Notice: All material here is copyright their original owners where indicated. All other content is copyright Dak of Seraph and is intended for this page only. Sites with material borrowed from will be linked to at the bottom of the page.
Notice II: This will be incomplete until I have finished all warrior artifact armor quests. I could just copy and paste from other sites, but to be as comprehensive as possible I will require my own experiences. I will also try to keep everything as spoiler free as possible.

Quests:
   The Doorman (40)
   The Taleteller's Truth (52)
   The Talekeeper's Gift (60)
   Bolghertz's Warring Hands (54)
   Crawler's Nest Coffer (56)
   Castle Zvahl Baileys Coffer (58)


To start the quest obtain level forty and talk to Phara in Bastok Mines outside of the residential area (J-9). She asks for sword leather and doesn't give a very good description of where to find it. Travel to Davoi and find the area located below.

There will be several huts and monsters that will check as easy prey or decent challenges, and a hut flap location switching around between them. When you're party is ready check the hut flap and two notorious monsters will spawn, Barakbok and Gavotvut. Barakbok is a dark knight type monster, while Gavotvut is a warrior type. After defeating them find the tent flap and check it again for the sword leather.

For the fight you'll need a black mage variant with sleep and elemental seal so you can take them down one at a time. A white mage or somebody who can heal is also necessary, and monk, ranger, or dark knight to deal the damage. They'll need to be level fifty or above to be safe, unless you've got a lot of back up. Either you or whoever else you invited will be tanking.

Bring it back to Phara and wait a Vanadiel day to talk to her again. Bring the weapon to her son Naji who is outside the president's office in the Metalworks to receive your reward. Be sure to return to talk with Phara or Deidogg will ignore you for artifact quest two.

I've had two experiences with this, one with two japanese players helping a warrior that thought I wanted to come along for the ride, and one with a huge alliance of level sixty+ players. In the first fight, the a galka white mage tanked Gavotvut while the paladin tanked Barakbok. The two of us just attacked until the fight was over and they left without realizing I needed it too. The second time came when I was waiting around with seek up, and I was invited to the alliance by a higher leveled warrior who knew the pains of the artifact quests. They were originally there for paladin and bard artifacts. The monsters were just slaughtered.

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To start this quest, finish The Doorman and be sure you've talked to Phara to end it then find Deidogg at (H-6) down Ore Street in Bastok Mines. After much talk he asks you to head to Palborough Mines and defeat a notorious monster and bring back the item he drops. Find the mines and follow the path below.

Clear out all quadavs so they don't link. At this point they'll all be too weak when checked and will pose no threat at all, but it helps if they aren't meddling. Check the ??? point located on the shelf of eggs and Nickel'Ghu Nestfender will appear.

You'll need a white mage for some major healing, and a tank. The tank can either be a paladin or monk, because you'll be doing some average damage; your help should be level fifty-five+. Nickel'Gu has a lot of health and above average defense. This fight will be a long one but relatively easy, because it mainly involves maintenance and upkeep of tanker. Nickel'Gu will use protect three, and many other defense skills, as well as shoulder bash and ore toss.

Once defeated he drops a mottled quadav egg, which you should quickly lot on and obtain. Head back to Deidogg and trade him an item. Another galka will come along and tell a story. He brings up and item and it'll send Deidogg into his own little flashback. He'll then talk about the parasite skin, then leave you with an open ended quest.

Head to Oztroja castle with some prism powders and a healing friend. Find your way to the area below.





Find your way to the large brass door on the second floor. It'll have four switches and two yagudo guards which will check as easy prey at level fifty. With a healer you might be able to take them, if not wait for somebody to open the door then thank them. Run, run, run, and don't stop because you'll be with some incredibly tough monsters.

Once near the leech pool you'll want to camp on either side in the hallway. From my experiences the yagudo don't walk close enough to spot you in there, but be very careful anyways. You may even want to use a couple prism powders while idling. The leeches will check as decent challenges at level fifty, but you should already know it'll be much harder.

To pull, cast invisible and wait for a leech to separate itself from the rest and run up to the edge until you hear it make a noise then run back as fast as you can. If it hits you invisible is down and you'll be in trouble. Using your 2hr won't help if you're trying to solo it. It'll use TP Drainkiss which will kill your chances at using weapon skill, and just help him use his. Soloing it will be easier at level fifty one and fifty two. If you've elected to bring a healer with you just have them heal you and it'll all be fine. When you're done, get out of there with escape, warp II, or a scroll of warp because it'll be impossible to get out of that door if it isn't already open.

