Community Archive
When Angels Fall
| Mission Name | When Angels Fall |
|---|---|
| Number | PM8-3 |
| Title Granted | Warrior of the Crystal |
| Reward | 1000 Exp (Once per Day) |
| ← Previous Mission | Next Mission → |
|---|---|
| A Fate Decided | Dawn |
Walkthrough
- Enter The Garden of Ru'Hmet for a cutscene.
- You will receive Mysterious Amulet Key Item
- Use the Home Point in the Grand Palace of Hu'Xzoi entrance lobby, then examine the Gate of the Gods at (Map 3 H-8). Choose to pass through to enter The Garden of Ru'Hmet for the cutscene; you arrive on the south side of Map 1.
- Players who have already acquired their key items in Parts I and II in the past don't need to do it again.
- You will receive Mysterious Amulet Key Item
Part I
- The tower routes below start on Map 1 and continue up through Maps 2, 3 and 4. These outer towers are separate from the central elevator used in Part II.
- The first objective is for you to climb a specific tower of The Garden of Ru'Hmet, which are located in the five outlying points of the map. Each tower corresponds to a specific race.
- Each player may complete this mission by climbing any one of the five towers. However, climbing the tower corresponding to your character's race will grant you a new title, and a key item that will help you in the following mission.
- This can be done solo, or with a group, but each player will need to get to the top of the corresponding tower.
- A spinning Aw'zdei guards each tower approach on Map 1: Hume near (H-5), Elvaan near (L-7), Galka near (J-11), Tarutaru near (F-11), and Mithra near (E-7). It spins in the direction of the fastest way to the first elevator.
- Additional Aw'zdei occupy the alcoves in the larger tower rooms. On Map 1 these are around Hume (H-4), Elvaan (L-7), Galka (J-12), Tarutaru (F-12), and Mithra (D-7). Make your way around the room or sleep the enemies and run to the elevator.
- There are two more floors of enemies in the towers. The elevators going up alternate sides. If the first elevator was on the East side, for example, the second will be on the West, and the third on the East again.
- The fourth floor (Map 4) has no enemies. Check the Ebon Panel in the center of your tower's room twice: Hume (H-4), Elvaan (L-7), Galka (J-12), Tarutaru (F-12), or Mithra (D-7). Ensure that you have received the key item before leaving this area.
- Any race can check it in any tower to get the first cut-scene, but after that, only characters of the corresponding race in the tower checking it for a 2nd time can get another cut-scene, the Key Item and the title: Warrior of the Crystal
Outdated strategy: tower travel at the level-75 cap
Collapsible Details
These group tactics were written for the original level-75-cap route and may still help parties that cannot comfortably defeat the enemies.
- Travel together to each player's race tower for safety. Splitting up is faster if everyone can avoid or handle aggression.
- Bring someone who can Sleep enemies while the group reaches the teleporter. Light- and dark-based Aw'ghrahs can resist the corresponding sleep effects.
- Flee can help reach each teleporter before pursuing enemies catch up. On the third floor, one player can gather enemies while another uses Sleepga before the group teleports away.
- Please note that the title applies to this quest here -> Teleportation to Tu'Lia Quest.
Tower locations and ascent route (Note: You only need to visit one accoring to your race)
| Race / tower | Key item | Map 1: up to 2 | Map 2: up to 3 | Map 3: up to 4 | Map 4: Ebon Panel |
|---|---|---|---|---|---|
| Hume (North) | Light of Vahzl | G-4 | I-4 | G-4 | H-4 |
| Elvaan (East) | Light of Mea | L-6 | L-9 | L-6 | L-7 |
| Galka (Southeast) | Light of Al'Taieu | K-12 | I-12 | K-12 | J-12 |
| Tarutaru (Southwest) | Light of Holla | G-12 | E-12 | G-12 | F-12 |
| Mithra (West) | Light of Dem | D-9 | D-6 | D-9 | D-7 |
- Go to Part II below.

1st Floor with route suggestions to the race specific Key Items, Title and the elevator. The teleporters need to be used to "zone" to the other floors.

2nd Floor with route suggestions to the race specific Key Items, Title and the Brands.

