phomiuna Aqueducts can be simple or it can be hard. Sticking together in a group ensures you'll be able to take down something if it attacks. When taking the necessary risks all players should be at attention and ready. If somebody is attacked STOP and return to take it down. If you're attacked and linked do your friends a favor and die in an easy to tractor/raise area. This first map is easily navigated and ranges from Tough to Incredibly Tough.

   You'll encounter a Fomor Summoner and Fomor Monk past the first turn. They'll be incredibly tough and have strong weapon skills and area effect spells. They, along with the gloops, attack to sound so sneaking is essential. As you reach the first large room you'll find Tough Taurus, up to three, wandering around. These bad boys have True Sight which means they attack to sight and can see through invisible. Luckily for you they don't have eyes in the backs of their heads so walking behind them is incredibly easy. Climb the latter and you'll find large spider monsters that are not aggresive. Follow the path into the second map.



   1. You'll find yourself at another large room with Stegotaurs. They're the same as Taurus but a lot harder. If you find yourself fighting one keep it's attention in a direction away from the rest of your party or alliance.

   2. This is a large room with a Fomor Dragoon and Fomor Ninja, two or three Stegotaurs, Makara, and Oil Spills. Everything but the Makara are agressive. You can only walk around the sides and across a bridge in the center. You should sneak up and attempt to run behind the Stegotaurs, or just fight them if there's only one in your way.

   3. You'll find a single Stegotaur in this tunnel so rest up before stumbling into him.

   4. Another large room where Stegotaurs and Fomor roam. When you reach the word STOP it is advised that you STOP. Anywhere beyond that tunnel is open season on your butt because the Minotaur is located within the circle and warps all parties near if you go any further. This attack also does damage to the entire party.

   5. Rest up, and rest up good. This is an incredibly challenging fight where half my alliance died fighting. The Minotaur's melee attacks can be avoided with Blink, but it spams Mow which is an AE attack and drops all shadows. It is advised that you have set tanks that will turn around after they provoke for hate. The other tank can then deal damage until they gain hate again. You'll definately use your two-hour abilities here, and bring an alliance. This is where you'll need all those items I suggested earlier with the exception of the bronze key. Once he's dead RUN AWAY. I cannot stress how it important it is to return to the tunnel where you stopped at. The respawn time on the Minotaur is about five minutes and will pull you all back in.

   Unfortunately the Bst was scouting out for pets when he came too close. He wasn't anywhere near the spawn but it pulled the entire alliance in anyways. If you're a Bst, there are no monsters here other than the Minotaur so two-hour and grab a spider before attacking. The tanks pulled hate and turned around to avoid Mortal Ray. I, a War/Nin, did my damage dealing act while the black mages and rangers did theirs. It doesn't have the world's greatest defense, as even I was taking chunks of damage out of this thing. At around half health it spammed Mow and took most of us out. The ranger used her two-hour ability and saved the day. We raised our fallen and decided to leave. Half way out he respawned and pulled us back in and killed us all. Bummer.

   After defeating the Minotaur follow back on the black path to the white path which will take you through the second half of the quest.

   6. You'll find a lone Stegotaur waiting here.

   7. This is another large room with Fomor and Stegotaurs. Wait until it's clear and follow the path to eight.

   8. Do NOT drop down. As you can see it only leads back to the first map. You'll need a Bronze Key or a Thief with tools at this point. Beyond the door is another Stegotaur. Enter and pull him back to the door.

   9. You'll find three Fomor here waiting for you. They don't move so sneak up and run past them to the ladder. It'll trigger a cutscene, after which climb the latter into map three.




   In the next room you'll find two doors on either side of you. It can be a bit annoying here because two Stegotaurs wait for you at both location tens. You must enter either location eleven and find a ??? which will open the door to location twelve. You'll find one ??? in each room along with three or four Fomor, but only one switch will open the door so it might be trial and error. Once inside you're safe and the oil lamps closest to the doors will open them if you need to let people on the other side inside.

   When you check the lamps they'll let you know what element they are, and you'll have to check two lamps at the same time. You'll need to check the lamp that corrosponds to the current day, and the lamp with the element that is weak to the current day. Remember to press them at the same time.

Day Corresponding Lamp
Earth Lightning
Fire Ice
Ice Wind
Lightning Water
Water Fire
Wind Earth
Light/Dark Dark/Light


   Once through you're home free. Enjoy a cutscene, then return to Justinius inside Tavnazia. Congratulations!

All information was provided and written by Dak.
Maps of Phomuina Aqueducts were found on Killing Ifrit courtesy of Yobun.