Bring the parasite skin back to Deidogg, and he'll have a flashback which you'll be seeing too. He'll tell you to come back in a Vanadiel day for your reward.

Nickel'Gu was definitely easy, but also long. I had a white mage healing, a paladin tanking, and a bard with some power ups, all level fifty-six+. I just did all the damage I could, and was able to use Berserk and Warcry twice in the fight.

After wondering around Oztroja using up a whole stack of prism powders trying to find the leeches I realized I had to leave using my one prism powder left. I was looking around the altar room for the pool, but I was way off. After wandering around aimlessly I found the brass door and realized what was behind it. I returned to Jeuno to grab some more prism powders and returned to wait outside the door.

Somebody eventually came along and waited for me to use the prism powder before he opened the door. I found my way to the pool, and camped in the hallway on the other side. I recasted invisible, pulled a leech, and engaged him in the hallway. I used my two hour ability, and found myself dead with an almost defeated leech. The same person who opened the door found me and raised me; he turned out to be a level fifty-eight thief subbing white mage. I asked him to help and he agreed. He buffed and I pulled and we gave that leech a beat down for the record books.

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This quest also requires the completion of The Doorman. This will probably be the hardest quest of your warrior career. I don't have a map of Behemoth's Dominion but the directions are easy, and the map is small.

First, talk to Deidogg again for a little message. Next walk a little further down the street and talk to Ditzo for a cut scene about a cookie. Trade a ginger cookie to Deidogg to start up this quest.

Somehow you'll need to find a full alliance of level 55+. Each party in the alliance should have a tank, a healer, a refresher, and anything else a normal party would have since you're fighting three goblin notorious monsters. If you can't gather the amount of people necessary, you may use the command /sea BehemotDom every once in a while to find out when the Behemoth campers are there, be there when they are, and beg them to help.

Behemoth's Dominion in located on the other side of Qufim down a long cave. When you zone in you'll find that everything attacks on sound, and everything is aggressive. You'll need to make your way to (K-9) and find a ??? point. Clear out everything in the immediate area, and spawn the three goblins:

   Doglix Muttsnout, White Mage type.
   Picklix Longindex, Thief type.
   Moxnix Nightgoggle, Ranger type.

They can and will all use their two hour abilities, which means Doglix will use Benediction. Be sure to concentrate all power on Doglix first while the other tanks tank the other two. Be sure to cast Barfire/fira before the fight starts because they will toss a whole lot of bombs.

After the fight is over, check the ??? again, and zone out for a cut scene. Congratulations! The hard part is over.

I was able to include myself in another warrior's party to complete this because he had an extra space open. We killed everything around the spawn point, and built up some TP. We dropped it all on Doglix hoping he wouldn't use Benediction, but he did and we had to drop some more weapon skills on him to take him down. The ranger eagle eyed a Red Mage when he used convert, and the thief used his two hour ability while a paladin was tanking him before we even got around to killing it. We had two Summoners use their two hour abilities, and three White Mages with Benediction to use. We got bombed a lot, and basically fought it out until the end. It was tough.

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This quest also requires the completion of The Doorman, and requires you to be level fifty.Head on over to the Upper Jeuno armor shop and talk to Guslam. After that you'll need to grab a party of ~50-60 and head to Eldieme for coffer key hunting. Eldieme can be very confusing and dangerous so follow the map below, and you'll NEED SNEAK.

As you can see this map is very colorful, but for a very good reason. Following the usual red path can be hindered by doors that open and close, which are toggled by plates in the four main rooms. You'll need a runner with sneak to toggle them. The rooms are referred to by their direction on the compass. The blue routes are to be taken as you pass them. The East Plate will open up the Leviathan's Gate but close Titan's Gate. You'll reach Titan's Gate, and need to toggle the West Plate to close Leviathan's Gate, and open Titan's Gate. Once inside Titan's Gate, there's a switch that will toggle the gates like the plates, so switch it once to let your person pass through Leviathan's Gate, and again to open Titan's.

