Ah...so I had this crazy idea of starting up the CoP missions. After all, it only has a level 30 cap so I fit right in even though I'm not a very high in level (lvl 37). Crazy idea indeed. I find some people who are going and end up getting in a full alliance of 18. We decided to go to the Dem crag first. Here's my story:
(Forgive any graphical faulties...these are, after all, uploaded from the PS2. I can assure you that some of these pics look ten times better on my TV.)
(NOTE: Forgive me if I do not censor some of these people's names.)
Here I am. The idea of this quest is still new in my head. I can't wait:

Ah! You get excited when they have big dramatic entrances to areas like this. If only I had known what was inside:

Here's the key to unlocking the door:

The door that leads to hell:

Hell itself in all its beautiful glory. The flashy effect soon wear off once you realize what a nightmare this place is:

A castle looms overhead. It feels only like a dream:

Portal to the real world:

Here lies our first challenge. What challenges await after this would have sent us turning around and going back outside to rethink:

We arrive on the second floor and rest for a while:

What is this weird sky?

What in hell created these creatures?


A mysterious door. What does it do?

It almost appears as a crossed stabbed with a stake. Perhaps it forshadows what was going to happen?

The final step. We stand waiting to take on whatever faces us:


Here it waits patiently....to kill us:

It moves!

We fight fiercly:

Worn and tired...it tramples, stabs, and ultimitely kills us:


The real story:
Ok, Emptiness is hell. It's incredibly tedious, even with a full alliance. If you get somethign to link on the last two levels a few of you are probably going to die.
The basic concept (at least in Dem) is to find this green orb (I forget the name). If you get close to it it pushes you away and you take damage. So basically mages and ranged attackers can only kill it. In the meantime, "Strays" keep spawning to thwart the melees into defending the weak. It's terribly complicated because to get to an orb you have to either fight a bunch of emptiness creatures, which isn't hard on the first few levels, or sneak by (the prefered method after the second level). After you kill the orb, it might turn out to be FAKE! So you must go back and find another and kill it. During all this, you have to keep up with your alliance and who dies, etc.
The boss isn't too terribly hard. He summons smaller versions to attack, which basically makes it harder. Our SMN/WHM DCed...we took it down halfway and died. We might have gotten further, if not won, if the SMN hadn't have disconnected. BTW, once you get to the boss, even if you have an alliance, you are split into seperate PTs.
Here's my advice to anyone attempting this:
1.) If you go in a small group (smallest I would recommend is 6) just make sure you bring along items. You can sneak past all the emptiness creatures if you're patient enough. The orbs will be hard, however. You'll have to fight waves upon waves of strays but they're easy...however if you happen to get over two attacking you, this is where an alliance comes in handy.
2.) Even if you're in a big group, bring items like potions and stuff for the boss. It will help. Being prepared is the best tip I can give you. This took us about 3 hours just to get to the boss and die. It's quite disappointing to say it in the most simplist terms. However, once you do it once, it might be easier the next time around.
3.) Bring along someone who can raise that has done this before. This way they can sit outside the boss arena. If your PT dies, just wait for the time limit to go away and you automatically get teleported outside the door to the arena. This way they can just raise you and you can try again and again.
BTW, there's some door of memories. What does it do? Something tells me it allows you to set it as your HP or something...I'm just speculating though. How do you access it? With those stones?
(Forgive any graphical faulties...these are, after all, uploaded from the PS2. I can assure you that some of these pics look ten times better on my TV.)
(NOTE: Forgive me if I do not censor some of these people's names.)
Here I am. The idea of this quest is still new in my head. I can't wait:

Ah! You get excited when they have big dramatic entrances to areas like this. If only I had known what was inside:

Here's the key to unlocking the door:

The door that leads to hell:

Hell itself in all its beautiful glory. The flashy effect soon wear off once you realize what a nightmare this place is:

A castle looms overhead. It feels only like a dream:

Portal to the real world:

Here lies our first challenge. What challenges await after this would have sent us turning around and going back outside to rethink:

We arrive on the second floor and rest for a while:

What is this weird sky?

What in hell created these creatures?


A mysterious door. What does it do?

It almost appears as a crossed stabbed with a stake. Perhaps it forshadows what was going to happen?

The final step. We stand waiting to take on whatever faces us:


Here it waits patiently....to kill us:

It moves!

We fight fiercly:

Worn and tired...it tramples, stabs, and ultimitely kills us:


The real story:
Ok, Emptiness is hell. It's incredibly tedious, even with a full alliance. If you get somethign to link on the last two levels a few of you are probably going to die.
The basic concept (at least in Dem) is to find this green orb (I forget the name). If you get close to it it pushes you away and you take damage. So basically mages and ranged attackers can only kill it. In the meantime, "Strays" keep spawning to thwart the melees into defending the weak. It's terribly complicated because to get to an orb you have to either fight a bunch of emptiness creatures, which isn't hard on the first few levels, or sneak by (the prefered method after the second level). After you kill the orb, it might turn out to be FAKE! So you must go back and find another and kill it. During all this, you have to keep up with your alliance and who dies, etc.
The boss isn't too terribly hard. He summons smaller versions to attack, which basically makes it harder. Our SMN/WHM DCed...we took it down halfway and died. We might have gotten further, if not won, if the SMN hadn't have disconnected. BTW, once you get to the boss, even if you have an alliance, you are split into seperate PTs.
Here's my advice to anyone attempting this:
1.) If you go in a small group (smallest I would recommend is 6) just make sure you bring along items. You can sneak past all the emptiness creatures if you're patient enough. The orbs will be hard, however. You'll have to fight waves upon waves of strays but they're easy...however if you happen to get over two attacking you, this is where an alliance comes in handy.
2.) Even if you're in a big group, bring items like potions and stuff for the boss. It will help. Being prepared is the best tip I can give you. This took us about 3 hours just to get to the boss and die. It's quite disappointing to say it in the most simplist terms. However, once you do it once, it might be easier the next time around.
3.) Bring along someone who can raise that has done this before. This way they can sit outside the boss arena. If your PT dies, just wait for the time limit to go away and you automatically get teleported outside the door to the arena. This way they can just raise you and you can try again and again.
BTW, there's some door of memories. What does it do? Something tells me it allows you to set it as your HP or something...I'm just speculating though. How do you access it? With those stones?
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