3rd Floor with route suggestions to the race specific Key Items and Title.
Part II
- Return to Map 1 and reach the central elevator in The Garden of Ru'Hmet at (Map 1 H-8/H-9 boundary). Register the Home Point in this room if you have not already done so.
- Go around and access it from either the North, East or West sides. The North route is marked in yellow on the first map.
- The fastest way back is to warp ring out, and then use the home point back to the Grand Palace of Hu'Xzoi to get back to the first floor.
Outdated strategy: Passing the Qn'zdei rooms at the level-75 cap
Collapsible Details
- The North, East and West rooms leading to the central elevator all contain spinning Qn'zdei pots in groups of four. At the end of each room is an open door leading to the central elevator.
- If the Qn'zdei see you and attack, the door at the far end of that room slams shut and will not open until they return to their spots, or they are killed and respawn (about 5 minutes).
- The East and West access paths have very fast spinning Qn'zdei in them, which makes getting past without being seen next to impossible.
- At item level, try to pass without being seen. If caught, defeat all four pots and wait near the closed door until they respawn and return to their pedestals (about five minutes); the door will then reopen.
These methods were used when the pots were difficult to defeat. The door opens only when all four pots are back on their pedestals.
- The Qn'zdei are immune to Sleep and Lullaby, but can be Reposed. Their large, heavily marked eye is the side that detects players. Keeping to one side of the room reduces the number you need to pass; the left side was commonly used.
- With Reraise or a raiser available, run to the closed door and allow the pots to defeat you. Revive after they return to their pedestals and the door opens. They can pursue other conscious party members, so coordinate the attempt.
- A player outside the party can pull the pots with a pet, then kite them while the group waits near the far door. A Puppetmaster can use Deactivate after the pull to briefly stop them. Be careful: pots returning to their pedestals can still detect players.
- Someone already inside can Tractor and Raise a defeated player through the southern door. Normal access through that door requires the helper to have completed this mission.
- Historical alternatives included briefly disconnecting, or using Perfect Dodge followed by /logout at the closed door, then logging back in after the pots reset.
- Step onto the central elevator and choose to ascend to Map 2 at (Map 2 H-8), near the H-8/H-9 boundary. This is the central part of Map 2, not one of the outer race towers.
- After the ride the battlefield will be on the floor above you but not accessible.
- (Optional) The nearby Quasilumin will explain that you need to get two key items (Brand of Dawn and Brand of Twilight) to access the third floor.
- Both brands are obtained by examining Particle Gates on Map 2; either order is allowed. The barriers prevent a direct walk to both gates, so follow the warp routes shown in the maps below.
- Brand of Dawn: Examine the Particle Gate at the north end of (Map 2 H-7). The route around the pot room starts south of the elevator and uses the warp in the southwest corner of (Map 2 I-9); follow the corridors around to the north gate.
- Brand of Twilight: Examine the Particle Gate at the south end of (Map 2 H-10). Use the outer/eastern warp in the aern room at (Map 2 I-8) to reach (Map 2 G-8), then follow the western outer corridors south and around to the gate. Use the eastern of the two nearby warps; the other does not reach the required side of the barriers.
- Check that both Brand of Dawn and Brand of Twilight are in your key items before returning to the central elevator.
- Go to Part III below.

Map with only the routes to the Brands. Where the first lines end, at the pink spots, are warp fields which are walked into, there is no need to use anything to "zone" and thus any aggression possibly attained on the way will be gone.

Closeup of the routes to the Brands.

Closeup of an alternative map of the routes to the Brands.
Part III
- Return to the central elevator and ascend to the central third floor (Map 3) of The Garden of Ru'Hmet. Just north of the elevator, check the Particle Gate at (Map 3 H-8) for a cutscene, then check it again to enter the battlefield. The battlefield entrance is in the central corridor, not in an outer race tower.
- The fastest way is to Warp ring out, and teleport back via home point. You then ascend on the elevator twice.
Battle
- The battlefield is against four Ix'zdei. ''(see testimonials)''
- Soloable at level 80+ with Trust, though the lower end of that range can be difficult. The fight is straightforward with suitable level-99 item-level equipment.
- The time limit is 30 minutes. All buffs and TP are removed on entry.
- A conscious party member receives 1000 Experience Points or Limit Points on victory, once per day. Defeat does not cost experience points.
- You enter at the north end, facing south. The southern door is the exit if you need to retreat; the northern door will not let you leave.
- Prioritize the two smaller Black Mage pots farther from the entrance; their area spells are the main threat. They may stay at casting range, so move into melee range when needed.
- The pots use the usual Zdei special attacks, are immune to Silence, and resist Sleep. Keep party members away from overlapping area damage and watch for petrification.
- A weakened pot may retreat to its pedestal and recover its HP. Finish it quickly with Weapon Skills or stop its retreat with Stun where possible. Make sure the Black Mage pots have left their pedestals before attacking.
Outdated strategy: Ix'zdei party tactics at the level-75 cap
Collapsible Details
These tactics were written for level-75 parties and low-damage attempts. They can still help if the fight is difficult at your current level or equipment.
- The two larger pots near the entrance have about 7000 HP; the two smaller Black Mage pots have about 6250 HP. Initially they may cast weak spells before switching to stronger magic, including tier-III area spells.
- Bring at least two characters with Elemental Seal and Sleepga if relying on sleep control. A Black Mage support job was sufficient for this role; unassisted sleep is unreliable. Sleep the group, then focus damage on the two Black Mage pots first.
- Save burst damage for a pot attempting to return to its pedestal. Some Black Mage pots move away slowly; allowing one to stay on its pedestal can cause an unexpected full heal.
- A reported level-75 NIN/WAR solo used HP merits with Cherukiki, Rainemard, Valaineral and Joachim. Keep the healer away from area attacks and be prepared for several pots to target it at once. See the testimonials for individual setups.
- After success, you will be ejected from the battlefield.
- After leaving the battlefield, continue north along the central hallway to the Luminous Convergence at the north end of (Map 3 H-7) and examine it for a cutscene.
- Your mission log will not update until you zone into Al'taieu.
Game Description
- Mission Orders
- The Gate of the Gods--the portal leading to the highest level of the palace--has opened. While your companions scramble to reach the audience chamber, you must find which of the five towers will return you into the light...

Source entry: When Angels Fall. Cached on this server on 3 November 2026.