Just incase you didn't understand that:
     1) Reach Leviathan's Gate.
     2) Toggle East Plate.
     3) Reach Titan's Gate.
     4) Toggle West Plate.
     5) Party toggles switch inside Titan's Gate.
     6) Party toggles it again when the runner returns to Titan's Gate.

You'll reach a hole in the center of the map, and drop down to the map below.

This can be either easy or hard. You have a short run into a room that has no spawns whatsoever, BUT an element does travel through the room from time to time. You have to be very aware of the changing weather and where the element is.

You'll find Tomb Mages and Tomb Warriors that drop the coffer keys you're looking for in the halls surrounding, and further in. Your puller will need sneak the whole time, and it's best that they either be a summoner or bard. Summoners can have carbuncle attack the monster while they run back to camp, then release the summon. The monster will find your camp with no link. Bards can sleep the monster, and pretty much the same will happen.

Coffer spawns are on the maps as pink dots. As you can see two spawn near you, so you can camp there if you want, it might be the safest place. Find a coffer, open it, and you'll receive a glove type item.

Bring the gloves back to Guslam, and he'll be unable to repair them. Find Yin Pocanakhu in the Tenshodo HQ and she'll have some info on a toolbox, but you'll have to pay her one thousand gil. Pay her, and find the box in Port Jeuno outside the item shop. Now you'll be asked to bring back a Dark Flame.

This is pretty simpler, but can also be very, very, dangerous. Throw together a party, and Teleport-Vahzl, or run to Xarcabard through Ranguemont and Beaucedine Glacier. Bring somebody who's done it before, because I have no maps of the areas surrounding the castle. It should be easy to put together a party because everybody needs to fight this notorious monster.

Once in Xarcabard head east to the large rays of light shining up from the ground. Through the whole run you'll want sneak, and you'll need to dodge around the flying eyes. The demons will attack on sight, and the eyes will attack on sight and sound. Climb the hill and cross the bridge into Castle Zvahl Baileys.

You should be able to run through tearing everything apart because the demons link like madmen. Be warned, that dark elements spawn here, so watch out. They shouldn't pose much of a threat, but can be hazardous.

Once you reach the central open areas, BE WARNED: there is a pit around the area you walk upon, and it's filled with demons. You won't know it when it happens, but will realize that you've linked dozens of demons when they suddenly turn the corner and attack you. The best strategy is stay in the center, and fight in the center. You'll most likely link them all, but don't run that'll make it a lot worse. Stay and fight because it's not that tough.

Once everything is clear, head over to the four torches. Activate one, and Dark Spark will appear. Take him down, and click on the EXACT same torch. You'll all receive a Dark Flame which you'll take back to the toolbox to receive your Fighter's Mufflers.

My party teleported into Xarcabard and made our way into the castle. We fought our way through, and linked the demons in the pits twice. One of our red mages died twice. The Dark Spark fight was very easy, and when we were done we teleported to Holla and returned to Jeuno.

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This quest requires the completion of Borghertz's Warring Hands, and is pretty simple. You'll probably find a coffer key while leveling on helm beetles, but they are also dropped off Wespes. You'll need to find the 'Rumbler Room' by following the route below.

You'll need sneak to get past the exorays, soldier crawlers and scorpions, and invisible to get past the beetles that run around the donut shaped room. From the thin hallway you can pull helm beetles or rumbler crawlers. You'll most likely already know of this room.

After getting the coffer key from the helm beetles you can wait in that tunnel for two safer to camp coffer chests, or you can head back out and take the blue route to the other five which are very dangerous to camp. If you camp the two by the rumblers, you'll find rumble crawlers surrounding one spawn, and a single rumbler that spawns occasionally by the other. There should be parties there most of the time, so it may be safe to camp between them in the center of the tunnel.

If you go for the coffers on the second floor you'll need sneak and invisible. The lizards and crawlers there attack on sound, and the wespes attack on sight. Soldier crawlers spawn and fill the whole room with the three coffers, and flies control the room with two. Wespes are dispersed through the tunnels connecting them.

Get the key, and open the chest, and you'll receive the Fighter's Mask. If you have a treasure key you should also look out for a treasure chest, they can drop valuable items or gil.

I got a coffer key while leveling on helm beetles, and found the coffer while leveling on helm beetles. It couldn't have been any easier.

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 The maps were obtained at the linkshell EternalForce's web site, here.
 Artifact armor graphics were obtained from Playonline's site, here.